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unbound:rules:basic_attacks [2024/05/25 17:53] – [Basic Melee Attack] tailkinkerunbound:rules:basic_attacks [2024/08/26 13:56] (current) – [Basic Unarmed Attack] tailkinker
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 A character in combat can always make a basic attack--either striking with a melee weapon, pummeling an opponent with a fist, or firing a ranged weapon at them.  These basic attacks are the building blocks for more complex maneuvers, and many classes offer upgrades to them.  Further, most classes offer improved basic attacks, allowing a character to deal more damage in later levels, or even granting some immediate benefits to damage. A character in combat can always make a basic attack--either striking with a melee weapon, pummeling an opponent with a fist, or firing a ranged weapon at them.  These basic attacks are the building blocks for more complex maneuvers, and many classes offer upgrades to them.  Further, most classes offer improved basic attacks, allowing a character to deal more damage in later levels, or even granting some immediate benefits to damage.
  
 +Basic attacks---and, indeed, all other attacks---typically use a damage code that expresses the number of dice rolled for damage.  This is a number, followed by [W], which stands for, "the normal damage die and type for this weapon".
 +<WRAP 80% box round center>  
 +Kioni normally employs a War Bow as her weapon of choice.  This weapon inflicts d10 Impaling damage, and is normally fired two-handed.  Therefore, on a successful ranged basic attack, Kioni would inflict 3[W]+Dexterity damage.  For her bow, and her +3 Dexterity, that translates as 3d10+3 Impaling damage.
 +</WRAP>
 ===== Basic Melee Attack ===== ===== Basic Melee Attack =====
  
-**Time Required**:  Simple Action\\+**Time Required**:  According to weapon\\
 **Skill**:  According to weapon **Skill**:  According to weapon
  
-You strike a foe with a weapon held in hand.  Make a skill check with the weapon skill appropriate to your weapon.  Many melee weapon skills are based off of Body, but the Blades skill is based off Dexterity.  Roll your weapon skill vs. your target's Agility defence.+You strike a foe with a weapon held in hand.  The target of your attack must be within your [[unbound:rules:reach|Reach]].  Make a skill check with the weapon skill appropriate to your weapon.  Many melee weapon skills are based off of Body, but the Blades skill is based off Dexterity.  Roll your weapon skill vs. your target's Agility defence.
   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Body attribute.  If the weapon was wielded in both hands, it inflicts +1[W] damage.   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Body attribute.  If the weapon was wielded in both hands, it inflicts +1[W] damage.
   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Body attribute.  This damage is [[unbound:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause hit points of damage.   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Body attribute.  This damage is [[unbound:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause hit points of damage.
 +
 +The time required to perform a basic attack depends on the weapon---two seconds for a Light weapon, three seconds for a Medium weapon, or four seconds for a Heavy weapon.  
 +
 +If you are wielding a weapon that has the Hafted or Ricasso property, and you have two hands on the weapon, reduce the time required for the attack by one second.  This reduction in attack time reflects the increased control and efficiency gained from using both hands to wield the weapon.  Note that the Hafted and Ricasso properties are never found on Light weapons.
  
 ===== Basic Unarmed Attack ===== ===== Basic Unarmed Attack =====
  
-**Time Required**:  Simple Action\\+**Time Required**:  2 seconds\\
 **Skill**:  [[unbound:skills:unarmed|Unarmed Combat]] **Skill**:  [[unbound:skills:unarmed|Unarmed Combat]]
  
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   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] stamina damage, plus an amount equal to your Body attribute, but again, is Non-Lethal.   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] stamina damage, plus an amount equal to your Body attribute, but again, is Non-Lethal.
  
-For most characters, their unarmed combat damage die is a d4.  However, many things can adjust this, from specialized training in unarmed combat, to ancestry-specific traits such as sharp teeth and claws.+For most characters, their unarmed combat damage die is a d4.  However, many things can adjust this, from specialized training in unarmed combat, to ancestry-specific traits such as sharp teeth and claws.  The type of damage inflicted might also be altered by a specific trait.
  
