Conflicts - Combat

## Overview of Combat Conflicts

*Combat* breaks out when one or more *Characters* initiate lethal force against another set of *Characters*.

It can take many forms, such as adventurers fighting a terrifying monster, soldiers fighting their way across no mans land, or even a simple boxing match between two trained athletes.

*Combat* is naturally a *Conflict* which is avoided in real life, as it very often results in the death of one or more of the participants, however within the context of Science Fiction and Fantasy stories, *Combat* often represents a climactic moment between the key Characters of a Story, and is a means to resolve a fundamental disagreement they have in a narratively satisfying way.

## The GM and the Action Choreographer

*Combat Conflicts* feature **significantly** more rules than most *Conflicts* featured in 7e. Additionally, GMs are frequently responsible for running the *Turns* of many *Characters* with significantly different abilities.

Because of this, the *GM* may at their discretion nominate one of the other *Players* to help manage the rules of a *Combat*. We refer to this role as the *Action Choreographer,* as they effectively take a similar role to action choreographers in the film industry as it is their role to *advise* Directors (GMs) and Actors (Players) on how combats should look and feel.

Often an *Action* *Choreographer* is a *Player* which has prior experience of being a *GM*, or it may be a *Player* with significant experience of taking part in Combat Conflicts.

The role of *Action Choreography* may also be seen as an inexperienced *Player's* first step towards becoming a *GM*, and so we encourage *GMs* to give *Players* the opportunity to take on this role.

The role of the *Action Choreographer* is to remind the *GM* and other *Players* when they believe a rule of the *Combat Conflict* is being forgotten, or look up rules on an as needed basis where rules clarity is required.

For example, an often forgotten rule is that a *Spellcaster* must roll a *Concentration Check* when they take damage in order to maintain a *Spell*. If the Action Choreographer believes a Player has forgotten this rule, it is their role to inform the group of this.

They may also at the *GM's discretion* take on other duties, such as determining Initiative at the start of *Combat* and calling for other *Character's* *Turns* or *Actions*.

Note that it is never the *Action Choreographer's* role to **enforce** the rules. The *GM* always has the right to ignore a rule which an *Action* *Choreographer* reminds them of, and the *Action Choreographer* should always respect when the *GM* consciously decides to ignore or change a rule.

## Win Conditions

A *Combat* *Conflict* ends when there are no remaining *Characters* who wish to use lethal force against each other. This can arise in a number of ways:

* One set of *Characters* is unable to fight, due to being *Dead*, *Unconscious* or otherwise put in a position where they cannot meaningfully change the outcome of the *Combat*
* One set of *Characters* leaves the field of battle (e.g. they are *Fleeing*)
* All remaining *Characters* are unwilling to fight.

The GM determines when a *Combat Conflict* has ended. This can occur when one of the above conditions are met or when they believe the outcome of the Conflict is assured (e.g. there's no risk of further harm to the Player Characters).

## Goals of the Conflict

The *Goals* of the Conflict may differ from the Win Conditions. For example, a group of *Non-Player* *Characters* could be preparing a weapon of mass destruction, and the *Players* "*Goal*" may be to prevent it's use. Therefore while the *Non-Player* *Characters* may be resisting their efforts using lethal force, the *Players* may be focused on disabling the weapon as part of that *Conflict* rather than fighting.

Because of this, it is crucial for the *GM* and the *Players* to be aware of what the Goal of each of the *Characters* within the *Conflict* is, as when that *Goal* is met the *Conflict* may be over or the *Goals* of the *Conflict* may change.

As an example, a group of wolves are attacking the *Player* *Characters* because they are hungry. Their *Goal* may be to kill the *Player* *Characters* with as little risk to themselves as possible (i.e. their *Goal* is to kill without being killed). Consequently, if it became clear the the *Conflict* were not going well for them, their *Goal* may change to Escape, and so they may choose to *Flee* as opposed to fight until death.

## Fate Points

*Fate* *Points* in a *Combat* *Conflict* represent how close to being *Dead* each *Character* is.

Each *Character* has a number of *Fate* *Points* assigned to them. When they have lost all of their Fate Points, they are pronounced *Dead*.

*Player* *Characters* each begin a *Combat* *Conflict* with 5 Fate Points.

*Non-Player Characters* begin a *Combat Conflict* with a number of *Fate* *Points* equal to their *Challenge* *Rating* (*CR*)

A *Character* can lose *Fate* *Points* in one of the following ways:

* They lose 1 *Fate* *Point* whenever they are reduced to 0 Hit Points due to Lethal Damage.
* They lose 1 *Fate Point* when they are damaged while they are *Dying* (see the **Dying Condition**)
* They lose 1 *Fate Point* when they fail a DC10 Luck Check to end the Dying Condition, or an Ally Spectacularly Fails a Dexterity(Medicine) Check (DC10) to end the Dying Condition.
* They lose 1 *Fate Point* whenever they take damage due to a Critical Hit
* They lose 1 Fate Point when they take damage equal to their *Hit Point Maximum (*see *Massive Damage)*

*Characters* regain all their *Fate* *Points* after a *Combat Conflict* has ended. If *Characters* are *Dying*, the *Combat* *Conflict* continues until there are no more Characters with the *Dying* *Condition*.

## Setting the Scene

At the start of the *Conflict*, the *GM* will describe the scene in which the *Conflict* takes place, including the key points of interest in the environment, the *Characters* involved and the *Goals* of the *Conflict*.

The *GM* determines the starting positions of all the *Characters*, including their placement on a battlemap if this is being used.

## Turn Order and Rolling for Initiative

Each *Character* involved in the *Conflict* takes *Turns* to perform a set of *Actions*, with the intent that these *Actions* will help resolve the *Conflict* in their favour.

In order to determine who acts when, the *Turn* *Order* is first established. This is described as "Rolling for Initiative".

A complete cycle of *Turns* is referred to as a "*Round*".

### Rolling Initiative

In a *Combat Conflict* each *Character* involved in the *Conflict* makes an *Initiative Check* (which in a Combat Conflict is determined using a *Dexterity Ability Check)* to determine how quickly they are able to respond at the start of the *Combat*.

The *GM* makes a list of the *Character's* *Results*, and the *Turn Order* of the *Characters* then plays out in accordance with that list, with the *Character* which rolled the highest result on the *Initiative Check* taking the first *Turn*.

### Tie Breaks in Initiative

If two or more *Characters* roll the same result, then the *Character* with the highest *Modifier* to the *Initiative Check* goes first.

If this *Modifier* is the same, and the *Characters* are friendly to each other (e.g. two *Player* *Characters*) then the *Players* in control of those *Characters* may decide between themselves who goes first.

If the *Characters* are competing against each other, have the *Characters* continue rolling *Initiative Checks* against each other to see who is quickest between them (but their *Turn* *Order* is still determined by their initial *Initiative Check*).

### Sharing Initiative

In many cases a *GM* or sometimes a *Player* may be determining *Initiative* for multiple *Characters* they are controlling. At the discretion of the *GM*, they may choose to have some of the *Characters* share their initiative as a way of simplifying the *Turn* *Order* of the *Characters* involved.

For example, a set of alike *Characters* such as a group of wolves may be easier to control through a *Shared Initiative*, as each of their *Actions* will be similar to each other).

When *Sharing Initiative*, choose one *Character* of that group (typically the one "leading" the Group) to make an *Initiative Check*. When that group acts during *Combat*, they resolve their *Turns* in an order of the *Controlling* *Player's* choosing (but each *Character* must complete their full turn before the next *Character* begins theirs). The *Player* need not keep track of which *Characters* acted in what order, and may vary the Turn Order of Characters with a Shared Initiative on a round to round basis.

We recommend that no more than four *Characters* share an Initiative at any time, as having multiple *Characters* act in unison can dramatically increase their effectiveness in *Combat*.

### Environment

Occasionally the environment the *Combat* takes place in will play a role within the *Combat*. In such cases, the Environment may be treated as having a *Initiative Check Result* of 20, but loses tie breaks with other *Characters*.

### Bystanders

*Characters* on the battle map which are not involved in the Conflict in any meaningful way (usually innocent bystanders) are assigned the lowest possible position in the *Turn Order*.

## Beginning the Combat

The *GM* determines the rules at play for *The* *First* *Round* of *Combat*.

There are **three** different ways a *Combat* can begin, depending upon how prepared the *Characters* involved in the *Conflict* were for it to begin. The way a *Combat* begins will affect how the first *Round* of *Combat* plays out.

*Players* and *GMs* may use the following guidelines to determine how a *Combat* begins.

### Sudden Starts

No *Characters* were prepared for the beginning of the *Combat*. This could be initiated by a *Character* drawing a weapon or an unexpected confrontation between two sets of *Characters* who are hostile to each other.

A Sudden Start is considered the default and easiest way for a *Combat* to begin. We recommend new *GMs* begin *Combat Conflicts* using these rules initially.

### Ambushes

One or more *Characters* initiate the *Combat* by getting the drop on the other *Characters* involved. This may occur when one or more *Characters* which the other *Characters* are unaware of initiates the *Combat*, usually by causing harm to another *Character*.

(See "Alternative Rules for the First Round of Combat" for more details)

### Stand Offs

This occurs when all the *Characters* involved in a *Combat* are prepared for it to begin. This may be the case in an honourable duel or perhaps as the result of a tense negotiation breaking down.

To see the rules for Ambushes and Stand Offs, see the Alternative Ways to Start a Combat Conflict Section

## The First Round of Combat

The initial breaking out of a *Combat* consists of a rush of activity. Depending upon how the *Combat* begins (see Beginning the Combat) the rules for the first *Round* of *Combat* may differ. Below we present the rules for the Sudden Start only. See *Alternative Ways to Start a Combat Conflict Section* *for more details* on the rules for *Ambushes* and *Stand-Offs.*

### Sudden Starts

When the *Combat* begins with a Sudden Start, the first *Round* of the *Combat* proceeds without any special rules.

The *Character* with the highest *Initiative* *Result* may take their *Turn*, followed by the *Character* with next highest initiative result, until all the *Characters* on the *Initiative* *List* have taken a *Turn*.

At this point the *Round* is complete, and another set of *Turns* may begin, starting once more with the *Character* who rolled the highest *Initiative* *Result*.

## A Character's Turn

Each *Character* can do the following on their Turn:

* **Actions:** They can use **One** *Action* and **One** *Bonus Action* *or* they can use **Two** *Bonus Actions.* (See *Actions* for more detail)
* **Movement:** They can expend their *Movement Speed* (usually 30ft) to move around the battle field. They may use this movement before, during or after they use one or more of their Actions, and may break up their movement as they wish. (See *Movement* for more detail)
* **Reactions:** They may use a *Reaction* if something triggers it during their own Turn. (See *Reactions*)
* **Free Actions:** They may use *as many Free Actions as you wish* on your Turn. Free Actions are typically small, inconsequential interactions with the environment which they take in order to carry out the *Actions*, *Bonus* *Actions* and *Movement* available to them. (See *Free Actions* for more detail)

## Other Characters Turns

* During another *Character's* Turn, typically the only way a *Character* can act is when a *Reaction* is triggered (See *Reactions* for more details)

## Introduction to Actions and Bonus Actions

### How many Actions and Bonus Actions can a Character Use?

During their turn, a *Character* may use **One Action and One Bonus Action** or **Two Bonus Actions.**

**Action:** An *Action* represents a complex task which takes some time and concentration for a *Character* to accomplish.

**Bonus Action:** A *Bonus Action* represents a less complex task for the *Character*, and is accomplished in a time relatively quicker than an *Action*.

### Actions

During their *Turn* a *Character* may take one of the following *Actions*:

**Attack, Cast a Spell, Dash, Disengage, Distract, Dodge, Negotiate, Prepare, Retreat/Chase Action, Stealth, Search, Taunt, Use an Object**

Sometimes a feature may also grant a *Character* an ability to perform a unique act using their *Action*.

Sometimes a *Character* may wish to do something which does not fit into one of the above *Actions*. If the *GM* feels what they are trying to accomplish is as impactful as one of the above *Actions*, they may rule that the course of action they are attempting requires their *Action*.

Typically a *Character* may only perform **one** of the above *Actions* on their *Turn*.

### Bonus Actions

All Characters have access to the Guard Bonus Action, however many features may grant a Character other ways in which they may use their Bonus Action.

## Actions

### Attack

The most common *Action* to take in a *Combat* is the *Attack* *Action*, and is used when a *Character* wishes to harm another using a *Weapon* or an *Unarmed Strike.*

With this *Action*, a *Character* makes One *Attack* using *Weapon* they are holding, or they may make an *Unarmed Strike (see Unarmed Strikes).*

Certain *Features*, such as the *Improved Attack* feature of the *Hero*, allow them to make more than one *Attack* with this *Action*.

A *Character* is able to use their *Movement Speed* or *Bonus Action* before or after making an *Attack*, as well as between *Attacks* if they are able to make multiple *Attacks*.

#### Making an Attack

To make an *Attack*, a *Character* must make an *Attack Roll* using a *Weapon* they are holding or an *Unarmed Strike* against a Target they can see or, if they are Obscured, know the location of (see *Obscured).* If a *Character* is *Hidden*, then the *Attacker* may guess their location and *Attack* that *(see* *Hidden*).

The Target must also be within the *Reach* of the Melee Weapon they are using (typically 5ft) or the *Range* of a Ranged Weapon they are using (see Ranged Weapons).

The result of the Attack Roll is found through the below method:

Attack Roll = Result of a d20 Check + Permitted Ability Modifier for the Weapon/Unarmed Strike + Proficiency Bonus (if *Proficient*)

Depending on the Weapon's properties, the *Ability Modifier* a *Character* may use for this *Attack* will differ.

Generally, Melee Weapons use Strength as the Ability Modifier, and Ranged Weapons typically use Dexterity, however there are many exceptions to this. For example, a Melee Weapon with the *Finesse* Property may use *Strength* or *Dexterity* (Character's Choice). See **Weapons** for more Details:

A *Character* must be *Proficient* with a *Weapon* in order to add their *Proficiency Bonus*. All *Characters* are considered *Proficient* with *Unarmed Strikes.*

If the *Attack Roll* exceeds a *Target's* *Armor Class*, the *Attack* hits, and it deals *Damage* to the *Target* of the *Attack,* which is subtracted from their current *Hit Points*. The *Armor Class* of a *Character* depends upon the *Equipment* they are wearing and some *Archetype features*. See *Equipment* for more details.

The *Damage* dealt by a *Weapon* is described by the *Weapon's* properties. If a *Character* is proficient with the *Weapon*, they may add the same Ability Modifier used for the *Attack Roll* to the *Damage* dealt.

Damage Dealt = Result of the Weapon's Damage Die + Attack Roll's Ability Modifier

The properties of a *Weapon* may affect how it performs in certain circumstances. For example, *Attack Rolls* with *Ranged Attacks* will typically have *Disadvantage* if the Attacker is *Threatened* (i.e. used within 5ft of a Hostile Character), or when used at significantly long distances. See *Weapon Properties* for more details.

Additionally, *Conditions* affecting a *Character* or even the *Environment* itself can often affect how likely an *Attack* is to hit (e.g. granting *Advantage,* *Disadvantage* or Penalties to the *Attack Roll*). See Conditions and Environment for more details.

#### Critical Hit or Miss

A *Critical Success* (i.e. a die roll of a 20 for the *Attack* *Roll*) results in a *Critical Hit*. The *Attack* hits the *Target* irrespective of their *Armor Class.*

Additionally, any *Damage Dice* used to determine the *Damage* dealt against the *Target* of the *Attack* may be rolled a second time and added to the *Total* *Damage* of the *Attack*.

Additionally, on a *Critical Hit* the Target loses one Fate Point (see Fate Points).

A *Critical Fail* (i.e. a roll of a 1 for the Attack Roll) results in a *Critical Miss*. The *Attack* misses the *Target* irrespective of their *Armor Class.*

#### Unarmed Strikes

All *Characters* are able to make an *Unarmed Strike* as an *Attack* and are considered *Proficient* in those *Attacks*.

The D*amage die* of an *Unarmed Strike* is a d4, the *Ability Modifier* for the *Attack* and *Damage rolls* is the *Character's Strength Modifier*, and it's *Reach* for most *Characters* is 5ft. *Unarmed Strikes* count as *Weapon Attacks* and *Melee Weapon Attacks* for the purposes of rules which affect those *Attacks*, despite there being no "weapon" as such involved in the *Attack*.

An *Unarmed Strike* can be made with a fist, limb, head knee etc, consequently it can be used even when a *Character* is holding objects in both hands.

Whenever a Character may use an Unarmed Strike, they may instead choose to attempt to *Grapple,* *Shove, Disarm* or *Silence* a *Character.* For the full rules on how to *Grapple*, *Shove, Disarm and Silence*, see the *Hand-to-Hand Combat Section.*

### Cast a Spell

Many *Characters* are able to use magic. The *Cast a Spell Action* is used in such cases.

#### Casting Time

Each *Spell* has a casting time, which specifies whether the *Character* must use an *Action,* a *Bonus Action,* a *Reaction*, minutes, or even hours to cast the *Spell*.

*Cast* *a Spell* is, therefore, not necessarily a single *Action*, and so *Spells* with a casting time of 1 Minute or longer are unlikely to be useful within a *Combat.*

(See **Spellcasting** for more details.)

#### Attack Spells

In some cases a *Spell* or feature will specify that you make a *"Spell Attack"* against a *Target*.

Like with *Weapon Attacks*, you must be able to see the *Target*, or if they are *Obscured* know their current location, or if they are Hidden guess their current location (see *Obscured* and *Hidden*).

Much like a *Weapon Attack*, you will first determine whether the *Attack Hits* the *Target* by rolling an *Attack*:

Spell Attack Roll = d20 + Character's Spellcasting Ability Modifier + Proficiency Bonus

The *Spellcasting* *Ability* *Modifier* for the *Spell Attack* is determined by the *Spellcasting Ability Modifier* of the *Spell* itself, which is determined by how the *Character* learned the *Spell* or *Feature* (e.g. a *Spellcasting* *Archetype* will specify what *Ability Modifier* to use on the *Spells* you gain through it).

##### Critical Hit or Miss

A *Critical Success* (i.e. a roll of a 20 for the *Attack Roll*) results in a *Critical Hit*. The *Attack* hits the *Target* irrespective of their Armor Class.

Additionally, any *Damage Dice* used to determine the *Damage* dealt against the *Target* of the *Spell Attack* may be rolled a second time and added to the Total *Damage* again.

Additionally, on a *Critical Hit* the Target loses one Fate Point (see Fate Points).

A *Critical Fail* (i.e. a roll of a 1 for the Attack Roll) results in a *Critical Miss*. The *Attack* misses the *Target* irrespective of their *Armor Class.*

#### Spell Attack Properties

Unlike *Weapon Attacks*, *Spell Attacks* only have two properties, *Melee* or *Ranged*, so we will discuss their properties here.

*Melee Spell Attacks* may only be used on *Characters* within the distance specified by the *Spell* (usually 5ft). Note that effects and *Conditions* which affect *"Melee Attacks"* are applied to both *Melee Spell Attacks* and *Melee Weapon Attacks*. e.g. *Melee Attacks* made against a *Prone* *Character* have *Advantage*.

*Ranged Spell Attacks* may only be used on *Targets* within the distance specified by the Spell (e.g. 120ft), and automatically miss targets beyond that range.

Additionally, like *Ranged Weapon Attacks*, *Ranged Spell Attacks* have *Disadvantage* while the *Caster* is *Threatened* (e.g. they are within the *Reach* of a Hostile Character). See the *Threatened* *Condition* for more details.

Effects and *Conditions* which affect "*Ranged Attacks"* are applied to both *Ranged Spell Attacks* and *Ranged Weapon Attacks.*

### Dash

When a *Character* takes the *Dash Action*, they gain extra movement for the current *Turn*. The increase equals their current *Movement Speed* (after modifiers from various effects and spells are taken into account.) Typically the *Dash Action* results in a *Character* being able to move up to twice their usual distance.

*Preparing* the *Dash Actio*n allows a *Character* to move when it is not their *Turn* (see the Prepare Action for more details).

### Disengage

If a *Character* takes the *Disengage Action*, their movement does not provoke *Opportunity Attacks* for the rest of the turn (see Opportunity Attacks).

### Distract

As an Action, the Character feints or shouts at a Target within 5ft of them. The Target is Distracted until:

* The start of the Distractors next Turn
* An Attack Roll is made against the Distracted Target (by a Character other than the Distractor)
* The Target is Distracted by another Character or source

The Distracted Condition, among other benefits, grants Advantage to Attack Rolls against the Target from Characters which are **not** the source of the distraction (see the Distracted Condition).

### Dodge

When a *Character* takes the *Dodge Action*, they focus entirely on avoiding attacks. Until the start of the *Character's* next turn, any *Attack* *roll* made against them has *Disadvantage,* if they can see the source of the *Attack*.

Additionally, until the start of their next *Turn*, they make *Dexterity* *Saving throws* with *Advantage*.

The *Character* loses this benefit if they are *Incapacitated* (see Conditions ) or if their *Movement Speed* is reduced to 0 (e.g. they are *Grappled*).

### Negotiate

When a Character takes the Negotiate Action, they attempt to influence the course of action a Character chooses to make.

Suggest either in-character or out-of-character the course of action you would like the Target to make. At the GM's discretion, they may ask you to make a relevant Skill Check to determine the outcome of the Check.

For example we recommend that a Character attempting to influence by:

* Persuasive or threatening argument, make a Charisma Communication Check
* Deceptive argument, make a Charisma Trickery Check
* Intimidation by a show of strength, Strength Communication
* Logical Argument, Intelligence Communication

The DC for a Success depends upon the approach taken. As a rule, we recommend the DC to influence a hostile Character be at least 15 + the Target's highest mental Ability Modifier (Charisma, Intelligence or Awareness)

Characters with a high Charisma are typically more Prideful. Character's with a high Intelligence are typically more Logical. Characters with a higher Awareness are typically more Empathetic. The GM may at their discretion grant a Skill Check Advantage or Disadvantage if they feel your argument aligns with or goes against the Character's primary Mental Ability Modifier.

On a Success you may at the GM's discretion be able to persuade a hostile Character to cease hostilities, to flee, to focus on a different Character etc. In some cases a GM may require you (and other Characters) succeed in multiple Negotiate Actions to persuade a Character to a particularly extreme course of Action.

The Character you attempt to influence must be able to understand the language you are using, and either hear you if you are using a spoken language, or see you if you are using a gesture based language.

### Prepare

Sometimes a *Character* may wish to use an *Action* or *Bonus Action* outside of their *Turn*. To do this they *Prepare their Action.*

To do this, a *Character* first states what *Action* or *Bonus Action* they wish to use (e.g. *Attack*). Whether the act being *Prepared* requires an *Action* or a *Bonus Action*, the *Character* uses their *Action* to *Prepare* it.

Next they state under what conditions ("*Triggers*") will cause them to use this *Action* or *Bonus Action* (e.g. when a *Hostile* *Character* approaches them). A *Character* may state up to two *Trigger* conditions.

If the trigger condition is met, the *Character* may use their *Reaction*, and is then able to use the *Prepared Action* immediately.

A *Character* may choose to not use the *Prepared Action*, if for example the circumstances under which they prepared have changed. If they choose to not use the *Prepared Action*, they must wait for the *Trigger* condition to be met again before they can use that *Prepared Action.*

### Run

The Run Action is a way for Characters to reliably abandon a Combat Conflict which represents a significant risk to their life. Intelligent Non-Player Characters who are prioritizing their own safety are likely to use this Action rather than fight to the death, and similarly Player Characters may use this Action to escape a hopeless situation.

When a Character uses the Run Action, they may move twice their Movement Speed (as though they used the Dash Action twice on their Turn). There are two major drawbacks to this Action however:

* A Character which uses the Run Action commits to using the Run Action each Turn, until they have left the Battlefield.
* They may not use Reactions or Bonus Actions on subsequent Turns (although they may use a Bonus Action before using the initial Run Action.
	+ For example a Trickster may use their Cunning Action to take the Disengage Action as a Bonus Action in order to move safely away from a Character which is Threatening them.
* A Character which uses the Run Action immediately gains one level of Exhaustion. They do not gain additional levels of Exhaustion for continuing to use the Run Action on subsequent Turns.
* Characters wishing to pursue other Characters who have left the Battlefield must also leave the Battlefield. They may choose to do so by also using the Run Action or otherwise using their Actions to move off the Battlefield, following the same path as the Character they are pursuing.

(see the Leaving the Battlefield and Initiating a Chase Conflict section)

### Search Action

The *Search Action* is used to reveal *Characters* who are *Hidden* or information about the *Environment* which is not immediately apparent.

To reveal another *Characters* location, the *Searcher* must make an *Awareness(Trickery) Check.* The DC of the Check is set by the Result which the *Hidden Character* achieved when they used the *Stealth Action.*

All other *Checks* to reveal information about the *Environment* will be *Awareness Checks* using an appropriate *Skill* (e.g. *Awareness(Technology)* to discover something about a machine in the area,).

### Stealth

When a *Character* is *Obscured* (see the Obscured Condition) they may use the *Stealth Action* to become *Hidden (*see below and under *Conditions)*

*Obscured* means a Character cannot be seen well by one or more *Characters*, but their position is currently known through other clues, such as sound. (see Obscured).

Note a Character which is *Obscured* is automatically considered *Hidden* from Characters which are 120ft or more away.

#### Becoming Hidden

To become *Hidden* a Character must make a *Dexterity (Trickery) Check* while they are *Obscured.*

If the *Check* exceeds any *Character's Passive Awareness* (their *Awareness Modifier* + 10) then the Character is *Hidden* from them. Note the total of the *Check* as this will set the DC for *Characters* to *Search* for them. (see the *Search* or *Hidden* Condition)

#### Benefits of the Hidden Condition

*Hidden* means a *Character* cannot be seen well by one or more *Characters* and their position is also unknown.

Additionally, *Hidden* Characters can move a distance upto half their movement speed to a position where they are no longer *Obscured* while still benefiting from the *Obscured* condition.

This allows a Character to gain the benefits of the Obscured Condition while avoiding the detriments of being unable to see their target, resulting in them having *Advantage* on *Attacks* against *Characters* they *Obscured* are considered Obscured from.

#### Moving while Hidden

A *Character* must expend 1 additional foot for every foot of movement they move in order to remain Hidden.

A *Character* may move a distance up to half their movement speed out of *Obscurement* before they lose the benefits of that *Obscurement*.

If a *Character* moves more than half their movement speed, even while they are *Obscured*, the *Hidden* *Condition* ends.

#### Ending the Hidden Condition

When a *Hidden Character* has performed an *Action* visible or audible to a *Target* they are *Hidden* from, including *Attacking* that *Target*, they are no longer *Hidden* and are no longer considered *Obscured.*

Additionally a *Character* may use the *Search* *Action* to reveal a *Hidden* *Character's* location, ending the *Hidden* *Condition* for that Character.

A *Target* the *Character* is not *Hidden* from may, on their own Turn, use a Free Action to inform nearby *Characters* of a *Hidden* Character's location, ending the *Hidden Condition* for that *Character*.

### Taunt Action

When a *Character* takes the *Taunt Action*, they briefly draw the ire of the *Target*.

As an *Action*, the *Character* taunts, cajoles or insults a *Target* within 5ft of them. The *Target* is *Taunted* until:

* The Start of the *Taunters* next Turn
* The Taunted *Target* makes an *Attack* (it need not be against the source of the Taunt)

This *Action* fails if the *Target* is unable to hear or understand the *Target*.

The *Taunted Condition*, among other benefits, causes the *Target* to have *Disadvantage* on *Attack Rolls* it makes against *Characters* which they are not Taunted by (see the *Taunted* Condition).

### Use an Object

Complex objects and tools will typically require the *Use an Object* *Action* to use. This may include picking a lock, tying a rope, operating machinery, or imbibing a drink such as a Potion. Objects which are simply being picked up, drawn, stowed etc (i.e. being moved from one spot to another) require a Free Action only (See Free Actions).

A common *Use an Object Action* include equipping or unequipping a *Shield.*

Additionally, the Use an Object Action may be used to perform acts of trickery involving an Object, such as pickpocketing an object in order to take it from a Target without their notice, or to secretly draw or stow an object.

#### Pickpocketing

If using the Use an Object Action to pickpocket an Object from a Target, the Character must make a Dexterity(Trickery) Check against a DC determined by the Target's Passive Awareness. The Target must be visible and within the reach of the Character's Unarmed Strikes.

If the attempt succeeds, the Character takes the object from the Target without them noticing it, and may stow the item as part of this action. If the attempt fail, the Character fails to take the Object and the Target is aware of the Pickpocketing attempt.

The Pickpocket attempt automatically fails if the item is being held by the Target (e.g. a weapon they are wielding or a shield) or is being worn (e.g. armour). It also fails if the Object has the Heavy property.

Typical examples of acceptable Objects to steal include are Spell Components bag, coin purses/wallets and light object being carried in a bag.

If the Target cannot see the Character or their Movement Speed has been reduced to Zero (e.g. they are Restrained or Grappled), the Dexterity(Trickery) Check is made with Advantage.

If the Target is incapacitated, the Character automatically succeeds in retrieving the chosen item from the Target. However, they must still roll a Dexterity(Trickery) Check to determine whether the Target notices they have taken the Object from them.

If there are other Characters within 30ft of the Pickpocketing attempt, compare the result of the Dexterity(Trickery) against their Passive Awareness(Trickery) to determine whether any of those CHaracters witness the Pickpocketing attempt. A Character whose Awareness(Trickery) exceeds that of the Check is aware of the Pickpocketing attempt, but is unable to prevent it from happening.

#### Secretly drawing or Stowing an Item

A Character may also use the Use an Object action to secretly pick up and stow an object, or draw an object. A common example of this would be to draw a dagger without anyone noticing, or to take an object from the environment without anyone noticing.

To attempt this, the Character must make a Dexterity(Trickery) check against the Passive Awareness(Trickery) scores of any Characters within 30ft of them. If the Check fails to meet or exceed the Passive Awareness(Trickery) score of one of those Characters, they become aware that an object has been taken. If the Check meets or exceeds a Characters Passive Awareness(Trickery) score, that Character is unaware that the Character has taken an Object or has a weapon readied in their hand

The Check has Disadvantage if the object lacks the Light property, and it fails automatically if the object has the Heavy property.

## Bonus Actions

### Guard

As a Bonus Action, a Character may choose to Guard, which represents them preparing to respond to Danger.

Until the Start of their Next Turn, a Character who has taken the Guard Action is able to use the Evade and Parry Reactions. (See Evade and Parry)

A Character cannot use the Parry or Evade Reactions if their Movement Speed has been reduced to Zero (e.g. they are Grappled).

On Turn One of a Combat, Character's which are not Surprised automatically benefit from this effect.

## Reactions

### Evade

You may only use this Reaction if you have previously used the Guard Bonus Action (see Guard).

When you make a Dexterity Saving Throw against an effect you were aware of, you may as a Reaction grant yourself Advantage on the Saving Throw.

You must use this Reaction before knowing the result of the Check.

If your Movement Speed is Reduced to Zero (e.g. you are Grappled) you may not use this Reaction.

### Parry

You may only use this Reaction if you have previously used the Guard Bonus Action (see Guard).

When a Character you can see makes an Attack against you or a Character within your Reach, you may as a Reaction cause the Attack to have Disadvantage.

You must use this Reaction before knowing the result of the Check.

If your Movement Speed is Reduced to Zero (e.g. you are Grappled) you may not use this Reaction.

### Opportunity Attacks

Occasionally a Character will present another *Character* with an unexpected opening, provoking an *"Attack of Opportunity"* or *"Opportunity Attack"* as they retreat.

The most common example of this is when a *Target* moves away from a *Hostile Character.* When a *Target* moves out of the *Reach* of a *Melee* *Weapon* the *Hostile Character* is holding, they may use their *Reaction* to *Attack* the *Target* with that *Weapon*.

