Combat Mechanics

Combat in Erelest is often fast paced, fluidic and ever changing. However it's core components remain the same. With the exception of diverse multiclassing, each player need only start by keeping track of what they themselves can do with their character, keep in mind what their party can do, and then determine the best way to utilize their skillset in combat.


Player's Mindset

One of the most important aspects of combat that every player should understand before entering combat is that they need the right mindset. If a player charges into combat with the wrong expectations on either what their character can do, what the enemies will do, or just how the mechanics of the game will be, the result can often lead to either their character fairing poorly against enemies or frustration at not being able to go through with a cool plan they had in their heads.


Video Game vs. Roleplaying

Players may confuse a roleplaying game with that of a video game, especially if it's their first ttrpg. Thus it is vital for such players to understand that this is not like them at all. Where video games have limitations, are predictable, and designed to allow for straightforward tactics most of the time, ttrpgs are organic, fluid and flexible. Any foe that possesses a fair degree of intelligence can easily come up with tactics of their own, and will certainly not stand still waiting for you to finish charging forward with your spear. Instead they would either retreat to a more defensive position whilst you charge, or aim their shield and weapon towards you preparing to receive your charge in kind. Likewise if the enemy is loading a crossbow or drawing a bow, they could swerve to hide behind cover they were beside just before the attack launches.

Even if a video game could account for most of these things, they cannot be programmed to prepare for EVERYTHING. That is where the theater of the mind truly shines. Here is an example: In Baldur's Gate 3, the game accounts for a massive amount of applications of weapons and spells. However the rope is unusable. Meanwhile in a ttrpg, a rope can be applied in numerous actions in combat depending on how it's used.


The Environment


Creative Actions


Combat Flow

The flow of combat works different in Erelest than it does in most other games. Instead of relying heavily on a turn based system, combat is very fluid-based with a lot of changing happening throughout it. Which side takes the first action, who makes the next move, what about the prepared actions?


Surprise

Whenever the players, or the monsters, manage to go undetected as the other group approaches, or approach the other group undetected, they can attempt to launch a surprise attack against their foes. Examples of what would count as a surprise attack would include, but not limited to: Hiding behind cover in the shadows & attacking those who walk past, barging into a room and making an immediate attack, striking them while invisible, etc.

NOTE: The two primary conditions for Surprise are that they are unsuspecting of your presence, and that the attack happens immediately without delay. Otherwise the effects of surprise are ruined.


When surprise is in play, the players roll a d10 plus their bonus vs. surprise (dex) against the surprisers. If they roll a lower number than the surprisers, then the surprisers get 1-2 segments to act before the players can, or vice versa if the players are doing the surprising.

Upon a successful surprise attempt, in addition to gaining free segments to act, the surprisers also gain a +2 to hit enemies, and the surprised foes are unable to perform response actions or counters unless they have the Combat Skill: Reflexes.

There are skills, spells & tools which are used to increase your chances of surprising or lowering an enemy's chance of surprise. However there are also actions that can be taken as well. An example is the awareness check to notice odd presences in the room, or the thief skill 'hear noise' to detect any living creatures waiting on the other side of the door.


Initiative

This is a roll used to determine which side of a conflict makes the first move, but it can also be used to determine who makes the first move in individual battles as well. Thus if to fighters engage in a fight they can roll initiative against each other to see who's making the first hit. This assumes that they're both approaching each other at the same time with the intent to fight, that one is charging and another is receiving, or other such circumstances where either side could land the first strike. The same case can be made for spellcasters who had begun casting their spells at the same time or very nearly the same time to determine who's spell activates first.

NOTE: If the player or monster rolling initiative is outnumbered, they can very quickly receive penalties until the DM determines that they would automatically fail any initiative check (surrounded condition)

The die roll is a d10 plus any bonuses to initiative they have (dex) vs. any other group in the fight. Those who get the highest number go first. If it is a tie they either reroll, or the DM can rule it in favor of either group depending on the roleplay scenario. Thus if the players had the first strike initially, but an enemy tries to turn the tide and they both tie in initiative, then the player's fighter would still go first.

There are skills, spells and tools which are used to increase your chances of surprise and/or initiative, or lowering the enemy's surprise/initiative rolls. However there are also actions that can be taken as well. An example for surprise is the awareness check to notice odd presences in the room, or the thief's 'hear noise' skill to detect living activity behind a door. An example for initiative could be rolling obstructions or objects across the ground to make the terrain more hazardous, or attacking from behind cover.

Note that not once have we mentioned initiative indicating someone's turn in combat. This is because that while it can determine which side makes the first move, or which in an individual skirmish can make their attack first, it cannot accurately determine who will go next. This is because while you are making your actions, the enemy is making theirs as well. And whoever makes the first move, the other will be reacting in kind. If for example the players have the first move and they failed to surprise an enemy upon barging in, they could easily start launching ranged attacks while the fighters move in, but if the enemies have cover on their side they'd likely only get one unhindered shot before the enemies gained additional defenses and that tactic is no longer the most viable.

Furthermore enemies who are holding an action can perform it at any point they desire in combat, irregardless of who's 'turn' it is. Examples of this are a crossbowman with a loaded and aimed bolt as they just need to pull the trigger. Or an assassin who is waiting in the shadows for their target to become exposed enough where they can leap from the darkness to take the killing shot.


Time & Pacing

Combat time is tracked in segments and rounds. Turns will very rarely if ever be encountered in combat except for instances such as mass scale battles (like two armies fighting against each other).

A segment is the equivalent of 6 seconds. There are 10 Segments in 1 Round. As such each round is 1 minute, and often times combat can be over before the round is over depending on the circumstances. Depending on how the dungeon master and players decide to play combat out, they can decide what everyone is doing each segment before proceeding to the next, or they can simply progress through the segments with everyone making decision on what they're doing as they go. One is easier to track but takes much longer, while the other one is harder to keep track of but retains fluidity and moves combat along.

