Before combat is started a few things need to be determined:

  1. What is the monster’s reaction to the adventurers?
  2. Where the characters are physically standing in the Marching Order?
  3. Is the party Surprised by the attack?

Marching Order

Character positioning as they explore areas is an important part of setting the scene. It helps the DM make decisions around combat encounters, traps, and other such events that may happen in this location.

The DM will tell the players how big the space is and how many characters can be standing side-by-side. A narrow passage may only support single-file travel!

Discuss with your other party members and have the Caller tell your DM where everyone is as they move. Be aware of who is in front, middle and rear of the party. Characters who are not in front cannot engage in melee combat, but can engage with reach or ranged weapons (ex a spear or an arrow).

Letting your DM know if you want to stand at range can also be helpful. Characters at range can attack with ranged weapons but cannot attack or be attacked by a melee weapon.


Before combat begins, make sure to make a Surprise Check. To make this check compare the party’s highest Notice vs d20 + the monster’s stealth or wisdom bonus. Whomever had the higher result can either make a surprise attack or choose to evade the combat all together.

Surprise attacks are made for all player characters before combat begins and all rolls are made with Advantage. The group who lost the surprise cannot retaliate.

Surprising party can choose to evade rather than fight as they haven’t been noticed yet. Whether this is hiding in a room until the monsters pass or just going around a monster area, there is good roleplaying opportunities here. 

Evading or Sneaking characters move at only 1/10 of their current speed. Ex: An unencumbered human normally moves at 120ft/round, but a sneaking human would only move 12ft/round – factor in encumbrance and it drops to 6ft/round.

If the party wants to surprise monsters, we call that Ambush. To ambush roll d20 and add the lowest Wisdom modifier in the party to establish the party’s hide DC. DM roll d20 – equal or greater than the party DC means the ambush fails. If successful the party gets one round of attacks without the DM taking any actions.

Combat Round

  1. Declare Actions (some things are very fast or slow and may modify initiative)
  2. Roll Initiative (d20 highest goes first)
  3. One action taken (Move, Spell, Shoot Arrow, Hack with Sword, etc)
  4. Resolve Damage (if necessary)
  5. Optional: Spend a Heroic Point to gain an additional action
  6. Check Morale (continue fighting, flee or surrender are options here)
  7. Repeat Steps 1 – 6

Declaring Actions

This is very important as some actions can be interrupted. Spell casters cannot complete spells if they take damage.

Action Points (combat codified optional)
Each character has 5 action points in a round to spend however they’d like each round of combat.
Full Round Actions (5 points)
  • Delay action. The character can choose to take their turn at any time after their initiative turn
  • Full attack. If the character has multiple attacks then they make a full attack to use them all.
  • Run.  Allows character to move at double of their current movement rate
Standard Actions (3 points)
  • Cast Spell
  • Melee attack. Take one swing at an enemy.
  • Ranged attack. Shoot an error, throw a chair, etc.
  • Ready action. Prepare a specific action to respond to another specific future action (e.g., “as soon as something comes through the door I shoot it”).
  • Equip Item. Draw a weapon, Put on a ring, Drink a Potion, Use a Device, Open a Door or Pick Something up.
Move Actions (2 points)
  • Crawl. Allows prone character to move five feet
  • Move. Allows character to move at their current movement rate
  • Stand up
Free Actions (0 points)
  • Drop an item
  • Drop prone
  • Talk
Gifting Action Points

If a player has left over action points they can “gift” one action point to another player who has not taken their turn that round. That would increase that player’s total by one.

Rolling Initiative

Everyone rolls d20 and add any bonuses noted in races, classes or monsters. Player’s roll individually, whereas the DM rolls for each combat group (i.e.: Group of Goblins would be one and the Dragon would be another – this is at the DM’s discretion).

Combat goes from the highest roll to the lowest.

Initiative is rolled for each round of combat.


Casting Spells

The spell caster must roll d20 plus their casting modifier (WIS/INT + Focus) vs a DC 10 + spell cost/level. If the roll does not meet or exceed the required number, then the mana is used, and the spell fails.

For example a 3rd level wizard with +3 INT casting a 2nd level spell roll d20+5 vs DC12

If a spell caster is injured BEFORE their turn in initiative, then their spell is interrupted (not cast) and mana is deducted from their mana pool. See Spell Casting for additional rules.

Melee Attack

To attack, a player rolls d20, adds any bonuses they get from either their Strength and weapon. Compare that roll to the Armor Class of the target of your attack. A tie or greater than an Armor Class is a hit.

bullseyeA roll of a Natural 20 (AKA Critical Hit) will result in double damage or optional critical hit effects. A roll of a Natural 1 (AKA Critical Fail) can have fun effects too.

Ranged Attacks

To attack, a player rolls d20, adds any bonuses they get from either their Dexterity and any bonuses for their ranged weapon. Compare that roll to the Armor Class of the target of your attack. A tie or greater than an Armor Class is a hit.

The two numbers listed as range for a weapon represent:

  1. The max distance used without penalty
  2. The max distance possible.

Penalties are -2 for each additional short distance.

For Example: A cross bow has a range of 80/320.

  • From 0-80 feet there is no attack penalty.
  • From 80-160 attack rolls are at -2
  • From 160-240 attack rolls are at -4
  • From 240-320 attack rolls are at -6
  • 320+ no attack is possible

Throwing other items, like rocks, flasks or furniture, go about 20 feet plus your strength bonus (in feet), minus 1 foot per pound and do 1 damage per pound

Resolving Damage

Each weapon has a damage listed. Roll the dice listed, and if you have any bonuses to damage, like Strength or a Magical Sword, etc. then add that to the total number. If you roll a Natural 20, roll for damage once, add all bonuses, then double the final result. Note: Ranged weapons do no benefit from strength or dexterity bonuses.

