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CHAPTER 9: COMBAT

Time in Combat

Combat is measured in rounds. One round represents approximately one minute of exchange — not a single swing, but a sustained exchange of movement, threat, feint, and opportunity. Ten rounds equal one turn.

Most characters can perform one significant action per round. The rest of their time is movement, positioning, and the continuous defensive effort that combat requires. Significant actions include attacking, casting a spell, activating an item, moving their full movement value, stabilizing a fallen character, searching a body, retrieving a dropped item, forcing a door, and drinking a potion.

Minor actions require negligible time: speaking 20 words or fewer, drawing a weapon, dropping a held item, removing a backpack or belt, falling prone, or standing up. The GM has final judgment on what counts as minor or significant.


The Combat Sequence

Every round follows the same four steps.

Step 1. The GM determines NPC and monster actions in secret. Spells to be cast are chosen before the players announce anything.

Step 2. Players describe their characters' intended actions. Declarations can be general — "I move and attack the nearest enemy" is sufficient. Spells begin casting at this stage and cannot be changed once declared.

Step 3. Initiative is rolled. Each side rolls for the round.

Step 4. Actions are resolved in initiative order, highest first.

Some abilities, spells, or situations override this sequence. The GM adjudicates as they arise.


Initiative

Initiative is rolled at the start of every round. The result determines who acts first.

Formula: 1d10 + 10 − Weapon Speed

Higher results act first. Weapon speed values are listed in Chapter 8. A character using a weapon with speed 4 who rolls 7 has initiative 13. A character using a weapon with speed 9 who rolls 9 has initiative 10. The first character acts before the second.

The +10 offset ensures no result falls below 1, even with the slowest weapons on the lowest rolls. The possible range is 1 through 19.

Spell casting subtracts from the caster's initiative rather than adding to it. A spell with casting time 3 reduces the caster's initiative by 3. Spells are resolved when the caster's modified initiative is reached. Longer spells — those with casting times of one round or more — resolve at the end of the round or at a future round as specified.

Table 9.1: Initiative Modifiers

SituationModifier
Hasted+2
Slowed−2
High ground+1
Receive charge+2
Knee-deep water−2
Slippery footing−2
Waist-deep water−4
Underwater−6
Hindered (climbing, tangled, held)−3
Called shot−1

Ties

When two characters share an identical initiative result — including identical weapon speeds — their actions resolve simultaneously. Both attacks are made. Both damage rolls apply. A tie can kill both combatants in the same exchange. No mechanical tiebreaker applies.

The Wait Action

A character may declare Wait instead of acting on their initiative. Their action is held and can be triggered at any point later in the round — before, during, or immediately after another character's action.

At the start of the following round, a character who waited gains +1 to either their attack roll or their AC for that round. The player declares which benefit when the Wait is used.


The Attack Roll

To attack, roll 1d20, add your Attack Bonus and all applicable modifiers, and compare the result to the target's Armor Class.

d20 + Attack Bonus + Modifiers ≥ Target's AC = Hit

If the result equals or exceeds the target's AC, the attack hits, and damage is rolled. If it falls short, the attack misses.

A natural 20 on the d20 is an automatic hit regardless of AC. A natural 1 is an automatic miss, and usually something inconvenient happens — the GM describes the result.

Attack Bonus is derived from class and level, as shown in the class advancement tables in Chapter 3.

Table 9.2: Attack Roll Modifiers

SituationModifier
Attacker on higher ground+1
Attacker invisible to the defender+4
Opponent off-balance+2
Opponent stunned or prone+4
Opponent helpless (held, sleeping, paralyzed)Automatic*
Defender surprised+1
Rear attack+2
Missile attack, medium range−2
Missile attack, long range−5

* In combat, a helpless opponent is hit automatically. Outside combat, they can be slain without a roll.

Strength applies its modifier to attacks with melee weapons and bows (not crossbows). Dexterity applies its modifier to attacks with bows and hurled weapons. There is no cap on attack roll modifiers.


Multiple Attacks

When a creature attacks with multiple weapons simultaneously — natural attacks, or a warrior using two weapons — all attacks are rolled at the same time.

Multiple attacks with a single weapon are staggered. The first attack resolves on the character's initiative. Each subsequent attack resolves after every other combatant has acted in that round, in descending initiative order.

When two or more creatures have multiple attacks, their iterative attacks are ordered by initiative among themselves.

