Combat (GM Details)

Combat

When the talking is done (or you’ve run out of room to flee), sometimes all that’s left to do is fight!

Who attacks first?

Before the up-close and personal melee attacks happen, missiles and spells are fired off first. Missile attacks include arrows, bolts or quarrels, and hand-hurled weapons like slings or darts. Memorized or divinely granted spells can be cast by Magic-Users and Clerics.

The character with the highest Dexterity will act first. If both sides have spellcasters or missile weapons, each participant (character or monster) will go in order of highest to lowest Dexterity.

If the Dexterity of a monster or creature has not been decided beforehand, the GM can roll 3d6 on the spot to get its score. Melee attacks can be made as soon as combatants are within 10’ of one another. Again, attacks are made in descending order of Dexterity.

How does an attack work?

To make an attack, roll a d20 and add or subtract any modifiers from Strength (for melee attacks), Dexterity (for missiles), or magic. Compare the final result to the charts below. If the score is equal to or more than the number shown for the character’s class level and the target’s armor class, the attack hits.

How does damage work?

If a hit is scored against the opponent’s armor class, damage is determined by rolling a d6 and applying any Strength modifier the attacker might have.

This goes back and forth for each until one or the other is killed or stands down, makes a break for it, or otherwise terminates the combat. Characters and most monsters get 1 attack per round; some creatures may get more (see the Monsters chapter).

The Combat Round

During battle, certain things do not require much time to perform, such as dropping a weapon, pulling out a new one, or unrolling a scroll. Even downing that vial of healing potion is done in the blink of an eye. While it is possible to define every movement down to the last possible second, it is not recommended. The GM should let common sense come into play, assigning a reasonable amount of time to each action as need be.

Combat Summary

  1. Who attacks first? Ranged (Missiles and Spells) or go in order of highest to lowest Dexterity
  2. How do you attack? Roll a d20 and add/subtract modifiers for Strength (melee attacks) or Dexterity (missiles or magic). Compare to the class To Hit chart. If equal to or more than the target shown for the character’s level, the attack hits.
  3. How do you determine damage? Roll a d6 and add/subtract modifiers for Strength (for melee attacks) or use the Variable Weapon Damage table.

 

Armor Class Values

Armor Class Value
9
8
7
6
5
4
3
2
Armor Description
No armor
Shield only
Leather
Leather and shield
Chain mail
Chain mail and shield
Plate mail
Plate mail and shield

 

 

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