COMBAT IS A LARGE PART OF SURGE! gameplay, and will make use of statistics on character sheets to correlate what a player desires to do on the battlefield with the appropriate dice rolls. Like all other aspects of the game, players must state their intentions and let dice rolls determine the results. The primary difference between typical roleplay and combat is that in combat players are bound to a more structured set of things they can do, called Encounters, as opposed to articulating a thoughtful approach to a problem. These are called Actions.
See Encounters & Combat for more detailed information on how attacking and defending works.
Quick Tips:
Stats Used for Attacking
Melee: Martial Combat Skill roll + Strength Level = Attacking (To Hit); Physical Damage from successful hit determined by weapon.
Ranged: Marksmanship roll = Attacking (To Hit); Physical Damage from successful hit determined by weapon.
*See Physical Damage and Magical Damage to see how damage is applied.
Stats Used for Defending
Defending against Melee Attacks. Contest the attacking roll with Martial Combat Skill roll + Strength level. If donning a shield , apply the applicable modifier.
Defending against physical (non-magic) Ranged Attacks. Also called Dodging. Contest the attacking roll with a Dexterity roll. If donning armor, apply the applicable Dexterity modifier.
Defending against Magical attacks. Most spells have a defending roll specified, however spells that do not use the following rules:
A ranged magical spell may be dodged and must be dodged for each attacking action used to keep the spell in place. For example, if a spell requires the caster's focus to remain in effect, and the defending target is within the spell's area of effect on the tactical map, it must attempt to defend against the spell for each action that the spell remains cast in play.
A magical spell that directly effects a target without the ability to dodge it (a typical ranged spells will have an elemental or physical property to it, but there are exceptions - such as spells in the School of The Third Eye), should contest the attacking spell with Mystic Skill roll + Intelligence level.