Fractional attack rates. Rates like 3/2 and 5/2 alternate across rounds. 3/2 means one attack in the first round and two in the second, repeating. 5/2 is two in the first round and three in the second.


Facing and Space

Every combatant has a front, flank, and rear. Up to six attackers of equal size to the defender can engage simultaneously. Each size category larger than the defender takes up one additional space; each size category smaller takes up half a space.

Combatants face their attackers automatically until overwhelmed. Additional attackers fill the front first, then flanks, then rear. A completely surrounded defender cannot be attacked by additional assailants — the positions are full.

Rear attacks deny the defender their Dexterity AC bonus. The attacker gains +2 to the attack roll.


Weapon Length and Space

A combatant requires adequate space to swing their weapon. Medium slashing or bludgeoning weapons require roughly 0.5 square meters of clear arc space. Large slashing or bludgeoning weapons require 1 square meter. Piercing weapons have no arc and allow multiple combatants to fight side by side in confined spaces.


Called Shot

A called shot targets a specific point: the potion on an opponent's belt, the lock on a door, a vulnerable joint in armor. The attack must be declared before initiative is rolled.

Called shots impose −1 to the caller's initiative and −4 to the attack roll. If the attack succeeds, damage is rolled normally. Called shots cannot be used to blind, maim, or cripple opponents — they affect objects and specific locations, not anatomy.


Spell Casting in Combat

Casting a spell subtracts from the caster's initiative by the spell's casting time. A caster cannot move while casting. They lose their Dexterity bonus to AC during casting.

If the caster takes damage or fails a saving throw while casting, concentration is broken — the spell fails, and that use is wiped from memory for the day.


Two-Weapon Fighting

Warriors and Rogues may fight with a weapon in each hand. The primary weapon can be any one-handed weapon. The secondary weapon must be smaller and lighter than the primary, with the exception that any combination of dagger, knife, and dirk may be paired freely. No shield larger than a buckler may be carried alongside two weapons.

Two-weapon fighting grants one additional attack per round. The progression: a standard 1/round becomes 2/round; 3/2 becomes 5/2; 5/2 becomes 7/2.

Penalties: −2 to the primary hand, −4 to the non-dominant hand. A positive Dexterity missile attack modifier reduces these penalties (to a maximum reduction of +0 before other modifiers). A negative Dexterity modifier increases them.

See Chapter 6 for the Dual-Weapon Method, which further reduces these penalties through training.

Non-Dominant Hand

A character using only their non-dominant hand — through injury, circumstance, or choice — suffers a −2 penalty to all actions with that hand, modified by their Dexterity missile attack bonus to a maximum reduction of +0.


Movement in Combat

All combatants may move three times their movement value in meters per round.

Movement and Melee

A combatant can move up to half their full movement distance and still make a melee attack in the same round. Movement ends if the defender actively blocks the path or the half-movement limit is reached.

Movement and Ranged Attacks

Moving and firing simultaneously reduces the rate of fire. A combatant moving up to half their movement rate fires at half their normal ROF, rounded down. Weapons with ROF 1 or lower gain one additional round between shots.

Example: A short bow's normal ROF of 2/round becomes 1/round while moving. A light crossbow's normal ROF of 1/round becomes 1/2 rounds.

Charge

A charging character increases their movement by 50% and gains +2 to their first melee attack. The target gains +2 to their own initiative (possibly allowing them to act first), the charger loses their Dexterity bonus to AC for the round, and the charger's AC is reduced by 1 for the round of the charge.

Retreat

Withdraw. A careful withdrawal from melee allows the character to move their full movement value while keeping their defenses. Opponents cannot exploit the withdrawal.

Flee. A fleeing character drops all defenses and moves at triple their normal combat speed. Every adjacent opponent may immediately make all of their attacks for the round against the fleeing character as free attacks — these do not count against their normal attack limit.


Non-Lethal Combat

Three forms of unarmed engagement exist: brawling, wrestling, and overbearing.

Brawling

Attacking with bare hands, feet, or other primary appendages. An attack roll is made against the target's normal AC. Strength applies to damage.

Damage from brawling: 25% is lethal, 75% is non-lethal. Non-lethal damage is tracked separately. Any healing effect removes equal amounts of both. A character reduced to 0 HP while carrying non-lethal damage falls unconscious immediately. An attacker may pull their blows to deal no lethal damage, but the KO chance still applies.

