From b8653a6800fa0efc6bb84333cfa0cd6e4d3b921d Mon Sep 17 00:00:00 2001 From: Greg Date: Mon, 15 Sep 2025 10:58:46 -0400 Subject: [PATCH] Formatting and linter rules --- .markdownlint.json | 6 ++ ruleset/characters/howToMakeACharacter.md | 32 +++++++++- .../balancingConsiderations/README.md | 4 +- .../balancingConsiderations/spellcasting.md | 62 +++++++++++-------- ruleset/spellcasting/Spellcasting.md | 21 ++++--- ruleset/spellcasting/spells.md | 4 +- ruleset/tags.md | 29 ++++++++- 7 files changed, 120 insertions(+), 38 deletions(-) create mode 100644 .markdownlint.json diff --git a/.markdownlint.json b/.markdownlint.json new file mode 100644 index 0000000..a8ae9dc --- /dev/null +++ b/.markdownlint.json @@ -0,0 +1,6 @@ +{ + "MD001": false, + "MD013": false, + "MD025": false, + "MD051": false +} \ No newline at end of file diff --git a/ruleset/characters/howToMakeACharacter.md b/ruleset/characters/howToMakeACharacter.md index 11ab68a..98cbd0b 100644 --- a/ruleset/characters/howToMakeACharacter.md +++ b/ruleset/characters/howToMakeACharacter.md @@ -1,74 +1,99 @@ # Making a character -This document is here to explains all the details about character creation. Ability scores, skills, proficiencies, saving throws, etc. The hope is to give players and GMs a comprehensive guide on all of their characters stats, what they do, and when to use them. + +This document is here to explains all the details about character creation. Ability scores, skills, proficiencies, saving throws, etc. The hope is to give players and GMs a comprehensive guide on all of their characters stats, what they do, and when to use them. # Ability Checks and saving throws + While playing, your GM may ask you to make an ability check, a saving throw, or a contested roll. This section explains what each of these are, and how to make one ## Core Abilities + Each character has 6 core abilities, strength (str), dexterity (dex), constitution (con), wisdom (wis), intelligence (int), and charisma (cha). These abilities are expressed as a bonus, usually between -3 and +5 where a +0 represents the average person at each ability. These bonuses are added to your checks and saving throws depending on the check or saving throw needed. For martial characters it is recommended to focus on improving your physical stats like str, dex, and con, while casters should focus on mental stats like wis, int, and cha. The formula for skill checks and saving throws is the same, you roll a d20 add your skill or save bonus, and add any proficiencies you have. Contested rolls are slightly different, they follow the same formula but instead of just your rolling, it is you vs someone else, whether it be another PC, an NPC, or a monster, the other creature rolls just the same as you do and the higher roll wins. Ties are determined by the total bonus to the roll, then your core ability bonus, and finally a second roll if the first two methods still yield a tie. ### Strength + Strength dictates... How strong you are!... who would've thought. A higher strength means your character can lift or push more, and put more force behind their blows and dictates your attack and damage bonuses for weapons that deal slashing or bludgeoning damage. ### Dexterity + Dexterity dictates quickness, or how light on your feet you may be. Dexterity also measures precision, which is why it deterimines your attack and damage bonus with piercing weapons, along with being added to your armor class to determine how hard you are to hit. ### Constitution + Constitution measures physical resilience, it gets multiplied by your level and added to your HP which means having this in the negetives is almost never a good idea. ### Wisdom + Wisdom is your characters mental fortitude, how many resillient is your mind to the allures of gold and power, how many of a bards insults can you take? Divine and cursed magic both use wisdom extensively as the magic tends to be based on force of will, rather than science or logic. ### Intelligence + Intelligence determines how smart your character is, a walking vegetable or the smartest man/woman to have ever lived. Magic that focuses on manipulating science or logic, such as abjuration and evocation use Intelligence. ### Charisma + Charisma is your social skill, its used to persuade, decieve, and intimidate. Illusion and Transmutation spells usually use charisma when they need a modifier. ## Proficiencies + Each cahracter has certain things they are good at, these are your proficiencies. You can be proficient at using a weapon or a tool, at a specific skill, or with a certain type of saving throw. ### Proficiency Levels + There are 4 tiers of proficiency, unskilled, half-decent, above average, and master + #### unskilled + If you are unskilled in a skill, save, weapon, or armor, your proficiency bonus is 0 for that skill or item. #### half-decent + If you are half decent your proficiency bonus is 1/4 