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 1 or 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. 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. After the order is established, players take their actions sequentially based on their rolls.

Types of Actions

  • Action: This includes performing an attack, casting a spell, dashing, disengaging, dodging, 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 an attack with block or countering a spell with a saving throw.

Multiple Actions Per Round

If a character has more than one action per round—such as being able to attack with both a bite and a sword—they roll Initiative for each action. Each roll determines their place in the initiative order for that specific action.

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.

At this point, you have performed a movement, maneuver, or attack. An attack can be executed using your hands, a weapon, or a spell. Unless otherwise specified—such as an action requiring more time—all combatants complete their actions within the same round. At the start of the next round, everyone rolls for initiative again, and the new round begins.

The Game Boss (GB) 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.