Combat
Step 0: Surprise & Encounter Distance
When two groups that aren't mutually aware of the other group encounter each other, each member of those groups roll 1d10. On a 1-3, they are surprised and lose DEX bonuses to AC until they act. Characters that are not surprised get a free round to attack with only ranged or melee weapons, but not spells. Surprise rolls are modified as per the following table:
Situation Modifier
Other party is:
Silenced -2
Invisible -2
Has a distinctive odor +2
Every 10 members +1
Camouflaged -1 to -3
Party is:
Fleeing -2
In poor light -1
In darkness -4
Panicked -2
Anticipating attack¹ +2
Suspicious² +2
Conditions are:
Rainy -1
Heavy fog -2
Extremely still +2
¹ A party anticipates attack when they have good cause to suspect immediate danger and
know the likely general direction of an attack.
² A suspicious party is one that has grounds to believe another group might try to make a hostile move against them.
Once everybody in the participating groups has determined whether they're aware or surprised, the DM will roll on the following chart to determine encounter distance:
Situation Range
Both groups surprised 5d4'
One group surprised 5d6'
No surprise -
Smoke or heavy fog 5d8'
Dense forest/jungle 10d10'
Light forest/jungle 20d6'
Scrub/brush/bush 20d12'
Grassland 50d6'
Dungeon/night Vision distance/line of sight
Once surprise and encounter distance is determined, the DM sets up the battlefield.
Step 1: NPC & Monster Action Determination
The DM secretly notes what actions that will be taken by all NPCs and monsters this round. They can choose any appropriate action as listed below in Step 2.
Step 2: Player Action Determination
Players declare the general action type from the below list that they will use this round:
• Attack • Light a torch • Open a door • Pick up an item
• Cast a spell • Use magic item • Bind wounds • Drawing an item
• Drink a potion • Move • Search surroundings • Hammer a stake
• Throw an item • Defend • Stand up
• Turn undead • Hold action
One action from the below list can be done in addition to the above action:
• Ten seconds of sign language/speech/telepathy (timed using average speed from script-timer.com)
• Dropping a held item or backpack
• Change facing
• Withdraw from melee
Hold Action
Any character with an Intelligence score of four or higher can opt to hold their action. Holding an action requires declaring such during Step 1: Player Action Determination. Held actions always take place last in the round. If multiple actions were held, they occur in initiative order after all non-held actions are resolved.
If a character is holding an attack action, they get only one attack maximum, ignoring any other attacks they may be entitled to.
Step 3: Roll Initiative
Each individual rolls a d10 for their initiative, modified as below:
Action Type Modifier
Attacking with a weapon Weapon Speed
Breath weapon +1
Casting a spell Casting Time
Natural weapon attack -
Size: Tiny 0
Size: Small +2
Size: Medium +3
Size: Large +6
Size: Huge +9
Size: Gargantuan +12
Innate ability +3
Magical item -
Miscellaneous +3
Potion +4
Ring +3
Rod +1
Scroll Casting Time
Stave +2
Wand +3
Situation Modifier
Hastened -2
Slowed +2
High ground -1
Set vs. charge -2
Slippery footing or shallow water +2
Wading in deep water +4
Unadapted environment +6
Hindered (tangled, hanging, held, etc.) +3
Combatants with multiple attacks use only one attack at their initiative. After all participants have used their first action, combatants with multiple attacks do their second attack in the initial initiative order. Repeat these steps until all attacks for the round are complete.
Step 4: Action Resolution
Actions are resolved in order of lowest initiative to highest. See below for the rules of various actions.
Characters with multiple attacks alternate initiative order until all their attacks are resolved.
After all actions have been resolved (including for characters with multiple attacks), return to Step 1.
Movement
If using a move action, characters can move up to their current movement rate×10' per round.
Characters can move up to half their maximum distance and make a single melee attack or half the normal amount of ranged attacks.
Characters can move through allies so long as the ally is not threatened.
Characters that are larger (or mounted on a larger creature) can move through smaller-sized opponents; this is called an Overrun and provokes an Attack of Opportunity. After the Attack of Opportunity is resolved, the Overrun target is moved into the nearest open space in the battlefield and must save vs. paralyzation or be knocked down. The save is penalized by -4 for each size category difference beyond one between the attacker and target.
