COMBAT RULES


Combat Rules

1. Combat overview

Combat is divided into rounds. Each round is 10 seconds. Every participant acts once per round in turn order until one side yields, flees, or is defeated.

2. Initiative

At the start of combat, each side rolls one Initiative roll. The higher result decides which side acts first that round. Within a side, players choose order or the GM assigns it. Initiative is re-rolled each new round.

3. Turn structure

Each turn allows:

1 Major Action (attack, cast a spell, special ability, dash, use item)

1 Minor Action (draw or ready a weapon, reload, interact)

1 Movement (up to movement allowance)

1 Reaction (used outside of turn, limited to once per round, Must have available minor action to dodge, major action to parry and opportunity attack!)

Movement can be split before and after the major action.

4. Attacking

Roll a d20 + the stat tied to your class.

Compare to the target’s Armor Class (descending scale).

On a hit, roll weapon damage dice and apply modifiers.

Natural 20 = critical hit, double weapon damage dice.

Natural 1 = fumble, GM assigns a mishap.

5. Skills and ability checks

Skill checks are rolled directly against the stat of the skill. No difficulty classes are used.

Fighters: Strength or Constitution

Mages: Intelligence

Clerics: Wisdom or Constitution

Roll a d20 and add the governing stat. GM compares results to circumstance or an opposing roll.

6. Communication rolls

Communication uses 2d6 + Charisma modifier. The GM interprets the results by range.

7. Damage types

Physical: Bludgeoning, Piercing, Slashing

Magical: any elemental or energy type such as fire, cold, lightning, necrotic, radiant, acid
Resistances, vulnerabilities, or immunities apply after damage is rolled.

8. Armor Class

AC begins at 10 for an unarmored human. Armor reduces this number. Example: plate armor (–3) lowers AC from 10 to 7. Shields and magical effects reduce further. Lower AC is better.

9. Saving throws

Five saving throws are used:

Breath (B)

Death (D)

Poison (P)

Spells (S)

Explosives (E)

To resolve, roll a d20 + modifier for that save. Success or failure is determined by the effect as set by the GM.

10. Movement and reach

Weapons have reach (melee usually 5 ft, polearms 10 ft). Leaving an enemy’s reach triggers an opportunity attack. Difficult terrain halves movement.

11. Reactions

One reaction may be used per round for actions such as parries, counters, or strikes when triggered.

12. Conditions

Stunned: cannot act, automatically fail Strength-based checks, attacks against you have advantage.

Prone: melee attackers gain advantage; ranged attackers have disadvantage.

Restrained: cannot move, attacks against you have advantage.

Blinded: your attacks are at disadvantage; attacks against you have advantage.

Frightened or Poisoned: apply penalties as determined by GM.

13. Criticals and fumbles

Natural 20: critical hit, double weapon damage dice.

Natural 1: fumble, mishap as determined by GM.

14. Multi-attacks

If a class or creature has multiple attacks, they are all resolved during the Major Action.

15. Healing

In combat: Major Action to consume potion or use healing ability.

Out of combat: short rest restores partial HP, long rest restores full HP.

Stabilizing: Wisdom (Medicine) check stabilizes a downed ally.

16. Dying and death

At 0 HP, a character is downed. Each round roll a d20:

10 or higher = success. 3 successes stabilize at 1 HP.

9 or lower = failure. 3 failures result in death.
Damage equal to max HP while at 0 causes instant death.

17. Area effects

Spells and explosives affect all creatures in the area. Each makes a saving throw based on the effect. On success, targets take half damage unless stated otherwise.

18. Morale

If a major event occurs such as a leader falling, creatures may test morale. Roll a d20 + leadership modifiers. A failed result may cause retreat, panic, or surrender.

19. Quick reference

Initiative: party vs party each round

Attack: d20 + stat vs descending AC

Damage: weapon dice + modifiers

Skills: d20 + governing stat

Communication: 2d6 + Charisma

Saves: d20 + stat vs Breath, Death, Poison, Spells, Explosives



Combat Movement and Weapon Maneuvers Chart

Action / SituationDescriptionBonus / PenaltyNotes
Combat ChargeMove at least 20 ft in a straight line into melee and strike.+2 to hit, –1 to ac from flanksRequires full movement. Leaves you open after strike.
Weapon braceSpend 1 turn bracing weapon (polearm, spear, two-hander) before attack.+4 damage on next attackAttack must be made on following turn; cannot move while bracing.
Push / ShoveMajor Action to drive target back 5–10 ft (opposed Strength).+1 to hit if target against obstacleOn success, target moves. On fail, you lose Action.
Shield BashUse shield as blunt strike instead of normal attack.+2 to hit, chance to knock target ProneIf knockdown attempted, roll opposed Strength.
Defense WallForm defensive rank with shields or weapons locked.+4 AC to front lineRequires at least 2 allies with shields/weapons standing side by side.
Guarded StepCareful 5 ft movement without provoking opportunity attacks.No bonus, avoids penaltyCosts Minor Action.
Rush BetweenMove through two adjacent enemies’ threatened areas.–3 AC until next turn, but open flank to enemies you rush betweenHigh risk maneuver.
High Ground (Upper)Attacking from elevated terrain.+2 to hitRequires at least 5 ft elevation.
High Ground (Superior)Attacking from much higher elevation (ledge, tower, mounted).+4 to hitRequires 10 ft+ elevation.
Lower GroundAttacking upward against opponent.–2 to hitIf more than 10 ft lower, penalty is –4.
FlankingAttack made with ally directly opposite target.+2 to hitMust be melee, both attackers adjacent.
SurroundTarget engaged on 3+ sides by enemies.+4 to hitApplies to all attackers around target.
Retreat StepWithdraw 10 ft while defending.+2 AC until next turnUses Major Action instead of attack.
Leap StrikeLeap into target with melee weapon.-1 to hit, +2 damageRequires at least 10 ft approach space.


