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D&D6: D&D but you actually have fun now
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D&D6: D&D but you actually have fun now

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Combat Rules

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

Pick up objects
Throw objects
Use a
Reload
Dodge
Block, Parry or Deflect
Vocation Action (like use )
Misc Combat action (throw sand...)

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

BASE VALUE: 10
Hand to hand / Point blank: -5
Medium Range: +5
Long Range: +10
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.

Block, Parry and Deflect

Roll using a melee fighting , or . The result fully replaces your total TN.

Wounds & Damage

Whenever a hit connects, and the attacker rolls for damage, you can count on the strength of your muscles or the strength of your armor to save the day.
Make a roll;
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.
0 or Less: Unharmed;
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 enemy obey these rules, while regular enemies use static values.

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.
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