Combat

The Order of Combat

The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.

Pre-Combat Steps

First: Set Up And Describe The Visible Areas

Second: Establish the Positions and Conditions of the Creatures Involved

Third: Roll The Initiative Order

The Initiative Order determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make either a Quickness, Perception, or Awareness check, it is their choice. That determines their place in the Initiative Order based on the result going from the highest to the lowest.

Ties

When ties are rolled resolve in the following order:

First: Players Choice, they can choose to go before or after the ones they are tied with in the Initiative Order, the choice lasts the whole combat.

Second: Awareness goes before Perception which goes before Quickness.

Third: Pick a second Ability and check it, with Awareness goes before Perception which goes before Quickness.

Fourth: Pick the last Ability and check it, Awareness goes before Perception which goes before Quickness.

Fifth: Each rolls a d6 with the highest going first. Repeat as necessary.

Initiative Modifiers

Creature is Unconscious -2

Creature is Unaware, Distracted, or Overconfident -1

Creature is not Seen by an opponent +1

Creature is Hidden or Imperceivable to the an opponent +2

Combat

Combat unfolds in these steps:

First: All Creatures Involved Take Turns The Initiative Order

Second: The End Of Round Activities Are Performed Including Adding 1 to the Round Count

End or round activities are things that don't require an Initiative Order but that still need to be resolved.

Your Turn

On your turn, you can move and take one action. You always move first and then take your.

The main actions you can take are listed in "Actions" earlier in this chapter. A character’s features and a monster’s stat block nay also provide additional action options. "Movement and Position” later in this chapter gives the rules for movement.

Communicating. You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.

Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster.

Ending Combat

Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.

Movement and Position

Creatures occupy spaces of varying sizes. This Displacer Beast occupies
a 10-by-10-foot space, while the adventurers occupy 5-by-5-foot spaces

On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.

Your movement can include burrowing, climbing, crawling, flying, jumping, and swimming (each explained in the rules glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.

However you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.

A character’s Speed is determined during character creation. A creature’s Speed is noted in the creature's stat block. See the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.

Difficult Terrain

Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.

Difficult Terrain has the effect of making the Areas Smaller.

Playing on a Grid

If you play using a square grid and miniatures or other tokens, follow these rules.

Squares. Each square represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.

Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.

Corners. Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.

Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

Dropping Prone

On a creature you can see's turn, you can give yourself the Prone condition (see the rules glossary) as long as you are not incapacitated.

Creature Size

A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.

A character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.

Creature Size and Space

Size Space (Feet) Space (Squares)

Tiny2½ by 2½ feet4 per square

Small5 by 5 feet1 square

Medium5 by 5 feet1 square

Large10 by 10 feet4 squares (2 by 2)

Huge15 by 15 feet9 squares (3 by 3)

Gargantuan20 by 20 feet16 squares (4 by 4)

Moving around Other Creatures

During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see the rules glossary), a Tiny creature, or a creature that is two sizes larger or smaller than you.

Another creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.

You can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see the rules glossary) unless you are Tiny or are of a larger size than the other creature.

Making an Attack

Whether you strike with a melee Strike!, a ranged Shot!, or a Magic Spell, an attack has the following structure:

  1. Choose a Target. Pick a target within your attack’s range: a creature, an object, or a location. Any Creature in the same area as the Target that does not have the Engaged By (Creature) Condition can instead declare itself the Target.

  2. Determine Modifiers. The DM determines whether the target has Cover (see the next section) and whether you have Bonuses or Minuses against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.

  3. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

Cover

Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.

If the Cover can be manipulated it can add to the over all Cover. If a creature can Crouch it can generally improve its Cover by one Level.

Cover

1/4 Cover +0

1/2 Cover +1

3/4 Cover +2

7/8 Cover +3

Unseen Attackers and Targets

When you make an Attack against a Target you can't see you take a -1

When you make an Attack against a Target you can't perceive you take a -2

When you make an Attack against a Target that can't see you take a +1

When you make an Attack against a Target that can't perceive you take a +2

If the Target is Seen or Unperceived by you.

You can only make a Counter Strike! against, on the Counter Strike! you always go last regardless of Reach.

You can only make a Shoot! with an Area Of Effect.

You cannot make a Spell! Attack.

Hidden

If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.

Shoot!

A Shoot! is a Ranged Attack.

When you make a Shoot!, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. There is Magic that also involves making a Shoot!.

A Shoot! Attack requires a Ready! weapon or spell. It happens during another Creature's Turn. You can take this Shoot! Attack before or after the Creature Moves or Acts.

