Combat Rounds
Combat is divided into Rounds. Each round represents approximately 10 seconds of in-game time. All characters and monsters act once per round initiative order.
Combat Sequence Per Round
- Considerations: Encounter distance, light sources, visibility, status effects, terrain effects, etc.
- Surprise: Use the Stealth and Awareness rules to determine if a side is surprised.
- Morale: Roll for morale checks at the start of combat and after significant losses.
- Initiative: Roll for group or individual initiative.
- Order of Action: Take actions in turn order based on initiative results.
Considerations
At the start of each round, determine of any aspects of the encounter have changed. See list of combat considerations below.
Surprise
Surprise happens at the start of combat if either side is unaware of the other. The referee determines if one or both sides are surprised using Stealth and Awareness rules.
Effect of Surprise: A surprised creature is unable take any action in the first round of combat.
If Both Sides Are Surprised: If both sides are surprised, there’s a moment of shared confusion. Neither side gains an advantage, and initiative is rolled normally for the first round as if no one was surprised.
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 stand their ground. If the result is greater than their morale score, they surrender or flee.
Initiative
Initiative determines the order of action for each combatant within a combat round. The referee will determine when initiative is rolled as a group or as individual combatants. Typically, player characters will roll as group when in formation and as individuals when dispersed. Most monsters will roll as a group, while some powerful or unique monsters may roll as individuals or even as group leaders.
Group Initiative
Roll 1d20 for each group at the start of a combat round, modified by the INIT score 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 higher INIT score, or else a tie breaker roll is made to break the tie.
Individual Initiative
Each combatant rolls 1d20 modified by their INIT score. 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 higher INIT score, or else a tie breaker roll is made to break the tie.
Actions in a Round
Each combatant can perform one action on their turn in the initiative order.
- Melee Attack: Make an attack with a melee weapon against an adjacent opponent.
- Ranged Attack: Make an attack with a missile or thrown weapon. Move up to half encounter speed before or after the attack. A combatant may not make a ranged attack while engaged in melee.
- Move: Move up to maximum encounter speed. If engaged in melee, all opposing combatants in the melee within reach get a parting shot (single free melee attack).
- Charge: Move and then make a melee attack.
- Defend: Take no action or movement but gain +2 AC. Or guard someone else to give them +2 AC.
- Cast a spell: Some spells are instantaneous and take effect immediately when cast. Others have a longer casting time; see the spell’s description. These more complex spells may be interrupted if the caster’s concentration is broken from taking damage or failing a saving throw.
- Miscellaneous: Take another action of some kind, as adjudicated by the referee.
Combat Considerations
- 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 -1 penalty, but roll both damage dice on a hit and take the highest of the two results.
- Blindness: Blind characters cannot attack.
- Bombing (Flying Creatures): Flying creatures (up to 300′ altitude) can drop objects. Hits on 1d20 (16+). Area/damage depend on bomb size (e.g., human-carry size: 2d6 to 10’x10′ area).
- Invulnerabilities: Some monsters are only harmed by specific means (e.g., magic/silver). GM may allow harm from: another invulnerable monster or a monster with 5+ HD.
- Light: Characters in very dim light suffer -2 to attacks and ability checks requiring visibility. The penalty is -5 in total darkness.
- Paralyzed Opponents: Automatically hit in melee. Only roll for damage.
- Spacing: GM judges how many attackers can strike one opponent (e.g., 2-3 in 10′ passage).
- 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 disadvantage 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 don’t work.
Attacking
Melee Attacks
A melee attack is a close-combat, hand-to-hand attack using a weapon like a dagger or sword. A combatant may make a melee attack when adjacent to an opponent who is no more than 5′ away. If using a reach weapon, such as a polearm or spear, the target must be no more than 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. 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 (or 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.
- 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.
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 typically defeated (usually dead, per the referee).
- When a Player Character (PC) reaches 0 HP or below, they must make an immediate Death Saving Throw. The DC for this save is 11 + any overkill damage taken. Overkill damage is the amount of damage that goes beyond what was needed to drop the character to exactly 0 HP. For example, if a PC has 3 HP left and takes 10 damage, the first 3 damage reduce them to 0 HP, and the remaining 7 damage is overkill. In this case, the Death Saving Throw DC would be 11+7=18.
- 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.
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 11 + the monster’s Hit Dice (HD) for effects originating from a monster. For other effects (spells, traps), the GM sets the DC, typically starting at 11 and adding the dungeon level or wilderness region level.
- Success: If the roll plus any applicable bonus is equal to or greater than the DC, the effect is resisted or reduced.
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 GM 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 GM 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, complete 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: Healing can also be instantaneous through magic, such as consuming a potion or casting a spell. 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.