A turn consists of 10 Rounds, which of course is why we say that it's rarely ever going to be encountered save for mass scale conflict. In such cases, turns tend to take the place of rounds, with rounds taking the place of segments.


Actions

There are four types of actions a player can take whenever they are in combat.

Instant: Any sort of action that only takes 1 to 2 seconds to complete. If only 1 instant is used in a segment, the player can also use a single standard action in that same segment. Otherwise they can take 3 instant actions in a segment. The following below is the example list of instant actions, though they are not limited to this list.

  • Standing Vertical or Horizontal Jump
  • Parry, Fighter's Parry, Advanced Parry
  • Shield Block or Shield Bash
  • Reckless/Rushed Attack, Reckless/Rushed Throw (dexterity or skill bonuses added, potential penalties based on situation)
  • Unaimed Crossbow/Bow/Firearm Shot (no dexterity or skill bonuses added, potential penalties based on situation)
  • Signal Other Combatants/Allies (quick hand signals, whistles, etc.)
  • Activate Runes of Power (only 3 runes per instant)
  • Cast Cantrip or Invocation Spells
  • Consume Liquids from Tiny Bottles (typically the size of a small or large shot glass)
  • Activate an Innate Power or Psionic Attack/Defense

Standard: Any sort of action that takes 1 full segment to complete. This is the most common type of action for players to take in a round.

  • Walk, Sneak or Crawl
  • Run, or a Running Vertical or Horizontal Jump
  • Dash / Sprint
  • Melee Attack with Body or Weapon
  • Ranged Attack with Throwing Weapons
  • Aimed Crossbow/Bow/Firearm Shot
  • Perform Technique Attack
  • Grappling with your Body (grabbing with hands, pinning between arm, etc.)
  • Convey a Quick Message to Others (6 seconds worth of words)
  • Activate Scroll/Wand/Rod/Staff (gathering energy & speaking incantation)
  • Cast a 1 Segment Casting Time Spell
  • Observe & Analyze Surroundings & Observe Enemies
  • Consume Liquids from Small Bottles (small fist sized flasks)
  • Activate Innate Power or Psionic Disciplines

Task: Any sort of action that takes 2 full segments or more to complete. Another way to describe these actions are ongoing tasks, or lengthy actions.

  • Properly Converse with Others (full blown conversations)
  • Shake off Stun or Concussion (requires constitution save)
  • Cast a 2+ Segment Casting Time Spell
  • Carefully Study & Analyze Enemy (typically tied to the combat skill)
  • Thoroughly Investigate an Area or Object (investigation check)
  • Consume Liquids from Large Bottles (full bottle)
  • Activate Innate Power

Held: Any sort of Instant or Standard action that the player wishes to prepare/charge up, and be ready to perform said action at any given instance before an enemy can react.

  • Drawing & Holding Aim with a Bow (Can be held for 3 segments before they must roll a prowess check to keep it drawn per segment)
  • Prepare to Leap Forward for a Charge
  • Prepare to Ambush an Unsuspecting Foe
  • Stand to Receive a Charge


Stress Checks

Whenever a player performs heavy feats of athletics (sprinting, jumping, climbing), prowess (wrestling with enemy, pushing/pulling heavy creatures/objects, bracing heavy impacts), carrying a heavy+ load in combat, or engaged in combat for an excessive period of time, they must roll a stress check or become fatigued.

When a player performs 3 feats of heavy activity (the above mentioned) in a single round, they must roll a stress check. They also must roll a stress check after having fought for a number of rounds equaling half the character's maximum collective rank in martial classes (i.e. knight, paladin, ranger, thief, assassin, monk).

If a player is fatigued then the amount of feats required before another stress check is needed is dropped to 2, the number of rounds of combat before the check is cut in half, and they gain a cumulative -1 for every stress check they have to make from that point on until they can rest.

Movement

In order to attack or evade an enemy you're going to need to move around the battlefield. If you act like a sitting duck you're going to be attacked and taken out rapidly. Thankfully there are multiple means of moving around the battlefield.


Land Movement

Sneak: 25% the total movement rate of your character. This is the slowest possible movement and is meant to move quietly around the battlefield. Ideal if the character is concealed and undetected/unnoticed. A death sentence if one or more enemy is fully aware of their presence and position already.

Walk: 50% the total movement rate of your character. This is the second slowest movement and is not recommended in combat. The most likely scenario one would be walking is if they're under a mind affecting power or they are exhausted.

Run: The normal movement rate of your character. Unless stated otherwise this is what is assumed the character is actively doing anytime they are declaring where they are moving towards/from.

Disengaging: If the player's condition is flanked or threatened and they try to break away from the fight, then they risk attacks. Anyone around or near the disengaging character can land a standard attack, and the character disengaging cannot parry, block, nor use their dexterity bonus to AR.

Charge: 150% the normal movement rate of your character where they charge forwards at the enemy to build up momentum while brandishing their weapons. Such an action increases their bonus to hit enemies by +2. This bonus is doubled if they are mounted in a charge. They must roll an endurance check after the third or fourth segment of charging. A success indicates they can continue charging another two segments before they roll again. Failure means they must return to normal speed.

Sprint: 200% the normal movement rate of your character where they focus solely on running as fast as they possibly can. Due to the intensity of this run they must roll an endurance or running check after the second segment of sprinting. A success indicates they can continue sprinting another segment before rolling again. Failure means they cannot sprint again and are fatigued.

Ride: Instead of moving on foot, the player uses the mount's movement speed.


Terrain Penalties

Flat Terrain: Any surface which has been cleared and flattened, or constructed with some sort of flat floor.

  • No penalties from this terrain.

Unpaved Terrain: Any surface which has not been cleared and flatten (such as bumpy dirt, gravel, muddy), or floors with slightly lifted boards, small/tiny stones across the floor, etc.