of your level to your roll or stat, with a minimum of 1. #### above average + if you are above average with something, you may add 1/2 of your level to your roll or stat, with a minimum of 1. #### Mastered + If you have mastered a skill, save, weapon, or armor you can add your level to the roll or stat. ### Proficiency Types + There are five main types of proficiency, skill proficiency, save proficiency, weapon proficiency, armor proficiency, and tool proficiency #### skill proficiency + Being proficient in a specific skill means you can add a bonus to that skill based on your [proficiency level](#proficiency-levels) #### Save proficiency + Being proficient in a save lets you add your proficiency level to any saving throws made using that save. #### weapon proficiency + Being proficient in a weapon allows you to add the bonus deterined by your proficiency level to any [attack roll](../combat/combatRules.md#making-an-attack) made with that weapon #### armor proficiency + Being proficient with a certain [type of armor](#armor-types) means you can add your proficiency bonus for your proficiency level to your armor class. # Defenses + There are two main things that go into your characters defense, how hard you are to hit and how many hits you can take. ## Armor Class + To determine how hard you are to hit we look at your armor class, or AC more commonly. When in combat we look at this value and compare the enemies attack roll to it, the higher your AC the better. ### Armor types + There are five types of armor, unarmored, light armor, medium armor, heavy armor, and magical armor. Mechanically these types just separate out proficiencies to different types of armor. You can dtermine what armor type a piece of armor is by looking at its [tags](../tags.md#armor) ### How to find your AC + Your AC uses the following equation, which we will break down. > $AC = 10 + Dex + AB + SB + AP$ @@ -81,14 +106,17 @@ Your AC uses the following equation, which we will break down. **AP**: Your AP or Armor proficiency is one of your characters [proficiencies](#proficiencies), if you do not have armor, or are not proficient with the armor you are wearing this number is 0 ## Health Points + To determine how many hits you can take we look at your health points, also called hit points, and referred to as HP. When an attack goes through your AC, subtract the damage dealt from your remaining HP. If your HP hits 0, you go unconcious, so be careful. The higher your max HP the better. ### How to find your HP + to find your maximum health, we look at a few factors + 1. [level](#level) 2. [class](classes/coreClasses.md) 3. [race](races/coreRaces.md) 4. [constitution](#constitution) each class and race has its own health bonus, noted as CHB for class health bonus, and RHB for race health bonus. Using these for factors we can determine your total maximum HP with the following equation -> $ Max HP = RHB + (level * constitution) + (level * CHB) $ \ No newline at end of file +> $ Max HP = RHB + (level * constitution) + (level * CHB) $ diff --git a/ruleset/forGameMasters/balancingConsiderations/README.md b/ruleset/forGameMasters/balancingConsiderations/README.md index 8aeac2f..17e8d5c 100644 --- a/ruleset/forGameMasters/balancingConsiderations/README.md +++ b/ruleset/forGameMasters/balancingConsiderations/README.md @@ -1,3 +1,5 @@ +# Considerations for balancing + These are some considerations to take into account when making your own changes to the ruleset, or making custom items, abilities, feats, etc. -It is not super imporant that you follow these, it is mostly just my rambling while doing math I am making up entirely on the spot that sounds/feels just about right. This section was made entirely becasue of me going insane trying to think of how I could balance spellcasting with a mana-type system rather than a traditional spell-slot system like dnd5e or pf2e. I could just give up, switch to slots, all is well and good. But I hate myself, so lets go. \ No newline at end of file +It is not super imporant that you follow these, it is mostly just my rambling while doing math I am making up entirely on the spot that sounds/feels just about right. This section was made entirely becasue of me going insane trying to think of how I could balance spellcasting with a mana-type system rather than a traditional spell-slot system like dnd5e or pf2e. I could just give up, switch to slots, all is well and good. But I hate myself, so lets go. diff --git a/ruleset/forGameMasters/balancingConsiderations/spellcasting.md b/ruleset/forGameMasters/balancingConsiderations/spellcasting.md index c056f1b..12f4633 100644 --- a/ruleset/forGameMasters/balancingConsiderations/spellcasting.md +++ b/ruleset/forGameMasters/balancingConsiderations/spellcasting.md @@ -1,7 +1,9 @@ +# Spell points + Spellcasting using a mana system is a bitch -# Spell points ## Cost + The cost of spells in LE1e is loosely