Some tags to support combat rules

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# Tags
Every item, ability, spell, creature, class, and race will have tags. Tags tell you how a thing works, or what it is. For example an item with the tags [Combat](#combat), [Weapon](#weapon), [Melee](#melee), [Magical](#magical), [Slashing](#slashing) tell you that the item is a magical weapon that deals slashing damage with a melee range. This may seem obvious and that is by design. Tags are meant to be single, easy descriptions of different aspects of play, oftentimes a tag is self explanatory and plenty have distinct mechanical effect but exist to supplement features in the game by providing specific game mechanic to base activation requirements off of. For example, [counterspell](spellcasting/spells.md#counterspell) uses the [magical](#magical) tag to determine if if you can use it on a certain effect.
### Combat
You'll find the combat tag on weapons, items, spells, or feats made for combat-specific purposes. These weapons can be used outside combat, but were designed with combat in mind.
### weapon
This tag does not do anything on its own, but works in combination with the [spell](#spell), [melee](#melee), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### Spell
This tag does not do anything on its own, but works in combination with the [weapon](#weapon), [melee](#melee), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### melee
Melee weapons have a basic range of 5ft, but works in combination with the [weapon](#weapon), [spell](#spell), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### reach
This tag is included with a number such in the form of reach: 5ft, when an item has this tag you increase the range of the item by the specified distance. For example a weapon with both the melee and reach: 5ft tag gets 5ft of reach from the melee tag, and an additional 5ft from the reach tag for a total of 10ft of range
### ranged
This tag does not do anything on its own, but works in combination with the [weapon](#weapon), [spell](#spell), and [melee](#melee) tags to allow for the activation of certain items or abilities.
### armor
This tag indications that a specific item or spell affects the users [armor class](characters/How-To-Make-A-Character.md). A character can only be effected by one item or ability with the armor tag at a time, though this is usually the one with the highest bonus, some things like [unarmored defense](characters/generalFeats.md#unarmored-defense) cannot be active while an item with the armor tag is equipped.
### shield
This tag is a secondary way to increase your [armor class](characters/How-To-Make-A-Character.md), like armor you can only benefit from item item, ability, or spell which has the shield tag at a time and these usually provide a flat bonus, instead of an increase based on one of your [core stats](characters/How-To-Make-A-Character.md#core-abilities)
### Roleplay
You'll find the roleplay tag on items, feats, and traits made for social or roleplay encounters, these abilities can be used in combat but keep in mind that most of these items or abilities will have a particularly long activation time.
### Advanced
The advanced tag on a weapon, spell, or combat ability means that to make an attack, cast the spell, or use the ability you must expend an [advanced action](#advanced-actions).
### Basic
If you find this tag on a weapon, spell, or combat abaility it indicates that making an attack, casting the spell, or using the ability takes a [basic action](#basic-actions).
### Reaction
Any item, spell, or ability with the combat tag and reaction tag uses a [reaction](#reactions) to activate during combat. Each reaction is triggered in a different way, encountering something with this tag its activation requirements will be outlined in the description of the item or ability
### Full-Turn
An item with the full-turn tag ***must*** also have the combat tag, this tag indicates that it uses your entire [turn](#taking-a-turn-in-combat), consisting of 1 advanced action, 2 basic actions, your movement action and yes, your reaction and free action as well.
### Magical
This tag indicates weather an item or ability uses magic, this may be a wand or spellcasting feature. While this tag does not do anything on its own, some abilities or items may reference it as a requirement for their activation.
### Concentration
The concentration tag indicates a spell or ability that requires you to focus on that spell or ability. Anything with a concentration tag will also have a duration, be it a spell, feat, or item effect. During that duration you can choose to drop concentration at any time, no action required (it does not need to be your turn in combat). While concentrating, you cannot use any advanced actions, and should you take damage you must make a concentration [saving throw](characters/How-To-Make-A-Character.md#saving-throws) using your [wisdom](characters/How-To-Make-A-Character.md#wisdom) core ability with the DC set to 1/2 (minimum 10) the damage taken, on your next turn if you are in combat, adding together the total damage recieved since your last turn. On a failure you lose concentration.
### Save
The save tag indicates that using the item feature or spell with the tag requires a [saving throw](characters/How-To-Make-A-Character.md#saving-throws) of a speciific type, named in the tag itself. For example the save: wisdom tag requires a widsom saving throw
## Damage types
Each damage type has its own tag, a weapon or spell with a tag for a certain damage type deals that damage type when the specific type is not mentioned.
### Slashing
Slashing damage is typically dealt by melee weapons without the reach like swords.
### Piercing
Piercing damage is typically dealt by ranged or reach weapons like bows and spears.
### Bludgeoning
Bludgeoning damage is typically dealt by unarmed attacks, melee weapons like clubs, or ranged weapons like a sling.
### Fire
Fire damage is dealt by hot things, not necessarily only fire. This could be red-hot steel or just straight-up fire.
### Cold
Cold damage is dealt by especially cold things, this is usually spells but could also be enviromental damage in cold climates.
### Lightning
Lightning damage is damage dealt by electricity, this could be lightning, magic, or getting shocked by electronics in sci-fi settings.
### Sonic
Sonic damage is dealt through noise, thunder may cause damage to eardrums. Deafened creatures cannot take sonic damage.