A staple of fantasy adventures are action-packed battles against the forces of evil. Whether characters are attempting to slay a terrible dragon or defending the village against a gang of bandits, most Cool Name RPG Adventures include at least a few Combat Encounters.
A Combat Encounter is any Encounter where the primary Challenge is defeating one or more enemies in battle. In this chapter, we show you ways to use the rules introduced in the preceding chapters to create fantastic fantasy battle scenes. Be sure to familiarize yourself with those rules before you proceed.
Story or Simulation?
The goal of the Cool Name RPG rules is to help you tell exciting adventure stories. They are not designed to realistically simulate combat. This is not to say the rules are unimportant, but the focus of the rules is helping you to take meaningful actions that have a dramatic impact on the Encounter’s narrative. They also provide a framework for understanding your character’s place in the Encounter. For instance, when playing a Combat Encounter, are your characters hopelessly outclassed? Is the enemy about to break? Will teamwork lead to a faster and cleaner victory? These are the types of questions the Cool Name RPG Core Rules are designed to answer.
Initiative #
In Combat Encounters, the order in which combatants act is often a matter of life or death. Combat Encounters almost always use Initiative.
Rounds #
For most Combat Encounters, each Round is roughly six seconds long, but it is up to the Gamemaster to decide on the exact Round length. The main value of knowing the length of the Round is to give you a rough idea of how much you can do on your Turn.
One notable exception to the six-second combat Round is mass combat. If your Combat Encounter involves a massive battle with large numbers of combatants, you might want to use longer Rounds to represent the protracted fighting typical of set piece combat. With longer Rounds, you can use the character’s Actions to represent the highlights of the battle or use a single roll to represent the outcome of a drawn-out clash between two large forces.
Distance, Movement, and Range #
Combat in the Core Rules of Cool Name RPG is played out in the theater of the mind. This means the Gamemaster sets the stage for the battle through storytelling, and you describe your character’s heroic Actions without worrying overly much about things like the precise distance between combatants or exactly which way your character is facing.
The Gamemaster might still provide you with a map of the battlefield and you might even use miniatures to roughly position your characters, but these exist as storytelling aids rather than tools for measuring the precise distance between combatants or the exact number of spaces your character moved.
Distance #
Distance in the Cool Name RPG Core Rules is measured using an abstract system of measurements that support telling an exciting adventure story without getting bogged down in the details. The Distance Increments Table lists the five distance increments used in Cool Name RPG Combat Encounters. At the beginning of a Combat Encounter, the Gamemaster will tell you how far away the enemy combatants are from your position using these range increments.
Movement #
Moving around the battlefield during a Combat Encounter requires a Minor Action. Typically, this involves increasing or decreasing the distance between you and another combatant. For instance, moving from within Reach of an opponent to a position Across the Room is a Minor Action. Movements that require an Action Check, like climbing a wall or leaping over a pit, are Major Actions.
Moving with Purpose #
Almost all fantasy RPG battles take place in locations the size of a great hall or smaller. Typically, this places all the participants in a Combat Encounter a Stone’s Throw away from one another or less. In a space of this size, every person on the battlefield is within easy reach of one another in a six-second Round and can move easily between combatants. This means that when your character moves, the fact that you are moving is less important than the reason your character is moving.
By identifying the reason for the move, you not only make it easier to determine the effect of your Action on the game, but you tell a much more exciting story. For instance, if you say your character runs to the other side of the room, that might be factual, but it doesn’t capture the full picture. On the other hand, if you say you dash across the room, zig zagging to avoid the enemy arrows (Assist Action to increase your Dodge,) because you want to be in position to Withdraw from the combat next round, this matters in the game and tells a far more interesting story.
Position #
A change in your position, such as crouching, sitting on a chair, or standing up does not require an Action. More dramatic changes of position, such as diving for cover or getting up from prone, may require a Minor Action if the Gamemaster feels it is appropriate, or a Major Action if it involves an Action Check for game effect.
