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De Runarcana Wiki
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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(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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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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Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.


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{| class="wikitable" style="background-color:#F8F9FA; margin: 20px auto;"
{| class="wikitable" style="background-color:#F8F9FA; margin: 20px auto;"
|- style="font-weight:bold; text-align:center;"
|- style="font-weight:bold; text-align:center;"
! colspan="9" | Categorias de Tamanho
! colspan="9" | Size Categories
|- style="font-weight:bold;"
|- style="font-weight:bold;"
| Tamanho
| Size
| Espaço
| Space
| Altura Máx.
| Max Height
| peso
| Weight
| CA
| AC
| Esconder
| Hide
| RD
| DR
| Arma
| Weapon
| Alcance
| Range
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| style="text-align:left;" | Diminuto
| style="text-align:left;" | Diminutive
| style="text-align:left;" | 1 pé por 1
| style="text-align:left;" | 1 by 1 ft
| style="text-align:center;" | 29 cm
| style="text-align:center;" | 29 cm
| 1/16 - 1/2 kg
| 1/16 - 1/2 kg
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| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | -3
| style="text-align:center;" | -3
| style="text-align:center;" | 5 pés
| style="text-align:center;" | 5 ft
|-
|-
| style="text-align:left;" | Miúdo
| style="text-align:left;" | Tiny
| style="text-align:left;" | 2,5 pés por 2,5 pés
| style="text-align:left;" | 2,5 by 2,5 ft
| style="text-align:center;" | 59 cm
| style="text-align:center;" | 59 cm
| 1/2 - 4 kg
| 1/2 - 4 kg
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| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | -2
| style="text-align:center;" | -2
| style="text-align:center;" | 5 pés
| style="text-align:center;" | 5 ft
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| style="text-align:left;" | Pequeno
| style="text-align:left;" | Small
| style="text-align:left;" | 5 pés por 5 pés
| style="text-align:left;" | 5 by 5 ft
| style="text-align:center;" | 99 cm
| style="text-align:center;" | 99 cm
| 4 - 30 kg
| 4 - 30 kg
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| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | -1
| style="text-align:center;" | -1
| style="text-align:center;" | 5 pés
| style="text-align:center;" | 5 ft
|-
|-
| style="text-align:left;" | Médio
| style="text-align:left;" | Medium
| style="text-align:left;" | 5 pés por 5 pés
| style="text-align:left;" | 5 by 5 ft
| style="text-align:center;" | 2,99 m
| style="text-align:center;" | 2,99 m
| 30 - 250 Kg
| 30 - 250 Kg
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| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | 0
| style="text-align:center;" | 5 pés
| style="text-align:center;" | 5 ft
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| style="text-align:left;" | Grande
| style="text-align:left;" | Large
| style="text-align:left;" | 10 pés por 10 pés
| style="text-align:left;" | 10 by 10 ft
| style="text-align:center;" | 4,49 m
| style="text-align:center;" | 4,49 m
| 251 - 2.000 kg
| 251 - 2.000 kg
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| style="text-align:center;" | 1
| style="text-align:center;" | 1
| style="text-align:center;" | +1
| style="text-align:center;" | +1
| style="text-align:center;" | 5 pés
| style="text-align:center;" | 5 ft
|-
|-
| style="text-align:left;" | Enorme
| style="text-align:left;" | Huge
| style="text-align:left;" | 15 pés por 15 pés
| style="text-align:left;" | 15 by 15 ft
| style="text-align:center;" | 5,99 m
| style="text-align:center;" | 5,99 m
| 2 - 16 tons
| 2 - 16 tons
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| style="text-align:center;" | 2
| style="text-align:center;" | 2
| style="text-align:center;" | +2
| style="text-align:center;" | +2
| style="text-align:center;" | 10 pés
| style="text-align:center;" | 10 ft
|- style="background-color:#B4A7D6;"
|- style="background-color:#B4A7D6;"
| style="text-align:left;" | Imenso
| style="text-align:left;" | Gargantuan
| style="text-align:left;" | 20 pés por 20 pés
| style="text-align:left;" | 20 by 20 ft
| style="text-align:center;" | 7,49 m
| style="text-align:center;" | 7,49 m
| 16 - 125 tons
| 16 - 125 tons
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| style="text-align:center;" | 4
| style="text-align:center;" | 4
| style="text-align:center;" | +4
| style="text-align:center;" | +4
| style="text-align:center;" | 15 pés
| style="text-align:center;" | 15 ft
|-
|-
| style="text-align:left;" | Colossal
| style="text-align:left;" | Colossal
| style="text-align:left;" | 25 pés por 25 pés +
| style="text-align:left;" | 25 by 25 ft +
| style="text-align:center;" | -
| style="text-align:center;" | -
| 125 tons +
| 125 tons +
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| style="text-align:center;" | 8
| style="text-align:center;" | 8
| style="text-align:center;" | +5
| style="text-align:center;" | +5
| style="text-align:center;" | 20 pés
| style="text-align:center;" | 20 ft
|}
|}
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=== Space ===
=== Space ===
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Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.


