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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.'
(Criou página com 'Absorption has some limitations to the ways it can recover hit points:')
(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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| 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
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=== 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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Absorption has some limitations to the ways it can recover hit points:
Absorption has some limitations to the ways it can recover hit points:


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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.