  • No penalty to -10% movement speed on foot.
  • No penalty to rider's movement speed.

Rough Terrain: Any surface such as rocky ground, dense roots, uneven ground, ultra soft soil, shallow gullies, etc.

  • -25% movement speed on foot.
  • -20% movement speed on horseback.
  • -2 penalty to tripping/slipping checks.
  • Encumbrance Stage increases by 1 Stage.

Harsh Terrain: Any surface with steep scree, deep mud, ice, deep snow, boggy soil, jagged rocks, extremely loose gravel, etc.

  • -50% movement speed on foot.
  • -35% movement speed on horseback.
  • -6 penalty to tripping/slipping checks.
  • Encumbrance Stage increases by 2 Stages.

Aerial Movement


Underwater Movement


Defense & Protection

Just as much as important attacking and offensive force is, finding a defensive position and applying methods of protecting yourself is just as vital to one's survival. You can't land an attack if you're dead or dying. There are multiple means of protecting yourself which are shown below.


Armors & Shields

Armor is one of the most basic and useful methods of protecting themselves as regardless of where they are, what angle they're attacked, armor generally always protects them from attacks against them. The statistics of armor are seen below:

Armor Type - There are several categories of armors: Cloth, Leather, Mail, Banded, Splint, Scales and Plate. Weapons striking against these armor types have varying levels of success, with some attack forms penetrating the armor more effectively than others. Note that some armors can absorb damage from incoming attacks, so be sure to check out the list of armors.

Base Armor Rating- This will be the lowest their armor rating will be before any other modifiers. If the armor becomes damaged this number will be reduced by half, and if very damaged it will be reduced to a mere 1 or 0.

Weight Distribution - This determines how well the armor's weight is properly distributed across the wearer's body. Armor with no distribution means they're feeling the full weight of the armor, translated into encumberment, while wearing it. Armor with fair distribution reduces the encumberment of the armor by 50% while worn. Armor with full distribution reduces the encumberment by 90% while worn.

Cumbersome - Some armors can be more cumbersome to wear and use, reducing the character's agility and acrobatic capabilities, and even their movement speed. Obviously these armors are not often desired, however the tradeoff is often a higher armor rating as well as a cheaper cost.


In regards to shields they range in sizes mostly. Small shields (such as bucklers or slightly larger than these) qualify as +1 to their AR. Medium shields have +2 to their AR. Large Shields provide +3 to AR but also halve or negate dexterity's surprise and initiative bonus and halve bonuses to observation. If the character is small enough where small shields are essentially medium shields, and medium shields are large shields, treat their bonus as such.


Cover & Concealment

In addition to, or in the absence of armor, one can choose to hide behind physical cover to try and protect themselves from attacks, or otherwise find a way to conceal their presence from the senses of their enemies. Hiding behind cover is a go to for ranged combatants as they have a large heavy shield for when they are reloading or are under fire, and various melee fighters often use cover to duck away from projectiles when making their way across the battlefield. Concealment not only makes it easier to move undetected, but can make it a bit harder for the enemy to land a precise hit in. Depending on how successful they are will determine how much of a bonus to their AR they get.

  • Partial Cover: When 50% of your character's body is behind some form of solid, physical object they get a bonus +2 AR.
  • Greater Cover: When 75% of your character's body is behind some form of solid, physical object they get a bonus +6 AR.
  • Full Cover: When 100% of your character's body is behind some form of solid, physical object they get a bonus +12 AR.
  • Partial Concealment: When the character is heavily blurred or partially obscured, they get a bonus +1 AR.
  • Greater Concealment: When the character is mostly hidden and difficult to perceive, they get a bonus +4 AR.
  • Full Concealment: When the character is completely imperceivable to the naked eye, they get a bonus +8 AR.
Examples of cover include large heavy tables, stacked crates/barrels, pillars, boulders, other creatures, walls, etc.
Examples of concealment include mists and fogs, smoke, darkness, cloaks, foliage, invisibility, etc.


Dodging, Parrying & Blocking

After all base and environmental defenses are calculated there are still actions that can be taken to continue increasing one's AR for assured protection. The first of these methods, dodging, is already calculated by one's dexterity bonus to AR, which is added to the player's Base AR. Note however that they cannot dodge what they can't see, thus this bonus only applies to front and flank attacks, not attacks from the rear.

Parrying is something that anyone can perform, which helps to reduce the effectiveness of an enemy's incoming attack. That said there are some who can perform parry's more effectively than others. Thus there are three stages to parry: Normal Parry, Fighter's Parry, and Advanced Parry.

NOTE: If your enemy is attacking with a weapon, it is not possible to parry with one's bare hands. The defender MUST have a viable weapon, shield, armored hand, or else a miscellaneous object that will duplicate the effect of any of these methods.

Normal Parry: You reduce the bonuses of the enemy's attack by 50%. Thus if they had +2 to hit enemies, you reduce it to +1. Anyone can perform a normal parry.

Fighter's Parry: You reduce the bonuses of the enemy's attack by 75% rounded down. Thus +3 would be reduced to +1, as would +4, while a +5 would become a +2 instead. Furthermore if the enemy fails to land a hit against you, you can attempt a counterattack that doesn't count against your number of attacks per round.

Advanced parry: You reduce the bonuses of the enemy's attack by 100%. Furthermore you also reduce their roll to hit you by 50% your bonuses to hit with your weapon. Thus if you had a +4 to hit with a longsword due to your strength and class bonuses, you would reduce their chance to hit you by -2. If the enemy fails to land a hit against you, you can attempt a counterattack that doesn't count against your number of attacks per round.


By far the best means of protection, should one possess a shield they can greatly increase their chances of stopping an incoming attack. When the user blocks with a shield, they effectively multiply the shield's AR bonus by x2 normally, or by x3 if they have the bracing combat skill, as well as reduce the enemy's bonuses to hit by 50% upon impact. As such a small shield's AR goes from 1 to 2 (or 3). A medium shield's AR goes from 2 to 4 (or 6). A large shield's AR goes from 3 to 6 (or 9).