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:'''Squeezing into a Smaller Space'''
=== Squeezing into a Smaller Space ===
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:A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
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'''Maximum height'''. This is the maximum height for a creature of that size category, a creature can be up to that height before it is considered a category above, however if the creature is one height below, its dimensions may cause it to be considered a creature. another size category.
'''Altura Máxima'''. Essa é a altura máxima de uma criatura dessa categoria de tamanho, uma criatura pode ter até essa altura antes de ser considerada de uma categoria acima, no entanto caso a criatura tenha uma altura abaixo, suas dimensões podem fazer com que ela seja considerada uma criatura de outra categoria de tamanho.
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'''Weight'''.The weight described in this column is the common weight of creatures of this category, however several characteristics can modify this value.
'''Peso'''.O peso descrito nessa coluna é o peso comum de criaturas dessa categoria, no entanto diversas características podem modificar esse valor.
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'''AC'''. Higher category creatures are more easily targeted while smaller creatures are more difficult. Because they have a larger area to hit, larger creatures receive AC penalties while smaller creatures receive bonuses. This AC modifier is applied to the creature's final AC.
'''CA'''.Criaturas de categoria maior são mais facilmente alvejáveis enquanto criaturas menores são mais difíceis. Por terem uma área maior para acertar, criaturas maiores recebem penalidade em CA enquanto criaturas menores recebem bônus. Esse modificador de CA é aplicado à CA final da criatura.
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'''Hide'''. As with AC, a larger creature has more difficulty hiding if it doesn't have some adaptation for it, while smaller creatures can hide more easily. This is the modifier applied to Stealth checks to hide or avoid making noise.
'''Esconder'''. Assim como na CA, uma criatura maior tem mais dificuldade para se esconder caso não tenha alguma adaptação para isso, enquanto criaturas menores conseguem se esconder mais facilmente. Esse é o modificador aplicado a testes de Furtividade para se esconder ou evitar fazer barulho.
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'''DR'''. Although they are easier to hit, larger creatures have a more robust body structure, so they receive Damage Resistance at the amount indicated in this column: This DR value is subtracted from any damage taken other than true damage.
'''RD'''. Embora sejam mais fácil de se acertar, criaturas maiores possuem uma estrutura corporal mais robusta, por esse motivo recebem Resistência a Dano no valo indicado nessa coluna: Esse valor de RD é subtraído de qualquer dano recebido exceto dano verdadeiro.
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'''Weapon'''. When creatures use weapons, they are usually proportional to their size, for this reason, smaller creatures receive a penalty to the damage scale of their weapons while larger creatures receive bonuses. This value is applied to the damage scaling of weapons made for these creatures.
'''Arma'''. Quando criaturas utilizam armas, as mesmas são normalmente proporcionais ao seu tamanho, por esse motivo, criaturas menores recebem penalidade na escala de dano de suas armas enquanto criaturas maiores recebem bônus. Esse valor é aplicado à escala de dano de armas feitas para essas criaturas.
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'''Range'''. Larger creatures can attack at a greater distance, the value indicated is the range of melee attacks made by these creatures. In the case of weapons, the difference in size must be considered. Creatures of up to Large size can normally attack only adjacent creatures with melee combat, while creatures of larger size can attack creatures that are within the indicated distance.
'''Alcance'''. Criaturas maiores conseguem atacar em uma distância maior, o valor indicado é o alcance de ataques corpo a corpo feito por essas criaturas. No caso de armas, deve-se considerar a diferença de tamanho. Criaturas de até tamanho grande normalmente podem atacar apenas criatura adjacentes com combate corpo a corpo, enquanto criaturas de tamanho maior podem atacar criaturas que estejam na distância indicada.
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= Actions in Combat =
= Actions in Combat =
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== Help ==
== Help ==