based on the fibonacci sequence, when basing a spell on another in dnd or pathfinder the fibonacci number of the spell level (starting at 2 for level one spells) is used, then adjusted for more fine-tuned balance |Spell level|SP cost| @@ -23,19 +25,23 @@ Where this model falls apart is in trying to get casters to not use only super b There are a few ideas to fix this, but it is quite difficult to balance between them. The goal is to keep big spells feeling big, and small spells feeling small, while still giving a reason to cast the small ones ### Spell scaling -A major thing with scaling spells is that when you do, either new more-costly spells are better (which is a good thing, I think) or the player gets an ol' reliable at level one, that outscales anything that costs more than it does before it ever reaches the same cost. You have to be careful about all of the spells to make one spell that scales not just objectively better than another. ~~Non-scaling spells should have more cost-efficiency than scaling spells, but the damage potential of the scaling spells is only limited by the amount fo SP the player has readily available.~~ + +A major thing with scaling spells is that when you do, either new more-costly spells are better (which is a good thing, I think) or the player gets an ol' reliable at level one, that outscales anything that costs more than it does before it ever reaches the same cost. You have to be careful about all of the spells to make one spell that scales not just objectively better than another. ~~Non-scaling spells should have more cost-efficiency than scaling spells, but the damage potential of the scaling spells is only limited by the amount fo SP the player has readily available.~~ ### Resource efficiency + A player with 150 SP might be able to cast a big scaled spell that deals 40d6 damage at once for all 150 SP, or they can cast 15 spells for 10 SP that deal 3d8 each. That big spell will ***feel*** big, but at the same time the small spells are efficient enough that the player can know without having to do math that they may deal more damage, just not all at once ~~Give the players an ol' reliable spell. The idea is to get spells that deal damage more efficiently than bigger spells, but never quite hit the same level. This is, of course, easier said that done. If I make a level one spell that deals 1d6 damage, and make the cost scale by +2 every time, it needs to scale 44 times to hit the same cost as a level nine equivalent spell. If we just increase the number of damage die, our 9th level spell has to deal more than 45d6 damage to be more worth it than our level one.~~ ### Regaining SP on a short rest -The idea behind this one is pretty simple, it means you can limit the maximum number of spell points below what what they might need to nuke the monster every turn every combat, giving back a lower number of points when the party takes a rest and them completely resetting them on a long rest. + +The idea behind this one is pretty simple, it means you can limit the maximum number of spell points below what what they might need to nuke the monster every turn every combat, giving back a lower number of points when the party takes a rest and them completely resetting them on a long rest. Doing something like this discourages the indiscriminate use of their big spells, they know they can cast the small ones all the time, they will probably get the points back before their next long rest. However if they dip into more than they get back on their short rest, they have to start thinking about the spells they cast. Is it really worth it? will they need those points later? We want them to ask these questions when they cast a spell, that way, hopefully, they cast smaller spells more often ### How many "encounters" do we expect players to have in a day (long rest) + Now the word encounter here is very loosely defined, this could be anything that requires resources to be used. Some form of puzzle, trap, environmental hazard, or combat encounter. All the will assume players are short resting after each combat encounter which are interspersed with minor encounters like traps, puzzles, and social encounters. That said, for this we can just pull some numbers straight from the deepest reaches of our asses and say 2 to a 'minor' combat encounter with a boss or mini-boss fight, or 3 combats without a boss fight, and about 2-3 non-combat encounters between each one @@ -43,31 +49,36 @@ That said, for this we can just pull some numbers straight from the deepest reac >I did have this set at 6 encounters/long rest previously, but chose to go with 3 combats and group the non-combats up because if we are accounting for every roleplay encounter, 6 is too few ## Now for the math + With all of this in mind, its time to pull some formulas from the deepest pits of hell. ### Step one: How much SP do we expect a player to expend + #### expected 