Combat

After aiming and before resolving damage or healing, combat takes place. Below, you will find the rules and strategies for engaging in combat.

Progress in Initiative

As your adventurer’s experience grows, you develop a heightened sixth sense and excel in your initiative. Each time you roll a 20 on a d20, you earn one star. Once you collect five stars, you can trade them for a +1 bonus to your initiative.

Progress in combat itself is not possible; any progression you achieve is related to aiming, which is detailed in the aiming section.>>>

Action

At this stage, you have selected a target area: head, arms, torso, or legs, unless a specific alternate target is provided. For aiming refere to >>> Choosing the right body part to attack often depends on the threat posed by the opponent. For example, if a monster has a poisonous tail, prioritize disabling it. If the enemy has a large pool of hit points, focusing on the torso might be more effective. Observing how hit points are distributed in your own character can offer insights into how most opponents are structured. Plan your strategy accordingly.

 

In combat, rounds and turns function similarly to other RPGs, but there are some differences.

  • A turn typically refers to the specific actions taken by an individual player or character during their moment to act within the round.
  • A round represents a complete cycle in which every participant in the combat gets a chance to take their turn.

Unlike traditional systems where players often have multiple options—such as Action, Bonus Action, Movement, and Reaction—here, each player typically has just one action. This action can either be an action or a reaction, depending on the situation.

Determining Turn Order

At the start of combat, everyone rolls for Initiative to determine the turn order. Once established, players take their actions sequentially based on their rolls. However, the turn order resets at the beginning of each round with a new Initiative roll. This means the order can change every round, keeping players uncertain about who will act next.

Types of Actions

  • Action: This includes performing an attack, casting a spell, dashing or any other movement or maneuver listed in your abilities.
  • Reaction: Certain abilities or spells may allow you to respond to specific events outside of your regular turn, such as parrying, disengaging, dodging, or block or countering a spell with a saving throw.

Multiple Actions Per turn

If a character can perform multiple actions during their turn—such as attacking with both a bite and a sword—they roll Initiative separately for each action, as both occur within the same turn.

Combat includes aiming, but since that’s already covered under the aiming section, this part begins after you have successfully aimed and a hit is confirmed.

After rolling for Initiative and performing a movement, maneuver, or attack, some actions may require additional time to complete. Once all combatants have finished their actions within the current round, a new round begins with a fresh Initiative roll. Players with ongoing actions that span multiple turns will resume their actions at their new position in the Initiative order for the new round, completing their spell or other prolonged activity accordingly.

The Game Master (GM) will use common sense to determine if an action is feasible, whether the distance can be covered, or if a special maneuver is required.

The confrontation typically concludes either when one side is defeated or when a group decides to withdraw from combat.

The damage and resilience during combat are addressed in this section.>>>

If you use spells, the effects are detailed under Spells.  >>>

The same applies to magic items >>>, with their effects outlined accordingly.