If the target is knocked down, the Overrun attacker gets a free attack on the target, dealing 1d4 bludgeoning damage per size category difference, plus STR modifiers to damage
Charge attacks increase a character's movement rate by 50% and provides +2 to hit. However, charging also grants a +2 penalty to AC and prevents the use of the Def Adj bonus to AC. Lances and other charging weapons do double damage on charges. This attack uses one attack for the round.
Characters with a shield can attempt a shield rush if they have at least 10' movement before attacking their target. Roll to hit and damage as normal. This attack uses one attack for the round. If successful, the attacker with the highest Strength rolls vs. the target's Strength (or 3.5 HD), using the following modifiers:
Per advantageous size difference: -4 to the smaller character
Per additional set of legs on the defender: -4 to the attacker
If the attacker wins the contested Strength roll, the defender is knocked down. If the attacker misses the initial attack roll, they must roll Dexterity or fall down. This attack is considered a charge.
If a character is threatened, the Withdraw action allows a character to move their movement rate in feet without provoking an Attack of Opportunity. Characters cannot attack or cast spells in a round they Withdraw.
Defending
If your character is Defending this round, you must announce what type of defense they're using during Step 2.
Full Defense: the character cannot move, but lower AC by half their level. Arms characters lower their AC by half their level, plus one.
Guard: When a character guards, a character waits for their opponents to come to them. Guarding is a half-move action, or a no-move action if the character stands their ground. A guarding character strikes the moment an attacker moves into the guarding character's threatened area, regardless of their actual initiative. The only way an enemy can attack a guarding character first is with a longer-ranged weapon. If a guarding character is attacked by a charging character, the character who won initiative attacks first (unless one of the characters has a longer-ranged weapon than the other, of course). Guarding characters are considered to be set for charge, and spears and spear-like polearms inflict double damage against charging opponents.
Parry: the first time an attacker strikes at the parrying character (even if it's before their initiative), roll your parry. Roll to hit your attacker, and roll vs. their AC (including all bonuses for shield, magical items, etc.). You can use your weapon at its normal chance to hit, or a shield at a +2 to your chance to hit (plus any magical bonus the shield confers ). If you hit, the attack is parried and does not hit. You can Parry thrown weapons, but not missile attacks (quarrels, arrows, sling stones, magic missiles, etc.). Any attack within your threat range can be parried.
Attacking
At the heart of the combat system is the attack roll. This is the die roll that determines whether an attack succeeds or fails. Attack rolls are used for all attacks with swords, bows, rocks, and other weapons, as well as blows from fists, tackling. and other hand-to-hand attacks. Attack rolls are also used to resolve a variety of potentially injury-causing actions that require accuracy (e.g., throwing a rock at a small target or tossing a sword to a party member in the middle of a fight).
When rolling to attack, players only need to say the AC they hit with the attack. To calculate this value, players roll a d20 and look up the AC listed next to that number on their character sheet's THAC0 section. For every positive bonus, move one step toward -10 AC (or beyond); for every negative penalty, move one step toward 10 AC (or beyond).
Unmodified attack rolls of 20 always hit; unmodified attack rolls of 1 always miss. See also Attacking: Critical Hits and Fumbles, below.
If the attack hits (and can cause damage), the attacker then rolls damage as appropriate.
Special Attacks
Called Shot: rolled at -4 to attack (further modifiers may be involved based on target size). Effect depends on the specified target. Can be used to fire into melee and specify the target of the attack.
Charge: see Movement.
Disarm: players can choose to use an attack once per round to attempt to disarm an opponent in the character's threatened range. Disarms can be performed on the character's initiative or in response to a melee attack; if in response to a melee attack, resolve the disarm before the attack (which only happens if the disarm attempt fails). To resolve a disarm attempt, the character attempting the disarm rolls to hit vs. AC 0; the target rolls to hit vs. AC 4. Whoever beats their target to-hit roll by more determines the result. If the disarm is successful, the weapon is thrown in a random direction 1d10' away. Disarm attempts cannot be performed against larger wielders or weapons.
Firing into Melee: the actual target of the attack is chosen randomly, weighted by melee participants' size. To avoid this outcome, make a Called Shot (above).
Grab: a character with an open hand can choose to make a Grab attempt on their initiative. The character can choose an item an opponent is holding or is readily grabbed from their body (i.e., a pin, etc.). The character attempting the Grab rolls to hit vs. AC 0 (with possible penalties based on item size); the target rolls to hit vs. AC 4. Whoever beats their target to-hit roll by more determines the result. If the item is grabbed, the characters roll a contested Strength roll to determine control of the grabbed item. Attempts to Grab provoke attacks of opportunity.
