Making Attacks in Combat

The mechanics of making an attack were discussed in the How to Play section, but here we will take a more detailed look at how you target creatures with attacks and the conditions that can affect your attacks.

Targeting

There are two main types of Targeting for powers: powers that target specific Creatures or powers that target an Area (and the creatures within it). Understanding this distinction is important for understanding the requirements necessary to target a creature (or object, structure, etc). Any time a power allows you to choose targets, either by targeting a single creature in range, or multiple creatures in range, or even your choice of creatures in an area, it is considered a power that targets Creatures. Alternatively, if a power targets all creatures in an area (and/or structures and objects) or simply creates an effect within an area, then it is considered a power that targets an Area. This distinction is important in discussing the following factors:

Line of Effect

All powers require Line of Effect in order to target a creature, unless they have the Perceptive or Omnitic keywords. To establish Line of Effect, several requirements must be met.

  • A direct, unobstructed path between the source of the effect and the target.
  • Targeted creature cannot be behind a solid wall, around a corner in a dungeon, or on another plane.
  • There must be an uninterrupted line to the origin point of the area (see Areas of Effect for more information)
  • There must be an uninterrupted line between the origin point and any targets in the Area.

Sometimes Line of Effect to a target is partially blocked by objects, structures, or even other creatures (GM's discretion). In this case, the creature has Cover against the attack (see below).

Perceiving a Target

In order to target a creature, you must know where it is. Usually this is accomplished automatically by sight (visually locating a creature you can see), but creatures with enhanced senses may be able to target creatures with hearing, scent, or even touch (see Senses). If your view (or perception) is partially obstructed by objects, environmental conditions, or even other creatures, the target has Concealment for the attack (see below).

If you are not able to locate a creature, it is considered to be Hidden from you. You cannot target a Hidden creature without first determining its location. You may be able to utilize your other senses (i.e. those that are not used for targeting) to locate a creature, but you must make a Sensory Skill check in order to do so (see Locating Creatures with Concealment). If you fail to locate a Hidden target, you may choose to guess at their location and make a Wild Swing (see below). Powers with the Perceptive keyword require Line of Perception, indicating that your perception of the target must be mostly unobstructed in order to utilize the ability (i.e. you cannot target creatures with Superior Concealment, even if you know their location). Perceptive powers that target an Area require Line of Perception to the origin of the area, but do not require Line of Perception to each individual target (as everything in the area is automatically targeted). Powers with the Perceptive keywords do not require Line of Effect.

Wild Swing

If you cannot Perceive a target, at the GM's discretion you may make a Wild Swing. This is most successful with Melee Attacks, but can occasionally be used on Ranged and Area attacks as well. This involves guessing at a target's location, usually their last known location (i.e. where they were before they become Hidden or where their last attack originated from), or choosing a random location to attack. When making a Wild Swing, you then choose a location (or direction) to target and make an attack (accounting for Cover and Concealment as normal). If a creature is in the attacked location, the attack will then hit or miss as normal. If no creature is in the attacked location, then the attack automatically misses.

When using a power that targets an Area, you may attempt to target a location that you cannot Perceive (due to Blindness or Darkness and other environmental effects). In this case, you determine the distance and direction of the area's origin (or choose at random). At the GM's discretion, you may be required to make a Wits check in order to place the area in the desired location. If you fail the check, the GM may shift the Area of Effect at his discretion.

Target Restrictions

Some powers are restricted to targeting certain types of creatures, such as Living, Humanoid or Undead. Some powers may specifically target your Allies, which is defined as any creature you adventure with or are protecting at the time of the battle. If a power states that it can only be placed on a willing target, your allies are generally considered to be willing targets, unless they state otherwise at the time of Casting (this typically only occurs when a target is unfamiliar with the opponent and their magic or has some reason to distrust the caster). If you target a creature that does not meet the restrictions of the power, the effects of the power automatically fail for that target (wasting any spent resources).

