Mastery of Combat

Combat & Action Economy

 
"Amidst the realm, where magic and might intertwine, there exists a theater of combat unlike any other. Here, warriors of diverse origins and mystical beings of arcane allure converge, the stage set for an epic clash between forces both dark and light." - Some old guy with a quill
  Combat begins with the declaration of the GM, and requires everyone to jockey for a position utilizing their D20 and Dexterity Proficiency Die combined with any bonus to lay out their Turn Order. The Turn Order of combat is typically the highest scores down to the lowest scores.   In instances where a GM has decided there is a Surprise Round, the ambushing party (be it the Heros or the Foes) will run one full turn for each ambushing member prior to the regular Turn Order.   Optional Rule -Alternatively a GM may move around the table and have all the Hero's go and then all Monsters go.  

Gamplay - Combat

For every turn within the round, a creature may perform actions, movement actions, and a free action (at the GM's decision). Each Creature at level 1 is granted two Turn actions, 1 Movement action, and free action(s).  

Turn Actions

These are actions that are spent so that a creature or Hero may deal damage, interact with the world, cast spells, etc. Each creature has two Turn Actions at level 1. Action costs are marked by the following symbol: #
  • 1 action will be represented by #
  • 2 actions will be represented by ##
 

Turn Actions

  • Attack a Target - 1 (#) action unless determined by class or item skill
  • Disengage - 1 (#) action unless determined by class or item skill
  • Cast a spell - 1 (#) action unless determined by class or item skill
  • Use a scroll - 1 (#) action unless determined by class or item skill
  • Disarm a trap - 1 (#) Action
  • Grapple an Opponent - 1 (#) action unless determined by class or item skill
  • Pick up a dropped weapon - 1 (#) Action
  • Use of any item - 1 (#) action unless determined by class or item skill
  • Interactions with the world - 1 (#) action
  • Dash - Move further by using 1 (#) Turn Action
  • Other - Any other action deemed by the GM to require action(s)
 

Movement Actions

Movement actions are seporate from action items. Each creature has one movement action (>) per turn at level 1. Action costs are marked by the following symbol: >
  • 1 action will be represented by >
  • 2 actions will be represented by >>
  Movement in this system is done in 5-foot increments based on squares.   Our general suggestions are:
  • Straight lines may move up to movement speed.
  • Moving one row up or down as an intended straight line after 3 squares in a line up to movement speed of the creature is allowed without penalizing with 5 feet for the line shift.
  • Moving diagonally is 5 feet for the first diagonal square, but then 15 for every diagonal square thereafter.
  • For flight in a decent up or down at a diagonal, use the above ruling.
  • For a flight that is a verticle ascent or decent, use 5 feet of movement.
  • Should a rule not be covered in movement, use best judgment as a table when calculating movement to keep things moving.
 
Alternative Movement and Distance
Should you wish to simplify the battle distances and movement ranges from a measurement of feet, we recommend: Near, Far, Very Far concepts to simulate distances.   For example:
  • Near is anything in melee combat.
  • Far is anything from melee combat up to 60 feet.
  • Very Far is anything above 60 feet.
   
Movement Actions
  • Movement - 1 (>) Action up to the speed of a creatures maximum movement speed.
  • Long Jump - As part of your 1 (>) Action move 10 feet of movement & a creature may travel up to its Strength DSDC in distance through the air, but must still have 5 feet of movement to land without issue. if it does not have 5 feet of movement remaining to land, the creature is knocked prone.
  • High Jump - As part of your 1 (>) Action you may jump up to half your Strength DSDC.
  • Lay Down - As part of your 1 (>) Action you may go prone onto the ground for the cost of 5 feet
   
Movement Effects
  • Crawling - Reduces Movement speed by 50%
  • Stand Up - Standing up from Prone uses 50% of your movement Speed
  • Climbing - Reduces movement speed by 50%
  • Swiming - Reduces movement speed by 50%
  • Fly - Creature may move up to its Fly speed
 

Free Actions

These are actions that do not require a large time effort and may be done at no cost at the GM's advisement. Typically, one round only allows for a single free action as the more you stack the more time it begins to take. Stacking Free Actions may end up turning into a Turn Action.  

Free Actions

  • Speak - Talk, yell, whisper, sign to another creature if not part of a spell (In Combat you have 6 seconds) .
  • Draw or sheath a weapon - A creature may do one or the other, not both. If they are swapping weapons and trying to do both, that is an action.
  • Drop a weapon/item - A creature me let go of something for free.
  • Other - Any other action deemed by the GM to require an action
 

Reaction

A creature may have skills that trigger when another action occurs. For every round of combat, each creature has 1 reaction that refresshes at the start of their next turn unless otherwise specified by another rule, class feature, or item.  

