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	<id>https://d20futurepath.com/index.php?action=history&amp;feed=atom&amp;title=User%3ANod%2FSystem%2FCombat</id>
	<title>User:Nod/System/Combat - Revision history</title>
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	<updated>2026-05-04T00:47:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=997&amp;oldid=prev</id>
		<title>Server at 05:59, 18 January 2015</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=997&amp;oldid=prev"/>
		<updated>2015-01-18T05:59:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:59, 18 January 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Damage&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Damage&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Armor adds raw points on top on a character&#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Armor adds raw points on top on a character&#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&amp;#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&amp;#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;defender&amp;#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&amp;#039;s toughness is taken, that character falls unconscious and any  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;defender&amp;#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&amp;#039;s toughness is taken, that character falls unconscious and any  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=996&amp;oldid=prev</id>
		<title>Server at 05:59, 18 January 2015</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=996&amp;oldid=prev"/>
		<updated>2015-01-18T05:59:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:59, 18 January 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Damage&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Damage&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Armor adds raw points on top on a character&#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the defender&#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&#039;s toughness is taken, that character falls unconscious and any remaining damage subtracts from that character&#039;s soak score.  Once damage equal or greater than the defender&#039;s toughness + soak is taken by the defender, that character is dead and cannot be normally revived.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Armor adds raw points on top on a character&#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;defender&#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&#039;s toughness is taken, that character falls unconscious and any  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;remaining damage subtracts from that character&#039;s soak score.  Once damage equal or greater than the defender&#039;s toughness + soak is taken by the defender, that character is dead and cannot be normally revived.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A critical failure results in some adverse effect ideally, such as the attacker&amp;#039;s weapon being knocked into another character or the defender leaning into the blow in an ill fated attempt to dodge.  Damage need not be modified, but can at the DM&amp;#039;s discretion or according to the adverse effect.  This is generally more fun or fair if rolled randomly, to avoid complaints of favoritism.  This is another area where coolness can come into play at the player&amp;#039;s or DM&amp;#039;s choice, and sixth sense, prowess, or quickness can be argued, for example.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A critical failure results in some adverse effect ideally, such as the attacker&amp;#039;s weapon being knocked into another character or the defender leaning into the blow in an ill fated attempt to dodge.  Damage need not be modified, but can at the DM&amp;#039;s discretion or according to the adverse effect.  This is generally more fun or fair if rolled randomly, to avoid complaints of favoritism.  This is another area where coolness can come into play at the player&amp;#039;s or DM&amp;#039;s choice, and sixth sense, prowess, or quickness can be argued, for example.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=995&amp;oldid=prev</id>
		<title>Nod: Created page with &quot;There is no initiative roll.  Combat progresses at the DM&#039;s discretion and/or using the suggestions in other parts of these rules.  (DM eyes only!) =&gt; Generally, combat can pr...&quot;</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=995&amp;oldid=prev"/>
		<updated>2015-01-16T08:56:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;There is no initiative roll.  Combat progresses at the DM&amp;#039;s discretion and/or using the suggestions in other parts of these rules.  (DM eyes only!) =&amp;gt; Generally, combat can pr...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;There is no initiative roll.  Combat progresses at the DM&amp;#039;s discretion and/or using the suggestions in other parts of these rules.  (DM eyes only!) =&amp;gt; Generally, combat can progress according to which player queued up their action(s) first, taking coolness, quickness, sixth sense, and/or prowess, for example, into account.&lt;br /&gt;
&lt;br /&gt;
Attack and Defense&lt;br /&gt;
 The attacking character makes an opposed hit roll against the defender&amp;#039;s dodge roll.  If the attacker rolls higher than the defender the attack hits its mark.&lt;br /&gt;
 If the crit threshold is exceeded for the attacking character&amp;#039;s crit score, then the attack is a critical hit and damage is modified appropriately.&lt;br /&gt;
 Grip can used instead of hit for starting, maintaining and changing grapples.&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
 Armor adds raw points on top on a character&amp;#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&amp;#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the defender&amp;#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&amp;#039;s toughness is taken, that character falls unconscious and any remaining damage subtracts from that character&amp;#039;s soak score.  Once damage equal or greater than the defender&amp;#039;s toughness + soak is taken by the defender, that character is dead and cannot be normally revived.&lt;br /&gt;
&lt;br /&gt;
A critical failure results in some adverse effect ideally, such as the attacker&amp;#039;s weapon being knocked into another character or the defender leaning into the blow in an ill fated attempt to dodge.  Damage need not be modified, but can at the DM&amp;#039;s discretion or according to the adverse effect.  This is generally more fun or fair if rolled randomly, to avoid complaints of favoritism.  This is another area where coolness can come into play at the player&amp;#039;s or DM&amp;#039;s choice, and sixth sense, prowess, or quickness can be argued, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
 Initiative can be rolled using any of the stats listed at the beginning of this section if the group so desires.&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
</feed>