17  Combat


Time shifts to combat rounds (10 seconds long each). 

1. Determine Surprise

When surprise is possible, roll DC for each side, which might be surprised. Normal characters are surprised on a DC13. Elves are surprised on a DC15. Surprised characters are unable to act for one round. Characters or creatures, which are well hidden and prepared to perform an ambush, get a +3 to surprise.

2. Declare Action

Attack, Move, Cast Spell, Hold Action, Move, Run, Charge, Melee Attack, Ranged Attack, Cast Spell, Dodge, Perform a Feat, . . .

3. Determine Initiative Order

1d6 is rolled for Initiative for each character and opponent. This roll is adjusted by the character's Dexterity bonus. High numbers act first. Equal initiative numbers act simultaneously.  

4. Resolve Actions

As the GM counts down the Initiative numbers, each character may act. Actions include Hold Action, Move, Run Away, Charge, Melee Attack, Ranged Attack, Cast Spell, Dodge. The result of the action is resolved.

5. Start Next Round

The next round of combat begins after everyone has completed an Action.

17.0.1 Actions Explained

17.0.1.1 Move

A character may move up to their movement distance and take an action. Movement can be broken up, using some of the distance before and after the action.

For example, if a creature has a movement of 30 feet, it can move 10 feet, take an action, and then move 20 feet.

Opponents more than 5' apart may move freely, but once two opposing figures are within 5' of each other, they are “engaged” and must abide by the rules under Defensive Movement, below.

17.0.1.2 Attack

To roll “to hit,” the attacker rolls 1d20 and adds their attack bonus, as well as Strength bonus (if performing a melee attack) or Dexterity bonus (if performing a missile attack) and any other adjustments required by the situation. 

If the total is equal to or greater than the opponent's Armor Class, the attack hits and damage is rolled. 

17.0.1.3 Cast a Spell

Casting a spell is a standard action. A spell caster can move and then cast the spell, or cast

the spell and then move. Movement can be broken up, using some of the distance before and after the action.

17.0.1.4 Parry and Dodge

Parry and Dodge is a Defensive action instead of an attack that gives a +2 bonus to AC.

17.0.1.5 Perform a Feat

17.0.1.6 Hold Action

A combatant can choose to wait until later in the initiative to act. If a player states that they are waiting for another character or monster to act, then the player character's action takes place on the same Initiative number as the creature they are waiting for. In this case, the player character's action is simultaneous with the creature waiting for, just as if they had rolled the same number.

A character using a weapon with a long reach (spears, for instance) may choose to attack a closing opponent on the closing opponent's number and thus attack simultaneously with the opponent, even if the character rolled lower for Initiative.

17.0.1.7 Run Away

A character that is running away may not attack. Running characters can move at double their normal encounter movement rate. Characters are allowed to run the number of rounds equal to 3 times the character's Constitution, after which they are fatigued and may only walk at the normal encounter rate. Fatigued characters must rest for at least 3 turns before running again.

17.0.1.8 Charge

Under some circumstances, characters or creatures may be allowed to attack after a running move. This is called a charge. If the attack hits, it does double damage.

The movement must be in a straight line toward the intended target, and the path to the target must be reasonably clear. If the attacker does not have line of sight to the opponent at the start of the charge, that opponent can’t be charged. A charging character must move at least 10 feet and may move up to double their normal movement rate, as given above. Finally, the attacker must be using a weapon such as a spear, lance, or pole arm, which is suitable for use while charging. 

The attack made after the charge is made at +2 on the attack roll. The charging character or creature takes a -2 penalty to Armor Class for the remainder of the round. 

17.0.1.9 Set Weapon Against Charge

Spears, pole arms, and certain other piercing weapons deal double damage when braced against the ground or floor and used against a charging creature. For this to be done, the character or creature being charged must have equal or better Initiative; this counts as holding an action: both attacker and defender act on the attacker's Initiative number and are therefore simultaneous.

 

17.0.2 Defensive Movement and Attacks of Opportunity.

Any time a character turns their back on an adjacent opponent (who has a ready weapon) and begins movement, that opponent is allowed a “parting shot” with a +2 bonus to attack, even if that opponent has already made all attacks for the round. Opponents with attack routines must choose one attack mode; for instance, a tiger with a claw/claw/bite routine could only claw once or bite once.

Alternately, the character may begin backing away (at up to half normal walking movement) while continuing to fight (if the opponent remains within reach, that is, follows the retreating character). This is termed a fighting withdrawal.