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You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
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Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
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== Attack ==
== Attack ==
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Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.


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== Disarm ==
== Desarmar ==
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The disarming action may seem tempting at first, but it is extremely risky for those without the proper training to attempt it.  
A ação de desarmar pode parecer tentadora inicialmente, mas é algo extremamente arriscado para aqueles sem o treinamento adequado para tentar executá-la.
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===Melee Disarm===
===Desarme Corpo a Corpo===
To disarm a target in melee weapon combat, the attacker must use an attack action against a target's weapon, this action only works if the attacker's weapon can be disarmed (natural or integrated weapons do not allow this action).
Para desarmar um alvo em um combate com armas corpo a corpo o atacante precisa utilizar uma ação de ataque contra a arma de um alvo, essa ação apenas funciona se a arma do atacante puder ser desarmada (armas naturais ou integradas não permitem essa ação).
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The attacker makes an attack roll with disadvantage directed at a target's weapon, the target makes an Athletics or Acrobatics roll (whichever is higher) with advantage to defend. If the attacker succeeds, the attack does no damage and the weapon is knocked down. If the defense succeeds, the attack has no effect and the defending target's next attack against the attacker is made with advantage.
O atacante faz uma jogada de ataque com desvantagem direcionada à arma de um alvo, o alvo faz uma rolagem de Atletismo ou Acrobacia (o que for mais alto) com vantagem para se defender. Em caso de sucesso do atacante, o ataque não causa dano e a arma é derrubada. Em caso de sucesso da defesa, o ataque não tem efeito e o próximo ataque do alvo defensor contra o atacante é feito com vantagem.
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===Ranged Disarm===
===Desarme à Distância===
To disarm a target with a ranged attack, the attacker must use an attack action and make an attack roll with disadvantage against the target's weapon. The target makes an Athletics or Acrobatics roll (whichever is higher) with advantage to defend. If the attacker succeeds, the attack does no damage and the weapon is knocked down. If the defense succeeds, the attack has no effect.
Para desarmar um alvo com um ataque à distância, o atacante deve usar uma ação de ataque e fazer uma jogada de ataque com desvantagem contra a arma do alvo. O alvo faz uma jogada de Atletismo ou Acrobacia (o que for mais alto) com vantagem para se defender. Em caso de sucesso do atacante, o ataque não causa dano e a arma é derrubada. Em caso de sucesso da defesa, o ataque não tem efeito.
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===Modifiers===
===Modificadores===
The disarm action has some factors that modify the attack or defense roll, with more than one of them being applied in a single action. The resolution of the sum of advantages and disadvantages is done before the action, with an advantage always being canceled when receiving a disadvantage. In cases where there is more than one final factor of disadvantage, for each additional factor, the attacker or target rolls at -5 to his roll. In cases where there is more than one final advantage factor, for each additional factor, the target or defender makes the roll at +5 to his roll. Some of the modifiers:
A ação de desarme possui alguns fatores que modificam a jogada de ataque ou de defesa, com mais de uma delas podendo ser aplicada em uma única ação. A resolução de somatória de vantagens e desvantagens é feita antes da jogada, com uma vantagem sempre sendo anulada ao receber uma desvantagem. Em casos onde exista mais de um fator final de desvantagem, para cada fator adicional, o atacante ou o alvo faz a jogada com -5 em sua rolagem. Em casos onde exista mais de um fator final de vantagem, para cada fator adicional, o alvo ou o defensor faz a jogada com +5 em sua rolagem. Alguns dos modificadores:
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* The attacker has disadvantage on the roll if the target is holding the weapon with two or more hands.
* O atacante tem desvantagem na jogada se o alvo estiver segurando a arma com duas ou mais mãos.
* The target has advantage on the roll if it is one size larger than the attacker.
* O alvo tem vantagem na jogada se for de um tamanho maior que o atacante.
* The attacker has advantage on the roll if he is one size larger than the target.
* O atacante tem vantagem na jogada se for de um tamanho maior que o alvo.
* The attacker has advantage if the attack is made with surprise or stealth.
* O atacante tem vantagem se o ataque for feito com surpresa ou de forma furtiva.
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== Disengage ==
== Disengage ==
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You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.