Range #
The distance between you and your target in most fantasy RPG combat typically is not far enough that the range impacts the outcome of the Encounter. The Gamemaster may, however, wish to impose a +1 modifier on Difficulty Scores for ranged attacks from Bow Shot distance.
Actions #
On your character’s Turn you may take one Minor Action and one Major Action. As with all Cool Name RPG Encounters, there are no limits on what Actions your character may attempt. If you are uncertain about what your character can do, rules for common RPG combat Actions are listed at the end of this chapter.
Talking During Combat #
Speaking a few words or even a sentence or two during a battle does not require an Action. Combat chatter, witty repartee, and throwing around insults mid-battle are a common element of adventure story battles. Also, it is usually fine if players want to talk to coordinate their Actions. Since the action all occurs in your imaginations, you may need to talk things out that would not require discussion if you were truly in combat together.
If at any point the Gamemaster feels the talk is going on too long, they may declare the discussion has used up your character’s Minor Action, so try to keep it brief!
Any talking that includes an Action Check, such as attempting to have your character intimidate or bluff the enemy, requires the use of a Major Action.
Weapons #
Weapons have several Attributes that come into play during combat. These Attributes apply primarily when performing Attack Actions, although with the Gamemaster’s permission, they may be applied in other situations.
Weapon Attributes #
Each weapon has the following attributes:
Primary Attribute #
This is the Primary Attribute you use when performing an Attack Action with this weapon. Some weapons list more than one Attribute. With these weapons you may choose which Attribute to use when determining your Attack Action Score.
Attack #
The Attack modifier is applied when using this weapon for an Attack Action. Typically, this is a modifier to the Action Score for the Attack, but for especially heavy weapons or weapons that are difficult to wield properly, the weapon might list a modifier to the Difficulty Score. In this case, the Difficulty Score for Attack Actions made with this weapon is increased by the amount listed for the weapon.
Parry #
This Score is added to the character’s Parry Defense when they are actively wielding this weapon.
Effect #
Some weapons modify the Effect of successful Attack Action Checks. After the making a successful Attack Action Check, add this number to the Effect before subtracting Armor (see Armor below).
Some weapons have additional traits and abilities, such as Scores that modify attempts to disarm an opponent or the ability to ignore an opponent’s Armor.
A complete listing of weapons and their Attributes are found in Chapter 14: Equipment.
Off-Hand Weapons #
An off-hand weapon is a light weapon wielded in the hand opposite your primary weapon. The most common off-hand weapon is a dagger, although any weapon with the light weapon property may be wielded as an off-hand weapon.
A character wielding an off-hand weapon adds a +1 modifier to their Parry Defense, in addition to any Parry Defense modifiers provided by their primary weapon.
Weapon Training #
If you are trained in the use of a particular weapon, you may add your MO Score to your Attack Action Score. All characters are trained with fist, foot, daggers, and clubs as well as simple thrown weapons, like stones. In addition, each MO lists additional weapons in which the character is trained.
Armor #
Armor reduces the Effect of an Attack Action. After a successful Attack Action, reduce the Effect by the target’s Armor Score before applying it to Challenge Points or Vitality.
Armor Types #
Armor is designed to protect against a specific type of injury. The three types are: Body, Mind, and Spirit. Body Armor is the most common type of Armor. Mind and Spirit Armor exist, but they are far less common.
Armor Attributes #
Armor has several Attributes that come into play during combat. These Attributes apply primarily when the character is the target of an Attack Action, although with the Gamemaster’s permission, they may be applied in other situations.
Armor Type and Score #
Each piece of Armor lists the type of protection it provides and its Armor Score. When there is a successful Attack Action against a character wearing the Armor, the Effect is reduced by this Armor Score.
Block #
This Score is added to the character’s Block Defense when they are actively wielding a shield with this Score.
Some armor has additional traits and abilities, such as extra protection against wounds or increased Difficulty Scores when performing certain types of Actions.
A complete listing of armors and their Attributes are found in Chapter 14: Equipment.
Armor Training #
Each MO lists the Armor varieties the character is trained to use (Light, Medium, Heavy, or Shield). If you are unaccustomed to wearing a particular variety of armor, it is more difficult to perform Actions that require ease of movement.
