Core Rules
Combat Rules
Round
- Duration Seconds
- 5
- Accelerated Pnp Variant In Digital Rules
- No
- Initiative Each Round
- reaction + 1d10
Normal Attack
- Roll
- 1d20 + total_attack_rating
- Hits If
- roll > total_defense_rating
- Tie
- Miss
Physical Damage
- Minimum Final Damage
- 0
- On Damage Apply Same Amount To
- Hit points, Stamina
- Zone Armor Applies
- Yes
Ko
- Check
- 1d20
Severe Hit
- Threshold Exact
- final_damage * 3 >= persistent_normal_max_hp * 2
- Eligible Damage
- physical sharp or explicit severing-capable
- Eligible Zones
- Neck, Arms, Hands, Legs, Feet
- On Threshold
- 1d20
- Failed Neck Check
- Irreversible decapitation
Physical Critical
- Natural 20 – Target Reaction Or Riposte
- No
- Natural 20 – Double Variable Damage Dice
- Yes
- Natural 20 – Double Fixed Damage
- No
- Natural 1 – Attack
- Miss
- Natural 1 – Target May React Or Riposte Without Prior Declaration
- Yes
Timing
- Duration N Rounds
- application_round_counts_as_round_1_unless_rule_explicitly_says_next_n
- End Of Round Order
- Due ticks and effects, Resolve death and KO from results, Due KO rechecks, Advance durations and cooldowns, Roll initiative for the next round
- New Effect Created During End Phase Ticks Same Phase
- No
- Cooldown Example
- used_round_1_with_5_round_cooldown => blocked_rounds_2_to_6, usable_round_7
Actions
- Normal Actions Per Round
- 1
- Reaction To Action Directed At Actor
- Yes
- Class Combat Talent On Riposte
- No
- Defensive Protective Talent Exception
- Yes
Wounded State
- Trigger
- current_hp * 3 <= persistent_normal_max_hp
- Attack Rating Modifier
- -2
- Defense Rating Modifier
- -2
- Clears When
- current_hp * 3 > persistent_normal_max_hp
Targeted Attacks
- Modifier Applies To
- Attack rate
- Zones – Head
- -2
- Zones – Eyes
- -5
- Zones – Face
- -3
- Zones – Neck
- -3
- Zones – Shoulders
- -2
- Zones – Arms
- -2
- Zones – Hands
- -3
- Zones – Torso
- -2
- Zones – Lower Body
- -2
- Zones – Legs
- -2
- Zones – Feet
- -3
Weapon Set Change
- Normal Duration Rounds
- 1
- Consumes Other Actions That Round
- Yes
- Accelerated Variant Ignored Digitally
- Yes
- Exception
- enchantment.weapon.weapon_change / explicit rule
Technical rule reference
- Canon ID
- core.combat_rules