I think we can hold off on worrying over rolling cards too much until characters start leveling up and gaining them, but yeah, good rules to note. The short of it is:
-Whenever you attack, you draw a modifier card (the starding deck has -2, -1, +0, +1, +2, zero and 2x in various quantities) that you apply to your base attack value (whatever's on the card you're activating to attack).
-If you are adjacent to an enemy and doing a ranged attack, have the Muddle condition, or there's some other effect in play, then you are disadvantaged, which means you draw TWO cards and choose the worst
-If you have the Strengthened condition, or some other effect that grants advantage, you draw two cards and choose the best
-If you have both advantage and disadvantage on an attack (e.g., attacking an adjacent enemy with a ranged attack while Strengthened), then you draw one card as normal.
-When you factor in rolling cards, which prompt you to draw another card after, the decision of what's better or worse starts getting a littlesubjective weird
In my experience, advantage is MOST advantageous when you're doing an AOE attack or otherwise drawing for lots of attacks in a row. You are at the very least guaranteed to not miss completely (only one miss per deck), so it can be worth it for that alone.
Rolling cards don't come into play until you start leveling up and getting perks, which allow you to customize the basic modifier deck—remove +0 cards, add +2 cards, add a card that Stuns an enemy, etc. Even then, I personally think removing dud cards to improve your damage consistency is a better choice for low levels than throwing in rolling modifiers and such.
Elements also won't factor in heavily in the first game, for the most part, but certain actions generate one of six elements, which are usable starting AFTER your turn. They fade after the following round. If there's an active element and you have a card that can consume it (which usually increases its strength or adds an effect of some kind), you can choose to do so. Enemies ALWAYS consume an active element if it's on their action for a round, so you need to watch what they're planning too.
Early on it's kind of a happy bonus, not bread and butter for combat. But there's one later class that relies heavily on having elements infused at all times.
-Whenever you attack, you draw a modifier card (the starding deck has -2, -1, +0, +1, +2, zero and 2x in various quantities) that you apply to your base attack value (whatever's on the card you're activating to attack).
-If you are adjacent to an enemy and doing a ranged attack, have the Muddle condition, or there's some other effect in play, then you are disadvantaged, which means you draw TWO cards and choose the worst
-If you have the Strengthened condition, or some other effect that grants advantage, you draw two cards and choose the best
-If you have both advantage and disadvantage on an attack (e.g., attacking an adjacent enemy with a ranged attack while Strengthened), then you draw one card as normal.
-When you factor in rolling cards, which prompt you to draw another card after, the decision of what's better or worse starts getting a little
In my experience, advantage is MOST advantageous when you're doing an AOE attack or otherwise drawing for lots of attacks in a row. You are at the very least guaranteed to not miss completely (only one miss per deck), so it can be worth it for that alone.
Rolling cards don't come into play until you start leveling up and getting perks, which allow you to customize the basic modifier deck—remove +0 cards, add +2 cards, add a card that Stuns an enemy, etc. Even then, I personally think removing dud cards to improve your damage consistency is a better choice for low levels than throwing in rolling modifiers and such.
Elements also won't factor in heavily in the first game, for the most part, but certain actions generate one of six elements, which are usable starting AFTER your turn. They fade after the following round. If there's an active element and you have a card that can consume it (which usually increases its strength or adds an effect of some kind), you can choose to do so. Enemies ALWAYS consume an active element if it's on their action for a round, so you need to watch what they're planning too.
Early on it's kind of a happy bonus, not bread and butter for combat. But there's one later class that relies heavily on having elements infused at all times.
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