This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
quickstartguide [2019/04/29 14:10] triptycho [Scenarios] |
quickstartguide [2019/05/08 11:16] (current) triptycho [Interaction] |
||
---|---|---|---|
Line 48: | Line 48: | ||
- Play a Strategy | - Play a Strategy | ||
- Swap 1 Gear (or both hands) | - Swap 1 Gear (or both hands) | ||
- | - Block 2 adjacent borders (combat only) | + | - [[Block|Block]] borders (combat only) |
- [[Action Phase|Action Phase]] | - [[Action Phase|Action Phase]] | ||
- You may play an Action (from Gear or hand) | - You may play an Action (from Gear or hand) | ||
Line 69: | Line 69: | ||
==== Actions and Reactions ==== | ==== Actions and Reactions ==== | ||
- | Actions and Reactions often include dice entries used to see if the play is successful: | + | Actions and Reactions often include dice entries used to see if the play is successful. These are known as [[accuracy dice|Accuracy Dice]] for Actions and [[evasion dice|Evasion Dice]] for Reactions. |
SCENARIO ACTION REACTION | SCENARIO ACTION REACTION | ||
Combat Hit vs. Miss | Combat Hit vs. Miss | ||
Exploration Inflict vs. Endure | Exploration Inflict vs. Endure | ||
Interaction Argue vs. Rebuttal | Interaction Argue vs. Rebuttal | ||
- | Each PC or NPC makes the roll as described on their play; highest result wins. Ties go to the Action. | + | Each PC or NPC makes the roll as described on their play; highest result wins. Ties go to the Action. |
- | If either the Action or Reaction have no opposed roll entry, then both plays take effect. | + | If either the Action or Reaction lack an opposed roll entry, then both plays take effect. |
- | Any entries under Damage or Special require the play to take effect. Damage rolled is subtracted from the target HP, EP, or WP; if it reaches 0 the target is defeated (negative values are not tracked). | + | Any entries under Damage or Special require the play to take effect. Damage rolled is subtracted from the target HP, EP, or WP; if it reaches 0 the target is defeated (negative values are not tracked). Defense values are special in that they take effect even if the play as a whole does not. Defense results subtract from any incoming enemy damage, reducing the total suffered. So, a Damage roll of 4 and a Defense roll of 2 would result in 4-2= 2 total damage taken. |
- | Defense values are special in that they take effect even if the play as a whole does not. Defense results subtract from any incoming enemy damage, reducing the total suffered. So, a Damage roll of 4 and a Defense roll of 2 would result in 4-2= 2 total damage taken. | + | |
- | If the Damage entry has the [[piercing|Piercing]] property, any enemy Defense entry is reduced a number of dice levels equal to the Piercing number. Unlike other dice level reductions, Piercing can reduce Defense to no dice rolled (by reducing further than d2). | + | If the Damage entry has the [[piercing|Piercing]] property, any enemy Defense entry is reduced a number of dice levels equal to the Piercing number. Unlike other dice level reductions, Piercing can reduce Defense to no dice rolled (by reducing further than d2). |
- | If the Damage entry has a type (such as Fire), and the enemy has a [[weakness|Weakness]] value to that type, the Damage entry is increased a number of dice levels equal to the Weakness number. If the enemy has a [[resistance|Resistance]] value to that type, the Damage entry is instead decreased a number of dice levels (min d2). | + | If the Damage entry has a type (such as Fire), and the enemy has a [[weakness|Weakness]] value to that type, the Damage entry is increased a number of dice levels equal to the Weakness number. If the enemy has a [[resistance|Resistance]] value to that type, the Damage entry is instead decreased a number of dice levels (min d2). |
==== Combat ==== | ==== Combat ==== | ||
- | Combat scenarios include a tactical battle map that displays the terrain divided into [[section|sections]]. Every entity (PC or NPC) occupies a section on the map. You can only make [[melee|melee]] [[attack|attacks]] against enemies in your occupied section. [[reach|Reach]], [[range|Ranged]], and [[thrown|Thrown]] attacks can cross a number of section borders equal to the number displayed on the entry. However, you cannot play Actions with a Range entry greater than 1 if there is an enemy in your occupied section. | + | Combat scenarios include a tactical battle map that displays the terrain divided into [[section|sections]]. Every entity (PC or NPC) occupies a section on the map. You can only perform [[melee|melee]] [[attack|attacks]] against enemies in your occupied section. [[reach|Reach]], [[range|Ranged]], and [[thrown|Thrown]] attacks can cross a number of section borders equal to the number displayed on the entry. However, you cannot play Actions with a Range entry greater than 1 if there is an enemy in your occupied section. |
Actions with the Area Attack descriptor target all entities in a section instead of a single entity. | Actions with the Area Attack descriptor target all entities in a section instead of a single entity. | ||
Line 91: | Line 90: | ||