The player cannot block and parry at the same time, but if they possess the fighter's parry or advanced parry skill then any failed attack against their shield will also allow them to perform a counterattack, and the shield's passive bonus to AR will always apply during a parry anyways.


Attacks, Skills & Damages

With a strong means to protect yourself one can move onwards to the offensive. Especially if your foes likewise have similar means of protection as you do. Where there are defenses, so too are there attack methods designed to break through or skirt around those defenses.


Attacks

There are many means with which to attack an enemy. Some methods of attack will count towards the player's number of available attacks per round, and some will not. However the point of this list is to show that there are many ways one can attack an enemy.

  • Swing Weapon: A standard attack in which the player character swings the weapon to deal bludgeoning, hacking or slashing damage. This counts towards your number of attacks per round.
  • Thrust Weapon: A standard attack in which the player character thrusts the weapon forwards to deal piercing or bludgeoning damage. This counts towards your number of attacks per round.
  • Throw Weapon: A standard attack in which the player character throws a throwable weapon at their enemy to deal bludgeoning, hacking or piercing damage. This counts towards your number of attacks per round.
  • Launch Missile: A standard attack in which the player character launches a projectile at their enemy to deal piercing or bludgeoning damage. This counts towards your number of attacks per round.
  • Attack Limb: A more difficult yet rewarding form of attack where the player declares a specific limb they wish to target (cannot target the head). When rolling to hit their enemy has a +1 to their AR, double the Dex Bonus to AR, and the player will have a -6 to hit the limb if the enemy wields a weapon on that side of their body, or a shield on the opposite side of their body. Note that it's impossible to target an enemy's limb if they wield a medium or large shield on that side.
  • Grapple Enemy: A loose attack with the player character's weapon, hands or feet in an endeavor to seize and grapple either their enemy or their enemy's weapon to either hold down, prevent a parry, or to push out of the way, allowing for a free attack if they aren't dual wielding or possess a shield. This doesn't count towards your number of attacks per round.
  • Receive Charge: A loose counterattack when facing against a charging foe. The player character 'holds an action' to attack when the charger is in range, landing an attack first if their weapon is longer than the chargers, or else landing an attack if they're still alive/uncrippled after being hit if their weapon isn't larger. This doesn't count towards your number of attacks per round.
  • Improvised Attack: A haphazard strike against your enemy with either the non-lethal part of a weapon, with no strength bonuses, or utilizing an object that isn't a weapon as a means of landing an attack real quick. This doesn't count towards your number of attacks per round, but there will almost always be penalties based on the situation.
  • Indirect Attack: An attack on an enemy using indirect means such as cutting the rope on stacked barrels so they roll on the enemy, letting go of a rope holding a large stone over them, breaking a support beam, etc. This doesn't count towards your number of attacks per round.
You can make your standard attacks far more deadly by describing exactly how you choose to attack. Example: Instead of simply stating "I attack the guy with the shield two times", one could state "I wind my hammer up and swing at the guy's shield at an angle to knock it to the side with prowess, then using momentum make my second attack at his now open side" which would involve a quick prowess check that, if successful, would negate the target's shield bonus entirely and possibly even throw them off balance, making it even easier to land a hit.


Techniques

These are very specific methods of attacks that are linked to specific weapons. Not every technique will be on every weapon as each is designed to accomplish a specific goal or goals.

  • Cleave: This technique allows the player character to make a large sweeping attack with the weapon which can strike multiple enemies around them at the same time per attack as opposed to just one or two.
  • Disarm: This technique allows the player character the ability to attempt disarming an enemy of their weapon. Depending on how they attempt to do so it can be a prowess or dexterity check.
  • Dismount: This technique allows the player character to knock an enemy off of their mount upon a successful attack, or at least force the enemy to roll a riding check to stay mounted on a failed attack.
  • Hook: This technique allows the player character to hook and grapple enemies with their weapon far more easily, even granting bonuses to hooking an enemy depending on the weapon. Note: the combatant can use a prowess check after hooking to pull, push, knock-off balance, etc. their hooked target.
  • Receive: This technique makes receiving more viable as it doubles the weapon's damage against charging enemies, and allows you to roll favor on damage as well. Furthermore you also get a +2 to initiative for receiving charges.
  • Sunder: This technique allows you to make a sundering strike against a shield, armor or vulnerable section of a weapon, forcing it to make a saving throw if the attack hits. If the save fails, the item becomes damaged, or broken if already damaged. The combatant's prowess bonus can be added as a penalty to the sundered object's saving throw.
  • Sweep: This technique allows you to attack the enemy in a manner that will either knock them off balance for a segment or two, or knock them off their feet entirely if they fail a dexterity check.

Combat Skills

These skills are attainable from classes that are trained or semi-trained for conflict, and even then some classes have more available to them than other classes.