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=== Two or More Weapon Fighting ===
=== Two-Weapon Fighting ===
 
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All characters that have two arms can choose to fight using two weapons. When you take the Attack action with a light melee weapon, you can use your bonus action to attack with another light melee weapon you are wielding in your other hand. You don't add your ability modifier to the bonus attack's damage unless that modifier is negative.
 
If the weapon has the thrown property, you can throw it instead of making a melee attack with it.


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Some class features, Heritages, and Enhancements grant ranks in Two-Weapon Fighting, with each rank granting you certain advantages when using that form of combat. Every creature initially has rank 0 in two-weapon combat.
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack unless that modifier is negative.
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Attempting to fight with two weapons, without both being light and without having any level in Two-Weapon Fighting, inflicts a -5 penalty on each attack.
Se a arma tiver a propriedade de ser arremessada, você pode lançá-la em vez de fazer um ataque corpo a corpo com ela.
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{| class="wikitable" style="text-align:center; margin:10px auto;"
Algumas características de classe, Heranças e Aprimoramentos concedem graus em Combate com Duas Armas, a cada grau você obtém determinadas vantagens ao utilizar essa forma de combate. Toda criatura possui inicialmente grau 0 em combate com duas armas.
|- style="font-weight:bold; background-color:#B4A7D6;"
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! colspan="2" | Two Weapon Combat Grade
|- style="font-weight:bold;"
| Grade
| style="text-align:left;" | Effect
|- style="background-color:#B4A7D6;"
| 0
| style="text-align:left;" | Attacks with 1 light weapon in each hand with primary only modifier
|-
| 1
| style="text-align:left;" |Attacks with 1 light weapon in each hand with damage modifier in both
|- style="background-color:#B4A7D6;"
| 2
| style="text-align:left;" | Attacks with 1 weapon in one hand and a light weapon in the secondary with damage modifier in both
|-
| 3
| style="text-align:left;" | Attacks with 1 weapon in each hand with damage modifier in both
|}


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=== Multiple Members===
Tentar combater com duas armas, sem que as duas sejam leves e sem possuir qualquer nível em Combate com Duas Armas, causa penalidade de -5 em cada ataque.
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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.
If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
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=== Grappling ===
=== Grappling ===
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For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.  
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.  