Killing Monsters and Character Death

If a monster falls to zero or less hit points the monster is defeated and the players are rewarded experience.

If a character falls to zero or less hit points the death check is triggered.

Check Morale (DC 20 vs Wisdom / Morale)

When a creature or player drops below 50% of their hit points they must make a morale check (DC 20 vs d20 + morale or wisdom bonus) or become broken.  If the last attack was with a natural 20, then the check is made with Disadvantage. 

Broken combatants have two options:

1. Flee the combat.  Move away from combat at double normal movement speed. If a player character (or monster) has a ranged weapon readied in hand, they can make one attack against the fleeing monster.

2. Surrender the combat. Literally throw down their arms and plead for their lives.

Example: A goblin is hit for 4 damage. The DM rolls d20 (5) plus the Goblin Morale (+5) Fail! The goblin takes off running at twice its normal rate. The player shoots an arrow at the fleeing goblin, killing it with ease.

Example: A brigand has been epically wounded with a critical strike. Rather than continue and die, he throws down his sword and offers important information to the party in exchange for his life.

Special Combat Moves and Actions


As a Full Actions (5 points) the character can choose to charge a target.  In doing so, they move at up-to double their current movement rate and attack with a +2 but suffer a -2 to their Armor Class in the following round for all attacks. Note: The character cannot be in currently engaged in combat (toe-to-toe), but could charge another opponent if the current combatant is defeated.


As a Standard Action (3 points), you may attempt to disarm your opponent. You and the defender make opposed Strength checks.  If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately attack with Advantage. Note: The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll.


As a Standard Action (3 points), and with two free hands, you may attempt to grapple your opponent. You and the defender make opposed Strength checks.  If you beat the defender, the defender is GRAPPLED and loses their next attack. If the defender wins, the grapple is unsuccessful. The only action a GRAPPLED monster / character can do as their next action is to try and break the grapple by making another opposed Strength checks. If the one initiating the grapple beats the opposed roll by 5 or more, then the person being grappled becomes PINNED. Pinned combatants can be easily immobilized by using rope or other restraints. 


Thieves and Halflings are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief attacks with Advantage and greatly increases the amount of damage his blow causes.

To use this ability, the character must be behind his victim and be hidden. Opponents in battle will often notice a character trying to maneuver behind them and the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.

The multiplier given in each character type, applies to the amount of damage before modifiers for Strength or weapon bonuses are added. The weapon’s standard damage is multiplied by the value given and then strength and magical weapon bonuses are added.

Backstabbing limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise advantage effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the character has to be able to reach a significant target area. To backstab a giant, the character would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn’t going to be as effective.

Special Attack Conditions

Many monsters (and spells) have Special Attacks, which are mentioned in the descriptions. A character or monster can usually avoid the effects of a Special Attack if a Saving DC is successfully made (although Energy Drain has no save). Read the following explanations carefully, and refer to this section whenever Special Attacks are used in a game.

Energy Drain: This is a dangerous attack form, with no Saving DC allowed. If a character is hit by an Energy Drain attack (by a wight, for example), the character loses one Level of Experience! (A monster would lose one Hit Die from this effect.) The Energy Drain removes all the benefits: hit points, spells, and so as soon as it occurs. The victim’s Experience Point total drops to the midpoint of the new level.

A 1st level character hit by an Energy Drain attack is killed. There is normally no way to cure an Energy Drain. The character can only regain the Level through normal adventuring and earning the Experience Points all over again.

Poison: Poison is a danger to all characters. If a character is hit by a poisonous attack (by a snake, for example) and misses the Saving DC vs Constitution, the character will usually die. Individual poisons will have differing effects. See removing poison.

For additional character or monster conditions, check out the master list here.

14 thoughts on “Combat

  1. Can lvl 1 magic users only deal damage by spells or can they do physical damage attacks with their weapons(such as bludgeoning)?


  2. Maybe it could make sense to have an parry-option (like dodging), but it would make the rules less simple, and then it should be instead of an attack.


  3. About ranged weapons I was thinking, that maybe Crossbows should take longer time to fire (only every second round).
    Furthermore (but that’s more related to equipment page) I think crossbows should have a longer range, and longbows should have a higher damage. If two balistic weapons are fired, then the one with most power fly longest and does most damage (as long as they use the same type (or similar) of arrow).


  4. I think the weapon damage system is pretty uncomfortable for thos players who were hoping to be able to play dnd with only a d20 and a d6/or a d20 and d4, etc.But since there’s no guide for this kind of stuff, i just thought i could improvise by just having a set amount of damage per weapon example:
    |short sword-(HB DC depends on the weapon:)+16 for HB(Apply roll bonuses for what kind of weapon type it this case-Strength) |Hit bonus:+1|Damage 3|……..the problem is, I have problems on what hit bonus difficulty check roll i should for each weapon.I hope this was at least somewhat understandable.Other than this stuff, just wanted to say thanks for all the other stuff u made for this rpg playing system.


  5. What are your thoughts on dual wielding? If a character has two hands, they could certainly wield two daggers, or even single-handed battle axes if they’re strong enough fighters.

    Any balanced ideas for this mechanic? Two hit rolls per turn, limited to lighter weapons if the strength of the character is below a certain threshold?


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