Action: Attack Action | ◈◈ / ◈-◈◈◈

The attack action is one of many Standard Action | ◈-◈◈◈ you can perform in a turn, and is one many of the Warrior class group leans on.

By expending 2 actions / ◈◈, you give yourself the ability to attack with your weapon. Attacks, or Attack Rolls, can be used to roll an attack against an enemy, depending on the weapon. An Attack Roll can be made in a variety of ways, but the concept is the same throughout. You expend an Attack to roll a 1d20 + the Attack's attribute modifier + your Proficiency Bonus. The attack's attribute modifier depends on your class and weapon. All melee attacks use Strength by default, and all ranged weapons use Dexterity by default; but this is not always the case depending on the item (bear in mind traits line Finesse ⚙️ and Zen⚙️ exist). Once generated by the Attack Action, Attacks made by the Attack Action can at any point during your turn, like a Free Action | ◇, and 'expire' at the end of the turn, unless stated otherwise.

You will be rolling against their AC, or their Armor Class, a DC based on their Armor and/or hardiness in battle. If you succeed in hitting (rolling a number equal to or greater than their AC), you roll the damage of your weapon (and/or ability or feature). If you roll a +10 over their AC, or roll a natural 20, you @[Critically Succeeded doubling the damage and modifiers you would deal. Some weapons alter these Critical Modifiers, and each increment above 10 is another additive Critical; making your dice and modifiers triple, quadruple, so on and so forth).

You always roll with the weapon in your main attacking hand, be it a one-handed weapon or a weapon held with multiple hands. If you have an Agile ⚙️ weapon. you can participate in Dual-Weapon Fighting and Off-Hand Attacks.

 

Modifying the Attack

If you believe you can land he attack with a penalty, or need a boost to hit an extremely tough opponent, one can expend more or less actions to naturally make more attacks or make a stronger attack.

 

You may spend 1 Action / ◈ to generate an attack as normal. However, your next attack this turn will be made at Disadvantage. If an attack already has Disadvantage while doing this, it will gain a Penalty Dice (base 1d4) instead.

Conversely, may spend 3 Actions / ◈◈◈ to generate an attack as normal. But your next attack this turn will be made with Advantage. If an attack already has Advantage while doing this, it will gain a Bonus Dice (base 1d4) instead.

These modifications are only available to Player Characters.  

Examples

An example of using an Attack or two would be a lvl 1 character with + 4 strength using a Longsword, fighting against a creature with 10 AC. They expend 2 attacks and roll 1d20+5 , and get a 19 result (natural 14 roll). Since they were wielding the weapon with 2 hands (as per the Two-Hand⚙️ keyword), they deal 1d10+4 damage.   The same character, fighting the same enemy, uses two Base Swords instead. The expend 2 attacks (rolling the same 1d20+5 roll as before), and get a 6 (natural 1) and a 24 (natural 19). The first swing is a critical miss (there is no punishment or penalty for critically missing an attack, normally), but the second attack is a critical hit, leading to 2d6+8 damage.  

Other things to consider

Some games use a variant rule called the Multiattack Penalty, which penalizes you for making multiple attacks per turn. Although this is not the case for CHASE, the GM may impliment it into their games as they see fit.

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