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== Damage Scale ==
== Escala de Dano ==
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In Runarcana RPG, some class features, runes and other possibilities, confer "increase in damage scale", this means that the damage dice of this action increase within the scale. When an attack or spell's damage dice get a increase, they move up the damage category, 1d6 becomes 1d8 or even 6d6 becomes 6d8. It is possible that more than one increase will occur, causing the increase to follow the structure of the table below:
Em Runarcana RPG, algumas características de classe, runas entre outras possibilidades, conferem "aumento na escala de dano", isso signfiica que os dados de dano dessa ação aumentam dentro da escala. Quando os dados de dano de um ataque ou magia recebem um aumento, eles avançam na categoria de dano, 1d6 se torna 1d8 ou mesmo 6d6 se tornam 6d8. É possível que mais de um aumento aconteça, fazendo com que o aumento siga a estrutura da tabela abaixo:
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{| class="wikitable" style="background-color:#F8F9FA; margin: auto; border: 1px solid black;"
{| class="wikitable" style="background-color:#F8F9FA; margin: auto; border: 1px solid black;"
|- style="font-weight:bold;"
|- style="font-weight:bold;"
! colspan="9" | Escala de Dano
! colspan="9" | Damage Scale
|- style="font-weight:normal;"
|- style="font-weight:normal;"
| style="border: 1px solid black;  | 1
| style="border: 1px solid black;  | 1
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| style="border: 1px solid black;  | 1d12 + x
| style="border: 1px solid black;  | 1d12 + x
|}
|}
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That way, when the damage reaches 1d12, your next step becomes the addition of 1d4 turning 1d12 + 1d4 and the progression takes over for that new die. When it becomes 1d12, the logic is repeated by adding +1d4. For multiple dice the same logic follows.
Dessas forma, quando o dano alcança 1d12, seu passo seguinte se torna a adição de 1d4 virando 1d12 + 1d4 e a progressão passa a valer para esse novo dado. Ao se tornar 1d12, repete-se a lógica adicionando +1d4. Para dados múltiplos segue-se a mesma lógica.
Eg: 6d6, 6d8, 6d10, 6d12, 6d12 + 1d4, 6d12 + 1d6
Ex.: 6d6, 6d8, 6d10, 6d12, 6d12 + 1d4, 6d12 + 1d6
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== Damage Types ==
== Damage Types ==
Linha 609: Linha 574:
destroying those corrupted by the shadows.
destroying those corrupted by the shadows.


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'''Shadow'''. Shadow damage is damage caused by weakening the bonds of matter, similar to disruptive damage, but without its obliterating potency.
'''Sombrio'''. O dano sombrio é o dano causado pelo enfraquecimento das ligações da matéria, de forma similar ao dano disruptivo, mas sem a potência obliteradora do mesmo.
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'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
Linha 647: Linha 610:
'''Lunar'''. One of the magical variations of radiant damage, lunar damage comes from moonlight, capable of inflicting a great deal of damage on unstoppable voidborn.
'''Lunar'''. One of the magical variations of radiant damage, lunar damage comes from moonlight, capable of inflicting a great deal of damage on unstoppable voidborn.


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'''Noctiferous'''. The magical variation of Dark damage, noctiferous damage, is a concept that few have had the chance to understand without causing their own destruction, noctiferous damage comes from an extremely volatile energy, capable of easily disintegrating anything.
'''Solar'''. One of the magical variations of radiant damage, solar damage, when compared to the other radiant variations, is much more common to be found, this damage has much more effect on undead.
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'''Vibrational'''. The magical variation of thunder damage, vibrational damage amplifies the very frequencies of a physical body or not and can easily reach incorporeal creatures.
'''Vibrational'''. The magical variation of thunder damage, vibrational damage amplifies the very frequencies of a physical body or not and can easily reach incorporeal creatures.
Linha 667: Linha 628:
'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch.
'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch.


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'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.
'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.
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=== True Damage ===
'''Shadow'''. A concept that few had the chance to understand without
causing their own destruction, the void damage comes from
extremely volatile energy, capable of easily disintegrating anything.
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'''Disruptive'''. One of the magical variations of force damage, disruptive damage is something that is not from this realm, it comes from a place that wants to consume everything and everyone.
'''Disruptive'''. One of the magical variations of force damage, disruptive damage is something that is not from this realm, it comes from a place that wants to consume everything and everyone.
Linha 681: Linha 636:
'''Gravitational'''. One of the magical variations of bludgeoning damage, gravitational damage is extremely rare, only found through extremely powerful creatures and beings capable of casting Celestial magic.
'''Gravitational'''. One of the magical variations of bludgeoning damage, gravitational damage is extremely rare, only found through extremely powerful creatures and beings capable of casting Celestial magic.


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'''Cronal'''. One of the magical variations of force damage, cronal damage is almost impossible to be found unnaturally, cronal damage is something that everyone receives daily in their lives, it is responsible for the aging of a being, and when used by a caster, he is able to partially change the age of a living being or not.
'''Cronal'''. One of the magical variations of force damage, cronal damage is almost impossible to be found unnaturally, cronal damage is something that everyone receives daily in their lives, it is responsible for the aging of a being, and when used by a caster, he is able to partially change the age of a living being or not.
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== Absorption, Immunity, Resistance, and Vulnerability ==
== Absorption, Immunity, Resistance, and Vulnerability ==
Linha 697: Linha 650:
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.


