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<blockquote data-quote="tetrasodium" data-source="post: 9519476" data-attributes="member: 93670"><p>Thanks 4e wasn't exactly loved by a lot of folks & it made "4e vibes" a bit <em>too</em> vague. Yes combat is kinda "structured around ppwers" but no not in the same way as 4e. Instead of a hit roll like 4e your attacks always hit but need to make a power roll (2d10)to determine how well your ability works while potency(similar to saves) is based on base stats of target. I thought about quoting a couple powers but it seems like quoting the relevant rules for those two things would be more useful than quoting a power & needing to explain it anyways.</p><p>[spoiler="power rolls"]</p><p>POWER ROLLS</p><p>Whenever a hero or other creature in the game attempts a</p><p>task with an uncertain outcome, such as attacking a foe,</p><p>sneaking by a guard patrol without being seen, or</p><p>persuading a queen to provide military aid, the creature</p><p>makes a power roll to determine the outcome of their</p><p>actions.</p><p>TYPES OF POWER ROLLS</p><p>The game uses three types of power rolls. An ability roll is</p><p>used when you activate certain abilities to determine their</p><p>impact. For instance, if a fury uses their Brutal Slam ability</p><p>to attack an enemy, their ability roll determines how much</p><p>damage the enemy takes and how far back the enemy is</p><p>pushed. See Abilities for more information.</p><p>A resistance roll is a power roll you make to avoid</p><p>harmful effects, whether generated by another creature’s</p><p>abilities, the environment, or some other source. See</p><p>Resistance Rolls in Adventuring for more information.</p><p>A test is a power roll you make outside of using your</p><p>abilities to affect or interact with the world around you. A</p><p>tactician might not have an ability that lets them climb up</p><p>the face of a cliff, so climbing is an activity they can</p><p>attempt with a test. An elementalist doesn’t have an ability</p><p>that lets them automatically intimidate a cultist into</p><p>backing down from a fight, but they can make a test if they</p><p>want to try. See Tests for more information.</p><p>MAKING A POWER ROLL</p><p>When you make a power roll, you roll two ten-sided dice</p><p>(sometimes noted as 2d10 in the rules) and add one of</p><p>your characteristics. The characteristic you add depends</p><p>on the kind of roll you’re making, as outlined in Abilities</p><p>and Tests.</p><p>POWER ROLL OUTCOMES</p><p>The result of a power roll determines your outcome tier—</p><p>three levels that determine how successful your power</p><p>roll is.</p><p>Tier 1: If your power roll result is 11 or lower, it is a tier</p><p>1 result. This is the worst result a power roll can have. If</p><p>you’re using an ability, a tier 1 result means you still do</p><p>something, but the impact of what you do is minimal.</p><p>With this result, an attack ability might deal a little bit of</p><p>damage and not do much else. For a test, a tier 1 result</p><p>means you fail at what you set out to do, and you might</p><p>also suffer a negative consequence.</p><p>Tier 2: If your power roll result is 12 to 16, it is a tier 2</p><p>result. This is the average result of many power rolls,</p><p>especially for heroes who are 1st level. When using an</p><p>ability, a tier 2 result means that what you do has a</p><p>moderate impact. With this result, an attack ability deals</p><p>a decent amount of damage and has an effect that briefly</p><p>helps allies or hinders enemies. For a test, a tier 2 result</p><p>means you might succeed at what you set out to do—</p><p>though depending on the difficulty, success might have</p><p>cost.</p><p>Tier 3: If your power roll result is 17 or higher, it is a tier</p><p>3 result. This is the best result a power roll can have.</p><p>When using an ability, a tier 3 result means you deliver</p><p>the maximum impact possible. With this result, an</p><p>attack ability deals a lot of damage and has a powerful</p><p>or lasting effect on enemies or allies. For a test, a tier 3</p><p>result means you succeed at what you set out to do. If</p><p>the test has an easy difficulty, you also get a little</p><p>something extra in addition to your success.</p><p>The specific outcome of any power roll is determined by</p><p>the effect or ability that requires the roll (see Abilities) or</p><p>the rules for tests (see Tests).</p><p>DOWNGRADE A POWER ROLL</p><p>Whenever you make a power roll, you can downgrade it to</p><p>select the result of a lower tier. For instance, if an ability</p><p>has a tier 3 result that lets you impose the restrained</p><p>condition on a creature, but the tier 2 result for that ability</p><p>lets you impose the slowed condition, you can use the tier</p><p>2 result if you would rather have the creature slowed than</p><p>restrained.