fix(rules): apply the power attack penalty to melee touch attacks

PF1e (CRB Power Attack): "take a -1 penalty on all melee attack rolls ...
The bonus damage does not apply to touch attacks." A melee touch (kind
"touch", no range increment) is a melee attack, so _power_attack_amt now
rides its attack and confirmation rolls; the +2X/+3X damage bonus stays
gated on kind == "melee". Ranged attacks and rays are unaffected. The
test that pinned the old melee-weapon-only simplification was rewritten to
lock the corrected behavior; README and abilities.py updated.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-11 23:35:07 +02:00
parent 8a8b813889
commit a2825e73cc
4 changed files with 30 additions and 11 deletions
+8 -3
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@@ -743,8 +743,11 @@ Règles modélisées :
ex. le contact paralysant du liche) n'en fait rien. Conformance P2 : le ex. le contact paralysant du liche) n'en fait rien. Conformance P2 : le
contact de mêlée (touch sans incrément) est une **attaque de mêlée** — il contact de mêlée (touch sans incrément) est une **attaque de mêlée** — il
bénéficie du flanquement, de la hauteur (+1), du +4 contre une cible inerme bénéficie du flanquement, de la hauteur (+1), du +4 contre une cible inerme
et peut porter une attaque sournoise ; Power Attack reste réservé aux armes et peut porter une attaque sournoise ; Power Attack (conformance A6 — CRB :
de mêlée (le contact n'en bénéficie pas). « a –1 penalty on all melee attack rolls… The bonus damage does not apply to
touch attacks ») s'applique à **la touche** du contact de mêlée (pénalité −X
au jet d'attaque et de confirmation) mais son bonus de dégâts reste réservé
aux armes de mêlée (le contact ne gagne pas le +2X/+3X).
- Jets de sauvegarde : `resolve_save(state, save_type, dc)` — fort/ref/will. - Jets de sauvegarde : `resolve_save(state, save_type, dc)` — fort/ref/will.
1 naturel = échec automatique, 20 naturel = succès automatique. Les 1 naturel = échec automatique, 20 naturel = succès automatique. Les
modificateurs d'effets (`StatModifier` avec `target` correspondant) sont modificateurs d'effets (`StatModifier` avec `target` correspondant) sont
@@ -1205,7 +1208,9 @@ la lecture mais non appliquée dans la résolution.
- `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec - `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec
catégorie feat/class/racial/trait) et fabriques de dons (Weapon Focus ciblé catégorie feat/class/racial/trait) et fabriques de dons (Weapon Focus ciblé
par arme, Toughness lié au niveau, Power Attack actif −X attaque / +2X par arme, Toughness lié au niveau, Power Attack actif −X attaque / +2X
dégâts, X = BAB//4 + 1, mêlée uniquement, activé comme action libre via le dégâts, X = BAB//4 + 1 — la pénalité −X vise toutes les attaques de mêlée
(contact de mêlée inclus, conformance A6), le bonus de dégâts uniquement les
armes de mêlée —, activé comme action libre via le
kind `activate_power_attack` qui pose `state.power_attack`). Conformance kind `activate_power_attack` qui pose `state.power_attack`). Conformance
B16 (CRB « Power Attack ») : le bonus de dégâts passe à **+3X (×1,5)** pour B16 (CRB « Power Attack ») : le bonus de dégâts passe à **+3X (×1,5)** pour
une arme marquée `two_handed: true` dans le JSON de l'attaque (arme à deux une arme marquée `two_handed: true` dans le JSON de l'attaque (arme à deux
+3 -2
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@@ -139,8 +139,9 @@ DODGE = AbilitySpec(
), ),
) )
# Power Attack: active feat — declare at turn start, -X atk / +2X dmg on all # Power Attack: active feat — declare at turn start, -X atk on all melee
# melee attacks this turn, where X = BAB//4 + 1 (min 1). No passive modifiers; # attack rolls (melee touch included) and +2X dmg on melee WEAPON damage only
# (never touch), where X = BAB//4 + 1 (min 1). No passive modifiers;
# the engine checks for this feat and the ``power_attack`` flag on state. # the engine checks for this feat and the ``power_attack`` flag on state.