When wearing a variety of Armor you are not trained to use, add +1 to the Difficulty Scores for any Action Checks based on Strength, Coordination, or where precise or controlled body movement is important (such as spellcasting.)
Cover #
When you are behind Cover, such as ducked down behind a large rock or peeking around a corner, it is easier to Dodge incoming attacks. The amount you are hidden determines the Cover Score.
Increase your Dodge by the Cover Score when you are attacked by an enemy.
Attacking from Cover #
When you make a melee attack from behind cover, your opponent receives the same Cover benefit to their Dodge or Defense. Both sides of a melee combat benefit equally from the cover between them. There are no modifiers to Difficulty Scores for ranged Attack Actions made from behind cover.
Defenses #
When an NPC makes an Attack Action against your character, their Difficulty Score is one of your Defense Scores. For attacks against your Mind or Spirit, the Difficulty Score is your Mind or Spirit Defense. Body Defenses, however, are handled differently.
Body Defenses #
When an NPC makes a melee or ranged Attack against your character, you choose the Body Defense you want to use. The Defense you choose becomes the Difficulty Score for the NPC’s Attack Action.
Body Defense Requirements #
Each of the Body Defenses have requirements for use. If these requirements are met, you may use that Defense against an attack.
- Dodge: There are no special requirements for Dodge.
- Block: You must have a readied shield.
- Parry: You must have a readied, rigid melee weapon. In addition, the weapon must be one the character is trained to use.
In addition, the nature and circumstances of an attack may limit your options for Defense. For instance, if you are trying to defend against a charging elephant, the Gamemaster might only allow you to Dodge. Things like parrying an elephant’s Attack with a dagger or trying to Block it with a small shield are unlikely to help. The Gamemaster makes the final call on what Defenses you may use against Attacks.
Combat Actions #
The following examples show how to use the basic Action Types to perform the most common RPG Combat Actions. Unlike the standard Action Types, some combat Actions have a prerequisite you must meet before you may attempt the Action.
Attack: Melee or Ranged #
Action Type: Attack
Prerequisite: None
Primary Attribute: By weapon
Difficulty Score: Target’s Body Defense Score
Result: Reduce the target’s Challenge Points or Body Vitality by the Effect
On a successful melee or ranged Attack, reduce the enemy’s Challenge Points or Body Vitality by the Effect. If the target is an NPC and their Challenge Points are reduced to zero, they are Defeated.
Attack: Special #
Action Type: Attack
Prerequisite: None
Primary Attribute: Varies
Difficulty Score: Target’s appropriate Defense Score
Result: Reduce the target’s Challenge Points or appropriate Vitality by the Effect
There are more ways to defeat an opponent than simply beating them into submission. You could try to drive the enemy away using intimidation, fool them into thinking you are more dangerous than you are, or tip a shelf full of pottery over onto their head. These are all ways you could reduce an enemy’s Challenge Points without making a standard weapon attack.
Describe the Attack #
When you make a Special Attack Action, you must describe in detail the cool, heroic, or clever thing your character is doing and the desired outcome. For instance, you might say something like, “At the perfect moment, Altiss slices the rope that holds up the chandelier so it falls on the goblin’s head.”
Primary Attribute #
The Primary Attribute Score added to your Action Score depends entirely on the Action you described. In the example above where Altiss cuts the rope, the Gamemaster might allow Altiss to use Coordination, Awareness, or Intellect, depending on how she described the Action. It is always preferable to choose Actions that add to the story and play to your character’s strengths.
Difficulty Score #
The Difficulty Score for a special Attack is the target’s Body, Mind, or Spirit Defense. It is up to you and the Gamemaster to determine which Defense is appropriate.
Here is a simple rule of thumb:
- If the attack will cause physical injury, use the target’s Body Defense.
- If the attack will trick or confuse the target, use their Mind Defense.
- If the attack will demoralize the target or have an emotional impact, use their Spirit Defense.