  • Adrenaline Rush - When the player reaches 0 hp or lower, they must roll system shock. Success means they can keep fighting until the fight has ended or they reach -10 hp. This does not stop bleeding, and once combat ends they fall unconscious for 3 turns per hp below 0.
  • Advanced Parry/Fighter's Parry: Fighter's Parry becomes Advanced Parry with proficient, specialized or mastered weapons. or: Normal Parry becomes Fighter's Parry with proficient weapons.
  • Ambush - The players gain a +1 to hit from behind, flank, and to surprise per purchase. Cost doubles with each installment.
  • Battle Focus - Players gain +1 vs. fear and to concentration for martial combat saves. Cost doubles with each installment.
  • Beat - Reduce an enemy's parry by half it's penalty to you, plus an additional -1 to it's penalty on you for every additional cb invested.
  • Bracing - When blocking multiply the shield's bonus AR by x3 instead of x2. Additionally the shield also absorbs 1 base point of damage, as well as reducing the enemy's hit bonus by your prowess modifier (even into the negatives).
  • Brawling - Instead of dealing 1-2 damage, you deal 1d4 damage, and can punch enemies without taking up an attack per round.
  • Coordination - When fighting alongside 3+ other trained combatants with this skill you gain an additional +1 to hit and AR per investment.
  • Dual Wielding - The player can dual wield two non-heavy/unbalanced weapons with half the dual wielding penalties, and ignore half the penalties from an enemy's parry or ignore it by sacrificing 1 of their 2 attacks. The player can perform a standard attack plus a parry/technique in the same instant/segment, can perform advanced parry and apply double the penalties against attackers. Will not work with top-heavy weapons and requires one to be shorter than the other.
  • Feint - The player can roll to hit vs. an enemy's intelligence roll instead of the enemy's armor rating. Every attempted feint in a battle gives an additional bonus to the defender's intelligence roll multiplicatively (+1, +2, +4, +8, etc.).
  • Footwork - So long as there's room to move, the player's dexterity bonus to AR increases by 50%, or is increased by +1. They do not lose their AR bonuses when disengaging, and they can apply their dexterity bonus to AR while outmaneuvering and parkouring.
  • Guardian - You can apply your parry & block to attacks against allies who are within 1" if you are not flanked. If you're within 5' of them you can add your parry & block bonuses to their own.
  • Homing - The player can increase their chances of landing a critical hit when using a standard attack, changing the chance from a natural 20 to a natural 19-20. Cost doubles with every increment.
  • Overwhelm - When attacking an enemy who is blocking or parrying, you can reduce their penalty to your hit, and any bonus AR by -1 per prowess bonus your character has.
  • Quickdraw - The player can draw unconventionally stored weapons, or switch sheathed weapons as an instant action, and still be able to make a standard attack in that same segment..
  • Quickstrike - The player can make instant attacks with only half the penalties to reckless attacks with weapons, and instant attacks only count as half a full attack towards their attacks per round.
  • Reflexes - The player gains a +1 to their initiative and vs. surprise, and reduce the grade of difficulty for dex checks in combat. Can gain another +1 to initiative for every additional increment, but the cost also doubles with each increment.
  • Sunderer - The player applies their damage bonuses as a penalty on the shield's saving throw when sundering. Half that penalty can be applied to sundered damaged or breakable weapons or armors.
  • Tactician - The player can roll an investigation roll when analyzing enemies to learn facts about the monster, get clues on it's skills, stats and abilities and the like. When the player communicates this information to others or gives instructions/commands to others on how to fight the enemy, they can grant them varying degrees of bonuses to their actions or even favor.


Reach Mechanics

One of the greater effectiveness in combat is when your weapon has greater reach than your opponent. For every 2' longer your weapon is than your opponents, and for every 4' taller you are than your opponent, you increase your bonus to personal initiative by +1, and your bonus to hit by +1 every other 2' / 4' difference.

Damage Types

Not every form of damage is the same, with some being more dangerous than others. Some enemies and/or defenses can have a greater resistance against certain damage types, or even be more vulnerable to them too. There are four categories of damage, those being physical, elemental, magical and spiritual.

  • Physical Damage
  • Bludgeoning: Swinging strikes from blunt weapons like hammers.
  • Piercing: Thrusting strikes from pointed weapons like spears.
  • Hacking: Swinging strikes from small-zoned bladed weapons like axes.
  • Slashing: Swinging strikes from large-zoned bladed weapons like swords.
  • Sonic: Intense volatile impacts from intense sounds.
  • Elemental Damage
  • Acid: Physical contact with acidic and corrosive substances.
  • Fire: Physical contact with extremely hot materials, intense flames, or fiery combustions.
  • Ice: Physical contact with extremely cold materials or the body temperature dropped immensely.
  • Lightning: Physical contact with electrical currents or discharges.
  • Poison: Having ingested poison or having been injected by venom which harms the body. There are some exceptions such as radiation damage.
  • Magical Damage
  • Psionic: Invading psionic signals aimed at stressing and harming the brain.
  • Raw Energies: Contact with the volatile positive and negative planar energies.
  • Chaotic Energies: Contact with the wild and chaotic positive and negative planar energies.
  • Refined Spell Energies: Contact with harmful spell energies.
  • Spiritual Damage
  • Ethereal: An attack dealt by an ethereal creature onto the ethereal form of another.
  • Astral: An attack dealt by an astral creature onto the astral form of another.
  • Radiant: Contact with the blinding energies of the True Good Beings.
  • Celestial: Contact with the surging energies of the True Neutral Beings.
  • Abyssal: Contact with the dark energies of the True Evil Beings.
Each weapon has a certain level of effectiveness or ineffectiveness when used against specific armor types, so even not as popular weapons can be useful in combat if faced against the right armor type. Furthermore there are ways to gain resistances to certain damages, meaning having multiple damage types is always an ideal way to go.


Critical Hits & Fails

A critical hit is when the player rolls a natural 20 (or 19, 18, etc. depending on combat skills) and hits the enemy (i.e. if the total to hit isn't high enough, the critical hit won't work). When a player lands a critical hit, they roll an extra die of damage and roll with favor for all dice (i.e. if you roll 1d6 for damage, you would roll 2d6 with favor), and as long as you deal half or above in damage you apply bleeding or cripple to your target. Furthermore, if the player already has favor on their damage rolls, then the lowest die rolled is converted to maximum damage (i.e. if the player mastered the dagger and rolls a critical hit, they roll 3d4. They get a '1', a '3', and a '4'. The crit would turn the '1' into a '4', with a total of 11 dmg + bonuses).