Table 9.3: Brawling and Wrestling Results

RollBrawlDmg%KOWrestle
20+Haymaker210%Bear hug*
19Back kick01%Arm twist
18Rabbit punch13%Kick
17Kidney punch15%Trip
16Front kick12%Elbow smash
15Jab26%Arm lock*
14Uppercut18%Leg twist
13Crescent kick210%Leg lock
12Roundhouse15%Throw
11Hook210%Gouge
10Back fist13%Elbow smash
9Combination110%Leg lock*
8Reverse kick19%Headlock*
7Combination210%Throw
6Side kick28%Gouge
5Overhand13%Kick
4Cross25%Arm lock*
3Hook212%Gouge
2Uppercut215%Headlock*
1Glancing blow02%Leg twist
<1Wild swing225%Bear hug*

* Holds persist until broken. A hold is broken by a throw, gouge, assistance from another character, or a melee weapon attack. Holds deal 1 automatic point of damage per round maintained.

%KO. Each successful brawling attack has this chance to stun the victim for 1d10 rounds.

Brawling damage with gauntlets increases to 1d3.

Wrestling

Both hands must be free. An attack roll is made against the target's normal AC. Armor heavier than leather penalizes the roll.

Table 9.4: Armor Modifiers for Wrestling

ArmorAttack Modifier
Studded leather−1
Chain, ring, or scale mail−2
Banded, splint, or plate variants−4
Field plate−7
Full plate−9

Overbearing

An attempt to drag an opponent down and pin them. Make an attack roll against the target. Each size category the attacker is larger than the defender adds +4 to the roll; each size category smaller subtracts 4. The attacker suffers −2 for each additional leg beyond two the defender has. Amorphous creatures have no legs and impose no penalty.

On a successful hit, the opponent is pulled down. A second successful overbearing attack pins them. For each attacker beyond the first, add +1 to the roll — with the weakest attacker making the roll and the largest attacker's size providing the modifier.

Weapons Against Unarmed Combatants

An armed character being brawled, wrestled, or overbeared immediately gains one free attack with +4 to the roll before the unarmed attack resolves. Wrestling allows both combatants to attack each other with small weapons.

Non-Lethal Weapon Attacks

Slashing and piercing weapons can deal non-lethal damage intentionally. Ranged attacks cannot be made non-lethal. Attacking non-lethally applies −4 to the attack roll. 50% of damage dealt is non-lethal.


Ranged Attacks

Ranged attacks use the same roll formula as melee: d20 + Attack Bonus + Modifiers ≥ target's AC.

Strength modifiers apply to damage rolls for hurled weapons and, in some cases, to both attack and damage for bows. Dexterity modifiers apply to attack rolls for all aimed ranged weapons.

Rate of fire is handled as a multiple attack (see above).

Ranged weapons fire in a straight line by default. Arcing fire is possible — calculate additional range for the arc. Some weapons, like the staff sling, require arced fire and have a minimum range.


Cover and Concealment

Concealment hides a character but provides no physical barrier (a bush, a tapestry). Cover hides and physically protects (a wall, furniture). Both apply penalties to ranged attacks against the protected defender.

Table 9.5: Cover and Concealment Modifiers

Degree of ProtectionCover (Attack Modifier)Concealment (Attack Modifier)
25% hidden−1−1
50% hidden−2−2
75% hidden−4−3
90%+ hidden−7−4

Cover (but not concealment) also grants the defender a bonus to Reflex saves against area effects like fireballs. At 90%+ cover, the defender suffers half damage on a failed save and no damage on a successful save — provided the cover actually blocks the effect. A fireball that detonates behind the cover applies normally.


Firing into Crowds

Targeting a specific creature in a melee requires care. Choose the target and roll the attack with all normal modifiers.

If the modified roll is too low to hit the target's AC or the AC of any adjacent creature, it misses entirely. If the modified roll could hit the target or any adjacent creature, the GM randomly determines the actual target. Assign each creature a number based on size: Small or smaller = 1, Medium = 2, Large = 3, Huge = 8, Gargantuan = 12, Colossal = 16. Divide each creature's number by the total to find their hit probability. Compare the randomly determined target's AC against the original roll to resolve the hit.

A called shot at −6 guarantees only the intended target is struck, though miss-hit remains possible against adjacent allies at additional concealment penalties.


Indirect Missiles

An indirect missile targets a point, not a creature. Flasks of Greek fire, acid vials, and holy water are typical examples.

