Out of Game Skill — most attacks rely on one’s physical prowess to land. These attacks require you to tap your opponent in a legal striking area (everywhere except the head, groin, hands and feet) with a melee weapon (such a boffer or latex sword/ax/mace) . Since landing the weapon or packet is important, your “real life” physical ability may be used to elude these attacks by dodging them or blocking them with a Seventh Kingdom-legal weapon or shield.
Ranged attacks are both easier and trickier to avoid. Because spell or arrow packets are used, these attacks may be easier to dodge because they come from afar. However, spell attacks are considered to have hit you if they hit your weaponry or shield, making these attacks more effective against characters that are carrying more weaponry or armor.
Especially strong special attacks have to be called out or “invoked” first before they are performed, allowing you to ready your defenses against it.
In-Game Abilities — Many players, especially those playing non-spellcasters (e.g. Adepts, Marksmen, Rogues and Warriors) will have access to in-game defensive abilities that reflect the heroism and talent of their in-game personas. Many times, these special defenses may be called out in response to being hit by an attack to negate that attack.
For example, the Dodge feat may be called out as “Dodge” when your opponent manages to connect with a powerful sword attack that hits your leg. The Dodge feat protects against both melee (swords, axes, etc) and ranged (arrow-packets) weapon attacks so invoking “Dodge” will negate the sword attack.
Shields — Shields are like weapons in the sense that they are wielded in hand and getting hit on your shield does not count as a hit against you, barring spells and certain special attacks. To use a shield in combat, you must have the appropriate shield proficiency and wear it on your arm; if a shield is on your back or chest it will not protect you. A properly worn shield will protect you from melee weapon, thrown weapons, or ranged weapons (unless there is a feat used specifically against the shield). A shield will not defend against magical attacks, explosives, falls, walls, or ceilings.
Getting Hit — When you are struck by an attack and you do not call a Defensive ability to negate the attack, you must take the effect. Similarly, when you strike your opponent and they do not defend adequately against it, they must do the same.
Receiving an attack consists of 3 simple steps;
- Acknowledge the hit: this means grunting, crying out, flinching or otherwise acting out being hit.
- Stop forward movement: If you are advancing on your target, stop in your tracks in a safe manner. If you are standing still, safely take a step away from your opponent.
- Resolve the effect: If the effect is damage, subtract it from your Hit Point/Armor Point total. Put your weapons and take a knee to commence your Death Count if you are at 0 HP or lower. If the attack inflicts a Control effect, act out the consequences of the effect (e.g. if you are hit with a “Snare 30”, your feet are rooted to the ground for 30 seconds).