Effect #
If the special Attack is successful, subtract the Effect from the target’s Challenge Points or the targeted Vitality Score. If the target is an NPC and their Challenge Points are reduced to zero, they are Defeated.
Coup de Grâce #
Action Type: Attack
Prerequisite: Target is Defeated
Primary Attribute: Strength or Coordination
Difficulty Score: Automatic
Result: Enemy is killed
As a Major Action, you may execute a Coup de Grâce to finish off a defeated enemy. Typically, a character will need to have a readied weapon to take this Action.
Defend #
Action Type: Assist
Prerequisite: None
Primary Attribute: Special
Difficulty Score: Defense Score you want to improve
Result: Increase the selected Defense Score by Effect
On a successful Defend, you improve one ally’s Defense Score (Block, Dodge, Parry, Mind, or Spirit) by the Effect for one Round. The maximum Effect is equal to the Primary Attribute used to determine the Defense Score you used as your Action Score. The benefit ends at the start of your next Turn.
The Action Score for Defend is one of your Defense Scores. The Defense Score you use must be of the same type (Body, Mind, or Spirit) as the one you wish to improve. For example, if you want to improve an ally’s Parry, you could use your Block, Dodge, or Parry as your Action Score. You could not, however, use your Block Score as the Action Score to improve an ally’s Mind Defense.
Note that Defense Scores already take Primary Attributes, MOs, Specializations, and equipment into account, so no additional Scores should be added to the Defense Score when determining the Action Score.
You may also choose to Defend yourself, improving one of your own Defense Scores.
Disarm #
Action Type: Opposed Attack
Prerequisite: Appropriate weapon
Primary Attribute: By weapon
Difficulty Score: Opposed Attack Action
Result: Loser drops their weapon
Disarming an opponent is an Opposed Roll that pits your Attack against the target’s Attack. Both sides calculate their Attack Action Score normally and roll. The combatant with the highest result forces the other to drop their weapon.
Drag #
Action Type: Interact
Prerequisite: Grab or Grabbed
Primary Attribute: Strength
Difficulty Score: Opposed Strength
Result: You move the target
Drag is resolved with an opposed Action Check between your Strength and the target’s Strength or Body. On a successful Drag, your character drags a Grabbed opponent to a place on the battlefield of your choosing. The Grab may be maintained after successfully performing the Drag Action. On a failed attempt, the target remains where they are, but your character retains their Grab.
Alternatively, your character may use the Drag Action to move while Grabbed without first performing an Escape Action. On a successful Drag Action Check, you move to the desired location, dragging along the enemy that Grabbed you. The NPC or character that has you Grabbed may choose to release their Grab in this case, rather than being dragged along with you.
Escape #
Action Type: Interact
Prerequisite: Grabbed or Restrained
Primary Attribute: Strength or Coordination
Difficulty Score: Target Attack Score
Result: You break free of a Grab or reduce the Restrained condition to Grabbed
If another character or NPC has Grabbed your character, on a successful Escape your character breaks free of the Grab. If your character is Restrained, a successful Escape reduces the Restrained state to Grabbed.
Grab #
Action Type: Interact
Prerequisite: None
Primary Attribute: Coordination
Difficulty Score: Target Defense
Result: You grab the target or an object the target is holding
On a successful Grab, you grab the target or an item the target is holding (declare which before rolling.) Grabbed NPCs and characters may still perform any Action they like on their Turn, including an attempt to Grab the attacker back. Grabbing an opponent back does not break their Grab. On a success you are both Grabbed.
Once you have a person or thing Grabbed, you may maintain the Grab as a Major Action without making additional Action Checks. If the Grabbed character wishes to move, they must Escape first or use the Drag Action.
Harm #
Action Type: Attack
Prerequisite: Grab
Primary Attribute: Coordination or Strength
Difficulty Score: Target Toughness
Result: Reduce the target’s Challenge Points or Body Vitality by the Effect
On a successful Harm, you inflict non-lethal damage on the target. Reduce the target’s Challenge Points or Vitality by the Effect by twisting, choking, or yanking. Normally, Armor (Body) does not protect against the damage from a successful Harm.
