Combat
Combat is dangerous and smart adventurers seek to avoid it. Still, sometimes violence is inevitable.
Combat is broken down into Rounds and Turns, which last a Moment. A Round contains the Turn for each combatant.
Before combat commences, the GM determines if a side is surprised. If so, that side does not act in the first Round of combat.
Initiative
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. To see which side (NPCs or Characters) goes first, the GM rolls 1d6.
1-3 Enemies begin
4-6 Characters begin
After this, each Character rolls 1d6 + DEX and takes Turns in order of highest roll to lowest.
Zones
At the start of combat the GM divides the battlefield into Zones. The number of zones can vary, but generally a battlefield is made up of at least three zones; one where the Party starts, one where the enemies start, and the area between them.
Creatures that share a Zone can physically interact with each other (melee attack, trade items etc.).
Distance
Rather than track precise numbers, we use 4 abstract ranges for measuring distances between Zones:
- Close - In the same Zone
- Nearby - In an adjacent Zone
- Far-Away - 2 Zones away
- Distant - Further than 2 Zones away
Zone Conditions
The GM can assign different conditions to Zones.
Quick Examples
- A limited number of Creatures can fit in a Zone due choke points like bridges or tight corridors
- A Zone is filled with poisonous mushrooms and forces those fighting there to make Tests to resist the spores
Action
During a Turn, a Character can move from one Zone to somewhere Nearby and perform an Action. This Action can be anything like attacking, negotiating, making another movement, or casting a spell. Retrieving an item from a backpack requires an Action.
Attacking and Damage
When a Character attacks a Creature they must pass the following tests to deal damage
- Test STR DR12 for a Melee Attack
- Test DEX DR12 for a Ranged Attack
The damage an attack deals is based on the damage associated with the weapon they attack with.
Likewise, when a Creature attacks, the Character must Test DEX DR12
To make a Melee Attack an opponent must be Close.
Ranged Attacks against Close opponents are possible, but the attacker suffers a Disadvantage.
Dual-Wielding
When dual-wielding two one-handed weapons, roll the Attack Damage for both weapons and take the higher roll.
Critical Damage
If a Player making an attack rolls a 20, they double the result of the damage dice they roll. If they roll a 1 when avoiding an attack, they take double damage.
If a Player making an attack rolls a 1, they mark a usage for that weapon.
Ongoing Damage
Some attacks and spells deal damage to Creatures after their initial effects. When a Creature takes Ongoing Damage it loses HP equal to its Level at the start of every Turn. An Attribute Test of the GM’s choosing should be made by the Creature using their Skill at the end of their Turn to see if the Ongoing Damage continues.
Quick Examples
- A Warrior attacking with a longsword would need to roll a d20 + their STR score and get above or equal to 12 to deal 1d8 damage to a Close target.
- A Rogue attacking with a bow would need to roll d20 + their DEX and get above or equal to 12 deal 1d6 damage to a Far Away target.
Disengaging
If a Character wants to move to another Zone while an enemy is Close, the enemy is granted a free attack before movement.
If an ally is also Close, or an Action is used to Disengage, no DEX check is required.
Stunts
For Actions involving an opposing Creature that are not an attack, like pushing a Creature into another Zone or grappling them, the aggressor should make a relevant Test to see if they accomplish it.
Hinderance
Certain abilities, magical effects and consequences of Actions will leave Creatures hindered until a successful Attribute Test of the GM’s choosing is made, sometimes needing an Action to complete.
- Weakened - All Tests are rolled with Disadvantage.
- Distracted - A Character cannot perform any Actions, but may still Move normally.
- Stuck - A Character cannot Move, but they may take Actions as per normal.
- Paralysed - A Character cannot Move or take any Actions.
Reactions & Morale
Some Creatures will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the Characters . Those that do not, such as randomly encountered creatures, make a Reaction on the following table :
d10 | Reaction |
---|---|
1 | Hostile |
2-3 | Wary |
4-7 | Curious |
8-9 | Kind |
10 | Helpful |
If a fight is turning bad for the enemy side, the GM might have the enemy combatants make Morale Tests using their Skill. On a pass, they will continue fighting. On a fail, they will attempt to parley or flee.