The target's chance of avoiding the attack is mostly due to their Armor Class, which is determined by their Agility and the armor they are wearing. The aggressor's chance of successfully attacking is mostly due to their skill with whatever sort of weapon they're using, modified by attributes (like Strength or Agility) or perks. The resulting percentage is rolled against to determine whether the hit was successful. In essence, the target's chance of avoiding the attack is subtracted from the chance of successfully attacking. The attack must actually connect before anything interesting happens. He has more than enough APs to do what he has in mind and takes a swing. Example: Joe the Raider is in a bar brawl.Most attacks cost 5 APs by default, though with different weapons, modes of attacks and combinations of perks, this can change. A character's maximum APs are determined by Agility. If the current number of remaining APs is equal to or greater than the cost of the action, it can be carried out. Each action which can be taken in combat has a particular cost in APs. SPECIAL uses Action Points (APs) to work this out. ![]() ![]() When it is the player's turn, and the player chooses to take action, the game determines if they even have time in that turn to take action. The rule here is simple: a higher sequence goes first. This depends on each character's sequence. Regular combat rules follow.įirst off, the game determines who gets to go first. Combat generally begins with a surprise turn, where the initiator of combat takes an action and their target gets to respond.
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