POWER_ATTACK = AbilitySpec( POWER_ATTACK = AbilitySpec(
name="Power Attack", name="Power Attack",
+10 -2
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@@ -2283,7 +2283,12 @@ class CombatEngine:
if self._is_melee_attack(weapon) and self._is_helpless(target): if self._is_melee_attack(weapon) and self._is_helpless(target):
atk_mods.append(StatModifier(target="attack", value=_HELPLESS_MELEE_BONUS)) atk_mods.append(StatModifier(target="attack", value=_HELPLESS_MELEE_BONUS))
attack_mod = resolve_modifiers(atk_mods) attack_mod = resolve_modifiers(atk_mods)
pa_amt = self._power_attack_amt(attacker) if weapon.kind == "melee" else 0 # PF1e (CRB Power Attack): the -X penalty rides ALL melee attack rolls
# — a melee touch (no range increment) is a melee attack. The damage
# bonus it buys stays weapon-only (see _resolve_hit_damage).
pa_amt = (
self._power_attack_amt(attacker) if self._is_melee_attack(weapon) else 0
)
fd_penalty = ( fd_penalty = (
_FIGHT_DEFENSIVELY_ATTACK_PENALTY if attacker.fight_defensively else 0 _FIGHT_DEFENSIVELY_ATTACK_PENALTY if attacker.fight_defensively else 0
) )
@@ -2445,7 +2450,10 @@ class CombatEngine:
# weapon used in two hands, or a primary natural with 1.5x Strength # weapon used in two hands, or a primary natural with 1.5x Strength
# (modeled via the weapon's `two_handed` flag). The off-hand / # (modeled via the weapon's `two_handed` flag). The off-hand /
# secondary-natural halving (-50%, +1X) is NOT modeled: two-weapon # secondary-natural halving (-50%, +1X) is NOT modeled: two-weapon
# fighting is not in the engine (documented simplification). # fighting is not in the engine (documented simplification). The
# bonus damage never applies to touch attacks (CRB), which is why
# this gate is kind == "melee" while the -X penalty also rides melee
# touch rolls.
if weapon.kind == "melee": if weapon.kind == "melee":
damage += pa_amt * (3 if weapon.two_handed else 2) damage += pa_amt * (3 if weapon.two_handed else 2)
if crit: if crit:
+9 -4
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@@ -6,7 +6,9 @@ B8 Flanking: the flanking ally must actually THREATEN the target (a reach
weapon's 5-ft dead zone does not threaten) and must not be unable to act. weapon's 5-ft dead zone does not threaten) and must not be unable to act.
B9 Melee touch (kind "touch", no range increment) is a melee attack: it gains B9 Melee touch (kind "touch", no range increment) is a melee attack: it gains
flanking, high ground, the vs-helpless +4 and can sneak attack; Power flanking, high ground, the vs-helpless +4 and can sneak attack; Power
Attack stays melee-only. Attack's -X penalty rides its attack rolls while the bonus damage never
applies to touch (A6 refinement — the original "melee-only feat" reading
was itself a deviation).
B10 Blinded: NO flat -2 on attack rolls (the modeled 50% total-concealment B10 Blinded: NO flat -2 on attack rolls (the modeled 50% total-concealment
miss is the RAW penalty); the -4 Dex-skill penalty rides the dex_skills miss is the RAW penalty); the -4 Dex-skill penalty rides the dex_skills
target (B22). target (B22).
@@ -233,7 +235,7 @@ def test_melee_touch_can_sneak_attack() -> None:
assert any("sneak attack" in line for line in eng._transcript) assert any("sneak attack" in line for line in eng._transcript)
def test_power_attack_still_excludes_melee_touch() -> None: def test_power_attack_penalizes_melee_touch_attack_roll() -> None:
atk = _combatant( atk = _combatant(
"atk", bab=5, attacks=(_touch("atk"),), features=("Power Attack",) "atk", bab=5, attacks=(_touch("atk"),), features=("Power Attack",)
) )
@@ -242,8 +244,11 @@ def test_power_attack_still_excludes_melee_touch() -> None:
a = eng._states[0] a = eng._states[0]
a.power_attack = True a.power_attack = True
result = eng.resolve_attack(a, eng._states[1], _touch("atk")) result = eng.resolve_attack(a, eng._states[1], _touch("atk"))
# Power Attack is melee-weapon-only: the touch swing keeps its full bonus. # PF1e (CRB Power Attack): the -X penalty rides ALL melee attack rolls and
assert result.total == 10 + 10 # a melee touch IS a melee attack (X = 5//4 + 1 = 2); the bonus damage
# never applies to touch attacks — 1d6 = 2, no +2X.
assert result.total == 10 + 10 - 2
assert result.damage == 2
# ── B10: blinded has no flat attack penalty ────────────────────────────────── # ── B10: blinded has no flat attack penalty ──────────────────────────────────