Combat Mechanics

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The phases of a typical round are Initiative, Action, then Resolution. But it is important to note that many abilities have limitations on when they can be played. Some have to be declared before the encounter even begins. But most fall into Before Initiative, After Initiative, Before Action, After Action. And even most of those should fall into the Before Action category.

Contents

Initiative

All players roll 1d20 at the start of a round and apply their dexterity modifier to the roll. Dungeon Master rolls initiative for opponents. To save time, Dungeon Master may roll once for all opponents and have them act as a group. Typically this is done when the opponents are a pack or a unit of soldiers. Dungeon Master then proceeds to call out 20-25 verbally and get feedback on players who have rolled in that range, and what actions they want to perform. Dungeon Master continues down the line (15-20, 10-15, 5-10, 1-5).

Attack

A typical attack is with a weapon of some sort and requires a 1d20 roll. Physical weapons get a strength modifier to the roll. Missile weapons get a Dexterity modifier to the roll.

Dungeon Master determines the armor class (AC) of the monster and factors in any effects occurring on the opponent. It is important to remember that the Dungeon Master is not responsible for remembering all of the bonuses or minuses the player has in effect, though of course, the Dungeon Master has the final say on such effects. By adhering to this rule, the initial value a player needs to hit an unarmored opponent is 10 or higher. The Dungeon Master looks at the monster's statistics and determines its AC and adds that to 10, and relays that information to the player.

The player then makes his roll, and adds all his attack to hit bonuses to the roll to make a determination if he landed a successful attack or not.

Example: Lyra the Druid is wandering the forest in all her natural glory when she encounters a cloaked bandit. Instead of submitting to the robbers demands, she engages in combat. The Dungeon Master looks at the bandit's statistics and sees that he has a high dexterity giving him a modifier of +1. He tells the player playing Lyra that she will need an 11 or higher to hit.

Lyra rolls the 1d20 and adds her strength modifier of +1. She rolls a 7 and adds her +1 to get 8, which misses as she needed an 11 or higher.

Damage

Physical hand held weapons do various damage (daggers 1d4, long swords 1d8, two handed sword 1d10) plus a players strength modifier.

Missile weapons (typically 1d6) do not get a strength modifier to damage.

Critical

A player rolling a natural 20 gets the ability to roll again. If the second attack hits, then the player may roll double the normal damage, and get double the bonus damage they would normally do.

A player rolling a natural 1 must make a dexterity check or suffer a fumble. A fumble is being knocked down or dropping their weapon at the Dungeon Masters discretion.

Death and Dying

If a player or monster reaches 0 hit points, then they are unconscious. For every round they lie unattended they lose 1 more hit point until they reach -10 at which point they die. Players may take damage in one round that takes them below 0 hit points.

Example: Balthius the Wizard has entered a wizard's duel with the ghost of Narinon. Balthius is at full health with 12 HP but loses his initiative roll. Narinon casts Soul Drain on Balthius causing 20 points of damage. Balthius records 12 - 20 = -8. Balthius is now unconscious and at -8 HP. Narinon turns his attention elsewhere. That next round Balthius would be at -9 HP. On the next round, Narinon wanders down a hallway, and Balthius would be at -10 HP, at which point he is no longer living.

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