Combat: Difference between revisions

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{{:Surprise}}
{{:Surprise}}


==Moving around in Combat==
== Types of Actions ==
When it is your turn in the fight, it is very common to want to move around.  Almost all characters have a base speed, modified by your armor and how much stuff you're carrying, written down in feet. A very common starting number is thirty feetSince the game is played (if you're using figures) on a square grid, each square is assumed to be five feet across. So, thirty feet is six squares. 
Each round during combat, a character gets a single standard action, a move action and a swift action, as well as one or more free actionsIn addition, some characters can use immediate actions to perform a limited action outside of their own turn.  These basic action types can be combined or used as described below, leading to a total of eight basic action types:


This may not seem like a lot, but you'd be surprised how well you can maneuver around with that much movement.
{{:Full-Round Action}}


There is also a special 'miscellaneous' movement type that happens a lot, and that is called a Five Foot Step. If you have not used a Move action this round to actually move your figure, you may move your figure one square 'in between' the other actions you take.  This indicates the natural footwork you're character is using in the battle.  You may not be an expert melee combatant, but your character sure is!
{{:Full Attack Action}}
 
{{:Standard Action}}
 
{{:Move Action}}


{{:Difficult Terrain}}
{{:Difficult Terrain}}
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{{:Blocked Terrain}}
{{:Blocked Terrain}}


==Attacks of Opportunity==
{{:Part of a Move Action}}
Now, moving around in a furious melee is not easy or safe.  To represent the fact that moving in a combat is more than a little dangerous, there is the attack of opportunity.


If you use your standard move to leave any threatened square, ie a square in which one or more enemies can reach you with a proficiently wielded weapon, that enemy gets a free shot at you.  Yikes!
{{:Swift Action}}


Attacks of opportunity are interrupts: They happen the instant they are triggered, and are resolved before you can finish your own action. If you are the one attacking, hooray you!  But it's not nearly as much fun when you're the one getting attacked.
{{:Immediate Action}}


Now, one of the really nice things about the Five Foot Step is that it does NOT count as standard movement, and so does NOT provoke an attack of opportunity!  Yes, five foot steps are very handy indeed.
{{:Attack of Opportunity}}


Note that there is a limit to the number of Attacks of Opportunity any figure, player or enemy,can make. Most of the time you can only make one attack of opportunity per creature per round.  So choose who you swing on carefully.
{{:Free Action}}


However, it is not uncommon for an enemy or a player to have taken monstrous powers or feats, that allow you to make more than one attack of opportunity.
==Hierarchy of Actions==
* A standard action may be converted down to a single move action or a single swift action. 
* A move action may be converted down to a single swift action, but it cannot be converted up to a standard action (even if combined with another action, like a swift). 
* Swift actions, free actions, immediate actions, and attacks of opportunity cannot be converted into any other type of action.


This leads to a second limit on Attacks of Opportunity: A given creature can only make one attack of opportunity per round against a specific foe.  This means that if you walk past a bad guy in a combat, you may leave three or four threatened squaresUnder the basic rules, he can attack you every time, but come on, that's really not fair. So, he can attack you once, and only once, with an attack of opportunity this round.
An easy way to remember this is that a '''standard action''' is greater than a '''move action,''' which is greater than a '''swift action'''You can trade down, but you can't trade up.


Now, that said, having lots of attacks of opportunity is still very good: If you have a reach weapon in a crowded combat, you will have lots of opportunities to swing on bad guys as they move around. So the more the merrier!
==Attacking While Moving==
Some attacks occur as a component of movement, either your own or someone else's, and the rules for targeting creatures during these attacks are different from normal attacks.


==How to Hit Things==
If your attack includes a movement component (e.g., [[Charge]], the Brawler's Jab, or [[Spring Attack (Feat)]], etc.), you must have line of sight to your target from your '''initial''' square, before you begin the actionThese actions cannot be initiated unless you have a valid target before you begin the actionYou cannot initiate a spring attack against a creature around a corner and out of sight, unless you have some means sensing the creature through the intervening walls.
When it is your turn in a combat, you have to be able to reach an enemyMost melee weapons (like a sword) can only attack figures you are right next to, or maybe one square away from if you have a weapon with reachMost ranged weapons, either thrown weapons (like a spear) or projectile weapons (like a bow) have a range number listed. You can attack enemies far away with a ranged weapon, but the further you are, the harder it is to hit. Every time you count out a number of squares equal to the range number listed, you take a cumulative minus 2 to your to-hit rollMelee weapons never take this minus to-hit for range, even if they have a lot of reach.
 
If your attack is triggered by someone else's movement (e.g., attacks of opportunity, a fighter's Challenge, etc.), you only have to have line of sight to your target when they are in the square into which you wish to make your attack. To continue the above analogy, a rogue ''could'' make an attack of opportunity after the troll comes around the corner and leaves a threatened square.
 
This means that a creature with total cover or total concealment cannot be targeted with an attack that contains a movement component, or an attack caused by movement (unless you have a specific ability which allows otherwise)While you are allowed to attack into a square where you think a totally concealed creature might be (albeit with a 50% miss chance), you even attempt it if the attack includes a movement component.
 