Harry #
Action Type: Obstruct or Aid
Prerequisite: None
Primary Attribute: Varies by Action
Difficulty Score: Gamemaster sets
Result: +1 modifier to the target’s Attack Difficulty Scores or +1 modifier to ally’s Attack Actions against the target
When you Harry an enemy, you disrupt their ability to fight effectively. Harrying includes distracting, flanking, and similar strategic maneuvers.
A successful Harry adds a +1 modifier to the Difficulty Score for all the target’s Attack Actions, or a +1 modifier to all allies’ Attack Action Scores when attacking the target.
The Primary Attribute for Harry and the Difficulty Score depend on your description of how you are harrying the target.
Intercept #
Action Type: Interact
Prerequisite: Readied Intercept Action
Primary Attribute: NA
Difficulty Score: Automatic
Result: You throw yourself in front of the enemy’s attack and take the blow in place of the enemy’s target
If you have readied an Intercept Action, you may leap in front of an Attack aimed at an ally before the Gamemaster rolls. In doing, you force the enemy to attack you instead of your ally. Resolve the Attack normally.
Restrain #
Action Type: Interact
Prerequisite: Grab
Primary Attribute: Coordination or Strength
Difficulty Score: Target Strength
Result: You prevent the target from taking any Action other than Escape
The Restrain Action is used to control the body of the person you have Grabbed so you can prevent them from performing any Major or Minor Actions other than Escape. Once you have the target Restrained, you may maintain the Restrain as a Major Action without making any additional Action Checks. If the target is prone, add a +1 modifier to your Action Score.
Sacrifice #
Action Type: Interact
Prerequisite: None
Primary Attribute: NA
Difficulty Score: NA
Result: All attacks directed against an ally are directed at you instead
When you perform a Sacrifice Action, you prevent the enemy from attacking one ally until the start of your next Turn. Any attack aimed at the ally must target you instead.
Shove #
Action Type: Attack
Prerequisite: None
Primary Attribute: Strength
Difficulty Score: Target Toughness or Defense
Result: You push the target in a direction of your choosing
On a successful Shove, you push the target from Reach to Across the Room.
If the target cannot move in the direction you shoved them because there is something in the way, they collide with that object. Reduce the target’s Challenge Points or Body Vitality by the Effect of your Shove. Armor (Body) reduces this Effect. A deadly surface, such as a wall of spikes, may increase the Effect with the Gamemaster’s approval.
Take #
Action Type: Interact
Prerequisite: Grabbed Item
Primary Attribute: Strength
Difficulty Score: Target Strength
Result: You take the item from the target
On a successful Take, you forcibly take a Grabbed item away from the target. Unless the target willingly releases the item at this point, the item takes damage equal to the Effect. The item’s Armor (Body) reduces the Effect.
Takedown #
Action Type: Attack
Prerequisite: Grab
Primary Attribute: Coordination or Strength
Difficulty Score: Target Strength or Dodge
Result: Reduce the target’s Challenge Points or Body Vitality by the Effect. The target is now prone.
On a successful Takedown, you slam a Grabbed target into the ground. This reduces the target’s Challenge Points by the Effect, although Armor (Body) will reduce the Effect. In addition, the target is now prone. You may retain your Grab on the target if you kneel or drop prone as well, otherwise, you must release your Grab.
Team-Up #
Action Type: Assist
Prerequisite: None
Primary Attribute: Varies
Difficulty Score: Ally’s Attack Action Score
Result: Increase the ally’s Attack Action Score by the Effect for attacks against a specific target
When you Team Up, you work together with an ally to improve their chance of hitting the enemy. A successful Team Up improves a single ally’s Attack Action Score by the Effect when they next attack the target. The maximum Effect is equal to the Primary Attribute used to determine your Action Score.
You and the Gamemaster should select an appropriate Primary Attribute for the Action Check. For instance, if you are feinting with your sword to throw the enemy off balance, you might use Strength or Coordination. On the other hand, if you are signaling to your companion so they know the perfect time to strike, you might use Intellect or Awareness.
