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 / Situation | Description | Bonus / Penalty | Notes |
|---|---|---|---|
| Combat Charge | Move at least 20 ft in a straight line into melee and strike. | +2 to hit, –1 to ac from flanks | Requires full movement. Leaves you open after strike. |
| Weapon brace | Spend 1 turn bracing weapon (polearm, spear, two-hander) before attack. | +4 damage on next attack | Attack must be made on following turn; cannot move while bracing. |
| Push / Shove | Major Action to drive target back 5–10 ft (opposed Strength). | +1 to hit if target against obstacle | On success, target moves. On fail, you lose Action. |
| Shield Bash | Use shield as blunt strike instead of normal attack. | +2 to hit, chance to knock target Prone | If knockdown attempted, roll opposed Strength. |
| Defense Wall | Form defensive rank with shields or weapons locked. | +4 AC to front line | Requires at least 2 allies with shields/weapons standing side by side. |
| Guarded Step | Careful 5 ft movement without provoking opportunity attacks. | No bonus, avoids penalty | Costs Minor Action. |
| Rush Between | Move through two adjacent enemies’ threatened areas. | –3 AC until next turn, but open flank to enemies you rush between | High risk maneuver. |
| High Ground (Upper) | Attacking from elevated terrain. | +2 to hit | Requires at least 5 ft elevation. |
| High Ground (Superior) | Attacking from much higher elevation (ledge, tower, mounted). | +4 to hit | Requires 10 ft+ elevation. |
| Lower Ground | Attacking upward against opponent. | –2 to hit | If more than 10 ft lower, penalty is –4. |
| Flanking | Attack made with ally directly opposite target. | +2 to hit | Must be melee, both attackers adjacent. |
| Surround | Target engaged on 3+ sides by enemies. | +4 to hit | Applies to all attackers around target. |
| Retreat Step | Withdraw 10 ft while defending. | +2 AC until next turn | Uses Major Action instead of attack. |
| Leap Strike | Leap into target with melee weapon. | -1 to hit, +2 damage | Requires at least 10 ft approach space. |
Ranged Combat Maneuvers & Situations Chart
| Action / Situation | Description | Bonus / Penalty | Notes |
|---|---|---|---|
| Aimed Shot | Spend a Minor Action to carefully aim before firing. | +2 to hit | Must remain stationary this turn. |
| Braced Shot | Use Major Action to brace weapon against wall, ground, or stand. | +4 to hit, –2 AC | Works with crossbows, rifles, or heavy bows. Vulnerable while braced. |
| Quick Shot | Fire rapidly without full draw or aim. | –2 to hit, +1 attack (if weapon allows) | Damage is reduced by 1 die size. |
| Volley Fire | Multiple ranged attackers target same area or formation. | +2 to hit for each attacker after the first | Must target same group or zone. |
| Suppressive Fire | Continuous ranged fire to keep targets down. | –2 to hit, but target at –2 AC next turn | Target may choose to go prone to ignore effect. |
| Point-Blank Shot | Fire at target within 10 ft. | +2 to hit, but provoke melee reaction | Ranged weapons are awkward in close quarters. |
| Moving Shot | Fire while moving in the same turn. | –4 to hit | Penalty stacks if terrain is rough. |
| Elevated Position (Upper) | Attacking from higher ground (5–10 ft). | +2 to hit | Requires stable perch. |
| Elevated Position (Superior) | Firing from much higher ground (10+ ft, tower, ridge). | +4 to hit | Line of sight may be limited by cover. |
| Firing from Lower Ground | Shooting at target above you. | –2 to hit | –4 if more than 10 ft elevation difference. |
| Cover Shot | Firing around corner, barricade, or half cover. | –2 to hit | Keeps attacker at +2 AC until next turn. |
| Crossfire | Two ranged attackers fire at same target from opposite sides. | +3 to hit | Must have line of sight on both sides. |
| Long-Range Shot | Attacking past normal weapon range but within max range. | –4 to hit | Can apply Aimed Shot bonus at this distance. |
| Close Volley | Thrown weapon at target within 10 ft. | +1 to hit, +1 damage | Works with axes, daggers, spears. |
| Distraction Shot | Fire at terrain, objects, or near feet to distract enemy. | No damage, but target at –2 to next roll | Requires GM judgment on effect. |
Cover, Visibility, and Environment Chart
| Condition / Situation | Description | Bonus / Penalty | Notes |
|---|---|---|---|
| Half Cover | Target partially behind wall, barricade, tree. | +2 AC | Attacker can still see most of target. |
| Three-Quarter Cover | Target behind larger obstacle (arrow slit, narrow gap). | +4 AC | Only small part exposed. |
| Full Cover | Target completely behind solid obstacle. | Cannot be targeted directly | May be hit by area effects or indirect fire. |
| Concealment (Light Fog, Brush) | Target partially obscured. | –2 to hit | Does not stack with cover. |
| Heavy Concealment (Dense Fog, Smoke, Darkness) | Target heavily obscured. | –6 to hit | Attacks may miss entirely if GM rules. |
| Bright Light / Clear Air | Normal visibility. | No modifier | Standard condition. |
| Dim Light / Twilight | Harder to see detail. | –1 to hit | Applies to all attack rolls relying on sight. |
| Darkness / Blind Fighting | Target unseen. | –4 to hit, attacker rolls disadvantage | Can still hear or sense location. |
| Underwater (Melee) | Swinging is slowed. | –2 to hit, –2 damage | Spears and thrusting weapons ignore penalty. |
| Underwater (Ranged) | Projectiles slowed immediately. | –8 to hit, max range 20 ft | Crossbows only suffer –2 penalty. |
| Flying Attacker vs Ground Target | Attacking downward from flight. | +4 to hit | Line of sight and angle advantage. |
| Ground Attacker vs Flying Target | Attacking upward at airborne target. | –4 to hit | More 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 hit | Does not stack with dim light. |
| Heavy Storm / Blizzard | Severe visibility penalty. | –3 to hit | May also halve movement speed. |
| Slippery Ground (Ice, Mud) | Harder to keep balance. | –2 to melee attacks, –2 AC | Movement halved unless balanced. |
| Elevated Perch (Stable) | Attacker fires or strikes from raised, secure ground. | +2 to hit | Must be solid footing. |
| Elevated Perch (Unstable) | Attacker perched on tree, ledge, rooftop. | +2 to hit, –2 AC | Risk of falling on fumble. |

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