2. Combat Basics

Initiative:

All player and non-player combat actions are done in order of initiative; this being arbitrarily a d20 roll with additions for particularly fast characters (see Dexterity chart for details). The DM will decide if high or low goes first. Add or subtract modifiers in the appropriate direction.  

Time:

Rounds are 3 seconds long. Turns (a term from 1st/2nd Edition) are 30 minutes long generally. 2nd Edition had 1 minute rounds and 10 minute turns which was weird.  

Attacks:

To make an attack, roll a d20. Subtract what you rolled from your THAC0. If the result is lower than the target AC, you hit!   Often, characters have more than one attack. All attacks must be declared before rolling as far as targets, number of attacks per target, setting attacks aside for parries, or other quick actions. If attacking multiple targets, or using different weapons (that may have different effects and stats), use different colored d20's or roll things out separately. If the result is overkill, the extra attacks and damage are wasted. You may set aside any number of attacks as parries or any other called shots.   A 20 is a critical hit and does double damage. A 1 always misses. Either a crit hit or miss may have additional effects based on situation and plot but will only have minor mechanical effects at the DM’s discretion.  

Called shots:

You may use an attack to attempt a specific combat maneuver. From parrying, disarming, hitting specific body parts or carving your initials on your opponent's flesh as a taunt. Depending on the difficulty most called shots are made at a -4 on the to hit roll. Parrying has the net attack roll you are attempting to parry as its target. Particularly difficult maneuvers may have a -8 or more penalty. (Blindfolded called shot to strike a cigarette out of a moving targets mouth, -8 blinded, -8 small object, -4 disarm for -20 total)   Some specific types of called shots are:
● Great Swing: -4 penalty on the hit. Roll a die (1d4 for small weapon, 1d6 for medium, 1d8 or higher for large). With each attack you strike that many individual creatures. Deal full normal damage to each.
● Parrying (Hard Parry): This works just like an attack. You must ‘hit’ an AC with your parry equal or higher than the incoming attack. If you do, you block, deflect or otherwise avoid the attack by using your weapon. Extremely powerful blows or large attacks incur penalties on parries. Ranged attacks are difficult to parry (depends on size, speed, etc). Shields tend to do better at parrying missile weapons or larger attacks then ordinary weapons.
● Parrying for AC (Soft Parry): You can declare that some or all of your attacks are AC parries. Each attack used to Parry for AC improves your AC by 1.
● Grand Parry: When using a hard parry, you may take a -4 penalty per additional attack you wish to parry with one of your own attacks. You must beat the adjusted attack rolls with your one modified roll.
● Disarm: Roll a to hit vs the enemy, then roll either a Strength or Dexterity check vs the opponent. If you beat them you knock the weapon out of their hands. Modifiers for the type and relative size of weapon and how it is being wielded apply. Taking an additional penalty, you can make an Expert Disarm and place the weapon wherever you want it (including in your free hand).
  Unless otherwise noted, an ability that ignores the penalty for called shots only ignores the first -4 of penalty. For instance, if you ignore the -4 penalty for called shots, trying to Great Parry four attacks with one swing (which would normally give you a -12) will still impose a -8 penalty.  

Damage:

Each weapon will have damage dice and modifiers. Roll damage dice. Add up all modifiers from weapon, your strength and bonuses from specialization. Use different colored dice if the weapon has different damage types. It may be important if something is immune to or even healed by some effects.  

Doing Other Things:

You can move your full movement and still make all your attacks during a round. Taking additional actions or interacting with the environment may take up additional attacks or not allow any attacks in the same round.  

Checks:

You may need to make Ability Score checks or NWP checks during combat. Roll under the Ability Score with whatever modifiers that apply. The margin of success or failure will affect results. Rolling a 1 is not always an auto-success (you can't do the impossible hoping for a 5% chance of success) but it will add 10 to your margin of success. Rolling a 20 is an automatic failure or subtracts 10 from your margin of success (DM’s decision).  

Power Checks:

These are opposed 1d20 rolls, usually based on your Str/level/casting level. Any time you pit your magical, physical or metaphysical might against another opposing force in a diametrical fashion and the result is uncertain the DM may call for one of these to determine the outcome and degree of success.  

Spellcasting:

Casting spells takes up nearly your entire time and attention in a combat round. It can be disrupted if someone strikes you on your initiative or holds action with interrupting you as a goal. You still get half your movement while spellcasting in most cases.

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