Table of Contents

Combat Rules

Time

Combat is measured in Rounds of six seconds each (10 rounds per minute). Each round Initiative is drawn (see below) and all active combatants have an opportunity to act.

A Turn is a period of 10 minutes, which is used to measure movement and actions of exploring a dungeon or building. Many spells have a duration of 1 turn, representing the amount of time a single fighting encounter. If a spell description or monster attack description refers to “1 turn”,“single fight” or “per battle” or “per fight” this refers to a single 10-minute turn. Unless there is fresh pursuit or extreme haste, every fighting encounter is considered to last a full 10-minute exploration turn, allowing for time to catch one's breath, adjust equipment, bind up smaller scratches.

Downtime, overland travel and other character interactions are measured in regular seconds, minutes and hours.

Initiative

We'll use standard Lords of Hack card initiative for this game. Use a deck of standard playing cards (make sure to leave both Jokers in) and deal one to each player including the GM. Now count down from the Joker to the Ace and on down from there. To resolve ties, Spades come first, then Hearts, Diamonds, and lastly Clubs. When a player's card comes up, they may do the actions for the round for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters.

A player who draws a Joker can go whenever they want, but may not interrupt another player's turn. They add +2 to all skill, ability check, attack, magic, damage, heal dice or morale roll made during the turn by all units acting on that initiative card! After a round where one or more Jokers are dealt, the deck is reshuffled for the next round's initiative.

A player may decide to hold their action by flipping their card over. They may hold from round to round in which case they are not dealt a new card. A player with a held action may choose to take their turn after any subsequent round. However, they may not interrupt another initiative unless they have drawn a Joker.

Morale

A morale check is a test to determine whether a group of monsters or characters will stand and fight or give up. A morale check is rolled in the following circumstances:

The Roll: The check is rolled with 1D20 + WIS modifier and Proficiency (for PC's) or with 1D20 plus Morale number (NPC's and monsters). Some monsters never check morale (such as many undead, all constructs).

The Effect: If the total of the roll is 11+, the check is passed and the characters/monsters suffer no effect from the roll. If the total of the roll is 10 or less, the check is failed. Those who fail gain the Routed condition, i.e., the must find the nearest, safest way to flee. If they cannot escape, they become Frightened and will fight back with Disadvantage, if the enemy they are fighting is known for showing mercy and taking live prisoners, the Frightened opponents will surrender. Routed characters/monsters may recheck morale every exploration turn once they have escaped the vicinity of their defeat to attempt to return to normal, but the GM may rule them to be Demoralized if the defeat was especially severe.

Rally: A character or monster that has not failed a Morale Check, may attempt to return Routed or Frightened allies to normal. He must use an active action, and rolls a Charisma check. If he scores 11 or better, the affected allies may re-roll their morale check (at disadvantage if they are Frightened.) If the one attempting to rally other is not normally their leader, his CHA check is at Disadvantage.

Armor and Armor Class

Mounted Combat

Tactical Advantages

Ranged Attacks

Two-Weapon Combat

Disembodied Spirits, General Notes

Spiritual Attack Procedure

  1. Spiritual Attacker rolls an attack using his Strong modifier. The defender rolls a check with his WIS, INT, or CHA modifier depending on what is being attacked, no proficiency bonus, at disadvantage. If the attacker wins, he inflicts the listed damage to the defenders ability score.
  2. The defender's disadvantage is negated if at least one of these things is true:
    • He has been baptized
    • He is a circumcised Jew
    • He has spoken the Islamic Shahada aloud in Arabic read directly from the Quaran
    • He has participated in a pagan sacrificial feast and is wearing a hammer of Thor amulet.

Furthermore, the defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah. The defender gets advantage to defense if he has undergone Communion in the last week.