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The Combat Round
Combat in World of Roleplay uses a turn-based system. It is important to appreciate and respect that it’s turn based. Each round lasts about 1 minute long. Despite being a turn based game, combat is fluid. The hits that characters suffer; the movement that a character covers; and the spells that are cast are abstractions of the messiness of combat. When a warrior hits a giant for 12 points of damage in one of their 2 hits, it doesn’t necessarily mean only one hit lands. Perhaps they struck the giant 7 times which accumulated to 12 points of damage, even though only 1 out of 2 attacks hit. Within combat, each player only takes one turn per round. A Cycle is between 6-10 rounds, depending on the DM’s discretion. Each combat should take roughly 6 rounds, with 10 being on the extreme end. A Cycle represents a combat or at least a phase within a combat. If your combat is longer than 10 rounds, the DM should do their best to break up the combat in phases Cycles. If fighting a vampire where the combat is 20 rounds long, perhaps the first 5 rounds of talking and negotiating with the vampire is Cycle 1. Round 6-11 is the second Cycle where it’s the fight vs the vampire and their minions. Rounds 12-17 is third Cycle where its fighting just the vampire after the minions are slain. And rounds 18-20 is the fourth Cycle where the party is putting the stake in the vampire while trying to give medical treatment to party members and chasing any minions that fled. In this example, combat took 4 Cycles long, even though there was no formal demarcation of the Cycle. In general, 10 Cycles should take about an hour, but this is not a hard rule. Most people in a fantasy setting don’t have watches to tell them the time.
Initiative
The Ambush Round
When you begin combat, everyone must roll into initiative. Sometimes you enter a combat without some characters being aware that combat is about to begin. This is the ambush round. Any character that may be surprised that combat is beginning must roll a 1d10. On a 1, 2, or 3, the character is surprised and cannot act this turn. This includes taking their turn, using reactions, and using other spells and abilities. Having a dialogue between a character that is surprised and a character that is not surprised immediately ends their surprise from the ambush round. If their turn already passed, they can take a turn immediately after the character who spoke to them, else they get their turn and actions as normal.
Initiative
At the beginning of each round, the order of turns must be decided by an initiative roll. Each character must roll 1d10 and add (or subtract) a value to their roll. The order for which initiative goes is from lowest number to highest number. If two or more characters have the same initiative, they should both re-roll against each other and whoever wins this initiative goes before the other.
Optional Rule: If two or more characters roll the same initiative, resolve all their attacks, movement, abilities, spells, etc. simultaneously.
The primary method for calculating your initiative modifier is using the encumbrance system. For enemies, if they are humanoids, you may use this encumbrance table, however you should generally ignore the equipment modifier (this is the difference between being an adventurer and work-from-home combatant). For monsters, use monster iniative modifier.
Derek is wearing padded (light) armour and so his initiative would be a +1. Derek also wields longsword in his main hand and a shield in his off-hand. The longsword is a medium weapon which gives him +2 to his initiative. The shield is a large weapon which gives him +3 to his initiative. In total, Derek rolls with a +6 to his initiative.
Table 1
| Encumbrance | Modifier |
|---|---|
| Armor | |
| None | - |
| Light | +1 |
| Medium | +3 |
| Heavy | +5 |
| Very Heavy | +7 |
| Weapon | |
| None | - |
| Small | +1 |
| Medium | +2 |
| Large | +3 |
| Equipment | |
| Pouch (1) | - |
| Purse (Multiple Pouches) | +1 |
| Small Sack/Large Sack Half Filled | +2 |
| Large Sack | +3 |
Table 2
| Monster Initiative | Modifier |
|---|---|
| Tiny or Smaller | - |
| Small | +3 |
| Medium | +3 |
| Large | +6 |
| Huge | +9 |
| Gargantuan | +12 |
Your Turn
Every player character gains 2 actions points plus movement on their turn, as well as a free object interaction.
Action Points
On your turn, you may spend your action points on the following:
Attack: Make a series of melee, ranged, or wand attack(s).
Special Attack: Special attacks require you to hit the target, as if it were a normal attack; however, it does not deal any damage unless specified. There is no saving throw, unless specified. You cannot use the same special attack more than once on your turn, unless stated otherwise.
Cast a Spell: Cast a single spell. Cannot cast the same spell twice in one turn.
Dash: Use your action to gain extra movement equal to your current movement.
Help: You can help an ally make a make a check. This has no effect if your ally is making an attack or casting a spell (at DM's discretion).
Ready: Declare an action that you will make based on a general event. It cannot be too vague that the player can trigger it whenever they feel like it ("I ready my action to make an attack against an enemy"). The player also cannot declare multiple triggers. The DM gets full interpretation of the readied action and so once the condition for the action is triggered, the player cannot change their action. Spells can be readied, but require concentration to ready the spell.
Withdraw: Use your action to withdraw out of melee combat. Until the end of your your, you do not provoke attacks of opportunity from exiting someone's melee range.