Attack roll: d20 against AC 10 to target a specific point. Penalties apply for concealment, cover, or limited visibility.

On a miss, the missile scatters. Roll 1d10 and consult the scatter diagram (direction). Distance of scatter by range: short range 1d2 m, medium range 1d3 m, long range 1d6 m.

All creatures in the effective area take a direct hit. Creatures within 1 m of the effective area take splash damage.

Table 9.6: Indirect Missile Effects

TypeEffective AreaDirect HitSplash
Acid0.3 m diameter2d4 HP1 HP
Holy water0.3 m diameter2d3 HP2 HP
Greek fire1 m diameter2d6 HP / 1d6 HP per round1d3 HP
Poison0.3 m diameterSpecialSpecial

Acid damage cannot be regenerated. Holy water and unholy water deal acid-type damage (non-regenerating) to undead, evil outsiders, paladins, and good outsiders respectively. No effect on gaseous creatures. Oil requires a lit source to ignite — one action to splash, a second to ignite. Poison in indirect missile form affects only direct-hit targets unless gaseous.

Heavy objects. Boulders and iron balls do not shatter. They roll 1d8 m after impact, striking everything in their path. Scatter distance is doubled on a miss. Creatures in the path after the first bounce are attacked at −2 per 3 m of travel.


Saving Throws

Saving throws represent a character's chance to avoid or reduce a harmful effect. Three saves exist, each tied to an ability score established at character creation and advancing independently thereafter.

SaveGoverning AttributeResists
FortitudeConstitutionPoison, disease, death magic, energy drain, petrification, polymorph, physical trauma
ReflexDexterityArea effects, breath weapons, traps, wands and rods, anything requiring physical evasion
WillWisdomCharm, illusions, fear, mental influence, most spells targeting the mind directly

Rolling a save: 1d20 + modifiers, equal to or less than the save score

Score independence. Save scores advance separately from ability scores once established at character creation. An effect that drains Constitution does not reduce the character's Fortitude save — and an effect that boosts a save score does not raise the corresponding attribute. These are separate character resources.

Converting old categories. For reference, when consulting older material:

Old CategoryNew Save
Paralysis / Poison / Death MagicFortitude
Rod / Staff / WandReflex
Petrification / PolymorphFortitude
Breath WeaponReflex
Spell (default)Will
Spell (evasion-based)Reflex

Save Progression

Each save is either strong or weak for a given class, as listed in Chapter 3.

Save TypeProgression
Strong+1 every 4 levels
Weak+1 every 8 levels

Multiclass characters use the best applicable save score across their classes for each of the three saves independently.

Modifiers to Saves

Magical armor. Enchantment bonuses on magical armor add to saves against physical damage effects — fire, disintegration, impact damage. They do not protect against gas, poison, mental effects, or anything that does not inflict external physical damage.

Ability scores. The Wisdom Mental Defense Modifier (Table 1.5) adds to Will saves. High Constitution's Poison Resistance (Table 1.2) adds to Fortitude saves against poison. The Dexterity Surprise Modifier (Table 1.3) adds to Reflex saves against evasion-based effects.

Specific spells or items. Potent effects carry penalties to the relevant save. Weak effects carry bonuses. Specific magical items that grant save bonuses apply to the applicable new save category.

Situation modifiers. The GM may apply bonuses or penalties from −4 to +4 based on circumstances.

Voluntarily Failing

A character may consciously choose to fail a saving throw. The decision must be stated explicitly before the roll. The effect applies normally.

Ability Checks as Saves

When a character might avoid damage through a physical action — catching a ledge on a fall, landing properly after a drop — the GM may call for an ability check in place of a save. A Strength check to jam a pick into a cliff face; a Dexterity check to land properly; a Constitution check to resist environmental exhaustion. These use the standard NWP roll mechanic (Chapter 7).


Magic Resistance

Magic resistance is an innate property of certain creatures. It requires no conscious effort and is always active unless the creature deliberately lowers it.

Magic resistance is expressed as a percentile. When a spell targets a magic-resistant creature, roll percentile dice. If the result equals or falls below the resistance value, the spell is fully resisted. If the roll exceeds the resistance, the spell affects the creature normally — saves still apply as usual.

Magic resistance applies to direct spells and spell-like powers, including beneficial effects. It does not apply to magic weapons, nor to secondary effects of spells (objects knocked over by an earthquake, for instance).

