D1001-combat
Combat
Combat decides the outcome of small-scale skirmishes between individuals or groups. When combat breaks out, time compresses down to Combat Turns of about 10 seconds each
Turn Structure
Each turn is comprised of two distinct phases, the Status Phase and the Action Phase.
Status Phase
The Status Phase marks the beginning of a new combat Turn. Each Status Phase, perform the following:
- Players and DM roll for Initiative. This happens every Status Phase
- Other stuff that says it happens in the Status Phase
Initiative is rolled by each player character individually. The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn). Both sides roll the same way, a Chance Roll of a single d6. Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them. Anyone (Players or DM) rolling the exact same number takes their action simultaneously.
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible. For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog's second Round and any PC rolling 1 or less goes after all DM-controlled characters.
Followers of the PCs take their turn at the same time as their PC leader. For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.
Action Phase
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a Round in which to take their actions. During each Action Phase each participating character gets one Round, which consists of two phases itself, the Upkeep Phase and the Main Phase. These are nested inside the Action Phase
Combat Rounds
Upkeep Phase
- Check for expiry of effects that last until the character's "next Upkeep"
- Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well
- Other stuff that says it happens in the Upkeep Phase
Main Phase
The vast majority of all time spent in combat is done during the characters' Main Phases. This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc
Combat Actions
During each Combat Round, characters can take any combination of two Simple Actions and one Reaction (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds). These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a Complex Action during their Round.
One limitation on choice of how a character can act is that only one Limited Action can be taken each Round unless specified otherwise. This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.
Example Simple Actions
- Make a single Basic Attack with a ranged or melee weapon (Limited)
- Cast a Spell (Limited)
- Move within about 30'
- Use a magic item
- Most class abilities will take a Simple Action unless otherwise noted
- Quickly interact with an object without being too precise
- Hit the deck or take cover
- Grab an item from
Attacks & Damage
keywords status effects damage types fatigue