Some section borders have a [[height|Height]] value. Crossing such borders in a downward direction results in falling, taking #d6 damage where # is equal to the Height value. You need special equipment to cross such borders in an upward direction. Additionally, some movement may require making [[acrobatics|Acrobatics]] rolls to succeed; this value is found on the Class card. Failure may result in no movement or falling into another section, taking damage. | Some section borders have a [[height|Height]] value. Crossing such borders in a downward direction results in falling, taking #d6 damage where # is equal to the Height value. You need special equipment to cross such borders in an upward direction. Additionally, some movement may require making [[acrobatics|Acrobatics]] rolls to succeed; this value is found on the Class card. Failure may result in no movement or falling into another section, taking damage. | ||
- | Some Actions in combat include an [[incantation|Incantation]] entry. A PC can spend their Action Phase to incant; at the start of their next turn they'll accumulate 1 Incantation charge, which can be immediately spent to play an Action with the corresponding Incantation value. An entity that takes damage while incanting loses the incantation and all charges accumulated. | + | Some Actions in combat include an [[incantation|Incant]] entry. A PC can spend their Action Phase to incant; at the start of their next turn they'll accumulate 1 Incantation charge, which can be immediately spent to play an Action with the corresponding Incant value. An entity that takes damage while incanting loses the Incantation and all charges accumulated. |
==== Exploration ==== | ==== Exploration ==== | ||
- | Exploration scenarios feature an area map with connected nodes that PCs and some [[challenge|challenges]] move between. Players must explore to uncover the map and find the goal in order to win the scenario. | + | Exploration scenarios feature an area map with connected nodes called [[region|regions]] that PCs and some [[challenge|Challenges]] move between. Players must explore to uncover the map and find the goal in order to win the scenario. |
- | On the way, PCs will encounter [[obstacle|Obstacle]] challenges that block connections between nodes; [[creature|Creature]] challenges that move around and harass the PCs; [[environ|Environ]] challenges that make attacks every round against all PCs in the node; and hidden [[trap|Trap]] challenges that make attacks off triggered Interrupts. Obstacles that Persist have a separate EP pool for each PC, and a pool is restored to full whenever the corresponding PC moves. | + | On the way, PCs will encounter [[obstacle|Obstacle]] challenges that block connections between regions; [[creature|Creature]] challenges that move around and harass the PCs; [[environ|Environ]] challenges that make attacks every round against all PCs in the region; and hidden [[trap|Trap]] challenges that make attacks off triggered Interrupts. Obstacles that Persist have a separate EP pool for each PC, and a pool is restored to full whenever the corresponding PC moves. |
- | PCs can [[search|Search]] as an Action, using the Search entry on their Craft card. This is opposed by a Hidden roll; success can result in finding secret exits and other useful things. Additionally, some PC Actions include a [[lockpick|Lockpick]] entry; these can be played against Obstacles having a Lock entry. Success on a Lockpick roll results in that Obstacle being instantly defeated. | + | PCs can [[search|Search]] as an Action, using the Search entry on their Craft card. This is opposed by a [[hidden|Hidden]] roll; success can result in finding secret exits and other useful things. Additionally, some PC Actions include a [[lockpick|Lockpick]] entry; these can be played against Obstacles having a Lock entry. Success on a Lockpick roll results in that Obstacle being instantly defeated. |
==== Interaction ==== | ==== Interaction ==== | ||
- | Interaction scenarios consist of a one-dimensional [[stage|Stage]] of [[position|positions]]. Actions can only affect targets in the same position unless they are Ranged. If an entity attempts to Move, one enemy in the same position can make an opposed [[charisma|Charisma]] roll to stop the movement, with ties favoring the moving entity. | + | Interaction scenarios consist of a [[stage|Stage]] of [[position|positions]]. Actions can only affect targets in the same position unless they are Ranged. If an entity attempts to Move, one enemy in the same position can perform an opposed [[charisma|Charisma]] roll to stop the movement, with ties favoring the moving entity. |
Interaction scenarios also include a Debate Axis, a number axis used for special victory and defeat conditions. The maximum value on the Debate Axis is equal to 2 + the number of players; likewise the minimum value is equal to -1 * (2 + the number of players). So for four players, the Debate Axis ranges from -6 to +6. | Interaction scenarios also include a Debate Axis, a number axis used for special victory and defeat conditions. The maximum value on the Debate Axis is equal to 2 + the number of players; likewise the minimum value is equal to -1 * (2 + the number of players). So for four players, the Debate Axis ranges from -6 to +6. |