Magic

Magic is its own form of combat with rules. For more understanding of Magic and how it works, follow the link: Mastery of Magic  

Engaged Targets within Melee

 

Squared Off

When the two creatures collide in melee, they are in a squared off status. Should any creature in a squared-off status attempt to move away from the other creature (opponent), the opponent may make an opportunity attack against that creature, should they be leaving the opponent's reach range. If a creature attempts a range attack while squared off with an opponent, any ranged attack is made at a disadvantage.   Should a creature be two sizes larger than the other, the larger creature does not suffer the squared off penalty status while the smaller of the two does. For example, if a medium creature vs. a huge creature were to occur, the Huge creature would not be squared off while the medium creature would.  

Exposed

Should a creature be squared off with another, its sides and rear are exposed (unless an item, spell, or feat negates this condition). The exposed condition is created when any additional creature is added to the melee combat and moves to the side of the opponent, or behind the opponent (based on positioning in the fight). Exposed creatures suffer a penalty of -2 to their Armor Class when attacked from the side. If they are attacked from the rear, they suffer a -3 to their Armor Class. A creature is only considered in the rear when directly across from the squared off ally.  
Let's say that Hero 1 is squared off with opponent 1. Hero 2 enters the melee and moves to the side of opponent 1. Opponent 1 now suffers the exposed condition and has a -2 to armor class should Hero 2 attack it while maintaining his armor class if Hero 1 were to attack it.
If the creature attacking from the side or rear moves away from the squared off target to leave reach range, the squared off target may make an opportunity attack at a -3 to attack the rear or a -2 if it is a side.   Ranged attacks benefit from the exposed status, so long as the squared-off condition is triggered and the ranged attacker's position warrants a side or rear attack.  
If Using Alternative Distance
Should you be utilziing the near, far, and very far concept, squared off still applies. The differance is the spots filled are back to front after the inital squared off status. For example. The 2nd creature would automatically move to the rear for the largest bonus, Then the next would chose a side.  

Outnumbered

Should any creature be outnumbered in melee combat by more than two other creatures of the same size or larger, and is alone (no ally within 10 feet or no ally contesting one of the attacking creatures in melee) all attacks made against that creature receive a +2 to all attacks. Outnumber must have 3 creatures attacking 1 creature without additional distraction. So if 2 allies are near each other, 6 creatures of the same size or larger need to attack them.  

Damage Types

 
  • Acid - For those intrigued by the flesh-melting potential of magic, acid damage is sure to be a hit.
  • Bleeding - Damage types where an open wound occurs on a creature. This Damage over time may be countered acted by the proper SPD 15 Medicine check.
  • Bludgeoning - If you’re looking to pummel, beat, and smash your foes, dealing bludgeoning damage should be right up your alley.
  • Cold - Casters who enjoy testing their foes’ constitution by freezing them to their very core will find plenty to love with cold damage.
  • Fire- Fantasy worlds have no shortage of fire-blasting wizards, so it’s no surprise that fire spells rank as the most common damage type.
  • Force - Force damage comes from spells that smack enemies about with magical powers.
  • Lightning - For spellcasters who enjoy zapping their enemies with the raw power of electricity, lightning damage is likely to be your favorite.
  • Necrotic - If you enjoy magic that damages enemies by rotting their bodies and speeding up decay, you’re sure to be a fan of necrotic spells.
  • Piercing - Piercing damage is often associated with thorny spikes or penetrating weapons.
  • Poison - Create a sickness in a creature and often grants the Poinsoned condition.
  • Psychic - Inflict damage on the very minds of their enemies.
  • Radiant - Spells that deal radiant damage usually involve either the raw power of the sun, or calling upon religious powers.
  • Slashing - Slice up enemies with blades or thorns, whether mundane or conjured by magic.
  • Thunder - Blowing out enemy eardrums with thunder damage is enticing for some, but be warned – these loud noises can warn far-off enemies of your presence.
 

Damage Resistance and Immunity

While damage types in this system have no special rules of their own, they do come into play when it comes to resistance, immunity, and vulnerability:  
  • Resistance If a creature is resistant to a damage type, they take half the total damage from sources that cause it.
  • Immunity If a creature is immune to a damage type, they take no damage from it.
  • Vulnerability If a creature is vulnerable to a damage type, they take twice as much damage from sources that cause it.
  As the Hero's level up, damage type resistances and immunities become more common, especially at higher levels. However, Vulnerabilities are uncommon but are incredibly impactful when they do come up. If it would make sense for a monster to be dealt extra damage by an attack type (like bludgeoning damage with skeletons or fire damage with enemies made of wood).  

Falling & Fall Damage

Should a creature begin falling the creature will immediately fall 500 feet if no ground meets them first. For every 10 feet, they will receive 1d6 of bludgeon damage with no maximum cap on the die amount.
"It's almost like the forces of nature don't have terminal velocity when creatures fall - weird" - Isaac Newton - if Newton used creatures and not apples.
 

Crits and Crit Misses

  Should a creature roll the same number on both the Proficiency Die and the D20, that is a critical success. However, a critical miss is when the D20 lands on a 1, regardless of the Proficiency outcome. Should a class feature, Item, or spell allow for crits on alternative numbers, those are also included in addition to the prior rule.   However, It is up to the GM as to what a Crit means (success or failure). If you need suggestions, please see the Appendix.   Alternatively, you may view Critical Modifications for a more deadly version of the game.