17.0.3 Critical Hit

A natural 20 always hits. (barring magic or silver weapon requirements). Role an additional d20 + modifiers to determine if it is a special.

1-10 (50%) Regular Damage

11-15 (25%) Maximum Damage (for example: a character with regular normal damage of 1d6 +2 would have a Maximum Damage of 6 +2 = 8)

16-19 (20%) Critical Damage. Roll Regular Damage + Maximum Damage + Modifier (for example 1d6+ 2, the character rolls a 3 + Maximum Damage of 6 + 2 = 3 + 6 +2 = 11)

20 (5%) Critical Damage (see above) plus roll on the chart below:

1d4 Condition Effect
1 Enemy is Disarmed Primary weapon is knocked from enemy’s grasp
2 Enemy is Shaken -2 to hit, Saves, DC checks
3 Enemy is Prone -4 to hit, a -4 AC (melee), +4 AC (ranged)
4 Enemy is Blinded -4 to hit, a -4 AC, -2 Init

17.0.4 Critical Miss

A natural 1 always misses. Role an additional d20 to determine if it is a special.

1-2 (10%) Weapon breaks, no attack next round

3-5 (15%) Stumble; DEX check (DC20) or -1 to combat rolls for 1d2 rounds

6-10 (25%) Sloppy Attack; DEX check (DC15) or opponent gets free attack.

11-15 (25%) Drop weapon, no attack next round

16-20 (25%) Just a Miss.

17.0.5 Attacking from Behind.

Attacks from behind an opponent receive a +2 attack bonus. This does not combine with the Sneak Attack ability.

17.0.6 Flanking

When a creature and at least one ally are within 5ft of the same enemy on opposite sides, that enemy is flanked. Each of the creatures flanking has advantage of +1 on melee attacks against it.

17.0.7 Ranged Attack

Missile weapons can be used to attack targets at a distance. The farther the target, the harder it is to hit:

  • Short Range: +1 bonus to the attack roll

  • Medium Range: No modifier

  • Long Range: –2 penalty

  • Beyond Long Range: Target is out of range and cannot be hit

If an attacker tries to use a missile weapon against a target who is within 5 feet (i.e., engaged in melee with them), they suffer a –5 penalty to the attack roll due to the difficulty of aiming while avoiding close-quarters threats.

An exception applies if the target is unaware of the attacker (e.g., struck from behind or distracted). In such cases, apply the +1 bonus for Short Range and an additional +2 bonus for attacking from behind.

17.0.8 Cover and Concealment

When a target is partially protected, it becomes harder to hit. There are two types of protection:

Cover: Physical barriers like walls, trees, or shields that block or deflect missiles.

Concealment: Obscuring elements like fog, smoke, or foliage that make a target harder to see.

25% Concealed 50% Concealed 75% Concealed 90% Concealed
-1 attack penalty -2 attack penalty -3 attack penalty -4 attack penalty

17.0.9 Missile Weapon Rate of Fire

Most missile weapons, like bows or thrown weapons, can be used once per round, just like melee attacks. However, some weapons—especially those that require time to reload—have special limitations.

Light crossbows can be fired once every two rounds. The user must spend the following round reloading and cannot perform other actions, including moving. Heavy crossbows are slower still, and may be fired only once every three rounds, with the user required to spend two full rounds reloading and doing nothing else.

Siege weapons and similar large devices have their own rate of fire, often listed as a fraction (e.g., 1/6 means the weapon can be fired once every six rounds).

In some cases, such as when defending a fixed position, it may be possible to pre-load multiple crossbows in advance and fire one each round by dropping the empty one and grabbing a loaded one. Grenade-Like Missiles

When throwing grenade-like missiles (flasks of oil, etc.), a successful attack roll indicates a direct hit. Otherwise, the GM will roll 1d10 and consult the diagram below to determine where the missile hit. Treat each number as representing a 10' square area.

17.0.10 Oil

A flask of oil can be thrown like a grenade. If ignited on impact—by torch, spell, or other nearby flame—it deals 1d8 fire damage to a creature it directly hits. On the following round, the target takes another 1d8 damage unless they spend the round putting out the flames by some effective means. Suitable methods might include rolling on the ground or smothering the flames with a wet blanket. Simply pouring water on the fire is not effective. Burning oil causes damage for a maximum of two rounds.

