Combat Quick Reference for MCs: Difference between revisions

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== Initiative ==
== Initiative ==
Combat begins when all creatures involved roll Initiative.
Initiative determines the order in which creatures take their turn during combat.
Initiative is an AWR check: each creature rolls 1d20 and adds their AWR. The one with the highest roll goes first, followed by the second-highest, and so on. After the last creature takes its turn, the first creature takes its second turn. Initiative order is repeated until combat is resolved.
Initiative is an AWR check: each creature rolls 1d20 and adds their AWR. The one with the highest roll goes first, followed by the second-highest, and so on. After the last creature takes its turn, the first creature takes its second turn. Initiative order is repeated until combat is resolved.


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Remember that if you are encumbered, you must set down all items that are causing you to be encumbered before you can equip a weapon or a shield.
Remember that if you are encumbered, you must set down all items that are causing you to be encumbered before you can equip a weapon or a shield.
== Tactical Advantage and Disadvantage ==
When you have Tactical Advantage (TA), add +1 to d20 rolls you make to attack with a weapon. You can have multiple sources of TA, and they accumulate indefinitely. Similarly, when you have Tactical Disadvantage (TD), subtract -1 from d20 rolls that you make on any kind of attack (weapon, spell, maneuver, etc.). You might have several sources of TA and TD at once, so be sure to account  for all sources!
You gain TA through clever implementation of Conditions, such as attacking a Prone target.


== Actions ==
== Actions ==
Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.


=== Action Points ===
=== Action Points ===
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When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (I.e., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP.<blockquote>Note: Some features, like the Berzerker’s Blood Rage and the Cleric’s Holy Support ability, allow you additional AP (respectively, “Rage AP” and “Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.</blockquote>
When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (I.e., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP.<blockquote>Note: Some features, like the Berzerker’s Blood Rage and the Cleric’s Holy Support ability, allow you additional AP (respectively, “Rage AP” and “Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.</blockquote>


=== Actions ===
=== Movement ===
Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.
All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your Speed. This movement endswhen you spend your next AP.
 
'''Move:''' All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your Speed. This movement endswhen you spend your next AP.


If you have a Climb, Swim, Fly, or Burrow speed, that means that you can do those kinds of movements as well. If you combine movements (say you run, then fly over a trench, then keep running) - you use the largest movement number for your total movement (instead of adding them together), and cannot move more than your maximum speed in any specific type of movement. For example:
If you have a Climb, Swim, Fly, or Burrow speed, that means that you can do those kinds of movements as well. If you combine movements (say you run, then fly over a trench, then keep running) - you use the largest movement number for your total movement (instead of adding them together), and cannot move more than your maximum speed in any specific type of movement. For example:
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If you do not have a climb speed or a swim speed, but wish to climb a surface or swim, it costs 2ft of movement for every 1ft that you actually move. If the surface might be challenging to climb, then your MC might also require you to make a STR check, and if you have the Athletics skill, you can add that bonus to checks of this nature.
If you do not have a climb speed or a swim speed, but wish to climb a surface or swim, it costs 2ft of movement for every 1ft that you actually move. If the surface might be challenging to climb, then your MC might also require you to make a STR check, and if you have the Athletics skill, you can add that bonus to checks of this nature.


'''Jump:'''  
'''Jump'''
 
While moving, you may need to jump. You cannot jump farther than you can move.
 
Your vertical jump distance is 3ft + a number of ft equal to your STR.
 
Your horizontal jump distance is double your vertical jump distance.
 
'''Moving through Creatures'''
 
You may move through an allied creature’s space, but this counts as difficult terrain. You may not end your turn in an allied creature’s space.
 
You may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, Unconscious, or at least 3 Sizes larger than you. In that case, moving through a hostile creature’s space counts as difficult terrain.
 
=== Attacks ===
'''Weapon Attacks'''
 
Each weapon specifies how many AP it takes to make an attack with it. Some have set numbers of AP, and others have high APCs that you can lower through training.
 
'''Spells and Magic'''
 
Spells will specify how many AP you need to use them. Spells also require you to expend SP; if you are out of SP, you cannot cast a spell.
 
Cantrips, chants, and prayers specify how many AP you need to use them; they do not cost any SP, so they can be done as many times as you wish.
 
Rituals and invocations take a significantly longer time to cast; each ritual or invocation will specify how long it takes to cast it.
 
=== Critical Hits ===
If you crit on an attribute check, then you achieve the best outcome that it was feasible for you to achieve. A crit does not defy reality. If you crit on a STR check with the Athletics skill, for example, then you still cannot lift an entire castle, but you might lift more than you have ever managed before.
 
When making an attack, you automatically miss on a critical fail, even if you would have a high enough bonus to hit normally. Likewise, you automatically hit on a crit, regardless of the target’s defenses.
 
'''Weapon Crit'''
 
Additionally, if you crit with a weapon (including unarmed and natural weapons), you deal critical damage.
 
When dealing critical damage, maximize the amount of damage that you would normally do (including any modifiers), and then roll your damage dice a second time.
 
Furthermore, you add your LUCK score to your damage total when you deal critical damage.
 
Various abilities might let you expand your crit range. This means that you crit on a lower d20 roll, allowing you to crit more frequently. If you would normally crit on a roll of 20, and you have an ability that increases your crit range by 1, then you crit on a roll of 19-20.


=== Crits ===
No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.
If you crit with a creature, you can easily just look at their average damage and add that to the size die that the attack does. For example, if a Veteran Soldier crits with a longsword that does 7 (1d8+3) damage, a crit would be 15 damage (the average, plus 8 for maximizing the critical damage die).