Range

You can make Shoot! attacks only against targets within a specified range listed in Areas. Shoot attacks take a Penalty for the Range to the Target as listed below.

Range Penalty

0 0

1 -1

2-3 -2

4-7 -3

8-15 -4

Speed

The Speed of the Target moving at a fast speed takes the following Penalties

0 0

1 -1

2-3 -2

4-7 -3

8-15 -4

other modifiers

You are Engaged By 1 Creature -1

You are when Engaged By 2-3 -2

You are Engaged By 4 or more Allies -3

You could not see at the Target at start of the Turn -1

The Target is Charging You -1

Target Engaged With (Ally Creature) -1

Target Engaged With (Ally Creatures) x2-x3 -2

Target Engaged With (Ally Creatures) x4 or more -3

Strike!

A strike is a melee attack. A Strike! can be done when allowed by your Action, or as a Counter Strike! to a Strike! made on you, or as a Free Strike! made against someone you are Engaged With that didn't strike you. A Strike! must be against a target in your Area. A Strike typically uses a handheld weapon or an is Unarmed. There is Magic that also involves making a Strike!.

Counter Strike!

Every Strike! provokes a Counter Strike! from the Target, sometimes even before the original Strike!

Check the Reach of both creatures involved, the one with the longest Reach gets to Strike! first!

Free Strike!

When you Strike! a Target you gain the Engaged With (Target) Condition. When that Target takes an Action that does not involve a Strike! on you, you get a Free Strike! on it and this attack does not provoke a Counter Strike. You can take this strike before or after the Creature Moves or Acts.

Engaged With (Target)

This condition begins when you Strike! the Target and ends when you Strike! or Counter Strike a new Target which you then begins a new Engaged With (Target) Condition.

Engaged By (Target)

You are Engaged By (Target) and only ends when they end it by becoming Engaged With (Target) other than you or by either one of you taking the With Draw Action.

Strike! Modifiers

Target Charged +1

Target Engaged By 1 other +1

Target Engaged By 2-3 others +2

Target Engaged by 4 or more others +3

Spell!

Spell! Attack is a Magical Attack. Some creatures can make Shoot! or even Strike! attacks with their magic but those are not actual Spell! Attacks they are resolved by the Shoot! or Strike! rules accordingly.

A spell attack is a lot like a Shoot! attack except if you can see a target you can hit the target regardless of cover, range, speed.

Actions

Block

You add +1 to your Block until your next turn as long as you are not Incapacitated.

Charge

You Charge the Target of your Choice, any Creature in the same Area as the Target and not Engaged By Anyone can chose to be the Target instead. You can Strike the Target.

Close

You Charge the Target of your Choice, any Creature in the same Area as the Target and not Engaged By Anyone can chose to be the Target instead. You do not Strike the Target but you do become Engaged With it.

Dash

You can move to a second area in one Turn.

Dodge

You add +1 to your Dodge until your next turn as long as you are not Incapacitated.

Dispel

You add +1 to your Dispel until your next turn as long as you are not Incapacitated.

Help

You add +1 to a character you can Help, you +2 if there are two or three, and +3 if there are four or more helpers.

Hide

With the Hide action, you try to conceal yourself. To do so, you must succeed on a -1 Dexterity (Stealth) check while you’re Heavily Obscured, behind Total Cover or you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the Hidden Condition.

The condition ends on you immediately after any of the following occurs: you attack, are heard, smelt or seen, or otherwise draw attention to your self.

Influence

With the Influence action, you urge a monster to do something. Describe how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.

Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.

Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent,

Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.

Magic

When you take the Magic action, you prepare a spell or use a feature or magic item that requires a Magic action to be activated.

Ready

All weapons, shields, tools and spells along with anything else held must be made Ready before they can be used and can only be made Ready one at a time. You can only have a number of ready items equal to your number of hands understanding some items take two hands to Utilize. For instance you can take one hand to Ready a Potion and one hand to Utilize but it takes two hands to give it to an unconscious creature.

Search

When you take the Search action, you make a check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.

Study

When you take the Study action, you make an check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.

Utilize

When an object requires an action for its use, you take the Utilize action.

Withdraw

You end all Engaged By Conditions on you.

Who goes first?

The creature that has surprise on its enemies.

A creature that is not aware of another creature cannot act against the the creature it is unaware of.

The creature that declares first.

When a creature declares an action that starts combat that creature goes first. If another creature previously declared it is watching the acting creature the acting creature must win a test to go first otherwise the watching creature goes first.

The creature that wins a roll off.

Predict the future

You didn’t come this far to stop

Against Who?

Creatures can target other creatures and objects then other creatures in the same area can declare themselves to be the target and they become the new target.