Combat Turn Synthesis in Primal Dawn | World Anvil
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Combat Turn Synthesis

Plan how you will spend your action points.

Combat Actions and their Costs

Different types of combat actions, and their cost in action points.


TypeActionCost
MovementMove1
MovementSprint1
MovementJump1
MovementClimb1
MovementStand Up / Fall Prone1
MovementSneak1
MovementAcrobatics1
ManeuverRecover1
ManeuverReload Bow / Sling1
ManeuverReload Crossbow2
ManeuverAim1
ManeuverUnsheathe/draw a readily accessible weapon1
ManeuverGet something from your pocket1
ManeuverGet something from your backpack6
AttackRanged1
AttackLight Melee2
AttackHeavy Melee3
AttackPolearms3
AttackUnarmed1
FreeTalking / Screaming0


Attack Modifiers

Check for Wound Penalties

Of character and target.

Check for Target's Dodge, Parry & Toughness.



Check for preexisting combat effects on character and target

Combat Effects


EffectDescription
HorrorDepends, see article
Distracted-2 to all the distracted char rolls, -3 on Per+Notice
Vulnerable-2 to diff to hit the vulnerable char
ShakenShaken chars cannot attack, and can be wounded, they can only move or roll Recovery
EntangledYou can move limbs, but cannot move in battlefield. You are also Distracted.
BoundYou cannot move at all. Distracted and Vulnerable. You can try to escape from bound.
KnockoutLost consciousness due to trauma, cannot act, takes time to recover, or assistance. You are Defenseless.
StunnedPretty much like Knockout, but you can roll Recovery to get out.
Bleeding outVigor rolls, see full article.
DefenselessStealthed, Unaware, Asleep, Knockout, Stunned. Elegible target for a Sneak Attack.
IncapacitatedOn the brink of death, unconsious, cannot act, can be Executed. See full article.

Are there any complications?

Combat Complications


ComplicationCaseAtk Diff. ModDmg. Roll Mod.Comments
CoverLight (1/4)+1
CoverMedium (1/2)+2
CoverHeavy (3/4)+3
CoverNear Total+4
DarknessDim Light+2
DarknessDarkness+4
DarknessPitch Dark+6
Distance and Ranged AttacksMedium Rng+2
Distance and Ranged AttacksLong Rng+4
Distance and Ranged AttacksExtrme Rng (4xLR)+8
Dual Wieldingnone-1
Moving TargetRanged+2There are exceptions
Point BlankRanged+2
Prone OpponentRanged+4
Prone OpponentMelee-2
ReachUnarmed v/s Melee+2Exception vs knives
ReachMelee v/s Polearms+2
SizeSmall to Large, Ranged-2
SizeSmall to Large, Melee-2-2
SizeSmall to Large, Grapple+2-2
SizeLarge to Small+2+2
UnstableMounted Ranged+4
UnstableMounted Melee+2
UnstableMelee in equilibrium+1 to +5

Are you attempting something special?

Special Attacks


ComplicationCaseRequisiteRollOn Success
Sweep-Precision Strike to LegsUnarmed or PolearmSuccess in dmg roll means target falls Prone. Bipeds only.
Push-Unarmed AttackOn successful attack roll, contested Str roll, defender pushed back 1 m per success or raise. Running before gives you +2 to Str roll.
Grapple-Contested roll Unarmed vs Whatever the defender wields.Success means Entagled, raise means Bound
Natural Weapons-UnarmedSpecial Damage depending on case
Swarming-Melee or UnarmedDiff. Mod.: Your allies - his allies, minimum -3, maximum +3
Surprise AttackAmbushContested Agi&Sneak vs Per&NoticeSurprised party doesn't act in the first round
Surprise AttackSuckerpunchContested Man&Deceit vs Sma&Sense MotiveSurprised party doesn't act in the first round
Opportunity Attack-Enemy retreating from reachSpend 1 AP from next turn to attack retreating enemy within reach.On Shaken or Damage, retreat is prevented
Sneak Attack-Defenseless Target, Surprise Attack-4 to diff, +4 to dmg roll.
Aim-RangedSpend 1 AP aiming gets +2 bonus to ranged attack roll. Cumulative up to 4.
Precision StrikeHand+4 to diff.Check Disarm
Precision StrikeHead/Vitals+4 to diff+4 to Damage
Precision StrikeItemdepends on sizeItem falls or destroyed
Precision StrikeArms+2 to diffCheck Disarm.
Precision StrikeLegs+2 to diffCheck Sweep.
Precision StrikeUnarmored Areadepends on sizeBypasses all armor
Break Stuff-Wpn damage against diff table in main articleObject breaks
DisarmArmPrecision strike (+2 diff)Victim rolls Str, +2 to diff., on fail, loses weapon
DisarmHandPrecision strike (+4 diff)Victim rolls Str, +4 to diff., on fail, loses weapon
Savage AttackUnarmed, Melee-2 to diff, +2 to dmg roll, you become Vulnerable
Mounted CombatMeleeRidingYou are Unstable, roll lowest between riding and your attack roll
Mounted CombatRangedRidingYou are Unstable, cannot aim, roll agi&riding to reload
Mounted CombatReceiving damageRidingAgi&Riding or you fall (2D4 dmg)
Mounted Charge-Riding, Polearm, 10 m running (1 AP)+1 diff, +5 to dmg
Execution-Incapacitated Target1AP, automatic successDead target
Stinking Blade-Blade covered in shit or corpse oozeCommon attack and damageOn damage, target rolls Vigor (diff 5) or gets Fleshrot
Spitting-Agi&Ranged, standard diff, 1 AP, ignores point blank, -2 to diff instead. To face is Precision Strike.Distracted, some mutations cause damage

Calculate modifiers to difficulty and roll outcomes.

Just that.

Resolution

 

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