{{:Fighting Defensively}}
 
{{:Total Defense}}
 
{{:Charge}}


(About range: Each square on the combat board is considered to be five feet across. it is pretty much interchangeable to talk about distance in terms of feet or squares, at five to one. So a thirty foot range is the exact same as a six square range.)
{{:Stance}}


Once you have determined you are next to something, or moved to get next to something, you may use a standard action to make a single attack, or you may use a standard action plus a move action to make a 'full' attack.  IE, you stand there and just go nuts on the guy.  The higher level you are, the more attacks you get in a full attack action, so this is a good way to do more damage, assuming you can get your target to stand still for you.
{{:Aid Another}}


When fighting size Large or larger foes, you can choose which square of their space within your reach to target once per round. This usually doesn't matter, but it is important for some feats, such as [[Cleave (Feat)]] or [[Darting Viper (Feat)]], when it is important to determine what foes, if any, are adjacent to the foe you are attacking. Which space you attack within a foe never has any impact on whether or not you are threatening a space, that depends solely upon your weapon and your reach.
{{:Assist}}


The way you attack is you roll a D20, add in ALL your modifiers both positive and negative, and get an attack roll.  
==How to Hit Things==
When it is your turn in a combat, you can only attack a creature which is within the reach, or within range, of your weapon, ability, spell, or other attack.  Most melee weapons (like a sword) can only attack figures you are adjacent to. [[Reach (Quality)|Reach weapons]] are melee weapons that grant the ability to attack creatures two or more squares away, though often at the cost of not being able to attack adjacent creatures (unless it has [[Inclusive Reach (Quality|inclusive]] reach).  Most ranged weapons, either thrown weapons (like a spear) or projectile weapons (like a bow) have a range increment listed.  You can attack enemies far away with a ranged weapon, but the further you are, the harder it is to hit. Melee weapons never take a penalty to-hit due to range, even if they have a lot of reach.


IMPORTANT: That attack roll must EQUAL or BE LARGER THAN the Armor Class of the enemy you are attacking in order to successfully hit them.
Each square on the combat board is considered to be five feet across. it is pretty much interchangeable to talk about distance in terms of feet or squares, at five to one. So a thirty foot range is the exact same as a six square range.


Note that there are many, many modifiers to this roll, such as flanking bonuses, bonuses and penalties due to spells and other buffs, bonuses and penalties due to status conditions, bonuses and penalties due to terrain, etc, etc, etc. Do not worry, you will get the hang of it soon.  The important thing is to add it all up, both positive and negative, then roll the die to see what your final number is. Bigger is always better!
Once you have determined that your target is within your reach or range, or you have moved to a position where this is true, you may use a standard action to make a single attack, or you may use a standard action plus a move action to make a 'full' attack. IE, you stand there and just go nuts on the guy.  The higher level you are, the more attacks you get in a full attack action, so this is a good way to do more damage, assuming you can get your target to stand still for you.


If your attack roll is equal to or higher than the armor class you are attacking, you have scored a hit, and it's time to resolve your damage.
When fighting size Large or larger foes, you can choose which square of their space within your reach to target once per round. This usually doesn't matter, but it is important for some feats, such as [[Cleave (Feat)]] or [[Darting Viper (Feat)]], when it is important to determine what foes, if any, are adjacent to the foe you are attacking. Which space you attack within a foe never has any impact on whether or not you are threatening a space, that depends solely upon your weapon and your reach.


===Attack Roll===
===Attack Roll===
An [[attack roll]] represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your [[attack bonus]]. (Other modifiers may also apply to this roll.) If your result equals or beats the , you hit and deal damage.
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your attack roll is greater than ''or equal to'' the Armor Class of the enemy you are attacking, you have scored a hit, and it's time to resolve your damage.


====Automatic Misses and Hits====
:<h4>Automatic Misses and Hits</h4>
:A natural 1 (the d20 comes up 1) on an [[attack roll]] is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat - a possible [[critical hit]].
: A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat - a possible critical hit.


=== Melee Attack Bonus ===
:<h3>Melee Attack Bonus</h3>
:Your attack bonus with a '''melee''' weapon is:
:Your attack bonus with a '''melee''' weapon is:


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=== Ranged Attack Bonus ===
:<h3>Ranged Attack Bonus</h3>
:Your attack bonus with a '''ranged weapon''' is:
:Your attack bonus with a '''ranged weapon''' is:


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====Base Attack Bonus====
::<h4>Base Attack Bonus</h4>
 




====Range Penalty====
::<h4>Range Penalty</h4>
 




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====Increased Threat Range====
: <h4>Increased Threat Range</h4>
 
: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. For example:
:Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. For example:




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====Increased Critical Multiplier====
: <h4>Increased Critical Multiplier</h4>
 
: Some weapons deal better than double damage on a critical hit (see also, Equipment). For example:
:Some weapons deal better than double damage on a critical hit (see also, Equipment). For example:




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====Spells and Critical Hits====
: If a spell, ability, or effect increases your existing critical multiplier, it is always additive to the multiplier, increasing it by 1 step.  It is never multiplicative (e.g. if an effect says it doubles your x3 multiplier, the multiplier is simply increased to x4; it is NOT increased to x6).


:<h4>Spells and Critical Hits</h4>
:A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
:A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
:<h4>Combat Maneuvers and Critical Hits</h4>
: Combat maneuvers cannot critically hit.  However, in many cases, an exceptionally high [[Maneuver Offense]] result will provide greater effect than one that merely equals the target creature's [[Maneuver Defense]] value.
{{:Splash Weapons}}
{{:Splash Weapons}}


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As a rule of thumb, most timescales out of combat are left to the GM to define and resolve, while most timescales within combat are laid out in terms of the actions that can be accomplished within them.  For purposes of the game rules, there are no 'seconds' or 'pulses' or any other odd thing.
As a rule of thumb, most timescales out of combat are left to the GM to define and resolve, while most timescales within combat are laid out in terms of the actions that can be accomplished within them.  For purposes of the game rules, there are no 'seconds' or 'pulses' or any other odd thing.


For clarity, all such timescales that are possible within Epic Path are laid out in the table below:
For clarity, all such timescales that are possible within Epic Path are laid out in the table below:

Revision as of 16:31, 11 July 2017