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Combat within POLARHACK is simpler than more wargame-y combat, like you would find in D&D. It lacks a map entirely, operating in Theatre of the Mind - meaning, the "battlemap" is merely described in narrative terms. It is the job of the GM to convey how player and enemy movements look.
✧ Battlemaps may still be used to help with play, but are not a necessity.
When a situation calls for a more granular approach to interaction, this is when play will be put into imitative. Most commonly, this occur during instances of combat.
Every player will make a WIS test. Those that succeed will act before the opposition, and those that fail will act after.
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Every creature has a turn, during which they can move and take one action.
The length of time of a turn may differ depending on the scenario. Sometimes it will takes hours, minutes, but in combat it generally represents the span of a few seconds.
During a round of initiative, each character is also able to take one reaction. You are only able to take a reaction if you have one, granted either by an ability or equipment skill.
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There are four 'bands' of measurement. They are relative, and can scale up or down depending on the location or timeframe, depending on the GM's wishes. From nearest o farthest:
Close, Nearby, Faraway, and Distant.
During their turn, creatures may move to somewhere nearby. Moving shifts you one step along the range band, either closer to or further from something. Generally, in combat you can think of the ranges as:
Close - roughly 5 ft or 1 squares
Nearby - up to 30 ft or 6 squares
Faraway - up to 60 ft or 12 squares
Distant - beyond 60 ft or 12 squares
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✧ An attack counts as an action.
Using a melee weapon tests your STR.
Using a ranged weapon tests your DEX.
If you succeed, your attack deals damage. A critical success will deal maximum damage plus an extra damage die.
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When something attempts to attack you, you will roll to defend yourself.
✧ Parrying tests your STR.
In order to parry, you must be holding something to parry with (ie. a sword, dagger, shield, etc.)
✧ Dodging tests your DEX.
Ranged attacks can only be dodged.
If a creature fails a defense test, they take damage. A critical failure means any armor is ignored.
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Some effects or spells will cause ongoing damage. This is damage that persists past the initial attack.
When a creature takes ongoing damage, it takes 1d4 points of damage at the start of each Turn until the dice degrades (rolls a 1 or 2), like a usage die.
✧ Unless otherwise specified, armor is useless against ongoing damage.
Certain abilities, magical effects, and consequences may leave a creature hindered.
Weakened - All attribute tests are rolled with disadvantage.
Blinded - A character’s vision is impaired in some way, making it difficult to maneuver and take actions. May only move, or take 1 action. Attacks from a blinded target have advantage on defense.
Distracted - A character cannot perform any actions, but may still move normally.
Stuck - A character cannot move, but they may take actions as per normal.
Prone - A character is knocked to the ground; they cannot move until they take an action to stand. All tests are made at disadvantage.
Impaired - A character may only choose to move or take an action during a turn. Attacks made against an impaired target have advantage.
Paralyzed - a character cannot move or take any action.
When a character reaches 0 HP, they are taken Out of Action (OofA) and can no longer take actions or move. When they are aided, or the danger passes, they may roll on the table below to see the outcome of their suffering: