Combat Essentials:

This one page summarizes the basics of combat. If you're unfamiliar with the d20 rules, this is enough detail to get you started in a fight scene. For now, don't worry about the details.

Rounds:

Combat is broken up into rounds. Every round, each combatant gets to do something. A round represents about six seconds in the game world.

Initiative:

Before the first round of combat, each player makes an initiative check for his character. The GM makes initiave checks for the monsters or foes. An initiative check is a Dexterity check (1d20 + Dexterity modifier). Characters act in order from highest initiative result to lowest, with the check applying to all rounds of the combat.

A characther is flat-footed until he takes his first action.

Actions:

You can move and make a single attack in one round (in either order). A melee attack is one using a weapon you physically strike an opponent with, such as lunging with a knife or swinging a baseball bat. (A monster's claw attack is also a melee attack.) A ranged attack is one that you use at a distance, such as throwing a rock or firing a pistol.

Attack Roll:

To score a hit that deals damage on your attack roll, you must roll the target's Defense or better:

Damage:

If you score a hit, roll damage and deduct it from the target's current hit points. Add your Strength modifier to damage from melee and thrown weapons.

If you're using a melee weapon in your off-hand, you add half your Strength bonus instead. If you're wielding a melee weapon with both hands, add one and one-half times your Strength bonus to the damage.

Defense:

A character's Defense is the number you need to get on your attack roll to hit that character in combat.

Hit Points:

Hit points represent how much damage a character can take before being disabled, knocked unconscious, or killed.

Attack Options:

When attacking, you have several basic options:

Movement:

Each character has a speed measured in feet. In one round, you can move that distance and attack. You can move before or after attacking.

In one round, you can run make a double move instead, running all-out. This lets you move double your speed but takes your entire turn.

Death, Dying, and Healing:

As mentioned above, your hit points represent how much damage you can take before being disabled, knocked unconscious, or killed.

You can stop a dying character's loss of hit points with a successful Treat Injury check (DC 15).

Massive Damage:

If you sustain damage from a single attack that exceeds your Massive Damage Threshold (and the loss of hit points doesn't kill you outright!) you must still make a Fortitude save (DC 15 + 1 per 5 points of damage). If this saving throw fails, you immediately drop to 0 hit points and are disabled.


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