Combat

Combat occurs when a battle starts between characters and monsters. Combatants move around the battlefield exchanging attacks and casting spells.

Sides

In combat, each group of allied combatants is referred to as a “side”. There can be more than two sides fighting each other at the same time.

Combat Rounds

Combat is divided into rounds. Each round represents approximately 10 seconds of in-game time. Thus, there are 6 rounds in a minute and 60 rounds in a turn.

Combat Sequence Per Round

Each round, the referee will step through the Combat Sequence which consists of five sequential phases.

  1. Considerations: Consider any special circumstances for the combat, including surprise, encounter distance, light sources, visibility, conditions, terrain effects, etc.
  2. Initiative: Roll for group or individual initiative. The highest initiative roll wins, going first in each phase followed by the next highest initiative result, and so on. The winning side may allow other sides to go before them in each phase.
  3. Declarations: Spellcasters must declare that they are beginning to cast a spell or that they’re going to counter-spell another spellcaster. Combatants that are defending or protecting must declare it now and the effect lasts for the remainder of the round.
  4. Order of Action: The side with the highest initiative takes turns performing the following actions in order from A-E. Then, the next side in initiative order takes their actions, and so on, until all sides have taken actions.
    • A. Morale: Monsters and NPCs check morale at the referee’s discretion.
    • B. Movement: Combatants can move up to their encounter movement rate unless they are engaged in melee, in which case their movement is restricted to these options:
      • Withdraw: The combatant moves up to half of their encounter movement rate without provoking any parting shots.
      • Retreat: The combatant moves up to their full encounter movement rate, but opponents that were engaged in melee with them get a parting shot (single free melee attack). A retreating combatant may not attack this round.
    • C. Missile Attacks: Combatants can fire missile weapons if opponents are at least 5′ away.
    • D. Melee Attacks: Combatants can melee attack when opponents are 5′ away or less. Reach weapons allow attacks up to 10′ away.
    • E. Miscellaneous: Any other type of action performed during combat, such as drinking a potion or using a magic item.
  5. Complete Spellcasting: Spells are cast and take effect, unless the spellcaster was interrupted. Counter-spelling forces the target spellcaster to save vs spell in order to not be interrupted.

1. Considerations

At the start of each round, determine if any aspects of the encounter have changed.

  • Attacking from Behind: Negates shield AC bonuses.
  • Dual Wielding: A combatant holding two single-handed weapons can attack with either one each round, or make a dual attack. When making a dual attack, they make a single attack roll at -2 penalty, but roll both damage dice on a hit and take the highest of the two results. Use the higher attack bonus of the two weapons from magical bonuses, etc.
  • Blindness: Blind characters cannot attack.
  • Bombing (Flying Creatures): Flying creatures (up to 300′ altitude) can drop objects which hit on 1d20 vs a DC 16. Area/damage depend on bomb size (human-sized = 2d6 to 10’x10′ area).
  • Helpless Opponents: When attacking opponents that are sleeping, paralyzed, bound, or otherwise immobilized, no attack roll is needed; the target is automatically hit and damage is rolled. The referee may allow combatants to attempt a single killing blow on a helpless target if the target can be killed in such a way (sometimes called a coup de grĂ¢ce); in this case, the target must make a save vs death; on a failure, they are instantly slain; on a success, they survive the killing blow and the attacker rolls damage as usual.
  • Invulnerabilities: Some monsters are only harmed by specific means such as magic or silvered weapons. The referee may also allow such creatures to be harmed by other invulnerable monsters or a monster with 5+ HD.
  • Light: Characters in very dim light suffer -2 to attacks and ability checks requiring visibility. Characters in darkness are considered blinded and cannot attack.
  • Spacing: The referee judges how many attackers can strike one opponent based on the available space and size of the attackers compared to their target. Human sized characters take up a 5’x5′ square space, so a party may go two-by-two in formation down a 10′ wide hallway. Smaller creatures may take up less space, and larger creatures may take up more.
  • Subduing: Announce intent not to kill. Only bludgeoning attacks (bladed weapons use flat). Track subdual damage separately. At 0 subdual HP, intelligent foes surrender.
  • Unarmed Attacks: Same attack rolls as melee. Deal 1d2 damage (modified by STR).
  • Unstable Surfaces: Characters suffer -4 to missile attacks. Cannot cast spells. Magic items work normally. Magical flight is usually stable.
  • Water Combat: Penalties to attack and damage rolls. Missile weapons usually do not work.