'spell tier' per level + each character isn't expected to cast spells higher than a certain tier based on their level, with a different tier we want their average spell to be (about 2 tiers lower than their higherst level) -> note: levels 1-5 don't follow this because we cannot subtract 2 without hitting a negative number (or 0), which don't exist as tiers +> note: levels 1-5 don't follow this because we cannot subtract 2 without hitting a negative number (or 0), which don't exist as tiers |level|high tier|regular cast| |:---:|:-------:|:----------:| -1-2|1|1 -3-5|2|1 -6-7|3|1 -8-9|4|2 -10-12|5|3 -13-14|6|4 -15-17|7|5 -18-19|8|6 -20|9|7 +|1-2|1|1| +|3-5|2|1| +|6-7|3|1| +|8-9|4|2| +|10-12|5|3| +|13-14|6|4| +|15-17|7|5| +|18-19|8|6| +|20|9|7| #### How many spells will a player cast + lasting on average 4 rounds, a player will have time to cast at most 12 spells per combat encounter, 4 can be cast as advanced actions, 4 as basic actions, and 4 as reactions. No spell should be made that does not cost one of these actions. 12 spells per encounter is a bit extreme, but lets budget for one spell per round per combat encounter, meaning on the extreme end of 6 combats that is $3*4=12$ spells between each long rest just on combat encounters, adding two spells across the 12-18 minor encounters (remember, these could be as simple as talking to an NPC or solving a puzzle) brings us to 26 spells between each long rest (complete SP reset) #### How many SP will those spells take + The exact amount will vary, but our goal should be for their 'small' spells average 3 'tiers' lower than their 'high tier' spells. Say of those 26 spells, 2 are their 'high tier' spells, this leaves a level 10 character casting 24 tier 2 and 2 tier 5 spells between rests, which means we need to do math depending on our level ranges from before Our function looks a little like this, where H is the SP cost of a high-tier spell for the level and L is the cost of a low-tier spell, and $f(x)$ is the characters level @@ -78,17 +89,18 @@ This is the simple version, where H and L are precalculated, it can probably be |Level|$2*H$|$12*L$|$f(x)$| |:-:|:-:|:-:|:-:| -1-2|4|24|28 -3-5|6|24|30 -6-7|10|24|34 -8-9|16|36|52 -10-12|26|60|86 -13-14|42|96|138 -15-17|68|156|224 -18-19|110|252|362 -20|178|408|586 +|1-2|4|24|28| +|3-5|6|24|30| +|6-7|10|24|34| +|8-9|16|36|52| +|10-12|26|60|86| +|13-14|42|96|138| +|15-17|68|156|224| +|18-19|110|252|362| +|20|178|408|586| #### How many SP will the player regain from short rests + Now we have figured out our ideal per long rest SP quotas, we can get a better estimate for the amount of SP to regenerate per short rest. Again, numbers from the our ass, trying to get close to the low tier spell budget at the higher end of the range so high tier spells cut into the players reserves, and low tier spells can be cast without feeling like your dipping into those reserves. ~~If we use $1*level$ then we get $8*6=48$ SP from rests at level 1, and $80*6=480$ SP from rests at level 20. These numbers give us some pretty decent starting points, the ideal max SP goes from 52 at level 1 to 16.~~ @@ -97,9 +109,9 @@ Now we have figured out our ideal per long rest SP quotas, we can get a better e ~~To do this we can make some more of those tables that we love so much! at lower levels we shoot a little low on the SP regeneration, saying players get 8 SP on a short rest means that our ideal max SP is 4, which allows 2 level one spells which means just about nothing. You will notice that as level goes up the ideal max will fluxuate up and down, this is intentional, we will get into exactly why after this, but just keep that in mind~~ > rewritting this entirely to better convey how we are choosing numbers -To properly choose an SP/short rest figure we can't really use an equation (well, strictly speaking we can) because our ideal SP grows exponentially, and any equation on either side makes the players have to recalculate the entire thing every level. So at best we can use one linear equation (add $x$ to this number every level up). During gameplay the entire benefit of equations is that you can level infinitely, so doing that has no point. In practice, I have to make a module for foundry and making all values of SP a function of character level is much easier to program than hard coding everything. It also allows anyone who does want to go over level 20 to start using that equation, and ideally the difficicult equation will be the one that only needs to be solved by one person (Knowing most tables this one will fall on the GM 90% of the time so sorry in advance to all the GMs), and we have an easy linear equation for the one each player needs to solve on their own. +To properly choose an SP/short rest figure we can't really use an equation (well, strictly speaking we can) because our ideal SP grows exponentially, and any equation on either side makes the players have