A critical miss is when the player rolls a natural 1 and fails to achieve their desired goal. However typically this isn't where it ends. Upon a critical miss, the player or DM rolls a percentile to determine how severe the critical miss is. If the roll is a 1-15, then the player will 'fail forward'. This means that they haven't achieved their goal outright, but have made some level of progress (for example, a sundering attack doesn't damage the shield, but reduces it's saving throw by -1 for the rest of the fight, or if trying to hit the enemy the player gains a bonus to hit the next attack as they get used to their enemy's defenses and tactics, etc.). If it's a 16-80, it's a straight miss and nothing happens. If it's an 81-00 it's a devastating fail in which something bad occurs. More often than not it is either bad timing, misfortune, or simply the enemy getting the upper hand as opposed to the roller's own mistakes/choices.


Traits & Restrictions

Weapons can vary vastly based on which type of weapon they are, what that weapon's intended use was, how primitive or advanced it is, it's simplicity to complexity, and so forth. This category covers the varying traits that a weapon can possess, as well as what kind of restrictions and limitations they might have.


Weapon Traits

These are the traits and aspects of the weapon, reflecting what it's intended use is and what it is capable of, and what it isn't.

  • Crushing: The weapon combines the concentrated weight with the momentum from the swing to land a heavy impact which can crush and break the bones of a victim, crippling them on a critical hit or maxed damage.
  • Cumbersome: The weapon is either extremely heavy, very long, poorly distributed weight, etc. to be used in instant attacks or dual wielding, and can't be used as a one-handed weapon without penalties. Applies a -1 to -2 penalty to personal initiative.
  • Deflecting: The weapon is specially shaped and designed to make parrying and deflecting blows more easily, instilling a penalty onto an enemy's attack when parrying.
  • Lacerating: The size and/or design of the blade's edge is designed to, upon landing a solid blow against the enemy, leave large lacerations and wounds, leaving them bleeding on a critical hit or maxed damage.
  • Lightweight: The weapon is lightweight enough, or is at least distributing the weight far more evenly, to not only be capable of using in dual wielding, but to do so with half the penalties. Furthermore it has half the penalties from instant attacks.
  • Momentum: The weapon is long enough, light enough and balanced enough to swing around (typically an encircling cleave attack) after successfully parrying an attack (doesn't take up the attacks per round) or being parried itself, and halves the penalties received after the first hit of a cleave attack.
  • Receiver: Your weapon deals double damage whenever it receives a running attack/runner, or x3 if receiving a charging attack/charger.
  • Short: The weapon is short enough to have half the penalties gained from dual wielding (or none with the dual wielding combat skill), while also applying a -2 to initiative when facing against an enemy with a weapon 1 foot or longer in length.
  • Sweeping: The weapon is long enough to make large sweeping motions that keep enemies at bay and let you strike all around you, instilling a -1 to -2 initiative penalty on your foes and halving the effects of being flanked.


Conditions Restrictions

These are conditions and restrictions in combat, both to weapons and in general. If the conditions are not met, the weapon is either unusable to the character or there are penalties that are applied to the character.

  • 1-Handed: The weapon is meant to be wielded by one hand, however if the handle is long enough and the player character wields it with two hands they increase their bonuses to hit by 50%.
  • 2-Handed: The weapon is meant to be wielded by two hands, and if it is wielded with only one hand then the player character will have half their bonuses to hit and damage (or -4 to hit if they have 0 to +3), and -1 to personal initiative. If they wield the weapon as intended, add +1 to damage for every die rolled.
  • Ability Limits: All weapons have a minimum strength and dexterity ability score requirement to use properly. If the player character's ability score is under this minimum, they will not be able to use any bonuses for that weapon and receive a penalty to hit for every point under the minimum. If lower than this range they cannot use the weapon at all.
  • Dual Wielding: Characters choosing to dual wield will have an automatic -3 to hit with their main hand weapon, and a -6 to hit with their off hand weapon, plus an additional -3 if they aren't proficient with the weapon.
  • Maximum Size to Wield: Some weapons that are normal sized to humans might be too big for smaller races unless they are strong enough to control it. The maximum size weapon any character is capable of properly wielding is equal to the character height + 2' +1/2' per point of strength over 16.
  • Concentration: In combat all player characters have three slots of concentration. Different actions and activities take up different levels of concentration. There's minor concentration (1 slot), moderate concentration (2 slots) and major concentration (3 slots). by default, engaging with an enemy is minor concentration. Fighting 2 to 3 enemies simultaneously is moderate concentration. Fighting 4+ enemies is major concentration. If hit while at moderate concentration, they must roll a concentration save or else be vulnerable to another attack from all enemies (without taking up an attack per round).
Most people would think that concentration isn't something martial fighters would need to worry about, but if a fighter is at moderate concentration and they are hit by an enemy, they must succeed a concentration save or are vulnerable for one segment. This allows all enemies around them to get a free attack against you, bypassing dexterity AR bonus and shield bonus, without using up an attack per round.


Conditions

There are a vast amount of things that can occur to a player at any given kind. This is a list of each of those conditions:

