====== 14 - Combat ====== [[g5_start|]] ===== Terrain ===== === Terrain === Modular design, I'm making couple of things now that I know I'll have a use for, and add more as I need them. Keeps me sane. == Rough Terrain == General ability that can be applied to many different things, essentially any terrain that it is possible to move over but slower. * +1 AP (or x2 AP) * Subtypes (Earth, Water, etc) * Stacks * Specific Subtypes can be ignored by specific traits == Impassable == Anything that stops movement. Specific types of terrain can be ignored or overcome through some traits. == Water == Depends largely on water. Shallow Water: * Rough (Water) Deep Water: * Swimming * Special (water speed etc, make up) ===== Vision ===== ==== Sight ==== * Characters can see anything at any distance as long as they have a clear line of sight. * For targeting purposes, they can target anything they can see. * Many kinds of terrain will block LOS (Line Of Sight) thus can't be targeted. * ranged attacks will have a close/far range, close are at no penalties, but far will be at penalties. They are limited by range, not by sight for distance. Must see to target * Terrain and spells etc can have own rules for affecting vision * Traits can have own rules to modify or affects vision ==== Light ==== * Bright = no rules * Dim light = cover, see X, rough terrain * Dark = blind, see 0 === Light X === An item with this quality sheds bright light in X range, and low light in an additional X range. Item with Light 5 would give bright light in 5 squares, and low light in 5 more squares, allowing you to see a total of 10 squares. A Candle will have Light 1, giving bright light in the same square, and dim light in all adjacent squares. ----- ----- -----