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==Combat Basics== Initiative is determined by rolling 3D6 and adding the Digimon's Agility Stat. Turn Order goes in descending Order. DDA uses Pools of D6's determined by the Dodge and Accuracy Stats when Attacking or Defending. The Attacker rolls their Accuracy Stat (and adds in various Bonuses to the Pool) and sets aside the Successful Dice (rolls of 5 or 6 from the total pool rolled). The Defender rolls their Dodge in response and also sets aside their successes. If the Attacker has less successes than the Defender, it's a miss. If the Attack hits, the leftover Accuracy Dice are added to the Damage, determined by the Attacker's Damage+Leftover Accuracy, subtracted from the Defender's Armor Stat. The Net Damage is taken away from the Defender's Wound Boxes (fancy word for Hit Points). If a Digimon is brought to 0 or less Wound Boxes, it is either destroyed, or reverts to its lowest Stage, or into a Digi-Egg, essentially being made useless either way. Other combat actions includes Clashing, in which 2 targets compare their body score in order to pin one another and get free attacks and Summoning/Conjuring, wherein the user Summons allies or Conjures inanimate objects to help them fight. There may be additional effects due to Qualities that do things such as add an AOE, a status effect, or other more specific effects. Humans may also take part in combat, either directly as combatants, or with an incredibly diverse array of support actions. Depending on the GM, Humans may even be able to make Skill Checks to do non combat actions, such as Knowledge to spot weaknesses, Survival to use the environment to your advantage, Bravery to distract the enemy, and anything you can think of.
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