2.4. Basic Attack

You have three Basic Attacks: Melee Attack, Ranged Attack, and Magic Attack.

These three Abilities form the heart of most all the Damage you will deal in the game. Most Abilities that deal damage will use these Basic Attacks as a starting point, building on them by altering their Damage amounts, Damage Types, and adding other effects. For example, if you learn the Elemental Blast Spell and choose the "Frigid Bolt" Flavor, you can use your Elemental Blast to enhance your Magic Attack so it deals Fluid/Ice Damage and slows your target.

Melee Attack

Your Melee Attack is a great way to deal Damage at close range. The Melee Attack Test uses your Might Stat, so if you are more of a Rogue or Mage, this Ability might not do as much.

The Melee Attack, unlike the other Basic Attacks, can still deal Damage on a Low Score. This makes it more reliable than the Ranged Attack and the Magic Attack.

You will almost always want to Wield a weapon when you Melee Attack. Doing so will increase the Damage you deal by 1. You will generally want to pick up a Melee Weapon at Level 1. If you can roll a Melee Weapon of a higher Item Grade, you may even be able to gain other benefits to your Melee Attack, like greater reach or a chance to trip enemies.

The Melee Weapon has the "Wield" Item Tag. Item Tags are common sets of rules that Items reference as a short-hand. You can find all the Item Tags in the Item Tags List in the Appendix. The chapter on the 3.5. Wealth Box will also cover Item Tags in more depth. In short, the Wield tag limits you to the effects of using one Wield Item at a time.

Not having a Melee Weapon is not the end of the world.

Since a Melee Weapon increases your Damage by 1 at most, going in unarmed is generally still a viable strategy. If you use some of the Fighter Upgrades that you have gained from Leveling Up to improve the Damage output of your Melee Attack, then going in unarmed can even be a breeze.

From the Appendix:

Melee Attack

Time: Action Target: any in Swinging Distance(1u)
Trigger: When the target leaves Swinging Distance(1u) of you and is not Hidden
Test: Might
Effect: Attack

Might Score:

See Melee Weapon. Grants +1 Damage. Only one can be used per Melee Attack.
Bonuses:
Penalties:
  • Forced Entry. This attack counts as Loud when attacking an object or attempting to force your way into a container, through a door, etc.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver to trip or shove an opponent. The GM will describe what may be possible and if there will be a saving throw for your target before you commit to using this Ability.
  • Improvised Weapon. If you are using an improvised weapon, you can Wield it as a Melee Weapon that matches, but gain a Disadvantage on the Test.
Basic Ability or Fighter Upgrades:

Ranged Attack

Your Ranged Attack is like your Melee Attack, but your Ranged Attack does not deal any Damage on a Low Score. The Ranged Attack also has different Bonuses and Penalties and takes Rogue Upgrades instead of Fighter Upgrades.

Wielding a Ranged Weapon improves your Ranged Attack in the same ways that a Melee Weapon improves your Melee Attack.

If ever you find yourself unarmed, you can often still perform a Ranged Attack by throwing objects around you or throwing mundane objects from your pack. These count as an Improvised Weapon, which give you a +1 to Damage, but a Disadvantage on the Ranged Attack Test.

From the Appendix:

Ranged Attack

Time: Action Target: any in Shooting Distance(16u)
Requirements: An Improvised Weapon or a Ranged Weapon and access to your pack for ammo
Test: Artifice
Effect: Attack

Artifice Score:

See Ranged Weapon. Grants +1 Damage. Only one can be used per Ranged Attack.
Bonuses:
Penalties:
  • Close Combat. Disadvantage if a hostile is in Swinging Distance(1u) of you.
  • Concealed. Disadvantage if the target is behind at least half cover or is Prone and more than Swinging Distance(1u) away from you, laterally.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver, like trying to shoot an item out of someone's hand or pin their sleeve to the wall. The GM will describe what may be possible and if there will be a Save Test for your target before you decide to roll.
  • Improvised Weapon. Can be a nearby object or junk from your pack. You can gain the benefits of Wielding a Ranged Weapon that matches the improvised weapon used, but gain a Disadvantage on the Test.
Basic Ability or Rogue Upgrades:

Magic Attack

The last of the Basic Attacks is the Magic Attack Ability. To use this Ability, you will need to know at least one Spell Ability.

Magic Attack deals 1 less Damage compared to the Ranged Attack, and its Damage Type is Fluid/Blunt Damage. You can increase its Damage by Wielding a Magic Weapon.

Of the three Basic Attacks, this one is the one most commonly built upon. Abilities like Elemental Blast and Planar Blast add effects to Magic Attack, changing its Damage Type or adding Status Conditions that it can inflict.

From the Appendix:

Time: Action Target: any in Throwing Distance(8u)
Requirements: You must know one Spell Ability
Test: Tuning
Effect: Attack

Tuning Score:

See Magic Weapon. Grants +1 Damage. Only one can be used per Magic Missile.
Tip: Status Conditions

Even if you "Miss" or deal 0 Damage, the target still must perform any relevant Saves. This Ability imposes no Save of its own, but other Abilities can augment or build on this one, adding Saves and effects to it.

Bonuses:
Penalties:
Basic Ability or Mage Upgrades:
  • Opportunity.

Next Up: 2.5. Grapple