to recalculate the entire thing every level. So at best we can use one linear equation (add $x$ to this number every level up). During gameplay the entire benefit of equations is that you can level infinitely, so doing that has no point. In practice, I have to make a module for foundry and making all values of SP a function of character level is much easier to program than hard coding everything. It also allows anyone who does want to go over level 20 to start using that equation, and ideally the difficicult equation will be the one that only needs to be solved by one person (Knowing most tables this one will fall on the GM 90% of the time so sorry in advance to all the GMs), and we have an easy linear equation for the one each player needs to solve on their own. -So which equation only needs to be done once per levelup and which one needs to be done multiple times? The SP per level will be more subject to change between each class than the SP/short rest, so in most cases the SP/short rest will be the same for everyone, while max SP is different between each class. +So which equation only needs to be done once per levelup and which one needs to be done multiple times? The SP per level will be more subject to change between each class than the SP/short rest, so in most cases the SP/short rest will be the same for everyone, while max SP is different between each class. Now onto making those equations, the first one we need is how much SP increases each level, we will need this as part of the other equation to adjust for the maxSP pool the player will start with on a long rest. To figure this out, first we ask how much max SP do we want players to have at level 1, and how much for level 20. Say 10sp for level 1 and 200 for 20, that is a difference of 190 across 19 additions, or 10sp for each level. I wasn't thinking about that when chosing that but it works perfectly. @@ -119,7 +131,7 @@ $ 21 _6 & \text{if } 13 \leq x \leq 14 _6 \\ 34 _7 & \text{if } 15 \leq x \leq 17 _7 \\ 55 _8 & \text{if } 18 \leq x \leq 19 _8 \\ - 89 _9 & \text{if } 20 \leq x _9 + 89 _9 & \text{if } 20 \leq x _9 \end{cases}\\ &\text{let L} = \begin{cases} 2 _1 & \text{if } 1 \leq x \leq 7 _1 \\ diff --git a/ruleset/spellcasting/Spellcasting.md b/ruleset/spellcasting/Spellcasting.md index 0f1bf5c..9de0ba0 100644 --- a/ruleset/spellcasting/Spellcasting.md +++ b/ruleset/spellcasting/Spellcasting.md @@ -1,43 +1,50 @@ # Casting spells - ## Spell components + Each spell takes specific components to cast, most spells only take verbal, somatic, and/or spell points, but some may require material components. The section below describes each type of component and what they are. ### Verbal + A spell with a verbal component requires the character to speak an incantation or chant when casting the spell. The player themself does not need to speak this component but can if they wish. Verbal components make casting spells subtly or covertly very difficult to nearly impossible. Some abilities given by certain [type feats](../characters/classes/types/typefeats.md) can remove the verbal component from spells. > The verbal component is denoted on spellsheets with a "V" in the components section ### Somatic + The somatic component means a spell requires specific motions or gestures (typically hand gestures) to cast the spell. The player does not need to use these gestures themselves, but the character does unles they use an ability from a [type feat](../characters/classes/types/typefeats.md) which allows them to ignore the somatic component. Somatic components make it hard to subtly cast spells when an NPC or another player can see you, but does not make it difficult to cast spells subtly while hidden. > The somatic component is denoted on spellsheets with an "S" in the components section ### Spell-points + Spell-points are the measure of how many spells a character or creature can cast. If a spell states that is uses spell points, you need to expend at least that number of spell points to cast the spell, in addition to any verbal, somatic, or material components the spell takes. Some spells will have additional effects if you use more spell points than the minumum to cast them. These spells are called [scaling spells](#scaling-a-spell). > The spell-point component is denoted on spellsheets with an "SP: #" in the components section ### Material -Spell materials require a specific item to cast the spell. It should be assumed that all spells consume their components when casted, unless otherwise stated in the spell description. + +Spell materials require a specific item to cast the spell. It should be assumed that all spells consume their components when casted, unless otherwise stated in the spell description. > The material component is denoted on spellsheets using "materials(material)" in the components section +> #### Material weight + Unlike other systems which use gold values for some