Knockdown: rolled at -4 to attack and does damage as normal. If the weapon damage die roll is larger than the target's size-based Knockdown Roll value, the target must save vs. paralyzation or be knocked prone. Note: some creatures are immune to knockdown.
Target Size Knockdown Roll
T 3
S 5
M 7
L 9
H 11
Overbear: an individual or group can attempt an Overbear attack. If multiple characters are using Overbear together, faster characters must hold their action to attack together on the slowest attacker's initiative. The overbearing attacker with the best THAC0 rolls to hit, with a +1 bonus for each additional attacker, versus the target's AC, ignoring worn armor. If successful, the attacker with the highest Strength rolls vs. the target's Strength (or 3.5 per HD), using the following modifiers:
Per additional attacker: +1 to the attacker
Per advantageous size difference: -4 to the smaller character
Per additional set of legs on the defender: -4 to the attacker
If the Overbear hits and the attacker(s) win the contested Strength roll, the target is knocked prone; the attacker(s) can choose to stay upright or be prone above the target.
Attempting to Overbear provokes an attack of opportunity.
Overrun: see Movement.
Pull/Trip: this special attack can only be performed if the attacker is wielding a weapon capable of levering or snaring a limb. Roll to hit as normal. If the attack roll is successful, roll a contested roll with the attacker's Strength vs. the defender's Strength (or 3.5 per HD) or Dexterity (defender's choice), using the following modifiers:
Per additional attacker this round: +1 to the attacker
Per advantageous size difference: -4 to the smaller character
Per additional set of legs on the defender: -4 to the attacker
If successful, the attacker can choose to make the target become prone or pull them 1" toward the attacker.
Sap: roll to hit at -4 (-8 if the target is wearing a helmet or has natural armor of AC 6 or better) against any target of equal size or smaller. If the attack hits, roll damage as normal for the attack; 75% of the damage is temporary. The attack has a chance to knock out the target of 5% per point of damage (10% if the target was unaware of the attack). This is in addition to the normal ability to knock out targets with nonlethal damage. Attempting to sap provokes an attack of opportunity.
Subdual Attack: rolled at -4 to attack. Weapons do half damage and 75% of the resulting damage is Temporary.
Trap: players can choose to use an attack once per round to attempt to trap an opponent's weapon in the character's threatened range. Traps can be performed on the character's initiative or in response to a melee attack; if in response to a melee attack, resolve the trap before the attack (which only happens if the trap attempt fails). To resolve a disarm attempt, the character attempting the disarm rolls to hit vs. AC 0; the target rolls to hit vs. AC 4. Whoever beats their target to-hit roll by more determines the result. Each round on the faster character's initiative and at the end of every round, the characters roll a contested Strength roll to determine if the Trap continues or not. Characters cannot use weapons that have been trapped or are being used to trap; however, characters can still attack with weapons in their other hand while the Trap is ongoing. Trap attempts cannot be performed against larger wielders or weapons.
Trap and Break: initiated as a normal Trap special attack (see above). If the trapping character's weapon has the ability to break (e.g., swordbreaker, trident, et. al.), the target must make a saving throw for the weapon vs. crushing blow. If successful, the target weapon is broken; if failed, the trap is considered failed and the target's weapon is now free.
Unarmed Attacks
Pummeling: Medium-sized creatures deal 1d3 nonlethal bludgeoning damage by default and provoke an Attack of Opportunity from armed opponents and monsters.
Wearing a metal gauntlet or fist weapon changes the damage to lethal bludgeoning.
Normal dual-wielding and Special Attack rules apply to Pummeling.
Wrestling: wrestling requires at least two free grasping limbs to attempt and can be performed on creatures up to one size larger than the attacker. Wrestling attacks ignore armor and magic can provide no more than a 1-point bonus to AC. If the attack is successful, the attacker stacks on top of the defender. If the wrestling attack is critical, a hold is established and deals 1d2 (plus Strength bonus) damage per round until broken. If it is not critical, the attacker and defender roll a contested hit check vs. AC 10; the winner determines the result. The following modifiers apply to the contested roll:
-4 for each size difference in the opponent's favor
-1 for the attacker if the defender is immune to damage from the attack
-2 for the attacker if the defender has a supple or unusual body type (e.g., worms)
If the attacker fails to win the contested roll, the wrestling attempt fails and the attacker is moved back to where they were. If the attacker succeeds, a hold is established and deals 1d2 (plus Strength bonus) damage per round.
