General Combat
Combat Sequence works the same way here as D&D: Roll initiative, and that decides who goes when during combat.
Attack Rolls are 1d20 plus your Attack Bonus. Also ensure you add your Feat bonuses! Natural 1 is always a miss, Natural 20 is always a possible critical hit (known as a Threat.)
Attack Bonus is different depending on whether you use a melee or ranged weapon.
Melee:
Base Attack Bonus + Strength + Size
Ranged:
Base Attack Bonus + Dexterity + Range Penalty + Size
Note on size modifier: Two creatures of the same Size will strike each other normally, regardless of what size they actually are. Creature sizes are compatible with vehicle sizes, as well. Size ranges from Fine (like the size of a horsefly) to Colossal (the size of a blue whale).
Range Penalty depends on what weapon you're using, and how far away you are from the target.
Any attack that goes over the weapon's Range is penalized; -2 on the attack roll. Thrown weapons can go as far as 5 of their range totals, while weapons that shoot projectiles can shoot as far as 10 of their range total.
Damage is also dictated by your weapon. Effects that modify weapon damage also apply to unarmed strikes and natural physical attack forms of a creature.
Minimum Weapon Damage is 1, even if penalties to Damage bring the result below 1.
Strength Bonus Notes:
Off Hand Weapon: When you deal damage with a weapon in your off hand, add only half of your strength bonus.
Two-Handed Weapon: When wielding a weapon two-handed, add 1.5 times your Strength bonus! However, don't apply this to light weapons.
Defense:
10 + Dex + Class Bonus + Equipment Bonus + Size Modifier
Combat Basics: Rounds and Initiative are the same as D&D.
Combat Basics: Rounds and Initiative are the same as D&D.
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