Area of Effect
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Area of Effect

  • There are several types of Area of Effects, all different shapes and sizes.

  • While each may only be slightly different the distinctions are likely life or death.

  • AoE Types:Impact, Engulf, Emanation, Aura, Falling, Rising.

  • AoE Shapes and Sizes: Specified, Line, Rail, Cone, Cube, Sphere, Disk, and Trail.

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Adjacent
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Adjacent

  • Any Tile connected to the Tile your character occupies is an Adjacent Tile.

  • If an Effect may only Target an Adjacent Tile, even if equipped with a Reach or Ranged weapon, you may still only Target the Adjacent Tile.

  • With Portals and Gates, Adjacent is the Tile directly on the other side of the Portal or Gate, only if the Portal or Gate is at least as wide as a Tile.

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Target
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Target

  • When we declare a Target we use an (v:20 Accuracy) check to see if we Hit.

  • The (v:20 Accuracy) must exceed the Target’s Evasion to Hit.

  • If the (v:20 Accuracy) check equals the Evasion of the Target, it is considered a Half-Hit.

  • A Half-Hit does half damage and half of all effects that would have been applied at determination.

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Evasion
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Evasion

  • We use static Evasion to determine whether or not Target attacks miss.

  • MIV has a myriad of bonuses and penalties that may apply to Evasion.

  • First, Evasion is equal to Agility + Awareness, with a minimum of (-3)

  • The Agility Attribute has a score range of -3 to +7

  • The Awareness Attribute has a score range of 0 to 20

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