| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| game_mechanics:attack [2026/06/30 10:49] – ms_wuntch | game_mechanics:attack [2026/06/30 12:13] (current) – [Attack] ms_wuntch |
|---|
| ====== Attack ====== | ====== Attack ====== |
| [[:Game Mechanics:Attack#Attack|Attack]] is a mechanical term and type of roll. [[:Game Mechanics:Attack#Attack|Attacks]] are the application of hostile intent to another [Entity], be it through physical violence or verbal assaults.\\ | [[: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.\\ |
| \\ | \\ |
| 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]].\\ | 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]].\\ |
| 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]].\\ | 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]].\\ |
| \\ | \\ |
| **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]]. 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. 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. | <WRAP round box> |
| | **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]].\\ |
| | \\ |
| | 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.\\ |
| | \\ |
| | 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. |
| | </WRAP> |
| | |
| | <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.\\ |
| | \\ |
| | 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.\\ |
| | \\ |
| | 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> |