Everyone has a plan 'til they get punched in the mouth.
- Attributed to Mike Tyson
Choose a fighting style:
When you attack with a bow:
If you have 5 ranks in fighting, you can hit any target with an arrow, so long as it's within range and the arrow's ballistic flightpath is unobstructed.
(Rambo-style - traps, exploiting environmental hazards)
Requires GM approval. Veto'ed by default, because mounts in dungeons are a huge problem.
Benefits:
You can attack with parts of your body without suffering disadvantage.
If/while you are injured, you …
If you have 5 ranks in Fighting, your hits with a two-handed weapon cannot be negated.
MAIN_ACTION
ACTION RULES
A basic overview of how to make an attack and how to defend here. Plus a reference to the combat rules page.
Armor Training
Prerequisite: Combat rank 1.
You can wear armor without suffering disadvantage to sneaking, disadvantage in performing tasks requiring fine dexterity or control, and without suffering injuries of fatigue, exhaustion or exertion caused by wearing armor. You still suffer the normal movement penalty associated with wearing armor.
Death Touch Technique
Prerequisite: Combat rank 1.
As an action, you apply the 'death-touched' condition on a target. If the target moves more than 5 meters (15 feet) from the location where this condition was applied, they die. This condition can be removed and cured from a target afflicted with the 'death-touched' condition by reapplying this technique to the target. One cannot use this technique on oneself.
Alternative: When you cause a target to suffer the 'Vulnerable' condition, you may choose to have them suffer the 'Death-touched' condition instead. If the target moves …
Die Hard
Prerequisite: Combat rank 1.
No matter how many injuries you suffer, you cannot be inflicted with the 'Vulnerable' condition.3)
Dodge
Prerequisite: Combat rank 1, at least 1 Damage Negation.
When you use a damage negation, you can choose to negate the attack by dodging. When you do, you may move your character a distance of up any remaining movement your character has plus an additional 2 meters (5 feet).
Multi-attack
Prerequisite: Combat rank 1.
When you use an action to attack, you can attack twice instead of once.
Parry
Prerequisite: Combat rank 1, at least 1 Damage Negation.
When you use a damage negation, you can choose to negate the attack by parrying the attack. When you do, the attacker loses the ability to attack until the start of their next turn.
Vulnerate
Prerequisite: Combat rank 1.
: This feels like a good mechanic to include to ensure combat scenes end. But this ability as stated feels like a “mandatory” perk - should this just be baked into the basic combat rules? Is there a more elegant way to incur the same risk of continuing combat? Is just acquiring injuries enough? What about deathblows? Also consider renaming to “Destabilize” and causing the “Unstable” condition. The term “vulnerability” makes more sense as a term for certain types of attacks dealing more-severe injuries.
If you hit a target that already has two injuries that are severe or worse, you can choose to cause your hit to inflict an injury with the 'Vulnerable' condition. While a target has the Vulnerable condition, their combat ranks are considered to be zero (0), no matter what modifiers are applied. The 'Vulnerable' condition can be removed by using an action to clear the condition.