Use on Object: Even though the player gets a free object interaction on their turn, some actions are too difficult or too time consuming and therefore require a whole action point (or more!)
NPC Action Points
NPCs operate differently than player characters. In turn-based RPGs, action economy is very important. An NPC with 5x the health, 5x the damage, and higher hit rating is usually weaker than a party of 5, because they cannot take as many actions. If you add just 2 minions to the fight, suddenly this strong NPC becomes deadly. Creating NPCs with the right amount of action points is certainly a skill. The following will be guidelines.
The standard (especially low level) NPC should have 1 action point.
Figuring out To-Hit
A character’s hit-rating or their to-hit modifier is how you figure out if an attack or spell successfully hits a target. For melee attacks, you may use your strength modifier (actual number minus 10) as well as any additional modifiers. For ranged physical attacks, use your dexterity modifier instead. For spells, if it’s a targeted attack, the character uses their intelligence modifier.
Table 3: Attack Roll Modifiers
| Situation | Attack Roll Modifier |
|---|---|
| Attacking from hidden | +4 |
| Attacker on high ground | +1 |
| Attack against flank | +1 |
| Attack against back | +2 |
| Attacker in difficult terrain | -1 |
| Attacker in prone | -3 |
| Missile fire, short range | - |
| Missile fire, medium range | -2 |
| Missile fire, long range | -5 |
| Missile fire, calm weather | - |
| Missile fire, light weather | -1 |
| Missile fire, windy weather | -4 |
| Missile fire, storm weather | impossible |
Table 4: Defense AC Modifiers
| Modifier Type | Defense Modifier |
|---|---|
| Defender is off-balance (1) | -1 |
| Defender is off-balance (2) | -2 |
| Defender is prone (melee) | -3 |
| Defender is prone (range)* | +3 |
| Defender is surprised | -1 |
| Defender is incapacitated or held | -6 |
| Defender is on difficult terrain | -1 |
| Defender is hidden | -4 |
| Dodge | varies |
| Block | varies |
| Parry | varies |
Critical Hits
Sometimes an enemy’s Armour class is impossible to hit. Even so, still roll because critical hits always hit the enemy target. There are two ways to get a critical hit. The first is to roll a natural 20, however some classes/abilities can by-bass this with a lower natural die roll. The second is to clear the enemy’s AC by 15 or more, regardless of natural number. However, a natural 1 is always a miss.
When you land a critical hit, you may re-roll the damage die(dice) and sum the total.
Optional Rule: When you land a critical hit, you may double the damage from the die (dice) roll; however, you must declare that you’re using the optional rule before hand.
Spell Hits
To-Hit Spells
Some spells need to hit the enemy’s armor class. In these cases, use your primary casting modifier combined with a d20 die roll as well as any additional modifiers. If you meet or beat your enemy’s AC, your spell hits as well as all of its effects. Depending on the damage type of your spell, the opponent may get bonuses to their AC. For example, typically +1 defense to fire spells is not normally calculated for DC, but if you have a fire to-hit spell, they would get that +1 to their AC.
Save vs Spell
For all other spells, the target will have to save vs the spell. If the spell has a damage type, use that type for the save roll. The save DC is equal to the caster’s casting ability score plus any additional modifier. For example, if the a frost mage casts Frost Nova which freezes nearby enemies. Frosty the frost mage has 16 intelligence, and Frost Nova has been upgraded so that the save is +1. In this example, an enemy would have to roll a 17 or higher to save versus this spell.
If the spell is mind-affecting (such as a fear spell), then the target must roll a will power save, regardless of whether the spell caster used intelligence or willpower as their spell casting modifier. In either case, the save is equal to the spellcaster’s casting ability score +10. For example, Frosty (a frost mage) cast fear on an opponent. Frosty still has 16 intelligence and no modifiers to his fear spell. The opponent must roll a 26 or higher willpower save to pass the check.
If the spell doesn’t have a damage type and it’s not a mind-affecting spell, the target should save vs arcane.
Movement in Combat
Every race has a listed base movement speed. That number represents how much space can be covered within 1 action point. This is your character's base movement speed. A characters base movement speed may vary based on other factors such as spells, abilities, and class features. However, a character's movement changes on the equipment they are carrying. To determine a character's movement, take the character's base movement, subtract their initiative modifier, then multiply this number by 10 to get the movement speed in feet. For example, Dave the human fighter has a 20 base movement speed from his race. He's carrying light armor (+1), a medium weapon (+2), a shield (+3), and a small bag (+2), which gives him a total of +8 to his initiative. This means his actual movement speed would be 12 (20-8). Therefore, Dave would be able to cover 120 feet per action point, or 360 feet per round
Optional Rule: The length of a round may be changed to a half minute. If this is the case, the changed formula would be: take the character's base movement, subtract their initiative modifier, then multiply this number by 5.