Throw #
Action Type: Attack
Prerequisite: Grab
Primary Attribute: Coordination or Strength
Difficulty Score: Target Strength or Dodge
Result: Reduce the target’s Challenge Points or Body Vitality by the Effect. The target is now prone and is moved from Reach to Across the Room.
On a successful Throw, you release your Grab on the target, move the target from Reach to Across the Room in a direction of your choosing, place the target in a prone position, and reduce the target’s Body Vitality or Challenge Points by the Effect. Armor (Body) will reduce the Effect.
Trip #
Action Type: Interact
Prerequisite: Readied Trip Action
Primary Attribute: Coordination
Difficulty Score: Target Dodge
Result: The enemy is prone, their movement stops
On a successful Trip, you drop the enemy to the Prone position. Trip does not cause damage, but if used as the reaction for a Ready Action, it will end the movement of a target that is moving past your character.
Withdraw #
Action Type: Withdraw
Prerequisite: None
Primary Attribute: Varies
Difficulty Score: Enemy Attack Score
Result: You withdraw from the Combat Encounter
On a successful Withdraw, you withdraw from the Combat Encounter to a place of relative safety. You remain “offscreen” until the other characters overcome the Encounter’s Challenges, are defeated, or all Withdraw.
If the enemy does not care if you Withdraw, no Action Check is required. Otherwise, the Difficulty Score is equal to the Attack Score for the enemy you are currently engaged with or the highest Attack Score among the enemy combatants.
The Primary Attribute depends on how you extract yourself from the battle. A fighting retreat might use the Primary Attribute for your weapon, where a clever ruse to distract the enemy might be based on Presence or Intellect.
NPCs in Combat #
NPCs include bandits, evil wizards, goblins, dastardly mercenaries, and any other creature or thing controlled by the Gamemaster.
In a Combat Encounter, NPCs use most of the same rules as characters with the following exceptions:
- Initiative: The Gamemaster does not roll Initiative for NPCs. NPCs use the Initiative listed in the NPC statblock.
- Actions: NPCs may attempt any of the Actions available to characters except for those described as prohibited here. In addition, some NPCs have unique Actions described in the Actions section of their statblock.
- Primary Attributes: NPCs only have three Attributes: Body, Mind, and Spirit. If an Action calls for a particular Primary Attribute, use the NPC Attribute with the same name as the listed Primary Attribute’s group. For instance, if an Action calls for Strength, a Primary Attribute of the Body group, use the NPCs Body Attribute.
- Attack: An NPC’s most common Attack Actions are listed in their statblock and include a precalculated Attack Score. NPCs also have a general Attack Score the Gamemaster may use if the NPC makes other types of physical Attack Actions. In both cases, the Attack Score listed in the statblock already includes the NPC’s attributes, equipment, and training Scores. Normal modifiers may still be applied to both the NPC’s Attack Score and Difficulty Score.
- Defense: NPCs have a single Body Defense Score rather than Dodge, Block, and Parry Scores. Their Body Defense serves as the Difficulty Score for physical attacks directed against them.
- Vitality: NPCs have Challenge Points instead of Vitality Points. When a character’s attack strikes an NPC, reduce the NPCs Challenge Points by the Effect.
- Recovery: NPCs may not use the Recovery Action to restore their Challenge Points. They may recover Challenge Points through magic or other means described in their statblock.
- Wounds and Death: When an NPC’s Challenge Points are reduced to zero, they are Defeated. They do not make Death Checks or suffer Wounds. See Defeated NPCs below for more information.
Additional rules for NPCs and information about reading NPC statblocks are included in Chapter 16: NPCs.
NPC Challenge Points #
To defeat an NPC, the characters must reduce the NPC’s Challenge Points to zero, at which point they are Defeated.
What Are NPC Challenge Points? #
NPC Challenge Points represent more than the NPC’s health. They also represent:
- Morale
- Mental stability
- Endurance
- Strategy
- Determination
- Spirit
- Experience
In Cool Name RPG, as in real life, beating an opponent in battle is more than just a physical challenge—it is a mental and spiritual conflict as well. You might win the battle by just hitting the opponent over the head repeatedly, but odds are you will win a quicker and more complete victory by leveraging all your party’s skills, talents, and abilities to reduce the enemy’s Challenge Points.
