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| game_mechanics:attack [2026/06/26 12:03] – created ms_wuntch | game_mechanics:attack [2026/06/30 12:13] (current) – [Attack] ms_wuntch |
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| ====== Attacks ====== | ====== Attack ====== |
| <WRAP warning centeralign> | [[:Game Mechanics:Attack#Attack|Attack]] is a mechanical term and type of roll. [[:Game Mechanics:Attack#Attack|Attacks]] are a measure of a [[:Game Mechanics:Definitions:Character|Character's]] ability to interact with others.\\ |
| ** The content on this page is currently outdated, use with caution.** | |
| </WRAP> | |
| An Attack is made when a character declares they are attacking another character, object, vehicle, or anything else and done by making an Attack Roll. This can be accomplished through the use of the [[:Base_Actions:Combat]] Action or various other abilties granted through [[:Masteries]] and [[:Items]]\\ | |
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| ===== Attack rolls ===== | An [[:Game Mechanics:Attack#Attack|Attack]] is rolled when a [[:Game Mechanics:Definitions:Character]] performs an action against another [[:Game Mechanics:Definitions:Character]], [Vehicle] or specific [[:Game Mechanics:Definitions:Target]]. The [[:Game Mechanics:Definitions:Game Master|GM]] will specify a [[:Skills|Skill]], while the [[:Game Mechanics:Definitions:DC|Difficulty]] is determined by an [[:Game Mechanics:Definitions:Appropriate]] [[:Ratings|Rating]] or [[:Game Mechanics:Save]] performed by the [[:Game Mechanics:Definitions:Target]]. To perform an [[:Game Mechanics:Attack#Attack|Attack]], roll a D20 and add the bonuses from the specified [[:Skills|Skill]]. If the [[:Game Mechanics:Dice Pool:Total]] equals or exceeds the [[:Game Mechanics:Definitions:DC|Difficulty]], the [[:Game Mechanics:Attack#Attack|Attack]] is [[:Game Mechanics:Success and Failure:Success|Successful]].\\ |
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| - An Attack Roll begins by choosing the Weapon you wish to Attack with (or in the case of magical Attacks successfully casting the [[game_mechanics:spells|Spell]] or [[game_mechanics:rituals_and_invocations#Invocations|Invocation]]) | Once an [[:Game Mechanics:Attack#Attack|Attack]] is [[:Game Mechanics:Success and Failure:Success|Successful]], you then resolve the [[:Game Mechanics:Damage]] of the [[:Items|Item]] or [[:Game Mechanics:Definitions:Ability]] used as part of that [[:Game Mechanics:Attack#Attack|Attack]].\\ |
| - You then roll a D20, adding the relevant Stats as shown on the Weapon or Spell as well as any other [[Game Mechanics:Bonus Die|Bonus Dice]] or [[game_mechanics:definitions:Static Modifiers]] | \\ |
| - Then check to see if your combined result is equal to or greater than your target's [[:Ratings:Defence|Defence]] (//meets it beats it!//) | <WRAP round box> |
| - If your Result IS greater than or equal to your opponents Defence then your attack is successful and you may continue on to do damage, if not your Attack is unsuccessful and the Attack sequence ends there. | **Example**: Johnny Tutorial is performing an [[:Game Mechanics:Attack#Attack|Attack]] against Phil Heel using an [[:Skills:Athletics]] [[:Items:Equipment:Weapons|Weapon]]. The [[:Game Mechanics:Definitions:Game Master|GM]] agrees and prompts that this is an [[:Skills:Athletics]] [[:Game Mechanics:Attack#Attack|Attack]] against Phil's [[:Ratings:Defence]].\\ |
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| ===== Damage ===== | Johnny then assembles his [[:Game Mechanics:Dice Pool]], adding his D4 [[:Game Mechanics:Definitions:Job Die]] and +9 from his [[:Game Mechanics:Definitions:Rank|Ranks]] in [[:Skills:Athletics]]. Johnny rolls a [[:Game Mechanics:Dice Pool:Result]] of 17 on his D20 and 4 on his D4, added together with his [[:Skills:Athletics]], Johnny gets a [[:Game Mechanics:Dice Pool:Total]] of 30.\\ |
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| Should your attack roll be successful you can then apply the Damage of your chosen Weapon, Many weapons have a dice as their damage, to apply their damage: | Phil's [[:Ratings:Defence]] is only 21, even with a [[:Basic Abilities:Dodge]] increasing it to 24, Johnny's [[:Game Mechanics:Attack#Attack|Attack]] of 30 is greater and therefore a [[:Game Mechanics:Success and Failure:Success]]. Johnny can then resolve the [[:Game Mechanics:Damage]] of his [[:Items:Equipment:Weapons|Weapon]] against Phil. |
| - Take the listed number of the type of dice (//For Example: a Weapon with a Damage of 2D6 would have you roll two six sided dice//) plus any other Bonus Dice you may have from Features and Items, Roll them and add the results together if rolling multiple dice. | </WRAP> |
| - Then if the Dice has any Static Modifiers (//For Example: a Weapon may have a Damage profile of 2D4 + <wrap preview>[[:Stats:Brawn]]</wrap> or 3D8 + 6//) add those as well as any other Static Modifiers from Features or Items you may have, you now have your total Damage | |
| - Make note of the [[Game_Mechanics:Damage|type of Damage]] you are dealing as it will be reduced by your targets defensive stats such as [[:Ratings:Armour|Armour]] and [[:Ratings:Ward|Ward]] | |
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| ===== Interactions ===== | |
| As Meat Space has many instant speed interactions through both [[game_mechanics:actions|Quick Actions]] and [[game_mechanics:actions|Free Actions]], You, your allies, or even the enemy may wish to intercede during any of the above steps to influence the results of your Rolls for better or worse, allowing enough time or even prompting others for these interactions is recommended. | |
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| | <WRAP Notice> |
| | //**Ash's Aside**// \\ |
| | The Checks, Attacks and Saves trichotomy can be a bit challenging to wrap your mind around at first, so don't worry. The trickiest idea is when do you make a Roll a Check or an Attack. The answer is simply, is it against a Character, or group of Characters, or is it against the environment, a Situation or just plain ol' luck.\\ |
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| | If your trying to sneak into a Corporate HQ, it could go either way, so there is no right answer. However, here is how I would break it down: |
| | * If your trying to sneak past security cameras or random patrols, with a set DC, then it's a Check. |
| | * If your trying to sneak past a specific security guard in a booth, and he gets to take a Save to notice you, then it's an Attack. |
| | That's it.\\ |
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| | The only other detail I want to mention is that, generally, it's easier to get bonuses to Checks than it is to Attacks. So, if the Cast is smashing all of your DC's, or unable to beat them, then rather than adjusting the DC's themselves, you can often mix things up by making them different Rolls. It takes some figuring out, and you don't have to get every Roll "correct." You'll figure it out, as a group, the longer you keep playing. |
| | </WRAP> |
| | ==== Changelog ==== |
| | <WRAP changelog center 800px> |
| | Version 0.5c - Jun 2026 |
| | * Page overhauled. |
| | </WRAP> |