Targeted spells. If a single target resists, or if every target in a group resists, the spell fails entirely.

Area effect spells. The spell goes off normally. Only creatures that succeed on their magic resistance check are unaffected.

Continuous spells. Resistance activates when the creature enters or is targeted by the effect. A successful resistance check does not dispel the continuous spell — it only protects the individual creature.

Permanent spells. A magic-resistant creature remains unaffected while within the spell's area. The spell itself is not negated.


Weapon Immunity

Some creatures are immune to damage from normal weapons. A visibly wounded immune creature suffers no actual hit point loss from a non-qualifying weapon. Magical effects delivered by the weapon — fire, poison, and similar — still apply normally.

The two most common immunities are bypassed by magic weapons of sufficient enchantment bonus, or by weapons forged entirely from silver.

Table 9.7: Creature HD and Weapon Immunity

Creature HDOvercomes
4 HD+1 weapon immunity
6 HD+2 weapon immunity
8 HD+3 weapon immunity
10 HD+4 weapon immunity

Natural attacks of creatures can function as magic weapons for this purpose, based on HD. This applies only to creatures — player characters and NPCs cannot claim this benefit.

Damage Vulnerability and Resistance

Some armor types perform poorly against certain kinds of force, and better against others. These interactions are noted as tags in the armor entries in Chapter 8, and on specific creatures in their stat blocks.

  • Vulnerable: The armor or creature takes higher weapon damage dice. Roll the weapon's damage dice twice and use the higher result.
  • Resistant: The armor or creature takes reduced weapon damage. Roll the weapon's damage dice twice and use the lower result.

Neither tag affects flat modifiers — Strength bonuses, enchantment bonuses, and similar additions are applied once, after the dice are resolved.

Vulnerability and resistance apply only to the damage type that triggered them. A character wearing plate mail is vulnerable to bludgeoning — a mace rolls twice and takes the higher result. A sword against the same target rolls normally.

When a damage source qualifies for both a vulnerability and a resistance simultaneously — from stacked effects or unusual circumstances — they cancel out, and damage is rolled once, normally.


Special Attacks

Turn Undead

Clerics and Paladins can turn or destroy undead by channeling divine power through a holy object. Druids cannot turn undead.

Procedure. Turning requires a holy object (see Chapter 8), both hands free except for the one presenting the symbol, and clear speech. All undead able to see the priest are subject to the attempt. Turning counts as a hostile action and occurs on the priest's initiative. It can be used once per encounter. Multiple priests may each attempt to turn simultaneously.

A Paladin is treated as a Cleric two levels lower for turning purposes.

Cross-reference the undead creature's HD (down the left column) against the priest's level (across the top). If a number is listed, roll 1d20. Meeting or exceeding the target succeeds.

  • T — the undead is turned and flees.
  • D — the undead is destroyed instantly.
  • — the priest cannot affect this undead at their current level.
  • D* — 2d4 additional creatures of this type are also destroyed.

A successful turn affects 2d6 undead. Mixed groups are affected starting with the lowest HD. Turned undead retreat until out of the priest's sight and remain hidden until they believe the priest has passed; intelligent undead may attempt to attack again once the priest is gone. If the priest forces the undead closer than 3 m, the turning breaks immediately.

Turning lasts as long as the priest maintains concentration — active engagement in other combat is possible but the priest must remain aware of the turned undead and keep hold of their holy symbol.

Table 9.8: Turn Undead

Undead HDCl 1Cl 2Cl 3Cl 4Cl 5Cl 6Cl 7Cl 8Cl 9Cl 10Cl 11Cl 12Cl 13Cl 14+
Under 1 HD1074TTDDD*D*D*D*D*D*D*
1 HD131074TTDDD*D*D*D*D*D*
2 HD16131074TTDDD*D*D*D*D*
3 HD1916131074TTDDD*D*D*D*
4 HD201916131074TTDDD*D*D*
5 HD201916131074TTDDD*D*
6 HD201916131074TTDDD*
7 HD201916131074TTDD
8 HD201916131074TTD
9 HD201916131074TT
10 HD201916131074T
11+ HD201916131074
Special**20191613107

** Special undead include unique monsters greater than 11 HD, undead native to the negative material plane, and undead from the outer planes regardless of HD.