</p><p>If you downgrade a critical hit, you still get the extra action</p><p>benefit of the critical hit (see Critical Hit in Abilities).</p><p>NATURAL RESULT</p><p>The result of your power roll before your characteristic or</p><p>any other modifiers are applied is called the natural result</p><p>The rules often refer to this as “rolling a natural X,” where</p><p>X is the result of the roll. For example, if you get a 20 on</p><p>the power roll before adding your characteristic, this is</p><p>called rolling a natural 20.</p><p>Whenever you roll a natural 19 or 20 on a power roll, you</p><p>always achieve the tier 3 result, no matter what</p><p>characteristic is added to the roll and whether or not the</p><p>roll has any banes.</p><p>[/spoiler]</p><p>[spoiler="resisting Potencies"]</p><p>RESISTING POTENCIES</p><p>Many effects inflict conditions and unique statuses on</p><p>heroes and their enemies. But creatures get a chance to</p><p>resist these effects. A creature with a high Might score</p><p>should be harder to knock prone than a creature who is</p><p>lacking in that characteristic.</p><p>These effects have a potency and only take hold of the</p><p>target if the effect’s potency value is higher than the</p><p>target’s indicated characteristic scores.</p><p>A potency always appears in text as a capital letter</p><p>followed by a single digit number, such as <span style="color: rgb(184, 49, 47)">M1</span> or <span style="color: rgb(184, 49, 47)">R3</span>. The</p><p>letter indicates which characteristic is used to resist the</p><p>effect (M for Might, A for Agility, R for Reason, I for</p><p>Intuition, and P for Presence), and the number indicates</p><p>the minimum score in that characteristic the target needs</p><p>to beat the effect.</p><p>For example, a 1st-level conduit’s Punishing Smite ability</p><p>has the following power roll outcomes:</p><p>Power Roll + Intuition:</p><p>• 11 or lower: 3 holy damage; <span style="color: rgb(184, 49, 47)">A1</span> prone</p><p>• 12–16: 6 holy damage; <span style="color: rgb(184, 49, 47)">A2</span> prone</p><p>• 17+: 9 holy damage; <span style="color: rgb(184, 49, 47)">A3</span> prone and can’t stand (save</p><p>ends)</p><p>If the conduit uses this ability and targets a bandit with an</p><p>Agility score of 1, then a tier 1 result would deal holy</p><p>damage to the bandit but have no other effect. But a tier</p><p>result would deal damage and knock the bandit prone</p><p>while a tier 3 result would deal damage and knock the</p><p>bandit prone and mean the bandit couldn’t get up until</p><p>they succeed on a saving throw.</p><p>YOUR POTENCY</p><p>Many of abilities have a potency. The characteristic a</p><p>target uses to resist is based on the ability used, and the</p><p>value of your potency is based on one of your</p><p>characteristics and determined by your choice of class</p><p>during character creation.</p><p>You have weak, average, and strong potency values. All of</p><p>these values increase as your hero advances in level and</p><p>gains power.</p><p>• Your weak potency value is equal to your highest</p><p>characteristic score - 1.</p><p>• Your average potency value is equal to your highest</p><p>characteristic score.</p><p>• Your strong potency value is equal to your highest</p><p>characteristic score + 1.</p><p>[spoiler="that previously named punishing smite power"]</p><p>JUDGMENT’S HAMMER (3 PIETY)</p><p>Your divine fury is a hammer that crashes down upon the</p><p>unrighteous.</p><p>Keywords: Attack, Magic, Ranged Type: Action</p><p>Distance: Ranged 10 Target: 1 creature or object</p><p>Power Roll + Intuition:</p><p>• 11 or lower<span style="color: rgb(41, 105, 176)">: 3 holy damage; </span><span style="color: rgb(184, 49, 47)">A [weak]</span><span style="color: rgb(41, 105, 176)"> prone </span></p><p>• 12–16: 6<span style="color: rgb(41, 105, 176)"> holy damage; </span><span style="color: rgb(184, 49, 47)">A [average]</span><span style="color: rgb(41, 105, 176)"> prone </span></p><p>• 17+: 9 <span style="color: rgb(41, 105, 176)">holy damage; </span><span style="color: rgb(184, 49, 47)">A [strong] </span><span style="color: rgb(41, 105, 176)">prone and can’t stand </span></p><p><span style="color: rgb(41, 105, 176)">(save ends) </span></p><p>[/spoiler]</p><p>[/spoiler]</p><p>I've always used a grid mat or tabletop display with the grid so leaning into grid over slavishly flogging ToTM as the one true way of all combat simply because some inconsequential combats might be done ToTM is a positive for me. Most of "the weird little things" in the older backer packet that were gestured at by [USER=18]@Ruin Explorer[/USER] are included in the most recent patreon packet & likely the next backer packet. Character building is smooth easy & a lot of fun if you have the rules printed out. I literally did it like that with a couple groups at a local FLGS where I ran it & nobody had any difficulties even with a packet that has almost no layout prettiness applied★.