Ranged Combat Maneuvers & Situations Chart

Action / SituationDescriptionBonus / PenaltyNotes
Aimed ShotSpend a Minor Action to carefully aim before firing.+2 to hitMust remain stationary this turn.
Braced ShotUse Major Action to brace weapon against wall, ground, or stand.+4 to hit, –2 ACWorks with crossbows, rifles, or heavy bows. Vulnerable while braced.
Quick ShotFire rapidly without full draw or aim.–2 to hit, +1 attack (if weapon allows)Damage is reduced by 1 die size.
Volley FireMultiple ranged attackers target same area or formation.+2 to hit for each attacker after the firstMust target same group or zone.
Suppressive FireContinuous ranged fire to keep targets down.–2 to hit, but target at –2 AC next turnTarget may choose to go prone to ignore effect.
Point-Blank ShotFire at target within 10 ft.+2 to hit, but provoke melee reactionRanged weapons are awkward in close quarters.
Moving ShotFire while moving in the same turn.–4 to hitPenalty stacks if terrain is rough.
Elevated Position (Upper)Attacking from higher ground (5–10 ft).+2 to hitRequires stable perch.
Elevated Position (Superior)Firing from much higher ground (10+ ft, tower, ridge).+4 to hitLine of sight may be limited by cover.
Firing from Lower GroundShooting at target above you.–2 to hit–4 if more than 10 ft elevation difference.
Cover ShotFiring around corner, barricade, or half cover.–2 to hitKeeps attacker at +2 AC until next turn.
CrossfireTwo ranged attackers fire at same target from opposite sides.+3 to hitMust have line of sight on both sides.
Long-Range ShotAttacking past normal weapon range but within max range.–4 to hitCan apply Aimed Shot bonus at this distance.
Close VolleyThrown weapon at target within 10 ft.+1 to hit, +1 damageWorks with axes, daggers, spears.
Distraction ShotFire at terrain, objects, or near feet to distract enemy.No damage, but target at –2 to next rollRequires GM judgment on effect.


Cover, Visibility, and Environment Chart

Condition / SituationDescriptionBonus / PenaltyNotes
Half CoverTarget partially behind wall, barricade, tree.+2 ACAttacker can still see most of target.
Three-Quarter CoverTarget behind larger obstacle (arrow slit, narrow gap).+4 ACOnly small part exposed.
Full CoverTarget completely behind solid obstacle.Cannot be targeted directlyMay be hit by area effects or indirect fire.
Concealment (Light Fog, Brush)Target partially obscured.–2 to hitDoes not stack with cover.
Heavy Concealment (Dense Fog, Smoke, Darkness)Target heavily obscured.–6 to hitAttacks may miss entirely if GM rules.
Bright Light / Clear AirNormal visibility.No modifierStandard condition.
Dim Light / TwilightHarder to see detail.–1 to hitApplies to all attack rolls relying on sight.
Darkness / Blind FightingTarget unseen.–4 to hit, attacker rolls disadvantageCan still hear or sense location.
Underwater (Melee)Swinging is slowed.–2 to hit, –2 damageSpears and thrusting weapons ignore penalty.
Underwater (Ranged)Projectiles slowed immediately.–8 to hit, max range 20 ftCrossbows only suffer –2 penalty.
Flying Attacker vs Ground TargetAttacking downward from flight.+4 to hitLine of sight and angle advantage.
Ground Attacker vs Flying TargetAttacking upward at airborne target.–4 to hitMore severe if 10+ ft difference, –6.
High Wind (Ranged)Strong gusts push shots.–2 to hit–4 if firing beyond short range.
Rain / Snow (Light)Slight interference with sight.–1 to hitDoes not stack with dim light.
Heavy Storm / BlizzardSevere visibility penalty.–3 to hitMay also halve movement speed.
Slippery Ground (Ice, Mud)Harder to keep balance.–2 to melee attacks, –2 ACMovement halved unless balanced.
Elevated Perch (Stable)Attacker fires or strikes from raised, secure ground.+2 to hitMust be solid footing.
Elevated Perch (Unstable)Attacker perched on tree, ledge, rooftop.+2 to hit, –2 ACRisk of falling on fumble.


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