Dominate Undead

Evil priests do not turn undead — they command them. A successful turning result means the undead follows the first order given until it is completed, then is no longer beholden. A D result means the undead is fully subservient. An evil priest can command up to 12 undead at one time. Evil priests may also attempt to dominate paladins, treating themselves as three levels lower than their actual level.

Gaze Attacks

Creatures with gaze attacks affect any character looking at them. All combatants facing the creature are considered to be meeting its gaze each round.

Averting eyes. A character looking only in the general direction of the creature averts their gaze. There is a 20% chance per round of accidentally meeting the gaze anyway.

Closing eyes or looking at the ground. Completely safe from the gaze, but the character is treated as blind for attack purposes.

Mirror or reflective surface. The character may fight while watching the creature's reflection. This requires a free hand and imposes −2 to attack rolls. The character loses their Dexterity AC bonus.

A creature with a gaze attack may choose not to look at its opponents, suppressing its own ability.

Breath Weapons

Breath weapons originate at the creature's mouth and spread through their effective area. No attack roll is required. All creatures caught in the area are affected. Affected characters make a Reflex save for half damage.

Charmed Creatures

A charmed creature follows the caster's orders. Charmed monsters fight with normal weapons but will not use special abilities unless directly commanded. A charmed spellcaster will reveal their memorized spells — there is also a 25% chance they will cast a spell harmful to both themselves and their master.

Charmed creatures cannot act on their own judgment. Orders must be specific and clear. They will not follow self-destructive orders such as suicide, but combat against impossible odds is not considered self-destructive. Charmed monsters with innate mental charm powers (vampires and similar) communicate orders directly without language.

Innate Abilities

Some creatures have spells or powers they activate mentally as a basic action. These have no casting time and require no components. Variable spell effects use the creature's HD to determine level equivalence. If the creature falls below the minimum level for the spell's lowest effect, it functions at that lowest level.


Morale

Morale governs the willingness of NPCs and creatures to continue fighting. Player characters do not roll morale checks — the GM handles all NPC and creature morale.

Animals rarely fight to the death except when defending lair or young. Unintelligent creatures — constructs, mindless undead, plants — fight without self-preservation unless specifically controlled. Intelligent creatures assess the situation.

The GM may adjudicate morale breaks without rolling. When a roll is warranted, use the following guidelines to determine when to check.

Trigger conditions for a morale check:

  • First round after being surprised
  • Faced with a clearly superior force
  • An ally is slain by magic
  • 25% of the group has fallen
  • 50% of the group has fallen
  • Each additional companion death after 50% casualties
  • The group's leader deserts or falls
  • Ordered to attempt a suicidal task
  • Fighting a creature they cannot harm
  • Surrounded or completely overwhelmed
  • Offered a bribe or chance to surrender (when other morale conditions are already in effect)

Rolling the check. Roll 2d10 and compare to the creature's morale rating. If the result equals or falls below the morale rating, the creature fights on. If the result exceeds the rating, it retreats, surrenders, or complies.

Table 9.9: Base Morale Ratings

Creature TypeMorale
Unintelligent18
Animal, docile3
Animal, predator7
Intelligent animal12
Commoner7
Mob9
Militia10
Trained soldiers12
Elite soldiers14
Hirelings12
Henchmen15

Table 9.10: Morale Modifiers

SituationModifier
Abandoned by allies−2
Creature lost 25% HP−1
Creature lost 50% HP−2
Creature is Chaotic−1
Creature fighting a hated enemy+4
Creature is Lawful+1
Creature was surprised−1
Creatures fighting spellcasters−2
Creatures with ½ HD or less−2
Creatures with less than 1 HD−1
Creatures with 4–8 HD+1
Creatures with 9–14 HD+2
Creatures with 15+ HD+3
Defending lair+3
Terrain advantage+1
Each additional check this round−1
Leader of different alignment−1
Most powerful ally defeated−2
NPC treated exceptionally well+2
NPC treated poorly−2
No opponents defeated−1
Outnumbered 3-to-1−2
Outnumber opponents 3-to-1+2
Unable to affect opponents−4
Spellcaster as an ally+2

Damaging Objects

Most equipment does not require hit point tracking — characters maintain their gear during downtime. If someone deliberately tries to destroy an item, track HP or call for an item saving throw.

To attack an object in melee, the weapon must be capable of damaging it. Blunt weapons are poor for cutting; piercing weapons are useless against doors. Hitting a large, immobile object in melee is automatic. Targeting a specific small part (a doorknob, a strap) requires a called shot.