</p><p></p><p>★Backer packets are nice & pretty with formatting & such. Patreon packets are pretty much word doc data dumps converted to pdf (and that's made <em>extremely</em> clear).</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9519476, member: 93670"] Thanks 4e wasn't exactly loved by a lot of folks & it made "4e vibes" a bit [I]too[/I] vague. Yes combat is kinda "structured around ppwers" but no not in the same way as 4e. Instead of a hit roll like 4e your attacks always hit but need to make a power roll (2d10)to determine how well your ability works while potency(similar to saves) is based on base stats of target. I thought about quoting a couple powers but it seems like quoting the relevant rules for those two things would be more useful than quoting a power & needing to explain it anyways. [spoiler="power rolls"] POWER ROLLS Whenever a hero or other creature in the game attempts a task with an uncertain outcome, such as attacking a foe, sneaking by a guard patrol without being seen, or persuading a queen to provide military aid, the creature makes a power roll to determine the outcome of their actions. TYPES OF POWER ROLLS The game uses three types of power rolls. An ability roll is used when you activate certain abilities to determine their impact. For instance, if a fury uses their Brutal Slam ability to attack an enemy, their ability roll determines how much damage the enemy takes and how far back the enemy is pushed. See Abilities for more information. A resistance roll is a power roll you make to avoid harmful effects, whether generated by another creature’s abilities, the environment, or some other source. See Resistance Rolls in Adventuring for more information. A test is a power roll you make outside of using your abilities to affect or interact with the world around you. A tactician might not have an ability that lets them climb up the face of a cliff, so climbing is an activity they can attempt with a test. An elementalist doesn’t have an ability that lets them automatically intimidate a cultist into backing down from a fight, but they can make a test if they want to try. See Tests for more information. MAKING A POWER ROLL When you make a power roll, you roll two ten-sided dice (sometimes noted as 2d10 in the rules) and add one of your characteristics. The characteristic you add depends on the kind of roll you’re making, as outlined in Abilities and Tests. POWER ROLL OUTCOMES The result of a power roll determines your outcome tier— three levels that determine how successful your power roll is. Tier 1: If your power roll result is 11 or lower, it is a tier 1 result. This is the worst result a power roll can have. If you’re using an ability, a tier 1 result means you still do something, but the impact of what you do is minimal. With this result, an attack ability might deal a little bit of damage and not do much else. For a test, a tier 1 result means you fail at what you set out to do, and you might also suffer a negative consequence. Tier 2: If your power roll result is 12 to 16, it is a tier 2 result. This is the average result of many power rolls, especially for heroes who are 1st level. When using an ability, a tier 2 result means that what you do has a moderate impact. With this result, an attack ability deals a decent amount of damage and has an effect that briefly helps allies or hinders enemies. For a test, a tier 2 result means you might succeed at what you set out to do— though depending on the difficulty, success might have cost. Tier 3: If your power roll result is 17 or higher, it is a tier 3 result. This is the best result a power roll can have. When using an ability, a tier 3 result means you deliver the maximum impact possible. With this result, an attack ability deals a lot of damage and has a powerful or lasting effect on enemies or allies. For a test, a tier 3 result means you succeed at what you set out to do. If the test has an easy difficulty, you also get a little something extra in addition to your success. The specific outcome of any power roll is determined by the effect or ability that requires the roll (see Abilities) or the rules for tests (see Tests). DOWNGRADE A POWER ROLL Whenever you make a power roll, you can downgrade it to select the result of a lower tier. For instance, if an ability has a tier 3 result that lets you impose