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joneirik:rpg:g5_14

Table of Contents

14 - Combat

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.




joneirik/rpg/g5_14.txt · Last modified: 2016/09/21 11:49 by 127.0.0.1