Ranged attacks against objects treat the object's size and hardness as AC.

Table 9.11: Object Hit Points

ObjectHPEffective Damage TypeRanged AC
Chair1d8+1Bludgeon/Slash7
Strip of leather2d4Slash/Pierce6
Glass bottle1d2Bludgeon3
Glass pane or mirror1All8
Rope1d4+1Slash6
Wooden door10d3+20Slash9
Wooden pole2d6Slash7
Metal pole5d6+15Bludgeon0

Item Saving Throws

Unattended items caught in area effects make saving throws instead of tracking HP. Items with a baseline save of 10 or lower rarely need to be checked unless the attack is exceptionally powerful. Protected items (inside a pack, tucked in pouches) do not need to save.

Items that fail are destroyed. Magical items add their enchantment bonus to saves. Items with no enchantment bonus (rings, potions) add +1 to +5 based on power. Items designed to resist a specific damage type gain an additional +2 against that type.

Table 9.12: Item Saving Throws

ItemAcidCrushingDisintegrateFallMagic FireFireColdLightningElectricity
Bone/Ivory111619693282
Cloth121916132182
Glass5201914746172
Leather103192643132
Metal137173622122
Paper1671919192192
Pottery418191132422
Rock/Crystal317188322142
Rope12219106292
Wood, thick810192752122
Wood, thin9131921192102

Oils and potions save as the liquid, not the container. Acid mixes with affected items even on a successful save.


Touch Spells in Combat

Casters can touch targets as part of casting. Most touch spells are effective only on the round cast — a missed attack loses the spell. Some allow multiple touch attempts; the spell's description specifies this.

Unwilling targets. The caster makes an attack roll against AC 10, modified only by the target's Dexterity and magical bonuses. Magical armor's enchantment bonus applies; physical armor does not.

Willing targets. Automatic if both characters are free from melee. Hitting a willing target performing any action other than waiting requires an attack against AC 10.


Mounted Combat

Combat-trained mounts — warhorses and specifically bred animals — fight reliably. All other mounts are skittish. Fighting from an untrained mount imposes −2 to the rider's attack rolls. If an untrained mount takes damage or is startled (sudden loud noise, unexpected contact), the rider makes a Wisdom check at +3 to calm it, or the mount panics for 1d4 rounds — bolting in a random direction at 1.5× its movement value.

Melee advantages. Mounted riders gain +1 to attack rolls against targets smaller than the mount. Attackers smaller than the mount suffer −1 to hit the rider.

Ranged weapons. Short bows, composite short bows, and light crossbows can be fired from horseback. Heavy crossbows can be fired but not reloaded while mounted. A stationary mount allows full rate of fire. A moving mount reduces ROF by 1.

Table 9.13: Mounted Missile Penalties

Mount SpeedAttack Modifier
Stationary0
Less than ½ normal rate−2
½ to ¾ normal rate−4
Greater than ¾ normal rate−6

Mount killed. A rider whose mount dies falls prone and takes 1d3 damage unless a Wisdom check at +3 allows them to land safely.


Siege Combat

Siege weapons attack structures rather than creatures. Match the siege weapon to the structural material and roll a saving throw. If the roll falls below the target number, the structure gives way. For each point below the target, one cubic foot of material is destroyed.

Table 9.14: Structural Saving Throws

Siege WeaponHard StoneSoft StoneEarthThin WoodThick Wood
Ballista234105
Giant's fist347169
Small catapult485179
Ram5932017
Screw/drill1215162012
Large catapult811102013

Playing Without a Grid

The game's distances assume a battle grid with 1.5-meter squares. Groups playing without one can replace precise measurements with three informal range bands:

  • Close — within arm's reach, or near enough that melee is unavoidable. Melee weapons and touch spells work here.
  • Nearby — across the room, or roughly 20 meters in open terrain. Missile weapons, most combat spells, and short-range abilities work here.
  • Distant — the far end of the battlefield, or beyond. Only long-range missiles, extended spells, and movement across multiple rounds reach here.

When a rule specifies an exact distance, translate it mentally: up to 3 meters is Close, up to 20 meters is Nearby, and beyond that is Distant. For area effects — fireballs, cone attacks, burst spells — the GM judges whether bystanders in the same zone are affected based on how the scene was described.

This approach trades precision for pace. It works well in open terrain and loose narrative scenes. For trap-heavy dungeons and complex tactical encounters, the grid earns its keep.