On rounds where a hold is already established, the characters make a contested Strength roll on the faster character's initiative to determine if the hold is maintained or broken. If the hold is maintained, the damage takes place at this point. If the attacker rolls a natural one on the contested Strength roll, they can choose one of the following effects instead of the default damage:
Carry: if the attacker can lift the weight of the defender (with their carried equipment), they can move with the defender up to their movement rate in feet.
Hammer: the attacker strikes the defender and deals 1d2 (plus Strength modifier) nonlethal damage; the defender must save. vs. death or be knocked unconscious for 3d10 rounds.
Manipulate: the attacker deals 1d2 (plus Strength modifier) damage to the target and can maneuver them as desired or strip a held or worn item from the defender.
Press: the attacker gets a better hold of the target and now does 1d6 damage per round (plus Strength modifier), plus one for each round the Press is maintained.
Slam: the defender takes 1d8+1 damage (plus Strength modifier and modified by the surface where they land) and are prone at the attacker's feet. The defender can roll a Tumbling check or save vs. Paralyzation to negate the damage and land on their feet.
Takedown: the defender takes 1d3 (plus Strength modifier) damage and are knocked prone under the attacker. The hold is maintained.
Throw: the opponent is thrown 1d10' away in a direction of the attacker's choice. They take 1d4 damage (plus Strength modifier and modified by the surface where they land) and are prone. If the thrown character has the Tumbling nonweapon proficiency, they can roll a check to negate the damage and land on their feet.
Attempting a Wrestling attack provokes an Attack of Opportunity from armed opponents. Characters involved in Wrestling cannot perform any other action while they are Wrestling.
Attacking & Armor Class: Facing
A character has four sides: Front, Left and Right Flanks, and Rear.
Characters can attack targets only in the Front quadrant and the quadrant of their weapon arm.
When attacked, the side the attack is coming from factors into the character's Armor Class.
If attacked from any direction but rear, the character can use their Def Adj.
If using a shield normally, a character gets the shield's AC bonus an attack (player's choice) from the front or the side the character is holding the shield.
If the shield is strapped to the character's back, they gain the shield's AC bonus to all rear attacks (and -2 to attack rolls).
In melee, characters can normally only be attacked by opponents in base-to-base contact. Ranged weapons, long weapons, and other factors can disregard this limitation.
Attacking: Critical Hits & Fumbles
Any attack roll of 18+ that surpasses the target's AC by at least five allows the attacker to roll on the Critical Hit Tables based on the attack type.
Any attack roll of 1 requires a roll on the Critical Fumble table. Negative effects usually require a failed check to take place.
Attacking: Damage
All damage has a type: Acid, Bludgeoning, Cold, Fire, Piercing, Poison, Slashing, Sonic.
Damage can further be typed as Nonlethal or Temporary in addition to the above type(s). Nonlethal or Temporary damage automatically heals in 3d10 rounds.
STR cannot add more damage to an attack than can be rolled normally for weapon damage (before modifiers).
Acid damage cannot be healed by regeneration. Holy water does Acid damage to negative plane undead.
Death's Door
When a character takes damage that lowers their HP to 0 or below, roll a d20 for the following table, modified by the character's negative HP value after the attack:
≤1: Immediate death.
2-7: The character is dying, but able to act normally. Take 1d6 points of Constitution damage and roll again next round.
8-14: The character is unconscious and can be easily slain, but will wake up in 1d4 hours if undisturbed.
15-19: The character is disabled; conscious but barely able to move. Movement is halved and rolls are made at -4 until they have eight continuous hours of rest.
20: Fight on! Heal 1 damage from a random wound and suffer no ill effects - for now.
Threatening & Attacks of Opportunity
Characters in combat threaten an area adjacent to them depending on the size of the weapon they are wielding. If another character they are hostile to performs a defenseless action (missile or unarmed attacks, spellcasting, moving, or turning so the threatening opponent is in the Rear quadrant), all threatening opponents get a free Attack of Opportunity.
Note that Withdrawing does not trigger an Attack of Opportunity
Monsters and characters with an Arms class get three Attacks of Opportunity per round. Everybody else gets one per round.