2. Initiative

Initiative determines the order in which each group of combatants act within a combat round. The referee will determine when initiative is rolled as a group or for individual combatants. Usually, player characters will roll as group when in formation and as individuals when dispersed. Most monsters will roll as a group, but some powerful or unique monsters may roll as individuals or even as group leaders.

  • Option 1 – Group Initiative: Roll 1d20 for each group at the start of a combat round, adjusted by the Dex, Int, or Cha modifier of the group’s leader. The group with the highest roll goes first, followed by the group with the next highest roll, and so on. Ties go to the player characters, or else the side with the highest initiative modifier, or else a tie breaker roll is made to break the tie.
  • Option 2 – Individual Initiative: Each combatant rolls 1d20 adjusted by their Dex or Int modifier. The individual with the highest roll goes first, followed by the next highest roll, and so on. Ties go to player characters, or else the individual with the highest initiative modifier, or else a tie breaker roll is made to break the tie.

3. Declarations

Any characters or monsters who are going to begin casting a spell must declare that they are doing so during this phase. Counter-spelling may also be declared. Note that a combatant may wish to allow their adversary to declare spellcasting first, so as to determine how best to respond; this is allowable as the winning initiative roller may allow other groups to go first during each phase.

The act of casting a spell takes some time, and the spell is not completely cast until phase 5 of the combat round. In the interim, the spellcaster is performing the necessary gestures and speaking the magic words; this is apparent to all combatants. Adversaries may try to interrupt spellcasting via successful attack or other means. If the spellcaster takes damage or fails a saving throw, or if they are successfully silenced, restrained, or counter-spelled, the spell is interrupted and has no effect.

Characters can also declare that they are defending or protecting (see below).

4. Order of Action

This phase is where combatants take actions which are executed in the specific order as shown in the combat sequence. The side that wins initiative steps through the actions performing each in sequence before the next side takes their turn doing the same.

During the order of action, each combatant may move and attack (either at range or in melee), or move and take a miscellaneous action. Combatants casting spells cannot move this round. The order of action is: morale, movement, missiles, melee, miscellaneous. Individuals within a group may not take actions out of order.

5. Spellcasting Effects

Spells that were declared in phase 3 now take effect in initiative order. The effect of a spell may cause a another subsequent spellcaster’s spell to be interrupted. Counter-spelling forces the target spellcaster to save or else their spell is interrupted.

Attacking

Attacks can be made with melee weapons such as swords or axes, ranged weapons such as slings and bows, thrown weapons like darts or spears, or in hand-to-hand combat with punches and kicks.

Melee Attacks

A melee attack is a close-combat attack using a weapon like a dagger or sword. A combatant may make a melee attack when adjacent to an opponent who is up to 5′ away. If using a reach weapon, such as a polearm or spear, the target who is up to 10′ away. A player character’s STR is added to attack and damage rolls. Some weapons allow the user to employ DEX instead.

Melee Engagement and Counter-Attacks

Combatants who are within melee attack range of each other are considered to be engaged in melee. While engaged in melee, a combatant cannot move without provoking a counter-attack from enemies within melee attack range. A counter-attack is a free and immediate melee attack against the combatant that provokes it.

A combatant can make a counter-attack even if they’ve already made all of their regular attacks this round. Monsters with more than one attack per round gain a single counter-attack against a moving foe, but can make a number of counter-attacks against different foes each round equal to their number of attacks per round. For example a tiger with two claw attacks and a bite attack makes one roll when counter-attacking, but may counter-attack up to three times per round against different targets.

Ranged Attacks

Ranged attacks use missile weapons like a sling or bow, or thrown weapons like darts or javelins. A combatant may make a ranged attack using either a missile weapon or thrown weapon so long as they are within the maximum range of the weapon. Missile weapon attacks are modified by PER. Thrown weapon attacks are modified by either STR, DEX, or PER (whichever is preferred by the attacker). Making a ranged attack while engaged in melee provokes a counter-attack from enemies within melee range.

