The life of an adventurer is dangerous, and sooner or later, you will find yourself at the wrong end of a sword or a monster's claws. In those moments, we need a much more rigid set of rules than during the conversation phase of the game.
Combat is broken down into two measures of time -
A turn is the moment of time it takes a single character to take their actions.
A round is made up of everyone's turn.
All at once in order
During each combat round, every character is considered to act at during the same in-game time, but still takes turns based on their Initiative. A character's turn takes 6-10 seconds, but so does the entire Round.
When combat breaks out, every participant rolls a d20. Your result determines the order you act in, starting at 1 and counting up. If two characters roll the same number, the character with the higher AGI acts first.
If you perform an action that the GM determines surprises your target, you get to act at Initiative 0 for the first round. At the beginning of the second round, roll your initiative as usual and join the initiative count from there.
On your turn, you can opt to hold your action and wait until later in the round. This allows you two options -
Losing your turn - If you wait too long, you act last in the round and have your Initiative count set to 20.
In combat, you can take one of each of the following actions -
You may move up to your movement rate each round. You can move before or after your action or even break your movement up with an action.
Not everything is possible in the heat of combat. The list below is an example of what constitutes an action during combat.
Free Actions
Free Actions are minor things like drawing a weapon or dropping prone. Free actions do not count as an action, but you may only perform one per round, and it must be taken on your turn.
Reactions
Reactions happen when it isn't your turn. These are actions triggered by some outside stimuli. You may perform one Reaction every round.
Combat Actions
Your character's posture and position matter in combat. By default, you are considered to be standing.
Kneeling or crouching makes you a smaller target but hinders your movement. When crouched, your movement is halved, but attacks against you are made against a Threshold of 6.
Lying on your belly or back. When lying prone, you may only crawl. Ranged attacks targeting a prone target are made against a Threshold of 12.
Dropping to a crouch or prone is a free action. Rising from a crouch is a free action, but rising from prone uses up one-half of your movement.
When you make an attack on your target undetected, you can make a Sneak Attack roll. First, you must succeed against Sneaking with Disadvantage to get within 2 meters of your target.
Your next attack against the target is made with Advantage, and your target cannot use their reaction to defend themselves.
Setting an ambush allows you to use your reaction to make a Sneak Attack. Your target needs to succeed against Awareness to spot the ambush.
Putting something solid between you and your attackers is the best way to avoid being hit in combat. When behind cover, attacks against you have to overcome a threshold based on the amount of cover you are using.
| Cover Percentage | Threshold |
| 25% | 3 |
| 50% | 8 |
| 75% | 13 |
| 90% | 16 |
| 100% | 18 |
Striking Cover
When attacking a target behind cover, if your roll result is less than the cover's Threshold value, you strike the cover instead. Roll damage as usual and apply it to the cover.