components, material components with a required amount or value will be tracked with weight. For example a spell may take 1/16th of a point of diamond dust. In some areas this may be worth 100 gold, in others this may be worth 150. Materials with a required weight can be satisfied by items of higher weight, but not items of lower weight. For example you can cast a spell requiring 10 pounds of gold using a 15 pound gold bar, but not with a 9 pound gold bar. Material components that require a specific weight cannot be satisfied with a [spell focus](#spell-focuses). - - ## Casting multiple spells + When casting multiple spells on your turn in [combat](../combat/combat.md) those spells cannot take the same type of action. For example if you cast a spell that uses a [basic action](../combat/combat.md#basic-actions) you cannot cast another spell using a [basic action](../combat/combat.md#basic-actions) until your next turn. These spells also cannot be the same spell if that spell is cast using an ability to change its action type. -## Spell-points +## Using-Spell-points + Currently attempting to figure out how to [balance](../balancingConsiderations/spellcasting.md) - ### Scaling a spell + Scaled spells are spells that allow you to use more than the minimum number of spell-points for a boost in the effectiveness of the spell. This could mean the spell deals more damage for damaging spells, or it could mean that a status effect spell targets an additional creature. When scaling a spell you cannot spend less than the minimum required spell points. The effects of scaling, as well as the additional cost to do so will be outlined in the spell description ## spell-focuses -Spell focuses are special magical items which allow spellcasters to cast spells without the [material components](#material). Spell focuses come in many shapes aand sizes but are usually staffs, wands, crystals, and orbs. The exact item does not matter, it just needs to fulfil specific properties depending on the type of spellcaster using it. \ No newline at end of file + +Spell focuses are special magical items which allow spellcasters to cast spells without the [material components](#material). Spell focuses come in many shapes aand sizes but are usually staffs, wands, crystals, and orbs. The exact item does not matter, it just needs to fulfil specific properties depending on the type of spellcaster using it. diff --git a/ruleset/spellcasting/spells.md b/ruleset/spellcasting/spells.md index 9e00933..b2a914a 100644 --- a/ruleset/spellcasting/spells.md +++ b/ruleset/spellcasting/spells.md @@ -1,7 +1,9 @@ # Spells + Spells have 5 components; tags, materials, damage, school, and description. every spell will contain a tags, a school, and a description. If a spell does not have a damage or materials component it can be assumed it does not deal damage, or does not have a material cost. The verbal (V) material cost specifies that the specific spell requies an incantation to cast, and the somatic (S) material cost shows that a spell requires specific movements or hand gestures to cast the spell. The player need not say an incantation or do hand gestures, but these effects make it hard to conceal the casting of a spell. The spell-points (SP) material cost describes how many spell points it costs to cast a spell, if this cost is not there it is assumed the spell is so simple or basic it costs no magical energy to cast. ### Counterspell + **Tags**: [combat](../tags.md#combat), [ranged: 60ft](../tags.md#ranged), [save: spellcasting](../tags.md#save), [Magical](../tags.md#magical), [Reaction (a creature within ranges uses a magical effect)](../tags.md#reaction) **Materials**: V, S, SP: 5 @@ -10,4 +12,4 @@ Spells have 5 components; tags, materials, damage, school, and description. ever **Description**: You attempt to stop a crature from casting a spell or using a magical effect. If triggering effect uses more than 1.5x the SP used to cast counterspell (rounded up), roll a contested spellcasting check with the creature being counter getting a bonus equal to the number of additional SP used to cast their spell over your counterspell. If the magical effect comes from an item, treat a rare item as using 13, a very rare as using 21, a legendary as using 34, and an artifact as using 55. -This spell can be cast using any number of SP over 5, but must be cast with at least 5 SP. \ No newline at end of file +This spell can be cast using any number of SP over 5, but must be cast with at least 5 SP. diff --git a/ruleset/tags.md b/ruleset/tags.md index 11a91bf..c32a44e 100644 --- a/ruleset/tags.md +++ b/ruleset/tags.md @@ -1,74 +1,99 @@ # 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. + +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. \ No newline at end of file + +Sonic damage is dealt through noise, thunder may cause damage to eardrums. Deafened creatures cannot take sonic damage.