Weapon Ranges
Ranged weapons are noted with a maximum range.

  • Short Range: Up to half the maximum range of the weapon.
  • Long Range: More than half but still within maximum range. -1 to the attack roll.
  • Beyond Maximum Range: Attacks from this distance aren’t possible.

Cover
The referee may apply a penalty from -2 to -4 to attacks against targets behind partial cover. A target with full cover cannot be targeted with an ranged attack.

Making an Attack

Player characters typically get one attack per round, though some classes may gain extra attacks in some circumstances. Some monsters have multiple attacks and are able to attack more than once per round.

To make an attack, roll a 1d20.

  • Attack Roll: Add the attacker’s attack bonus plus any relevant ability modifier to the roll.
  • Target AC: Compare the total to the target’s Armor Class (AC).
  • Hit: If the attack roll total is equal to or greater than the target’s AC, the attack hits.
  • Natural 20: A natural roll of 20 (before modifiers) always hits and maximum damage is inflicted.
  • Natural 1: A natural roll of 1 (before modifiers) always misses.

Armor Class (AC)

AC represents how hard a target is to hit. Higher AC is better (more difficult to hit).

  • Base AC: Unarmored is 11 AC.
  • Armor Bonus: Armor adds a bonus to this base AC:
    • Padded: +1 AC (Total 12)
    • Leather: +2 AC (Total 13)
    • Studded Leather: +3 AC (Total 14)
    • Chainmail: +4 AC (Total 15)
    • Splint Mail: +5 AC (Total 16)
    • Field Plate: +6 AC (Total 17)
    • Full Plate: +7 AC (Total 18)
  • Shields: Add +1 AC to any armor worn.
  • Dexterity: A character’s Dexterity bonus (+1 for 12-13 Dex, +2 for 14-15 Dex, etc.) also adds to AC. Some armors limit the bonus from Dexterity to AC due to bulkiness.

Defending and Protecting

A combatant may announce during the declaration phase that they are defending or protecting this round.

  • Full Defense: Take no action or movement, but gain +2 AC.
  • Moving Defense: Take no action other than move up to 1/2 speed, but gain +1 AC.
  • Protect: Take no action or movement other than guard one creature or object, granting +3 AC to that creature or object. Protection bonuses do not stack from multiple protectors.
  • Shields: Grant an extra +1 AC when taking any of the above three actions.

Damage

If an attack hits, roll the weapon’s damage dice.

  • Damage Dice: Roll the dice indicated for the weapon (e.g., dagger 1d4, axe 1d6, sword 1d8).
  • Add Modifier: Add the attacker’s strength modifier to melee damage rolls.
  • Subtract from Hit Points: The total damage is subtracted from the target’s hit points (hp).
  • Defeating Creatures:
    • When a monster or NPC reaches 0 hp, it is defeated (usually dead, per the referee).
    • If a PC takes damage that drops them to exactly 0 hp, they are knocked unconscious for the until the end of the turn. They return to 1 hp when they regain consciousness.
    • When a Player Character (PC) reaches 0 hp or below, they must make an immediate death save with a penalty equal to the amount of overkill damage taken. Overkill damage is the amount of damage taken beyond what was needed to drop the character to 0 hp. For example, if a PC has 5 HP left and takes 10 damage, the first 5 damage reduce them to 0 hp, and the death save is made at a -5 penalty.
      • Success: The character is knocked unconscious until the end of the turn.
      • Failure: The character is dead.
  • Invulnerabilities: Some monsters cannot be harmed by specific attacks. If an attack that hits them falls into this category, damage is not rolled. The monster is immune and simply isn’t affected.

Spell Casting

To cast a spell, the caster must have both hands free to perform the ritualistic gestures and must be able to speak aloud the mystical incantation that evokes the spell. A caster may not cast a spell if their hands are bound or if they are gagged or otherwise silenced. When casting a spell, the caster may not move or take any other action during the round. Unless otherwise noted, the spellcaster must have line-of-sight to a visible target in order to cast the spell.

If a spellcasting is interrupted, the spell does not take effect but is still at risk of being forgotten; roll for spell retention as if the spell was cast. Scrolls can also be interrupted in this manner, and the scroll is destroyed as if it was cast. Wands, rods, and staves cannot be interrupted, as they work instantly during step 5 of phase 4 as a miscellaneous action. See Magic & Spells for more information.