 ===== Basic Ranged Attack ===== ===== Basic Ranged Attack =====
  
-**Time Required**:  Simple Action\\+**Time Required**:  According to weapon\\
 **Skill**:  According to weapon **Skill**:  According to weapon
  
-You make an attack against a foe with a ranged weapon.  You must have at least one point of [[unbound:equipment:consumables#ammunition]] available of a type appropriate for your weapon, but you do not need to expend any ammunition for a basic attack.  Roll your weapon skill vs. your target's Agility defence.+You make an attack against a foe with a ranged weapon.  You must have at least one point of [[unbound:equipment:consumables#ammunition]] available of a type appropriate for your weapon, but you do not need to immediately mark off any ammunition for a basic attack.  Roll your weapon skill vs. your target's Agility defence.
   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Dexterity attribute.  If the weapon was wielded in two hands---as are most bows and crossbows---the attack inflicts +1[W] damage.   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Dexterity attribute.  If the weapon was wielded in two hands---as are most bows and crossbows---the attack inflicts +1[W] damage.
   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Dexterity attribute.  This damage is [[unbound:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause hit points of damage.   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Dexterity attribute.  This damage is [[unbound:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause hit points of damage.
 +
 +The time required to perform a basic attack depends on the weapon---two seconds for a Light weapon, three seconds for a Medium weapon, or four seconds for a Heavy weapon.
  
 Ranged weapons are, as the name suggests, intended to be used at range.  If you make a ranged attack while a foe is adjacent to you, you provoke a [[unbound:actions:Counterattack]].  Your attack roll will suffer a penalty if the target is further than fifteen meters away from you, as outlined in the table below. Ranged weapons are, as the name suggests, intended to be used at range.  If you make a ranged attack while a foe is adjacent to you, you provoke a [[unbound:actions:Counterattack]].  Your attack roll will suffer a penalty if the target is further than fifteen meters away from you, as outlined in the table below.
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 |  61-120m  |  -6  | |  61-120m  |  -6  |
 |  121+m  |  -8  | |  121+m  |  -8  |
 +
 +==== Ammunition ====
 +
 +As previously mentioned, you must have one point of ammunition for your weapon in order to make an attack.  However, if you are performing a basic attack, and either of the dice rolled come up showing a one, mark off one point of ammunition from your supply.  Do this //after// resolving the attack;  if the roll is a hit, then it is still a hit.  Mark off only one point, even if both dice come up showing a one.
 +
 +If you are performing an attack that already requires that you mark off ammunition, this rule does not apply.
  
 ===== Basic Thrown Weapon Attack ===== ===== Basic Thrown Weapon Attack =====
  
-**Time Required**:  Simple Action\\+**Time Required**:  According to weapon\\
 **Skill**:  [[unbound:skills:thrown|Thrown Weapons]] **Skill**:  [[unbound:skills:thrown|Thrown Weapons]]
  
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 As with other ranged weapons, thrown weapons provoke a [[unbound:actions:Counterattack]] if hurled while adjacent to a foe.  Also, they suffer range penalties, as with other ranged weapons.  However, the effective range to a target is doubled for a thrown weapon, and doubled again if the weapon being thrown lacks the Thrown property.  You cannot throw a Heavy weapon unless that weapon has the Thrown property, and even then, the effective range to the target is doubled again. As with other ranged weapons, thrown weapons provoke a [[unbound:actions:Counterattack]] if hurled while adjacent to a foe.  Also, they suffer range penalties, as with other ranged weapons.  However, the effective range to a target is doubled for a thrown weapon, and doubled again if the weapon being thrown lacks the Thrown property.  You cannot throw a Heavy weapon unless that weapon has the Thrown property, and even then, the effective range to the target is doubled again.
 +
 +The time required to perform a basic attack depends on the weapon---two seconds for a Light weapon, three seconds for a Medium weapon, or four seconds for a Heavy weapon. 
  
 <WRAP box round 80% center> <WRAP box round 80% center>
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 </WRAP> </WRAP>
  
-A thrown weapon falls into the square occupied by the target, regardless of **hit** or **miss**.  A character in that square can pick the weapon up as a quick action.  After combat, a character can, of course, recover any thrown weapons.+A thrown weapon falls into the square occupied by the target, regardless of **hit** or **miss**.  A character in that square can pick the weapon up as a one-second action.  After combat, a character can, of course, recover any thrown weapons.
unbound/rules/basic_attacks.1716659607.txt.gz · Last modified: by tailkinker