the restrained condition on a creature, but the tier 2 result for that ability lets you impose the slowed condition, you can use the tier 2 result if you would rather have the creature slowed than restrained. If you downgrade a critical hit, you still get the extra action benefit of the critical hit (see Critical Hit in Abilities). NATURAL RESULT The result of your power roll before your characteristic or any other modifiers are applied is called the natural result The rules often refer to this as “rolling a natural X,” where X is the result of the roll. For example, if you get a 20 on the power roll before adding your characteristic, this is called rolling a natural 20. Whenever you roll a natural 19 or 20 on a power roll, you always achieve the tier 3 result, no matter what characteristic is added to the roll and whether or not the roll has any banes. [/spoiler] [spoiler="resisting Potencies"] RESISTING POTENCIES Many effects inflict conditions and unique statuses on heroes and their enemies. But creatures get a chance to resist these effects. A creature with a high Might score should be harder to knock prone than a creature who is lacking in that characteristic. These effects have a potency and only take hold of the target if the effect’s potency value is higher than the target’s indicated characteristic scores. A potency always appears in text as a capital letter followed by a single digit number, such as [COLOR=rgb(184, 49, 47)]M1[/COLOR] or [COLOR=rgb(184, 49, 47)]R3[/COLOR]. The letter indicates which characteristic is used to resist the effect (M for Might, A for Agility, R for Reason, I for Intuition, and P for Presence), and the number indicates the minimum score in that characteristic the target needs to beat the effect. For example, a 1st-level conduit’s Punishing Smite ability has the following power roll outcomes: Power Roll + Intuition: • 11 or lower: 3 holy damage; [COLOR=rgb(184, 49, 47)]A1[/COLOR] prone • 12–16: 6 holy damage; [COLOR=rgb(184, 49, 47)]A2[/COLOR] prone • 17+: 9 holy damage; [COLOR=rgb(184, 49, 47)]A3[/COLOR] prone and can’t stand (save ends) If the conduit uses this ability and targets a bandit with an Agility score of 1, then a tier 1 result would deal holy damage to the bandit but have no other effect. But a tier result would deal damage and knock the bandit prone while a tier 3 result would deal damage and knock the bandit prone and mean the bandit couldn’t get up until they succeed on a saving throw. YOUR POTENCY Many of abilities have a potency. The characteristic a target uses to resist is based on the ability used, and the value of your potency is based on one of your characteristics and determined by your choice of class during character creation. You have weak, average, and strong potency values. All of these values increase as your hero advances in level and gains power. • Your weak potency value is equal to your highest characteristic score - 1. • Your average potency value is equal to your highest characteristic score. • Your strong potency value is equal to your highest characteristic score + 1. [spoiler="that previously named punishing smite power"] JUDGMENT’S HAMMER (3 PIETY) Your divine fury is a hammer that crashes down upon the unrighteous. Keywords: Attack, Magic, Ranged Type: Action Distance: Ranged 10 Target: 1 creature or object Power Roll + Intuition: • 11 or lower[COLOR=rgb(41, 105, 176)]: 3 holy damage; [/COLOR][COLOR=rgb(184, 49, 47)]A [weak][/COLOR][COLOR=rgb(41, 105, 176)] prone [/COLOR] • 12–16: 6[COLOR=rgb(41, 105, 176)] holy damage; [/COLOR][COLOR=rgb(184, 49, 47)]A [average][/COLOR][COLOR=rgb(41, 105, 176)] prone [/COLOR] • 17+: 9 [COLOR=rgb(41, 105, 176)]holy damage; [/COLOR][COLOR=rgb(184, 49, 47)]A [strong] [/COLOR][COLOR=rgb(41, 105, 176)]prone and can’t stand (save ends) [/COLOR] [/spoiler] [/spoiler] I've always used a grid mat or tabletop display with the grid so leaning into grid over slavishly flogging ToTM as the one true way of all combat simply because some inconsequential combats might be done ToTM is a positive for me. Most of "the weird little things" in the older backer packet that were gestured at by [USER=18]@Ruin Explorer[/USER] are included in the most recent patreon packet & likely the next backer packet. Character building is smooth easy & a lot of fun if you have the rules printed out. I literally did it like that with a couple groups at a local FLGS where I ran it & nobody had any difficulties even with a packet that has almost no layout prettiness applied★. ★Backer packets are nice & pretty with formatting & such. Patreon packets are pretty much word doc data dumps converted to pdf (and that's made [I]extremely[/I] clear). [/QUOTE]
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