Alternatively, if the *Target* attempts to move from a position within the *Reach* of a *Hostile Characters* *Unarmed Strike* (usually 5ft), they may use their *Opportunity Attack* to either make an *Unarmed Strike* against them, *Shove* them or, if they are able to use a hand to do so, the *Hostile Character* may attempt a *Grapple* against the *Target*. If the *Grapple Check* is successful, the *Target* of the *Opportunity Attack* is *Grappled* (see Conditions), and they are pulled back to a position within 5ft of the *Hostile Character*.

#### Forced Movement and Opportunity Attacks

If a *Character* is physically moved out of the *Reach* of a *Character*, such as by being *Grappled* or *Shoved* by another *Character*, they do not provoke an *Attack of Opportunity*.

A *Character* moving away from another *Character* under their own power (e.g. they are walking, running, swimming or flying) due to an effect imposed on them (e.g. they are fleeing due to being Frightened or magically influenced) will however still provoke an *Attack of Opportunity.*

## Free Actions

*Free Actions* are inconsequential acts a *Character* performs as a means to carrying out the *Actions, Bonus Actions* and *Movement* available to them.

Free Actions may include but are not limited to opening an unlocked door, drawing or otherwise picking up an object, holding your breath, averting your gaze etc. It may also include short communications between Characters.

Such *Free Actions* may only occur during your *Turn*, and while you have an unlimited number of Free Actions you can take, the sum effect of those *Free Actions* should never exceed that which would normally be accomplished through using an *Action, Bonus Action, Reaction* or *Movement*. *Free Actions* are intended as a means for reducing the complexity of combat.

At a GMs discretion, they may rule when the number of *Free Actions* a Character takes exceeds what is reasonable. As a guideline we recommend *Characters* should not use more than **three** such *Free Actions* during their turn.

## Movement

During a *Combat* *Characters* are assumed to be in constant motion. This movement is represented by them moving a distance up to their *Movement* *Speed* on their *Turn*.

Movement Speed typically means the distance a Character can *walk or run* during a their Turn, though we will see later other forms of Movement are also possible (see *Walking, Climbing Swimming and Flying Speeds*).

Most *Characters* have a *Movement Speed* of 30 feet.

During their *Turn*, a *Character* may move a distance upto their *Movement Speed*, in whole increments of 5ft.

If playing on a square grid where each square represents a 5ft by 5ft square, a move between any two adjacent squares is a movement of 5ft.

Movement along diagonal directions is simplified to requiring just 5ft of movement, although a *GM* may at their discretion implement rules which account for the additional distance moving diagonally should cost (e.g. alternating the movement cost of diagonals between 5ft and 10ft).

Hexagon grids, while less common, may also be used.

### Movement Speed

A *Movement Speed* describes the movement at which a *Characters* is typically able to move during their *Turn*. Depending on how a *Character* travels however, their *Movement* *Speed* may be expended more quickly.

A *Character* may only move if it has a *Movement* *Speed* greater than 0, and they cannot move any further once they have expended all of their movement for that *Turn*.

A modification to a *Character's* *Movement* *Speed* will be applied to any and all Movements Speeds available to them.

Unless otherwise stated, a Character's Movement Speed dictates how far they can move through Walking and Running.

To see the full rules on Movement, including rules for:

* Climbing, Swimming and Flying Speeds
* How to Combine Multiple different Speeds within a single turn
* Modifications to Movement Speed
* Forced Movement
* The effects of Character Size on Movement
* Jumping

Then see the *Advanced Rules for Movement on a Battlemap Section.*

## Leaving the Battlefield and Initiating a Chase Conflict

Characters may choose to abandon a Combat Conflict they cannot win. In such cases, they may attempt to Initiate a Chase Scene where they can instead escape as opposed to continue fighting.

To initiate a Chase Scene, a Character first leave the bounds of the battlefield. Typically this is defined by the area of the battlefield which the GM is using to represent the combat, which could be as little as a single room to as large as a town or city. Characters attempting to leave the battlefield quickly may wish to use the *Run Action* to greatly increase their Movement Speed, at the cost of a level of Exhaustion.

When a significant Character which other Characters are likely to pursue leaves the battlefield, make a note of which round they left on, as this will determine the headstart they could gain when a combat conflict is initiated.

A *Character* wishing to pursue that *Character* should also leave the battlefield, in a direction which would be conducive to them chasing the Character (i.e. they generally should leave in the same direction). A *Character* wishing to pursue a *retreating Character* more quickly may also choose to use the Run Action to pursue them more quickly*.* When a Character leaves the battlefield in pursuit of another Character, they should note how many rounds elapsed between the *Retreating* *Character* leaving the Battlefield and themselves leaving to determine how far behind the Character they are.

Subsequent Characters using the Chase Action should likewise note the difference in time between themselves and the previous Character leaving the battlefield.

If it looks like the Players are all committed to leaving the Battlefield, allow for all Player Characters to leave the battlefield before beginning the *Chase Conflict.*

If key Characters are remaining engaged in the a *Combat Conflict*, resolve this Conflict before beginning the *Chase Conflict*.

## Damage and Healing

### Hit Points

Hit Points represent the growing peril a *Character* finds themself in, as well as their Ability to endure injuries. *Characters* with more Hit Points are able to endure Combat Conflicts better than those with fewer points.

A *Character's* current Hit Points. For brevity, Hit Points means "Current Hit Points", and "Hit Point Maximum" means the Maximum number of Hit Points they can have). A *Character's* Hit Points may be be any number from the *Character's Hit Point* maximum down to 0. This number changes as a *Character* takes *Damage* or receives *Healing*.

Whenever a *Character* takes damage, that damage is subtracted from its *Hit Points*. The loss of *Hit Points* has no fffect on a *Character's* capabilities until the *Character* drops to 0 Hit Points.

