Combat Rules


In light of increasing complexity within sessions, the following rules have been modified and will be removed in the future. This page will remain until the next update clarifying so.

Duels

Below is the ruleset for duels, a reoccurring feature of single combat between two opponents. As duels are envisioned as quick, decisive battles, they use alternative rules to combat, and victory is not determined by damage dealt.

Each opponent or their allies can perform up to three 'Preparative' actions. These are skill checks, spells or, performed either before or during a duel to help tip the balance into your favour, and can include:

  • An ally creating a distraction on a deception check, or casting a distracting spell requiring an insight or con save to pass
  • Using acrobatics to jump over your opponent midfight.
  • Taunting your opponent with performance or persuasion.
  • Using survival to see advantage in the terrain outdoors, or investigation if indoors.
  • Successes on Grappling, Dazing, knocking Prone, Paralyzing, Shoving or Restraining also skips one opponents Preparative action.


Each Preparative action can only be performed once per duel. For every Preparative success you gain an additional d20 to roll on your attack action, as though you had advantage. Once all Preparative actions are taken, both opponents roll simultaneously. Successful hits do not deal damage; instead they apply a -1 to their opponents CON modifier. If a creature's CON modifier is 0 or less, the creature drops to 0 HP and is considered Fallen; this can happen to both opponents simultaneously. If no creature has a CON modifier of 0 or less, the duel repeats.

Incidental Actions

Incidental actions have been removed for complexity reasons. It is assumed a character will be able to perform a minor action, usually in the form of a skill check, once per round of combat outside of the existing action economy.

Allies

Allies now perform their turn as part of initiative order. Any player can command an ally on their turn. Allies cannot perform the Help or Ready actions, as their abilities and actions already provide significant advantage to player character. Allies whose HP reaches 0 become Fallen or Unconscious, and must make death saving throws, dying on three failures.

Flanking, Combo Attacks and Synchronized Fire

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that

enemy, and each of them has advantage on melee attack rolls against that enemy.

Rules for Combo attacks and synchronized fire have been removed.