The Nerth LAWs of Combat Physical / Metaphysical Law in Down Shift | World Anvil

The Nerth LAWs of Combat

COMBAT IN PASSAGES It may seem counterintuitive, but in competitions, human nature always considers higher values to be better. (Sports games have positive integer scores, for example) So it may seem to be incongruous, but COMBAT ROLLS ARE INVERTED COMPARED TO SKILLS CHECKS. In other words, one wants to roll high in combat, low when checking skills.   Determine your Defense Value, and your Attack Value   One's Defense Value and Attack Value are determined by which Martial Skill you employ to defend yourself (generally, therefore, it will most likely be your highest valued Martial Skill, as that most likely expresses your best chance for survival   Of course, should you choose a lower Martial Skill, it applies to both Attack and Defense. Normally, you can't 'mix n match. Unless,of course, the Persona takes a skill in the Combination... but the SKill in the Combo would take precedence...   Your Attack Value and your Defense Value are determined by which Martial Skill you deploy in the fight.   Roll your Attack Role and add Attack Bonus. Compare with Defense Value of the Opponent.   Magic Actions that are damage-dealing resolve into Magical Effects when the Attack Roll + Magic Attack Value > Defense Value. This is replaced by Magical Defense Value when it applies Damage is based on the Weapon but is limited to the Skill Base value of the attacker. Once the damage is determined, it is mitigated/exacerbated by armor type.       CONSEQUENCES from Contested or Uncontested Actions resolve after the Damage from Combat Resolves RESULTS from CFs or WS resolve after all Consequences have resolved, and before a new Turn/Stage/Scene After all Damage, Consequences, and Results have been resolved, every individual in the Melee ticks off one Fatigue box (5%) Persona whose Fatigue is reduced by Damage, Consequences, or Results to zero is 'Downed' and cannot perform an Action in the next turn. Persona whose Wounds from Damage, Consequences, or Results fall to zero also have their Fatigue value set to zero and are 'Downed' and 'Unconscious' and cannot perform Actions until revived. Personae or Opponents that DID NO ACTION (including those who were 'Downed' in the previous turn regains two Fatigue boxes (10%)     As Uncontested, Contested, and Combat rolls have been explained, it is next that the Conclusions of those are explained.
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