### Damage Rolls

Each *Weapon*, *Spell*, and harmful ability specifies the *Damage* it deals. A *Character* rolls the damage die or dice, adds any *Modifiers* applicable to the Damage, and applies the damage to their *Target*. Many Features may specify they provide a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

If a *Spell* or other effect deals *Damage* to more than one *Target* at the same time, roll the *Damage* once for all of them.

### Healing

Unless it results in the Dead Condition, *Damage* isn’t permanent. Even the Dead condition may be reversible through powerful magic in some settings.

Rest can restore a *Character's* hit points, and magical methods such as a *Cure Wounds* *Spell* or a *Potion of Healing* can remove *Damage* in an instant.

When a *Character* receives Healing of any kind, Hit Points regained are added to its current Hit Points.

A creature’s Hit Points can’t exceed its hit point maximum, so any Hit Points regained in excess of this number are lost.

For example, a *Naturalist* grants an *Explorer* 8 Hit Points of Healing. If the *Explorer* has 14 current Hit Points and has a hit point maximum of 20, the *Explorer* regains 6 Hit Points from the druid, not 8.

A *Character* that has died can’t regain hit points until an effect, such as the *Revivify* spell has restored it to life.

### Dropping to 0 Hit Points

When a Character drops to 0 hit points due to Lethal Damage, they gain *the Dying Condition.*

When *a Character* enters the *Dying Condition,* they lose *one Fate Point (see Dying Condition)*

### Dying Condition

* While in the *Dying Condition* a *Character* is *Incapacitated* and *Prone* (cannot take *Actions, Bonus Actions or Reactions*)
* However if a *Dying* *Character* wishes they may remain conscious and communicate with Characters within 30ft of them in short utterances, at the risk of drawing unwanted attention to themselves.
* A *Character* typically enters the *Dying Condition* when they are reduced to 0 *Hit Points.*
* When a *Character* enters the *Dying Condition*, they immediately lose one *Fate Point* (see Fate Points for more)
* At the Start of a *Dying Character's Turn*, they must make a DC10 *Luck Check.*
	+ On a Fail, they lose one Fate Point.
	+ On a Success, they do not lose a Fate Point.
	+ On a Spectacular Success (DC 15) the *Dying Condition* ends, the *Character* regains 1 *Hit Point* if they were at 0HP. They may then choose to either rejoin the Combat or they may choose to become *Unconscious* for one hour or until another Character wakes them using as an Action.
* Another *Character* within 5ft of a *Dying Character* may perform a DC15 *Dexterity(Medicine) Check* to attempt to end the *Dying Condition* using a *Healing Kit.*
	+ On a Success, the *Dying Condition* ends, and the *Character* regains 1 Hit Point if they were at 0HP.
	+ On a *Spectacular Fail* (DC10), the *Character* loses one Fate Point.
* The *Dying Condition* also ends if a Character regains one or more Hit Point due to another Character Healing them.

#### Massive Damage

Massive damage is particularly dangerous.

When a Character receives damage equal to their Hit Point Maximum, they lose one *Fate Point in addition to a Fate Point they lose* for entering the *Dying Condition.*

### Knocking a Character Out

Sometimes an *Character* wants to Incapacitate a foe, rather than deal a killing blow. When a *Character* reduces another to 0 Hit Points with *Bludgeoning, Lightning or Psychic Damage*, the *Character* which caused the *Damage* may choose to make the *Damage* "Non-Lethal" knocking the *Character* out.

The *Attacker* can make this choice the instant the *Damage* is dealt and it becomes clear the *Character* has been reduced to 0 Hit Points. A *Character* reduced to 0 Hit Points by "Non-Lethal Damage" is instead reduced to 1 Hit Point, does not lose a Fate Point, and falls Unconscious for 1 Hour.

### Temporary Hit Points

Some Spells and Abilities confer Temporary Hit Points to a *Character*. Temporary Hit Points aren’t actual hit points; they are a buffer against damage, a pool of Hit Points that protect a Character from injury.

When a *Character* has *Temporary Hit Points* and takes *Damage*, the *Temporary Hit Points* are lost first, and any leftover *Damage* carries over to their normal *Hit Points*. For example, if a *Character* has 5 *Temporary Hit Points* and takes 7 damage, they lose the *Temporary Hit Points* and then take 2 *Damage*.

Because Temporary Hit Points are separate from a *Character's* actual Hit Points, they may exceed their Hit Point maximum. A *Character* can, therefore, be at full *Hit Points* and also receive *Temporary Hit Points.*

*Healing* can’t restore *Temporary Hit Points.*

If a Character has 0 Hit Points, receiving *Temporary Hit Points* doesn’t end the Dying Condition or bring them to *Consciousness*. A *Character* which loses *Temporary Hit Points* due to *Damage* while in the *Dying State* does not lose a *Fate Point* due to that damage, unless the Damage exceeds their remaining *Temporary Hit Points.*

Unless a duration is specified for the Temporary Hit Points, they last until they’re depleted or a Character finishes a long rest.

#### Multiple Sources of Temporary Hit Points

Different sources of Temporary Hit Points can’t be added together.

If a *Character* has *Temporary Hit Points* and receives more of them, they decide whether to keep the ones they have or to gain the new ones. For example, if a *Spell* grants them 12 temporary Hit Points when they already have 10, you can have 12 or 10, not 22.

If *Temporary Hit Points* have an additional benefit associated with them, the *Character* loses that benefit if they choose to replace the *Temporary Hit* *Points* with those from a different source.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode