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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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(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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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.
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.


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If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
|- 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
|}
 
=== 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, 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 ==
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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.
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'''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.
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'''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.
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'''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 ==
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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.


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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.
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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.


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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
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|- 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 ==
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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.


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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.