Combat #
Initiative #
At the beginning of combat, all combatants roll 2d6 (except for those with Vigilant, who roll 3d6). Initiative is determined by arranging totals in descending order. Ties in which one party has Vigilant go to the character with Vigilant. Ties in which both parties or no parties have Vigilant are resolved by re-rolls.
Time and Movement #
A round is 5 seconds.
On their turn, a player has three options related to movement during combat:
- If they are currently in combat (i.e. in a square that’s directly adjacent to combat), they can attack, evade, or attempt to extricate themselves from combat.
- If they’re not currently in combat, and their distance from combat is within their normal movement, they can advance to combat and attack.
- If they’re not currently in combat, and their distance from combat is within twice their normal movement, they can advance to combat, at which point their turn ends.
Hit Points and Damage #
Hit points are recovered at a rate of 1 HP per 6-hour sleep, unless you have the Resilient trait.
Light melee weapons and ranged weapons deal 1 point of damage. Heavy melee weapons deal 2 points of damage. When an attack is successful, roll 2d6. By default, a 12 is a critical success; add 1 point of damage.
Damage Reduction: When an attack against a target with damage reduction is successful, the attacker must roll successfully again, or have the damage they deal reduced accordingly.
Stabilization and Death #
When a player is reduced to 0 HP in combat, they fall unconscious, and are permitted two chances to stabilize (one attempt in each of the two rounds that immediately follow). The first is a normal test, and the the second is at disadvantage. If they succeed at either of their tests, their HP is restored to 1, though they remain unconscious for the remander of the encounter. If they fail both tests, they die.
The situation is slightly improved for those with the Robust trait, even better for those with the Hard to Kill trait, and can be further augmented by the intervention of someone with the Medic trait.
Armor #
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Light Armor
- Can be used without training by anyone (including Adepts and Monks)
- 1 point damage reduction
-
Medium Armor
- Requires the Armor Training trait to use without disadvantage
- Sneaking is always at disadvantage
- 2 points damage reduction
-
Heavy Armor (“Fantasy Armor”)
- Requires the Armor Training trait to use
- Requires the Strong trait to use
- Sneaking is not possible
- Movement is reduced by 5
- 3 points damage reduction
Weapon Proficiency #
Attacks made without weapon proficiency are made at disadvantage. Attacks made with weapon proficiency are normal tests. Attacks made with weapon mastery are made at advantage.
Each character begins with a single weapon proficiency. Additional proficiencies, or mastery, can be purchased with a trait slot. Alternatively, a character can forgo weapon proficiency for an additional trait slot.
Weapon proficiency/mastery is scoped to a general subclass of weapons in one of the three major weapon categories (light melee, heavy melee, ranged). Examples include one-handed swords (light melee), two-handed swords (heavy melee), and bows (ranged). It’s up to the GM to determine whether a given proficiency includes a specific weapon.
Unarmed Combat #
Untrained unarmed attacks do not deal combat damage. Untrained unarmed evasion when facing a weapon that is being wielded proficiently is a Difficult test made at disadvantage. You can remove these penalties by taking the Unarmed Fighter trait.