Printable QRG2
| PERILOUS ADVENTURES WARBANDS GUIDE || QUICK REFERENCE: COMBAT MODIFIERS |
--- Combat Basics ---
- Roll d100 (2d10: tens + units) under target (skill - Difficulty).
- Margin of Success = Target - Roll (adds to damage/effect).
- Critical: 01-05 (doubles damage or GM effect) | 96-00 (wastes action).
--- Target Numbers ---
- Attack (Melee):
- STR + Melee Weapons (STR-based) or DEX + Melee Weapons (finesse: rapier, dagger, short spear) - Difficulty.
- Attack (Ranged):
- DEX + Ranged Weapons - Difficulty.
- Spellcasting:
- WIS or INT + Spellcasting - Difficulty (full Mana success, half failure).
- Defense (Reaction):
- Dodge: DEX + Acrobatics | Brace: CON + Endurance (min 5 if success) - reduce damage by Margin + DR.
--- Combat Modifiers ---
-
Cover (Attack Difficulty Increase):
-
Light Cover (bushes, fog): +10 Difficulty—partially obscured.
- Half Cover (low wall): +20 Difficulty—half body hidden.
- Three-Quarters Cover (slit, barricade): +30 Difficulty—most body shielded.
- Full Cover (wall, solid door): Cannot target directly—GM exceptions (e.g., area spells).
-
Concealment (Attack/Perception Difficulty Increase):
-
Dim Light (twilight, shadows): +20 Difficulty—vision impaired.
- Darkness (night, no light): +40 Difficulty—blind unless special senses (e.g., vibration, Duskborn trait).
- Mist/Fog (light): +10 Difficulty | Heavy Fog: +30 Difficulty—sight obscured.
- Camouflage (natural blend): +20 Difficulty—target blends with environment.
-
Environmental Effects:
-
Rugged Terrain: Half Movement (e.g., 40 ft to 20 ft)—mud, rocks, debris.
- Slippery (ice, wet): +20 Difficulty to Athletics/Acrobatics—GM may force roll to avoid prone.
- High Ground: +10 attack vs. lower targets—ledge, hill advantage.
- Wind (strong): +20 Difficulty to Ranged Weapons—arrows veer.
--- Situational Modifiers ---
- Aiming: Spend Standard Action—next Ranged attack +20—steady shot.
- Flanking: +10 attack if ally within 5 ft of target—team pressure.
- Prone Target: +20 attack (melee), +20 Difficulty (ranged)—downed foe.
- Unaware Target: +20 attack—surprise strike (Stealth vs. Perception).
- Fatigue: -10 rolls/level (max 5 = unconscious)—exhaustion stacks.
--- Defense Modifiers ---
- Shield: +5/+10 to dodge/brace rolls (wooden/metal)—extra guard.
- Prone: +20 Difficulty to ranged hits, -20 dodge rolls—low profile, less agile.
- Blinded: +40 Difficulty to attacks, -20 dodge rolls—sight gone.
- Stunned: No Reaction—full damage taken—helpless moment.
--- Spellcasting Modifiers ---
- Verbal/Somatic: +20 Difficulty if muted/bound—words or hands blocked.
- Concentration: +20 Difficulty if hit since last turn—focus shaken.
- Range: Beyond spell range = +10 Difficulty/10 ft—stretched power.
--- GM Notes ---
- Combine modifiers as needed (e.g., dim + cover = +40 Difficulty).
- Traits/Distinctions may negate (e.g., Night’s Embrace vs. dim light).
- Difficulty caps at GM discretion—impossible shots fail.