Turn Order
When combat starts, time slows to a crawl as every character takes turn fighting. (for ease of visualization these turn take 10 seconds)
Unless the party is surprised by enemies, in which case they start, a turn goes like this:
Steps
The players pick someone to go first. If an enemy is attacked in melee, they play immediately after. Otherwise the DM chooses an enemy that plays. The players pick someone else that plays their turn. And so on until all the players did their turn. The next round of combat begins Your turn
All your friends played, or maybe you’re the one diving head first into danger, the fact of the matter is that you need to fight.
Economy
You can attack, defend, use items, talk to your friends, pet a dog and so much more during a turn.
But everything you do is divided into actions.
You can do multiple actions per turn, at the cost of a -1D penalty to all of those for every bonus action you take this way.
You can take as many bonus actions as you want, so long as you have at least 1D per action.
Actions
Anything that has an actual impact in the fight, whether it’s picking up a precious jewel or telling a bandit his mother misses him counts as an action. Futile actions like talking to your partners or insulting an enemy are free.
List of Actions
Vocation Action (like use ) Attack
To attack, you need to roll the or corresponding to your weapon. is used for ranged and dexterous attacks, is used for reckless and powerful attacks. This roll is compared to the Target Number (TN) of who or what you’re trying to hit.
Target Number
Melee Range / Point blank: -5 50% cover adds a +5 modifier 75% cover adds a +10 modifier Darkness can be considered cover If you roll higher than this TN, you hit.
To see how much damage you inflict, add your to your , except for a crossbow or any other weapon where your strength is not a factor. You then roll all of those die. Defense
You can take defensive actions preemptively to reduce your chances of getting wounded.
Dodge
Make a Dodge roll, or a Finesse roll if you do not have the skill. The result of this roll replaces your Base TN of 10, even if it’s lower.
Full Dodge
Same as above, but add 10 to the result. This action can only be taken if it’s the only thing you do this turn. This last up until your next turn.
Block, Parry and Deflect
Roll with your weapon’s damage. Subtract the rolled number from incoming damage. You can do this up to Finesse/Brawn-1 times.
Full Block, Parry and Deflect
Same as above, but add 10 to the result. This action can only be taken if it’s the only thing you do this turn. This last up until your next turn.
Spell Defense
Use spells to protect yourself or others from harm. Cast a spell that can reduce damage according to its difficulty.
Wounds & Damage
Whenever a hit connects, and the attacker rolls for damage, you can count on your Brawn to Endure.
Add to it your armor values; Subtract this score to the damage received You can new refer to this chart to see how your Wound Level change, and the impact this has on you.
1 - 3: Stunned, -1D for all remaining actions this round and the next round; 4 - 8: Wounded, -1D until healed; 4 - 8: Severely Wounded, -2D until healed; 9 - 12: Incapacitated, make a TN 15 Will roll to not fall unconscious. -3D penalty until healed; 13 - 15: Mortally Wounded, you’re unconscious, make an increasingly difficult Will roll every round. You die if you do not clear this roll. When out of combat, the roll is made every hour. 16+: You finally succumb to your wounds, and die a hero’s death. Taking any damage equal or under your current Wound Level if you’re at least Wounded increases it.
Strong enemies may have larger thresholds to suffer Wounds.
Out of turn actions
Your enemies and friends are acting, but you don’t have to stay passive if someone attacks you.
Out of turn defense
You can take all of the on the fly when someone attacks you (before they roll to hit). You suffer a -1D penalty to actions during your next turn for each defensive action taken this way.
You can take as many bonus actions as you have die. You lose your turn if you make a . Out of turn offense
You can delay ONE action during your turn and choose a trigger for the action to happen.
Ranged weapons
Bows
You need one action to nock an arrow, and one to fire.
Crossbows
Crossbows take two actions to reload, and one to fire.
Throwing Weapons
Some weapons are made to be thrown, and if you’re strong enough they all can be.
Use , or the Throw to hit. + Weapon Die for the damage.