Combat Actions and Modifiers
Every participant in combat has a selction of options available to them that list what they can do in combat. Every player and enemy has 1 actions, 1 reaction, and 1 bonus action per round.
An action can be used to:
Move - move across the battlefield. The GM determines what is within reachable distance. Longer distances might take two move actions to reach.
Attack - Make a combat roll against a target
Use another ability listed as an action
In addition to actions, combatants have reactions and bonus actions. Bonus actions allow you to do a smaller one time effect on your turn without using the normal actions available for moving, attacking, and abilities, but they must be done on your turn. Reactions allow you to respond on other combatants turns, but have a defined list of options and allowed timings. Anything listed as a reaction(d) may also be used as an normal action or a combat modifier on your turn. There are also combat modifiers which are dependent on positioning and intent when attacking.
When relevant, these modifiers apply:
Grappling - Announced as you are attacking. You must have at least one free hand and can only target one enemy. Add your grip modifier to your roll. If you win the roll, both combatants enter into close combat range and the loser is now grappled
Grappled - -3d6 on all combat rolls. Must escape to move.
Higher Ground - +2d6
Flanking - Flanking happens when at least two allies approach an enemy from seperate directions or when at least two allies manuever the enemy against an obstacle. If the enemy can defend against both attackers without having to switch directions and there is no obstacle limiting their movement, the enemy is not flanked.
Prone - -4d6 and enemies get advantage on combat rolls against you.
Staggered - -2d6 to next combat roll
Off Guard - May not add weapon proficiencies; add reflex to combat roll twice.
Intimidate - Add your intimidation modifer to the roll. On a winning roll, the target becomes frightened and immediately uses it's reaction to respond according to the Frightened Condition.
Charging - +1d6 to to the combat roll. Enter into close combat or melee range
Out of range - When outside your weapons normal range, you incur disadvantage on your comabt rolls with it.
Throwing - When throwing a weapon increase it's effective range by 1 distance level and add your Aim/Throw score to the roll to hit. The weapon drops to the ground once it hits anything in it's path.
d Brace - add d6's equal to your brace modifier to your combat roll this turn. You may not deal damage but you may gain victory levels up to level 3.
d Dodging - +2d6 to combat roll this turn, but may not add weapon proficiencies, deal damage, or gain victory levels. You must move as far as you can away from the enemy on a winning roll. May apply other applicable skills such as Athletics, Acrobatics, Ride/Pilot, Dodging, etc at GM approval.
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