If the oil is lit with a fuse or wick, all creatures within 5 feet of the impact take 1d6 splash damage. A saving throw vs. Death Ray avoids this splash damage, unless the creature was directly hit—no save is allowed in that case.

If a thrown flask misses, it may still affect nearby creatures with splash damage and allows the same saving throw.

Oil spilled on the ground and ignited will burn for 10 rounds, dealing 1d6 fire damage each round to any creature standing or moving through the flames. No saving throw is allowed for this ground fire damage.

Creatures resistant to fire, or those with fire-based abilities, take no damage from burning oil.

17.0.11 Holy Water

Holy water is a potent weapon against undead creatures. It can be thrown as a grenade-like missile. When a flask of holy water hits an undead target directly, it shatters and deals 1d8 damage. Additionally, all undead creatures within 5 feet of the point of impact take 1d6 splash damage.

Holy water takes effect immediately upon use and is only effective for one round once exposed.

17.0.12 Missiles That Miss

Except for grenade-like missiles, missile weapons, which miss the intended target, are normally considered lost. However, if the weapon is fired into a melee where allies of the shooter are involved, and the attack misses, it may hit one of the allied creatures. 

The GM decides which allies may be hit, and roll attacks against each until a hit is made or all possible targets are exhausted. These attack rolls are made with the shooter's normal attack bonus, just as if they intended to attack the allied creature. However, the GM must make these rolls, not the player.

Behind
1
7 8 9
5 Target 6
2 3 4
1
Front

17.0.13 Spell Casting

To cast spells, a spellcaster must have at least one hand free and be able to speak. This means that binding or gagging a caster effectively prevents them from casting. Casting a spell typically takes the same amount of time as making a weapon attack.

If a spellcaster is attacked during their casting—even if the attack misses—they must make a saving throw on their current Initiative number. Failure means the spell is disrupted and lost.

However, if two spellcasters release spells on the same Initiative number, both spells succeed. One caster can only disrupt another’s casting if they act earlier in Initiative and choose to delay their spell until just before the other caster’s turn.

17.0.14 Two-weapon style

When fighting with two weapons at the same time, one weapon must be smaller (like a short sword or dagger). The penalty for fighting with two weapons is -2 to hit with the primary weapon and -5 with the secondary weapon.

17.0.15 Damage

If an attack hits, the attacker rolls damage as given for the weapon. Melee attacks apply the Strength bonus or penalty to the damage dice, as do thrown missile weapons such as daggers or spears. Usually, attacks with bows or crossbows do not gain the Strength bonus, but sling bullets or stones do.

Also, magic weapons will add their bonuses to damage (and cursed weapons will apply their penalty).

17.0.16 Non-Lethal attacks or Subdual Damage

Attacks made with the flat of a blade to deal non-lethal damage suffer a –4 penalty to the attack roll and deal half normal damage. Most weapons can be used this way, except those that have sharp edges or points on all sides.

If a character is reduced to zero hit points and has taken some non-lethal (subduing) damage, they fall unconscious instead of dying. Any further damage to an unconscious character counts as lethal and can kill them.

A character knocked out this way wakes up with 1 hit point after 1d4 turns or can be revived sooner by another character after 2d10 rounds.

17.0.17 Brawling

Characters can fight without weapons by punching or kicking, called brawling. A punch deals 1d3 plus Strength modifier in non-lethal damage, while a kick deals 1d4 damage but with a –2 penalty to the attack roll.

However, punching or kicking a character wearing metal armor won’t work if the attacker is wearing no armor or only leather armor—in this case, the attacker takes the damage instead of the target.

The GM decides which monsters can be damaged by brawling. All character classes can brawl, and no weapons are needed.

 

17.0.18 Grappling / Wrestling

To start a grapple, the attacker must succeed on a Touch Attack (melee attack roll + attack bonus + Strength or Dexterity). If successful, the attacker moves into the same space as the defender and has “grabbed” them.

Both Sides make a Grapple Check (D20+ either Str or Dex, + Size Modifier) to determine if this hold is maintained. Highest DC wins.

Size

Modifier

Small

- 4

Medium

+0

Large

+4

While holding an opponent, the attacker can:

  • Deal unarmed damage (like a punch)

  • Prevent the opponent from speaking

  • Use simple magic items (like rings)

  • Attempt to take items from the opponent (requires an extra attack roll)

  • Move the opponent (up to half the attacker’s speed, if strong enough)

  • Take any other DM-approved actions