Saving Throws

When a character or monster is subjected to certain harmful effects (like spells, poisons, or traps), they make a Saving Throw.

  • Saving Throw Categories:
    • Poison or Death Ray: For poisons, diseases, or instant-death effects.
    • Paralysis or Petrification: For effects that immobilize or turn to stone.
    • Wands: For magical effects originating from wands or similar magical devices.
    • Dragon Breath: For area-of-effect attacks like dragon breath.
    • Spells: For other magical effects from spells.
  • Making the Save: Roll 1d20.
    • Add Bonus: Add the character’s saving throw bonus for the relevant category. These bonuses are determined by character class and level.
    • Target DC: The difficulty class (DC) for a saving throw is 16 by default. This may be modified by the referee or in the description of the monster, trap, spell, etc.
    • Success: If the roll plus any applicable bonus is equal to or greater than the DC, the effect is resisted or reduced.

Morale

The referee rolls 2d6 for monsters and NPCs who need to check morale. If the result is equal to or less than their morale score, they continue to fight. If the result is greater than their morale score, they surrender or flee. Morale is checked when a side is significantly outnumbered, facing an obviously superior force, taking heavy casualties, or when their leader is killed or flees from combat.

Spells take effect in initiative order, which means spell effects may interrupt other spellcasters during this phase. A spell that was interrupted fails to take effect but the spell is consumed nevertheless. If a spellcaster is being counter-spelled, they must first succeed at a save vs spell or else their spell is interrupted before they can finish casting it.

Morale

In combat, the GM determines if monsters or NPCs surrender or run.

  • Morale Rating: Monsters have a Morale rating (2-12). Higher scores mean more fearless foes. A 2 means they never fight (unless cornered); a 12 means they fight to the death.
  • Morale Checks: The GM rolls 2d6.
    • Higher than Morale: Monster surrenders or flees.
    • Equal or Lower: Monster continues to fight.
    • Two Successes: If a monster passes two morale checks in one encounter, it will fight until killed (no further checks).
  • When to Check: Morale is typically checked:
    • When the first enemy is killed.
    • When half the enemies are incapacitated.
  • Situational Adjustments: The GM can apply bonuses or penalties (from -2 to +2) to a creature’s morale score. For instance, a side that’s clearly winning might get a +1 morale bonus, while a losing side could suffer a -1 penalty.
    • Scores of 2 or 12 are Unaffected: These adjustments never apply to monsters with a morale score of 2 (always flees unless cornered) or 12 (fights to the death), as their behavior is absolute.
  • Mercenary Morale: Mercenaries check morale just like monsters. Their morale rating is determined by their troop type:
    • Untrained, militia: Morale 6
    • Barbarian horde: Morale 7
    • Trained warriors: Morale 8
    • Mounted troops: +1 bonus
    • Elite troops: +1 bonus
    • Fanatics, berserkers: +2 bonus
  • Modifiers: The referee can further modify mercenary morale based on their working conditions. Harsh treatment or frequent casualties will lower morale, while riches and excitement might raise it. Unlike monsters, the hiring character’s Charisma doesn’t influence mercenary morale.
  • Retainer Morale: Retainers, being adventurers themselves, are more resilient. They do not make morale checks in combat. However, in situations of extreme peril, the referee might require a separate loyalty check to see if they stick around.

Item Destruction

When a character is killed by a destructive spell or special attack (like a lightning bolt or dragon’s breath), their mundane equipment is automatically destroyed.

However, magic items in their possession might have a chance to survive. For each magic item, the referee can allow a saving throw using the character’s relevant saving throw values. If the item itself grants a bonus in combat (like a magical sword or armor), that bonus can also be applied to its saving throw.

Healing

Characters and monsters can recover from damage through natural rest or magical means.

  • Natural Healing: For each full day of uninterrupted rest, a character or monster recovers 1d3 hit points. If this rest is interrupted for any reason, no natural healing occurs that day.
  • Magical Healing: Instantaneous healing can be obtained from magical sources such as healing potions or healing spells. Magical healing can be combined with natural healing.