  • Bleeding: This condition indicates that they are bleeding out, receiving 1 point of damage per round when relaxed, 1 point every 2 segments if engaged in stressful activity (such as fighting, running, etc.).
  • Blinded: This condition indicates that they cannot see anything, resulting in a -10 to hit enemies if fully blind, -6 to hit if partially blind, and -2 to hit if if merely irritated.
  • Burned: This condition indicates that they have a lingering burn on their body, resulting in a -1 to attacks and dex checks from the pain. This number is doubled for 2nd degree burns, and doubled again if 3rd degree burns. Fire damage also deals an additional 1 point of damage per die against burned individuals.
  • Charmed: This condition indicates that they have become magically enthralled or controlled. This can range from merely perceiving the caster as a friendly individual, to being forced to perceive the world differently.
  • Confused: This condition indicates that they are unable to think properly, their mind becomes clouded and they are unable to use more than one concentration slot. They have -4 to both intelligence and wisdom rolls, as well as -6 when rolling to recall or discern information, direction and in some cases they even gain burden on those rolls.
  • Crippled: This condition indicates that they have at least one or more limb which is either broken or near broken, resulting in that limb being unusable and having a -1 to all physical rolls per crippled limb. If half the legs are crippled, only walking or crawling speed is achievable.
  • Cursed: This condition indicates that they have some form of malevolent power bringing ill will and harm to their life. Whether lesser or greater curse, the effects of it vary depending on what kind of curse was placed upon them.
  • Dominated: This condition indicates that their mind is completely and totally under the control of another being for a period of time.
  • Dead: This condition indicates that the character is deceased. It is possible to resurrect the character through a clerical spell, the wish spell, or in some instances by forming a pact with a specially powerful warlock patron.
  • Enhanced: This condition indicates that one or more of the character's ability scores have been temporarily enhanced, typically by spell powers but also potentially by other forces.
  • Exhausted: This condition indicates the character is so physically hurt, tired, weary, sleep deprived or all of the above that they are incapable of performing a single physically or mentally strenuous activity until they rest a period of time.
  • Fatigued: This condition indicates the character is physically tired, weary or sleep deprived, resulting in a -4 to all physical rolls and -2 to all mental rolls.
  • Fearful: This condition indicates the character is overwhelmed with fear (whether natural or magical), causing them to become either frozen with fear, flee in terror, or (depending on the situation) lock in and gain a temporary buff to hit, running checks, etc. (typically at the cost of fatigue after they're safe).
  • Flanked: This condition indicates that they are facing 3 or more enemies, changing combat concentration to either moderate or major. Furthermore, while enemies facing your front gain a +1 to hit you for every other combatant on your front side, every enemy at your flank and rear multiply their bonus to flank/rear for every enemy attacking you after the 2nd.
  • Freezing: This condition indicates that they are enduring extremely cold temperatures which reduce movement, bonuses to hit, and dexterity rolls, plus damage per round at higher degrees of freezing.
  • Grappled: This condition indicates that they are currently grappled and held by an enemy, either vying for control over your own weapon or immobilized. They can attempt to get out of it with a prowess or dexterity check against the grappler.
  • Hastened: This condition indicates that they are magically enhanced with greater speed, resulting in increased movement speed, more attacks per round, faster actions (i.e. standard are instant), though often at the cost of fatigue when it wears off.
  • Invisibility: This condition indicates that you are invisible to the naked eye, granting you a +4 to surprise foes, +2 to hit enemies, and applying a -6 penalty for enemies to hit you.
  • Paralyzed: This condition indicates that you are immobilized via some form of toxin, severed nerve or magical power. Any nerves from that point and outward do not operate (thus if at waist legs can't be used. If at chest abdomen and below can't be used, etc.).
  • Poisoned: This condition indicates that you are poisoned by either ingested poison or injected venom. The most common effect of this is damage over a period of time, though other effects like hallucinations can occur as well.
  • Possessed: This condition indicates that you have been possessed, either by the ethereal/astral form of another mortal, an undead spirit, or some form of fiend. It takes a willpower check to try and resist it, though this can only occur at the start of the possessing being manifesting.
  • Slowed: This condition indicates that you have been slowed, either through magic or by mundane means (such as restrained, weighted, etc.), resulting in reduced movement speed, halved number of attacks, slower actions (i.e. instants are standard, standards are tasks, etc.).
  • Soaked: This condition indicates that you are completely drenched and soaked in water, oil or other such liquids. This reduces movement speed by 25% (rounded down), applies a penalty or even burden to agility actions/movements, and sometimes makes you more vulnerable to lightning damage, and resistant to fire damage.
  • Strained: This condition indicates that you are mentally strained, either by a headache, concussion, mental assault, or other such thing. Each level of strain fills a concentration slot, reducing how many the player character has access to.
  • Stunned: This condition indicates that you are stunned (similar to the effects of surprise) either by some action, the effects of a substance or spell, resulting in a -4 to initiative and preventing the use of response actions (i.e. parry, block, receiving charge, etc.).
  • Unconscious: This condition indicates that you are not dead but are unconscious and unable to do anything for a period of time.


Special Power Systems

It wouldn't exactly be a fantasy world/game if there wasn't some fantasy elements in this world. As such there are various powers and abilities that can be used throughout the world.


Turn Undead

This is a power exclusive to the cleric and paladin class, with the slight exception being a warlock who takes on an ascended patron, unlocking this power in the version of a spell. The purpose of this power is to drive the forces of the undead (and even fiends) back from the user. At higher ranks the character can banish the dark energies from the corpse, causing it to no longer be animated and slowly turn to ashes. You can also attempt to exorcise spirits or fiends from people at higher ranks.

Spellcasting

A staple in fantasy worlds, spellcasters are of course able to cast magical spells on themselves, onto allies, at enemies, the environment, etc. Spellcasters are often the target in conflicts due to being so powerful and capable of turning the tide in battle on a dime, and since spellcasters typically have less martial defenses and health than the other classes, this can be a dangerous problem. This issue becomes greater when taking into account that there is typically a casting time when casting a spell and while this can be shortened, even a thrown rock at a caster's face can disrupt the magic and ruin the spell, wasting a spell slot.

Remember that talk about roleplay over video game mentality earlier? This is another example of why roleplay is the ideal way to play in this game. A video game player may look at the array of spells available to them, and vie for fireball at all times, while never once considering a spell like gust of wind, thinking they should always be causing vast damage at all times. However gust of wind can throw missiles off track, blow clouds and gas away, force concentration rolls if they blow something into an enemy, increase difficulty grades for dex checks, and so forth.

Another great example of using spellcasting creatively is when facing a magic-resistant individual like a dragon. Instead of casting fireball, charm, hold monster, and other such spells which will most likely be ineffective, wasting your spell slots, the spellcaster could choose to cast enlarge on a stalactite overhead the dragon to make it fall upon them, or cause a cave in to collapse the ceiling on the dragon, and so forth.