Defeated NPCs #
When an NPC’s Challenge Points are reduced to zero, the NPC is Defeated. Since Cool Name RPG lets you choose from many different types of Attack Actions to reduce an enemy’s Challenge Points, the Gamemaster decides what this means. Depending on how you defeated the foe, the Gamemaster might decide a Defeated enemy is dead, unconscious, routed, or incapacitated in some other fashion entirely. Whatever the Gamemaster chooses, from a game perspective the Challenge is overcome and the enemy no longer poses a threat to the characters.
NPC Attack Effects #
If the NPC hits with a melee or ranged Attack Action Check, reduce the character’s Body Vitality by the Effect.
- If the NPC attack has an Effect Score, add the Score to the Effect.
- If the target is wearing Armor ofthe same type as the attack (Body, Mind, or Spirit), reduce the Effect by the character’s Armor Score.
For more information about the Effect of Vitality loss, see Chapter 8: Vitality, Wounds, and Healing.
Area of Effect Attacks #
An Area of Effect Attack is an Attack Action with the potential to reduce the Challenge Points and Vitality Points of everyone within a set area. The shape of the area varies by the attack. Some of the most common are a line, such as a magical lightning bolt that strikes everyone in its path, an arc, such as a spray of acid from a trap that hits everything in front of a nozzle, or a sphere, like an exploding fireball.
Regardless of shape, the space impacted by the Area of Effect Attack is measured using the abstract distance measurements introduced earlier in this chapter. For instance, a dragon’s fire breath might strike every target in a line between the dragon and a Target space a Stone’s Throw Away, or a fireball might fill a sphere with a diameter of Across the Room.
Defending Against Area of Effect Attacks #
Area of Effect Attacks are Resisted Actions using an Opposed Roll. Every Target within the Area of Effect must make a Defense Action Check using the Attacker’s Attack Action Check result as the Difficulty Score.
If a Target rolls higher than the Difficulty Score, the Target manages to duck behind cover, leap out of the way, or otherwise avoid the attack. In addition, they may declare that their character has moved out of the Area of Effect and will not be impacted by the Effect if it continues on future Turns.
If the Target rolls below the Difficulty Score, they suffer damage equal to the amount they missed by.
Defense Action Score #
You and the Gamemaster should determine the appropriate Defense Action Score to use when facing an Area of Effect Attack. For instance, your character’s Parry Defense is not likely to be of much use when facing a fireball that fills the room with flame.
Note that Area Effect Attacks are not selective. Everyone and everything, friend or foe, within the Area of Effect, is impacted by an Area of Effect Attack.
Defense Action Score Modifiers #
You and the Gamemaster should add modifiers as appropriate to the circumstances. For instance, if your character is rolling to avoid a fireball and their clothing is wet thanks to their recent swim across the castle moat, the Gamemaster might allow you to add a +1 modifier to your Defense Action Score.
Effect Scores #
Like weapons, some Area of Effect Attacks have an Effect Score. The Effect Score is added to the spell’s Effect for Targets that fail their Defense Action Check.
Effect Score Example
When the fireball exploded, Spyder used his Dodge Defense to leap out of the way. Unfortunately, the wizard who made the Action Check to Attack with their fireball wand rolled a 10 and Spyder rolled an 8 on his Defense Acton Check. Spyder missed by 2 so he is going to lose 2 points of Body Vitality from the billowing flames. In addition, the fireball wand has an Effect Score of 5. This means Spyder’s total loss of Body Vitality is 7 (5 + 2).
Wargar was luckier. He rolled a 10, exactly what he needed to avoid the attack. Since he succeeded at his Action Check, the Effect Score is not applied and Wargar walks away unscathed.
Armor #
Armor of the appropriate Type protects normally against Area of Effect Attacks. Subtract Armor Scores after Effect Scores are added to determine the final Effect.