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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 Immunity and Damage Absorption. When a creature has immunity to a certain damage type, it won't take any damage of that type, while if it has Absorption, instead of denying or taking only half damage, it will recover half the amount of damage taken from that specific damage type as hit points.
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Absorption has some limitations to the ways it can recover hit points:
Absorção possui algumas limitações para as maneiras que ela pode recuperar pontos de vida:
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*A creature can't regain hit points this way from damage from itself;
Simple and magic 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 magic damage, however, if the creature has immunity or absorption to a magical variation, it will also have that immunity or absorption for simple damage.
*Creatures with absorption can absorb damage from spells only if the spell is 1st level or higher;
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*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.


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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.
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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.
Linha 719: Linha 668:
No creature or object has true damage resistance, immunity, or absorption.
No creature or object has true damage resistance, immunity, or absorption.


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=== Resistance Scale ===
=== Escala de Resistência ===
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{| 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;" | Escala de Resistência
! colspan="2" style="background-color:#d9d2e9;" | Resistance Scale
|- style="font-weight:bold;"
|- style="font-weight:bold;"
| Valor
| Value
| Escala
| Scale
|- style="background-color:#d9d2e9;"
|- style="background-color:#d9d2e9;"
| -2
| -2
| Vulnerabilidade
| Vulnerability
|-
|-
| -1
| -1
| Fraqueza
| Weakness
|- style="background-color:#d9d2e9;"
|- style="background-color:#d9d2e9;"
| 0
| 0
Linha 744: Linha 690:
|- style="background-color:#d9d2e9;"
|- style="background-color:#d9d2e9;"
| +2
| +2
| Imunidade
| Immunity
|-
|-
| +3
| +3
| Absorção
| Absorption
|}
|}
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'''''Vulnerability'''''. Damage taken is doubled.
'''''Vulnerabilidade'''''. O dano recebido é dobrado.
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'''''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.
'''''Fraqueza.''''' Ao receber dano do tipo especificado, o alvo deve fazer uma salvaguarda de Constituição cuja CD é 10 ou metade do dano recebido, o que for maior, caso falhe recebe desvantagem em todas as suas jogadas de ataque e testes de atributo por um número de rodadas igual a 10 - (metade do modificador de Constituição + bônus de proficiência). Caso o dano seja contínuo, como por exemplo da condição Chamuscado, essa duração se reinicia para cada turno em que o dano é recebido.
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'''''Normal'''''. There is no special interaction with damage
'''''Normal'''''. Não existe qualquer interação especial com o dano
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'''''Resistance'''''. Damage is halved.
'''''Resistência'''''. O dano é reduzido pela metade.
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'''''Immunity'''''. Damage is ignored
'''''Imunidade'''''. O dano é ignorado
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'''''Absorption'''''. If you meet the conditions described above, half of the damage dealt is healed by the target as hit points.
'''''Absorção'''''. Caso preenchas as condições descritas acima, metade do dano causado é recuperado pelo alvo como pontos de vida.
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=== Poisons ===
=== Venenos ===
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The interaction of resistances with poison works differently than other damage types:
A interação das resistências com venenos funciona de forma diferente aos outros tipos de dano:
* '''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.
* '''Resistência a Envenenamento''': Quando a fórmula venenosa é de um nível igual ou menor ao seu bônus de proficiência, você faz a jogada de salvaguarda com vantagem. Caso já tenha vantagem, adicione +1 à rolagem.
* '''Immunity to Poisoning''': You are immune to poisonous formulas of a level equal to or less than your proficiency bonus.
* '''Imunidade a Envenenamento''': Você é imune a fórmulas venenosas de nível igual ou menor o seu bônus de proficiência.
* '''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.
* '''Resistência a dano venenoso'''. Concede seu bônus de proficiência à salvaguarda de fórmulas venenosas
Imunidade a dano venenoso. Concede o dobro de seu bônus de proficiência à salvaguarda de fórmulas venenosas.
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== Healing ==
== Healing ==
Linha 876: Linha 804:
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.


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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).
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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.