Clerical vs. Magical

Spells are overall powerful forces, but not all spellcasting powers are equal. Specifically when it comes to clerical power versus magical power. For the constructed magic of science will always be dwarfed by the authority of the gods themselves. This is shown when casting dispel magic and counterspells against one another. Wizard classes casting dispel or counterspell against clerical spells will automatically have a -20% to their chance of success, and all penalties from level differences are doubled. When clerical classes attempt to dispel or counterspell magical spells however, they gain a base +10% to the dispel chance. This applies to any other spells that directly affect a caster's spells/magic. The exception to these rules are the druid and warlock classes, as they are sort of the in-between of clerical and magical grades of strength, gaining no penalties or bonuses with such attempts.


Magical/Runic Enhancement

There are a vast number of spells, magical items, alchemical potions, runes of power, and blessings that can enchant combatants and casters with unique powers, effects, abilities, and so forth. The most basic yet often used version of this is the ability to increase one's ability scores beyond mortal limits (i.e. up to 25), though this can come with risks. Other examples include increasing physical speed, the power of flight, enhanced sensory, a layer of magical protection, heightened endurance, elemental resistances, and more.


Psionic Powers

While extremely useful when timing it right, psionic powers can be a double edged sword when in the middle of conflict. This is because no one can psionically attack you unless they know you are a psionic. The second it becomes clear someone's psionic, you will be attacked by said means. As such it's ill advised to use such powers carelessly and remember to time things carefully. Even if you come out unharmed from psionic conflict, the distraction would leave you vulnerable to attacks, ambush or capture, and will most likely leave you fatigued, confused, or at the very least preventing you from casting spells due to the psionic war. That said, if players can get away with it, some psionic disciplines can be useful in combat, capable of avoiding the need to use spell slots for something simple, or manipulating your position or the mind of another when trying to get a good hit in.


Innate Powers

Higher beings (i.e. non-mortals) such as fae, elementals, titans, fiends, and so forth possess innate powers that they can use at any given moment. These powers often are translated or perceived as casted spells, yet depending on their source of power dispel magic or counterspell's chances of success might be at half effectiveness or be unable in blocking or removing the powers. What makes these abilities so terrifying is that they can be used more often than spells, and the more powerful the being the shorter a 'cooldown' these powers have.

Dying in Combat


Here there is yet another firm reminder that this is a roleplaying game, not a video game. If your player for whatever reason should die in the middle of combat, it should not be bland, abrupt or the end! There are plenty of ways one can make death in combat meaningful. Ultimately it's suggested talking with your DM about what types of scenarios you would feel most comfortable using or exploring in case your character dies in the middle of combat, whether planned deaths or unexpected ones. However here are some suggestions and ideas, for both players and dungeon masters, at what could happen upon reaching -10 hp and perishing:

  • Dramatic Scene - Strictly for flavor, or to make a scene feel more emotional, intense, or personal. This is where the Dungeon master, the player, or both give deep descriptions of how the world slows down for the dying/dead character, and perhaps their allies, as they fade to darkness. Maybe describing the character's final thoughts on their allies, have a few flashbacks, and make a few dying words before fading.
  • This is best primarily for NPCs, as it's designed as a finality moment. It can be kind of awkward doing this more than once if your character is restored or resurrected and/or has to do this again. Yet it can work for players depending on the scenario and if it's how they want their character to go out.
  • One Last Act - Best discussed ahead of time, this is where the player has reached -1 or -10 hp, but the dungeon master allows them to make one, final act, before they pass on to the afterlife. This could be activating some runes, giving a command word, throwing something, casting one last spell, and so forth.
  • The reason it's best discussed ahead of time is so that the Dungeon master can describe the character's death in a way that allows them a full proper action. After all if your character dies in a fireball explosion, they're not gonna have the ability to run up and stab their attacker to take the enemy with them are they?
  • The Face of Death - Instead of describing one's last moments with the players, or possibly in addition to, or after that, the character may end up having a moment to speak with one of the three celestials of death. It would be whichever one matches their moral alignment, and this conversation could happen all at once, or the Dungeon Master can spread the conversation throughout the battle in case another player casts a restoring spell upon their fallen ally, or does so after the battle has concluded.
  • This can open a great emotional, spiritual and impactful conversation and moment. Maybe they get a glimpse of what awaits them beyond, whether good or ill. Maybe they ask the celestials a question, or seek a moment of comfort before moving on. Maybe they admit some doubts to the celestial. The possibilities are endless between the character, their alignment/personality, and the celestial spoken to.
  • A Bargain - Instead of meeting death, you meet a powerful being of the cosmos: a warlock patron. Whether they are an elemental lord, a shade, an archfae, an ascended, a titan, a fiend or the eldritch itself. On the brink of death, your character could be offered a bargain. Whether this is their soul, a favor, a task, an object, etc., they are offered another chance at life and granted powers.
  • This can be not only a great way to multiclass into a warlock class, but also a very thematic and narrative means of changing a player character's class from that of a cleric or paladin, into that of a warlock.
  • Strength from Above - The gods either have more use for you, see your strong desire to protect and save your comrades, or some other reason. The reason can be vast. However the point is: They have given you the strength and resilience to continue fighting until this fight has concluded. Until the enemy has been destroyed, driven away, or the players are able to escape to safety. Only when the fight truly is over, does the character crumble to the ground, fading to black.


Note: Not only is this list not ironclad, and players can come up with their own methods or versions to use for their characters, but you can also mix and match. Imagine performing the "One Last Act" before seeing the "Face of Death"? Or using the "Dramatic Scene" prior to "A Bargain". Or a really interesting twist: The player receives "A Bargain" which they reject, and are rewarded for their faith in their Gods by said Gods and given the "Strength from Above" to save their friends once more before passing on?