=== Combat Maneuvers ===
'''Arcane Magic'''


==== Ranged Attacks in Melee ====
Note that magic crits have additional effects if from the Arcane Source. See the [[Arcane|Arcane Source]] for more information on critical casting
If a creature makes a ranged attack or thrown attack with a weapon, spell, or any other effect and a hostile creature is within 5 ft of it, it suffers 1 TD for each hostile creature within 5 ft.


==== Basic Maneuvers ====
=== Massive Damage ===
Maneuvers are [[actions]] that creatures can take in combat to gain an edge in certain circumstances. Any creature can use any Basic Maneuver.
Sometimes, brutal amounts of damage can devastate you in a single strike. If you take enough damage that you would reach negative HP equal to your maximum HP, you gain 4 Death Points.
 
=== Ranged Attacks in Melee ===
If you make a ranged attack or thrown attack with a weapon, spell, or any other effect and a hostile creature is within 5 ft of you, you suffer 1 Tactical Disadvantage for each hostile creature within 5 ft of you.
 
== Combat Maneuvers for Creatures ==
'''Basic Maneuvers'''
 
Maneuvers are actions that creatures can take in combat to gain an edge in certain circumstances. Any creature can use any Basic Maneuver.


* '''Dodge''' '''(1 monster action).''' Gain +2 to your AR and Physical Defenses until the start of your next turn.
* '''Dodge''' '''(1 monster action).''' Gain +2 to your AR and Physical Defenses until the start of your next turn.
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* '''Trip (1 monster action)'''. Make an attack against a creature, using your STR and targeting their REF. If you hit, the creature falls Prone.
* '''Trip (1 monster action)'''. Make an attack against a creature, using your STR and targeting their REF. If you hit, the creature falls Prone.
'''Advanced Maneuvers'''


==== Advanced Maneuvers ====
Some creatures have the ability to use advanced maneuvers. If an ability does not specifically give a creature access to an advanced maneuver, then that creature cannot use that maneuver.
Some creatures have the ability to use advanced maneuvers. If an ability does not specifically give a creature access to an advanced maneuver, then that creature cannot use that maneuver.


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If you want to knock an NPC unconscious, then use this system if the alternative would be the NPC gaining death points (some major villains may have this feature, at the discretion of the MC). If the NPC is assumed to die immediately, you can immediately knock it unconscious instead.
If you want to knock an NPC unconscious, then use this system if the alternative would be the NPC gaining death points (some major villains may have this feature, at the discretion of the MC). If the NPC is assumed to die immediately, you can immediately knock it unconscious instead.


==== Combining Magical Effects ====
'''Combining Magical Effects'''
 
Spells and magical effects of exactly the same name cannot stack on a target. The newer effect always replaces the older effect.
Spells and magical effects of exactly the same name cannot stack on a target. The newer effect always replaces the older effect.


==== Tactical Advantage and Disadvantage ====
== Combat Maneuvers for PCs ==
When you have Tactical Advantage (TA), add +1 to d20 rolls you make to attack with a weapon. You can have multiple sources of TA, and they accumulate indefinitely. Similarly, when you have Tactical Disadvantage (TD), subtract -1 from d20 rolls that you make on any kind of attack (weapon, spell, maneuver, etc.). You might have several sources of TA and TD at once, so be sure to account  for all sources!
'''Basic Maneuvers'''
 
Maneuvers are actions that creatures can take in combat to gain an edge in certain circumstances. Any creature can use any Basic Maneuver.
 
* '''Dodge''' '''(2 AP).''' Gain +2 to your AR and Physical Defenses until the start of your next turn.
 
* '''Drop Prone (0 AO).''' You gain the Prone Condition.
 
* '''Grapple (2 AP)'''. You may attempt to Grapple a creature (see Conditions below). Make a STR or DEX attack roll against the target creature’s REF or FORT (their choice). If you hit, they are Grappled.
* '''Hide (1 AP).'''
* '''Shove (1 monster action)'''. Make an attack against a creature, using your STR and targeting th r FORT. If you hit, push the creature 5 ft in a direction of your choice. You cannot do this to a creature that is more than 1 Size larger than you.
 
* '''Stand (1 monster action).''' You stand from being Prone. You cannot do this if your Speed is 0. A monster can do this in place of moving if it used its Move feature.
 
* '''Trip (1 monster action)'''. Make an attack against a creature, using your STR and targeting their REF. If you hit, the creature falls Prone.
'''Advanced Maneuvers'''
 
Some creatures have the ability to use advanced maneuvers. If an ability does not specifically give a creature access to an advanced maneuver, then that creature cannot use that maneuver.
 
* '''Exploit (1 monster reaction)'''. When a creature within your Melee weapon’s Reach does one of the following actions, you may make an attack against that creature immediately.
** Moves out of your Melee weapon’s reach
** Administers a potion (drinking it themselves or feeding it to another creature)
** Makes a Ranged attack while within your Melee weapon’s reach


You gain TA through clever implementation of Conditions, such as attacking a Prone target.
* '''Disarm (2 creature actions).''' Make a STR attack against a creature’s REF or FORT (they choose). If you hit, choose an item that the creature is holding; they drop that item.


=== Conditions List ===
== Conditions List ==
During combat, you might impose conditions on your enemies or have them imposed on you. Conditions are specific words referenced in monster abilities. These conditions are written specifically to adjudicate how monster actions work. The same conditions are worded to interact with an adventurer’s AP on the [[Conditions]] page.
During combat, you might impose conditions on your enemies or have them imposed on you. Conditions are specific words referenced in monster abilities. These conditions are written specifically to adjudicate how monster actions work. The same conditions are worded to interact with an adventurer’s AP on the [[Conditions]] page.