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 Combat in Depth

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Leoinpharoh
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PostSubject: Combat in Depth   Fri Oct 21, 2011 7:15 am

ATTACKS AND DEFENSES


Battles in the D&D game are
won through cleverly chosen attacks, able defenses, and luck. On a
typical turn, you’ll use your standard action to make an attack, whether
you’re a stalwart fighter, a wily rogue, or a devout cleric. And your
defenses will be frequently tested by your foes’ attacks.

When
you attack, you make an attack roll to determine whether your attack
hits your target. You roll a d20, add a bonus for whatever attack you’re
using, and compare the result to one of the target’s four defenses:
Armor Class, Fortitude, Reflex, or Will. Each character has a number of
attacks to choose from, including a basic attack. The exact attacks you
have available depend on which powers you select for your character.

MAKING AN ATTACK:
 

Attack Types:

Attacks
in the DUNGEONS & DRAGONS world take many forms. A fighter swings a
greatsword at a foe. A ranger looses an arrow at a distant target. A
dragon exhales a blast of fire. A wizard creates a burst of lightning.
These examples illustrate the four attack types: melee, ranged, close,
and area.

Melee Attack:
 

Ranged Attack:
 

Close Attack:
 

Area Attack:
 

Areas of Effect:
 

Choosing Targets:
 

Range:
 

Attack Roll:
 

ATTACK BONUSES:
 

Defenses:
 

DEFENSE SCORES:
 

Attack Results:
 

Damage:
 

Resistance and Vulnerability:
 

Conditions
Powers, monsters, traps, and the
environment can all cause conditions. A condition imposes a penalty, a
vulnerability, a hindrance, or a combination of effects. The Remove
Affliction ritual can be useful for eliminating a long-lasting condition
that
affects you.

BLINDED:
 

DAZED:
 

DEAFENED:
 

DOMINATED:
 

DYING:
 

HELPLESS:
 

IMMOBILIZED:
 

MARKED:
 

PETRIFIED:
 

PRONE:
 

RESTRAINED:
 

SLOWED:
 

STUNNED:
 

SURPRISED:
 

UNCONSCIOUS:
 

WEAKENED:
 

Insubstantial:
 

Ongoing Damage:
 

Critical Hits:
 

Forcing Movement:
 

Durations:
 

Saving Throws
When you’re under a persistent effect or condition
that can be ended by a save (“save ends”), you have
a chance to escape the effect each round at the end
of your turn. You do that by making a saving throw,
which is a d20 roll unmodified by your level or ability
modifiers. A successful saving throw is called a save.
SAVING THROWS:
 
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PostSubject: Re: Combat in Depth   Fri Oct 21, 2011 10:58 pm

ATTACK MODIFIERS
Combat rarely consists of foes standing toe to toe and bashing each other. Movement and position are key; if one archer can fire from behind a tree at an enemy archer out in the open, the one using the tree for cover enjoys an advantage. Similarly, the use of magic or
special abilities often creates opportunities you can exploit. If your wizard ally turns you invisible, you can easily evade your enemies, but if an enemy wizard stuns you with a spell, you drop your guard, and your enemies can easily gang up on you.

Temporary advantages and disadvantages in combat are reflected in a set of common attack modifiers. An attack modifier is a bonus or a penalty that applies to your attack roll. Add the modifier to your base attack bonus when you make an attack.
Attack Modifiers:
 
CircumstanceModifier
Combat advantage against target+2
Attacker is prone–2
Attacker is restrained–2
Target has cover–2
Target has superior cover–5
Target has concealment (melee and ranged only)–2
Target has total concealment (melee and ranged only)–5
Long range (weapon attacks only)–2
Charge attack (melee only)+1

[spoiler=Combat Advantage]
One of the most common attack modifiers is combat advantage. Combat advantage represents a situation in which the defender can’t give full attention to defense. The defender is pressed by multiple enemies at the same time, stunned, distracted, or otherwise caught off guard. When you have combat advantage against a target, you gain a +2 bonus to your attack rolls against that target.

Some powers require you to have combat advantage in order to use them against a target, and other powers have a better effect against a target you have combat advantage against. If a feat, power, or other ability grants you a benefit when you have combat advantage, that benefit applies only against a target you have combat advantage against.

COMBAT ADVANTAGE
✦ +2 Bonus to Attack Rolls: You gain a +2 bonus to your attack roll when you have combat advantage against the target of your attack.

✦ Able to See Target: You must be able to see a target to gain combat advantage against it.

The following situations give an attacker combat
advantage against a defender.
When a defender is . . .
Balancing
Blinded
Climbing
Dazed
Flanked by the attacker
Helpless
Prone (melee attacks only)
Restrained
Running
Squeezing
Stunned
Surprised
Unable to see the attacker
Unaware of you
Unconscious

Once per encounter, you can try to gain combat advantage against a target by making a Bluff check.

Combat advantage is relative. In any given pair of combatants, either, both, or neither might have combat advantage against the other. It’s possible for a single creature to be adjacent to one enemy that has combat advantage against it and a second enemy that does not.

Cover and Concealment
Many types of terrain offer you places to hide or obstructions you can duck behind in order to avoid attacks. Solid obstructions that can physically deflect or stop objects are considered cover. Objects or effects that don’t physically impede an attack but instead hide you from an enemy’s view are considered concealment.

Cover:
 

Concealment:
 

MOVEMENT AND POSITION

During a pitched battle, heroes and monsters are in constant motion. The rogue skirts the melee, looking for a chance to set up a deadly flanking attack. The wizard keeps a distance from the enemy and tries to find a position to make the best use of area attacks, while goblin archers move to get clear shots with their bows. You can increase your effectiveness in battle by learning how to use movement and position to your advantage.

Creature Size and Space:
 

Speed:
 

Tactical Movement
During your turn, you can use a move action to move some distance across the battlefield and still use a standard action to launch an attack. See “Actions in Combat,” for various move actions you can use in combat. All move actions are governed by the following rules.

Diagonal Movement
Moving diagonally works the same as other movement, except you can’t cross the corner of a wall or another obstacle that fills the corner between the square you’re in and the square you want to move to. You can move diagonally past most creatures, since they don’t completely fill their squares.

Occupied Squares:
 

Falling:
 

Flanking:
 

Pull, Push, and Slide:
 

Teleportation:
 

Phasing:
 
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