Character Conditions

A character may suffer from various conditions that impose penalties or restrict their actions. Unless otherwise specified, a condition lasts until explicitly removed, typically by resting, a specific spell, or use of a particular skill.

  • Blinded: The character cannot see. They automatically fail any ability check that requires sight. Attack rolls against them have advantage, and their own attack rolls have disadvantage. Spells or abilities requiring line of sight cannot be used.
  • Burning (On Fire): The character is actively engulfed in flames. They take a set amount of fire damage (e.g., 1d6 or 1d8) at the start of their turn until the fire is extinguished (e.g., by spending an action to drop and roll, dousing with water, or a successful Dexterity check).
  • Charmed: The character is magically compelled to view the charmer as a trusted friend. They cannot attack the charmer or target them with harmful abilities. The charmer might have advantage on social checks made to influence the charmed character. (Specifics depend on the charm effect).
  • Confused: The character’s mind is scrambled. They act erratically, typically determined by a d6 roll at the start of their turn (e.g., 1 attack nearest creature, 2-4 move randomly, 5-6 do nothing).
  • Deafened: The character cannot hear. They automatically fail any ability check that requires hearing. They are immune to effects that require hearing (e.g., certain spells, harpy’s song).
  • Diseased: The character is suffering from an illness. The effects vary by disease but typically include penalties to ability checks, exhaustion, or gradual HP loss. Often requires rest, specific remedies, or spells to cure.
  • Exhausted: The character is physically or mentally worn out. This condition can stack (e.g., levels of exhaustion), with increasing penalties. A single level of exhaustion might impose disadvantage on all ability checks, or -1 to all rolls. Multiple levels might reduce speed, impose disadvantage on attacks, or even lead to unconsciousness.
  • Frightened: The character is filled with terror. They must spend their turns moving away from the source of their fear and cannot willingly move closer. They may have disadvantage on attack rolls and ability checks while the source of fear is visible.
  • Grappled: The character is physically held by another creature. Their movement speed becomes 0, and they cannot move out of the grapple until it ends. They may also have disadvantage on attack rolls and Dexterity checks.
  • Incapacitated: The character cannot take actions or reactions. This is a general state for effects like being knocked unconscious, stunned, or held helpless.
  • Invisible: The character cannot be seen without special means (magic, true sight). Attacks against them have disadvantage, and their own attacks have advantage.
  • Paralyzed: The character is unable to move or speak and is aware of their surroundings. They are effectively helpless. Attack rolls against them have advantage. They automatically fail Dexterity and Strength checks.
  • Petrified: The character is transformed into a solid inanimate substance (e.g., stone, crystal). They are incapacitated, unaware of their surroundings, and immune to most damage and conditions until the effect is reversed.
  • Poisoned: The character is suffering from poison. This typically imposes disadvantage on attack rolls and ability checks, or causes periodic damage. Requires a saving throw to avoid or overcome.
  • Prone: The character is lying on the ground. Melee attack rolls against them have advantage if the attacker is within 5 feet, and disadvantage if the attacker is farther away. Their own melee attack rolls have disadvantage. Movement on the ground costs extra (e.g., half speed) until they use movement to stand up.
  • Restrained: The character’s movement is severely hampered (e.g., by webs, chains, a net). Their movement speed becomes 0, and they have disadvantage on attack rolls and Dexterity checks (if they can act at all). Attack rolls against them have advantage.
  • Silenced: The character cannot make any sound. They cannot cast spells with verbal components or communicate verbally.
  • Stunned: The character is incapacitated, cannot move, and can only speak falteringly. They automatically fail Strength and Dexterity checks. Attack rolls against them have advantage.
  • Surprised: For the first round of combat, a surprised character cannot take any actions.
  • Unconscious: The character is incapacitated, falls prone, and is unaware of their surroundings. Attack rolls against them have advantage. Any attack that hits from within 5 feet is a critical hit. They automatically fail Strength and Dexterity checks.
  • Wounded: A permanent or long-lasting severe injury (e.g., broken limb, loss of an eye). This usually imposes a significant, ongoing penalty (e.g., -2 to attack rolls, half movement speed, disadvantage on specific checks) until healed by powerful magic or significant downtime/medical attention.