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(Criou página com '{| class="wikitable" style="background-color:#F8F9FA; margin: auto; border: 1px solid black;" |- style="font-weight:bold;" ! colspan="9" | Damage Scale |- style="font-weight:normal;" | style="border: 1px solid black; | 1 | style="border: 1px solid black; | 1d2 | style="border: 1px solid black; | 1d3 | style="border: 1px solid black; | 1d4 | style="border: 1px solid black; | 1d6 | style="border: 1px solid black; | 1d8 | style="border: 1px solid black; | 1d10 | styl...') |
(Criou página com 'Some creatures and Origins may have more than two upper limbs, when this happens, these creatures can use these additional limbs to make attacks, within the limit of attacks they can normally make, and can use different weapons with this variety of additional limbs.') |
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<languages/> | |||
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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | ||
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| style="text-align:left;" | Attacks with 1 weapon in each hand with damage modifier in both | | style="text-align:left;" | Attacks with 1 weapon in each hand with damage modifier in both | ||
|} | |} | ||
=== Multiple Members=== | |||
Some creatures and Origins may have more than two upper limbs, when this happens, these creatures can use these additional limbs to make attacks, within the limit of attacks they can normally make, and can use different weapons with this variety of additional limbs. | |||
=== Grappling === | === Grappling === | ||
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For example, a creature with resistance to incinerating damage and vulnerability to cold damage will take half damage when taking fire or incinerating damage and take double damage when taking cold damage. | For example, a creature with resistance to incinerating damage and vulnerability to cold damage will take half damage when taking fire or incinerating damage and take double damage when taking cold damage. | ||
Besides that, there is also immunity and damage absorption. When a creature has immunity to a certain type of damage, it will not take any damage of that type, while if it has absorption, instead of negating or taking only half damage, it will recover a number of hit points equal to half the amount of damage taken from that specific damage type. | |||
Besides that, there is also | |||
Absorption has some limitations to the ways it can recover hit points: | |||
*A creature can't regain hit points this way from damage from itself; | |||
Simple and | *Creatures with absorption can absorb damage from spells only if the spell is 1st level or higher; | ||
*Creatures with absorptiion have immunity against conditions that deal conminuous damage related to the damage they have absorption. For example, a creature that has fire damage absorption and is targeted by a spell to gain the Scorched condition will be affected by the spell normally, but the condition will have no effect on it; | |||
*Natural sources that are used as absorption are literally absorbed into the creature's body. For example, if a creature has fire damage absorption and a torch is thrown at it, the creature absorbs the fire damage dealt by the torch and the torch goes out. Similarly, a creature that absorbs acid damage, it absorbs the substance. The same goes for the other types of damage. | |||
Simple and magical damage also influence this rule, if a creature has immunity or absorption to simple damage, it does not mean that it will have immunity or absorption to magical damage, however, if the creature has immunity or absorption to a magical variation, it will also have this immunity or soak to simple damage. | |||
For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption. | For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption. | ||
Some factors like spells, abilities, curses, and other things can increase or decrease a creature's resistance scale. The resistance scale goes in the following order: vulnerability, normal damage, resistance, immunity, and absorption. | Some factors like spells, abilities, curses, and other things can increase or decrease a creature's resistance scale. The resistance scale goes in the following order: vulnerability, normal damage, resistance, immunity, and absorption. | ||
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No creature or object has true damage resistance, immunity, or absorption. | No creature or object has true damage resistance, immunity, or absorption. | ||
=== Resistance Scale === | |||
=== | |||
{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" | {| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" | ||
|- style="font-weight:bold; text-align:center;" | |- style="font-weight:bold; text-align:center;" | ||
! colspan="2" style="background-color:#d9d2e9;" | | ! colspan="2" style="background-color:#d9d2e9;" | Resistance Scale | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Value | ||
| | | Scale | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| -2 | | -2 | ||
| | | Vulnerability | ||
|- | |- | ||
| -1 | | -1 | ||
| | | Weakness | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 0 | | 0 | ||
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|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| +2 | | +2 | ||
| | | Immunity | ||
|- | |- | ||
| +3 | | +3 | ||
| | | Absorption | ||
|} | |} | ||
'''''Vulnerability'''''. Damage taken is doubled. | |||
''''' | |||
'''''Weakness.''''' Upon taking damage of the specified type, the target must make a Constitution saving throw whose DC is 10 or half the damage taken, whichever is greater, and on a failure it has disadvantage on all its attack rolls and ability checks for a number of rounds equal to 10 - (half your Constitution modifier + your proficiency bonus). If the damage is continuous, such as from the Scorched condition, this duration resets for each turn the damage is taken. | |||
''''' | |||
'''''Normal'''''. There is no special interaction with damage | |||
'''''Normal'''''. | |||
'''''Resistance'''''. Damage is halved. | |||
''''' | |||
'''''Immunity'''''. Damage is ignored | |||
''''' | |||
'''''Absorption'''''. If you meet the conditions described above, half of the damage dealt is healed by the target as hit points. | |||
''''' | |||
=== Poisons === | |||
=== | |||
The interaction of resistances with poison works differently than other damage types: | |||
* '''Poison Resistance''': When the poisonous formula is of a level equal to or less than your proficiency bonus, you make the saving throw with advantage. If you already have advantage, add +1 to the roll. | |||
* ''' | * '''Immunity to Poisoning''': You are immune to poisonous formulas of a level equal to or less than your proficiency bonus. | ||
* ''' | * '''Resistance to poison damage'''. Grants your proficiency bonus to the saving throw to poison formula *'''Immunity to poison damage'''. Grants double your proficiency bonus to the save from poisonous formulas. | ||
* ''' | |||
== Healing == | == Healing == | ||
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When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. | When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. | ||
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). | A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). | ||
Creatures and objects that are fully immersed in water have resistance to fire damage. | Creatures and objects that are fully immersed in water have resistance to fire damage. |