Modifying your Attack Roll

There are a number of factors that can modify your attack roll. In addition to the modifiers granted by Tide of Battle (which was discussed in the Introduction), environmental factors can affect your ability to attack a particular target.

Cover

A creature can take Cover by moving behind a solid physical barrier such as a tree, boulder, or wall, that shields their body from attacks. There are different degrees of cover, depending on the object protecting the target:

Partial Cover is granted when a target is partially protected, such as behind a tree or column, behind an ally or at the edge of a wall. Attacks made against a target with partial cover have Disadvantage on the attack roll.
Superior Cover occurs when a target is almost fully protected, such as ducking behind a low wall, in a trench or through arrow slits. Attacks against a target with superior cover have two Disadvantages.
Total Cover is granted when a target is behind a wall or other barrier that completely blocks Line of Effect. An attack on a creature with Total Cover automatically misses and hits the barrier instead. Even if an attack breaches the barrier and reaches the target beyond, the barrier still provides Superior Cover to the target for the attack. (Subsequent attacks against the target may have reduced, or no Cover depending on how much the barrier was damaged)

Cover only applies to attacks that require Line of Effect.

Regardless of the level of Cover, you may not make Opportunity actions against a creature that has Cover from you.

Concealment

A creature can gain Concealment from the environmental factors, such as dim lighting and heavy mist, or through the use of magical abilities and effects, such as Invisibility. There are three levels of Concealment: Partial Concealment, Superior Concealment and Hidden. Powers and abilities that target an area do not suffer penalties from Concealment.

Partial Concealment is granted any time that a creature's body is partially concealed from your senses, but you can still readily determine their location. This occurs in dim lighting (unless you have Low-light or better vision), in light mists, fogs, smoke, and similar effects, and through the use of some magical abilities. Attacking a creature with Partial Concealment imposes Disadvantage on the Attack Roll. Attacks that target an Area, do not suffer penalties from Partial Concealment.
Superior Concealment is granted any time that a creature's body is totally concealed from your senses, requiring you to determine their location through other means. If you become Blinded or are in an area of complete Darkness (unless you have Darkvision), all creatures are considered to have Superior Concealment. Additionally, invisibility, thick fogs, and similar effects can grant a creature Superior Concealment. Attacking a creature with Superior Concealment imposes Two Disadvantages on the Attack Roll. Attacks that target an Area, do not suffer penalties from Superior Concealment.
Hidden is granted when a creature's location is no longer known to one or more creatures. A creature who is Hidden cannot be targeted, though they may still be attacked with a Wild Swing, which imposes Two Disadvantages to the attack roll. Attacks that target an Area, do not suffer penalties from Hidden.

Advantage

There are a number of ways to gain Advantage on a creature, including positioning, Surprise, through the imposition of certain Status Effects, and with the use of certain powers and abilities. Regardless of how the advantage is gained, each advantage grants a +2 bonus to the Attack Roll. These bonus are cumulative, with multiple Advantages granting a higher chance of hitting your target. Additionally, having one or more Advantages upgrades a Glancing Attack to a Full Hit on a target's Armor Class.

Disadvantage

The opposite of Advantage, each Disadvantage you have on an attack imposes a -2 penalty to the attack roll. Advantages and Disadvantages also cancel each other out. See Disadvantage for more details.

Flanking

One of the most common ways to gain advantage over an opponent is through Flanking. To flank an opponent, you must threaten the target and have another ally threatening the target who is positioned directly opposite from you (i.e. in a line with you and the opponent). This requires the target to split their focus between you and your ally, granting all melee attackers (including those not participating in the Flank) a +2 bonus to their Attack Rolls while you Flank the target.

It is possible to set up multiple Flanks in this way, with each pair of allies flanking the opponent gaining one advantage. In this way, an opponent can be Double Flanked and grant two advantages, or Triple Flanked and grant three advantages, or Surrounded to grant four advantages.

Flanking, however, is dependent on the size of your opponent (in relation to you). If a creature is two or more Size Categories larger than you, it will reduce the Flank level by 1. See Flanking for more information on flanking larger creatures.

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