Combat

In this guide, we will delve into the detailed mechanics of engaging in battles, where quick thinking, strategic decision-making, and a bit of luck are crucial for survival. Prepare yourself and your players to face the horrors that await them in this unforgiving and tension-filled tabletop role-playing game.   
  • Initiative: Combat begins with an initiative roll, which determines the order of actions for each participant. Each character rolls Initiative + 1d6. The character with the highest number goes first, and ties are resolved through comparing initiative scores. In the case of persistent ties, involved parties roll 1d6, and the highest result determines who acts first.
 
  • Melee Attacks: Initiating a melee attack requires the attacker to roll Strength + Melee Skill + 1d6. The target of the attack then attempts to either dodge or soak the incoming damage. The attacker must beat the target's Dodge or Soak attempt to successfully inflict harm.
 
  • Ranged Attacks: Initiating a ranged attack requires the attacker to roll Agility + Ranged Skill + 1d6. The target of the attack then attempts to either dodge or soak the incoming damage. The attacker must beat the target's Dodge or Soak attempt to successfully inflict harm.
 
  • Target's Defense: When a character is targeted with a melee attack, they have two defensive options. The target can roll either Body + Soak Skill + 1d6 or Agility + Dodge Skill + 1d6 to avoid or mitigate damage. The specific defense method used depends on the situation and the character's chosen tactics.
 
  • Baseline Health Points (HP): At the start of the game, each character begins with a baseline of 6 HP. This relatively low starting point means that even a few successful attacks can quickly debilitate a character. As the Game Master, it is essential to keep track of each character's HP and communicate the effects of damage and injuries clearly.
 
  • Makeshift Weapons and Basic Attacks: All professions possess the ability to make basic attacks using punches, kicks, or improvised weapons. These attacks are often the most straightforward and accessible means of inflicting harm upon adversaries.
 
  • Damage and Dealing with Injuries: The damage inflicted by successful attacks varies based on the chosen weapon or method of attack. Each weapon has a specific damage value listed in the Equipment section. When an attack is successful, the damage is deducted from the target's remaining HP. Injuries should always be played realistically, depending on the source of the damage dealt. Some types of injury will continue to cause damage even after the combat is over, such as bleeding, poison, and other lasting effects. Without a way to counter these effects, characters will eventually falter and fall.
 
  • Critical Conditions and Recovery: When a character's HP reaches 0, they are in critical condition and must act swiftly to survive. The character has only 4 minutes to roll a luck check once per minute consisting of their remaining Luck Points + 1D6, aiming to beat a target number of six that increases by one with each failed attempt. If successful, the character regains consciousness with 1 HP. However, while downed, they are vulnerable to attacks and can be finished off without further rolls.
  Combat in Surviving Midnight is designed to be fast-paced, intense, and potentially unforgiving. As the Game Master, always consider the characters' HP, encourage them to plan their actions carefully, and be prepared to face the consequences of engaging in combat. More often than not, only one of the parties involved will walk away from the encounter.

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