Combat: Difference between revisions
No edit summary |
No edit summary |
||
| (3 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
{{Template:Core Rule Header}} | {{Template:Core Rule Header}} | ||
{{Template:Core Rule Navigation|right}} | {{Template:Core Rule Navigation|right}} | ||
==Combat== | ==Combat== | ||
Combat is one of the most prominent features in Dicey Dangers. It's very unlikely for you to go on an adventure without getting involved in at least one battle. Therefore, being familiar with the mechanics related to combat will help you defend yourself against the potential foes that may pose a threat to you. | Combat is one of the most prominent features in Dicey Dangers. It's very unlikely for you to go on an adventure without getting involved in at least one battle. Therefore, being familiar with the mechanics related to combat will help you defend yourself against the potential foes that may pose a threat to you. | ||
A monster's Attack and Defense also scale against the Hero's own dice pool: a monster's Attack includes [[Cleave]] (a bonus based on the Hero's White Defense dice) and its Defense includes [[Brace]] (a bonus based on the Hero's White Attack dice). See [[Monster Definition]] for the full formula. | |||
There are three main aspects of combat to learn, which are explained below. | There are three main aspects of combat to learn, which are explained below. | ||
===Influence=== | ===Influence=== | ||
Before combatting you may make an Influence check against a Monster Influence and check the Monsters reaction table. | Before combatting you may make an Influence check against a Monster Influence and check the Monsters reaction table. | ||
===Hero Defense Phase=== | |||
For each round of combat, | |||
*Check Monsters Threat Action, if there is enough Threat Dice available Monsters will use this first | |||
*Make a Hero Defense check (White Dice + Any color die used in the attack) vs the Monsters Attack (White Dice + Color Dice + [[Cleave]]) | |||
===Hero Attack Phase=== | ===Hero Attack Phase=== | ||
For each round of combat | For each round of combat | ||
=== | *Check Monsters Threat Action, if there are enough Threat Dice available they will use this action for defence. | ||
For | *Make a Hero Attack check (White Dice + Color Dice) vs the Monsters Defense (White Dice + Any color die used in the attack + [[Brace]]) | ||
===Resolving Wounds=== | |||
In both phases, once the dice are rolled, compare the attacker's successes to the defender's successes. The defender's successes are subtracted from the attacker's successes; the remainder is the number of Wounds the attacker deals. If the defender's successes are equal to or greater than the attacker's, no Wounds are dealt. | |||
For example, if the Monster's Attack check rolls 3 successes and the Hero's Defense check rolls 1 success, the Hero takes 2 Wounds. If the Hero's Defense had also rolled 3 successes, the Hero takes 0 Wounds. | |||
Each Wound removes 1 [[Health]] (see [[Health]]). | |||
===Morale=== | |||
After Resolving Wounds each round, check morale. | |||
*'''Monster:''' Roll 2d6 White dice. On doubles, the monster flees the encounter. | |||
*'''Hero:''' The Hero may choose to roll 3d6 White dice to attempt to flee. On doubles, the Hero escapes the encounter. | |||
{{Template:Core Rule Footer}} | {{Template:Core Rule Footer}} | ||
__NOTOC__ | __NOTOC__ | ||
[[Category:Core Rule]] | [[Category:Core Rule]] | ||
Latest revision as of 23:59, 4 September 2026
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Combat
Combat is one of the most prominent features in Dicey Dangers. It's very unlikely for you to go on an adventure without getting involved in at least one battle. Therefore, being familiar with the mechanics related to combat will help you defend yourself against the potential foes that may pose a threat to you. A monster's Attack and Defense also scale against the Hero's own dice pool: a monster's Attack includes Cleave (a bonus based on the Hero's White Defense dice) and its Defense includes Brace (a bonus based on the Hero's White Attack dice). See Monster Definition for the full formula. There are three main aspects of combat to learn, which are explained below.
Influence
Before combatting you may make an Influence check against a Monster Influence and check the Monsters reaction table.
Hero Defense Phase
For each round of combat,
- Check Monsters Threat Action, if there is enough Threat Dice available Monsters will use this first
- Make a Hero Defense check (White Dice + Any color die used in the attack) vs the Monsters Attack (White Dice + Color Dice + Cleave)
Hero Attack Phase
For each round of combat
- Check Monsters Threat Action, if there are enough Threat Dice available they will use this action for defence.
- Make a Hero Attack check (White Dice + Color Dice) vs the Monsters Defense (White Dice + Any color die used in the attack + Brace)
Resolving Wounds
In both phases, once the dice are rolled, compare the attacker's successes to the defender's successes. The defender's successes are subtracted from the attacker's successes; the remainder is the number of Wounds the attacker deals. If the defender's successes are equal to or greater than the attacker's, no Wounds are dealt. For example, if the Monster's Attack check rolls 3 successes and the Hero's Defense check rolls 1 success, the Hero takes 2 Wounds. If the Hero's Defense had also rolled 3 successes, the Hero takes 0 Wounds. Each Wound removes 1 Health (see Health).
Morale
After Resolving Wounds each round, check morale.
- Monster: Roll 2d6 White dice. On doubles, the monster flees the encounter.
- Hero: The Hero may choose to roll 3d6 White dice to attempt to flee. On doubles, the Hero escapes the encounter.