Combat Reference
This page presents summarized rules and tables for combat in Dungeons of Olde.
Turns and Phases
Each turn consists one action phase and one reset phase. Combat begins with an extra reset phase, to prepare for the first action phase.
Turn Summary |
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Reset Phase |
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Action Phase |
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Core Movement and Actions
These are the basic movements and actions included in the Core Rules. Advanced movement and action options are included in the Compelete Movement and Action tables, at the end of this section.
Core Actions Table | |
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Action | AP Cost |
Attack — Melee or Ranged Attack | 2 |
Shield Block — Melee only; Temporary +2 to Defense; Requires equipped shield and Journeyman Shield skill | 2 |
Cast Spell — Cast a known magical spell or divine blessing | 2 |
Use item or device — Use a magical or technological device to cast a spell-like effect; includes potions and scrolls | 3/Only |
Administer First Aid — Stop an ally's bleeding or dying; Requires successful Healing Check (see Healing rules) | 3/Only |
Recover — Rest and recover 2 Mana or Faith Points | 3/Only |
Flop — Hastily throw self to sitting, kneeling or prone position; May be used after any movement | 0 |
Core Movement Table | |
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Movement | AP Cost |
Step — Move up to 3 spaces per round at 1 AP/space | 1 per space |
Climb — Move up or down one level (10' or 3 meters) by stairs or ladder | 2 |
Drop — Move to a sitting, kneeling, or prone position; May be followed by an Action | 1 |
Rise — Stand from a sitting, kneeling, or prone position; May be followed by an Action | 2/Only |
Leap — Make a long or high jump according to the rules for the Leap skill | 1 |
Attacking an Opponent
Attack Resolution Summary |
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Attacker declares his attack |
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Defender makes a Defense roll |
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Attacker rolls his Attack Check |
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If the attack hits, damage is resolved |
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Critical Outcomes in Combat
Critical Combat Outcomes | ||||
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Category | Ranks | Check roll | Possible Outcomes | Character Points Awarded |
Legendary Hit | 4 or more | +9 or more |
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2 |
Critical Hit | 3 or more | +6 to +8 |
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1 |
Solid Hit | 2 | +3 to +5 |
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0 |
Hit | 1 | 0 to +2 |
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0 |
Miss | 1 | -1 to -2 |
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0 |
Clean Miss | 2 | -3 to -5 |
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0 |
Critical Miss | 3 | -6 to -8 |
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1 |
Disastrous Miss | 4 or more | -9 or more |
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2 |
Conditions
Characters may suffer from various conditions that affect them during combat.
Conditions |
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Bleeding |
Remove: Successful Administer First Aid action (Healing Check; Easy if patient is bruised, Moderate if bloodied or incapacitated); Magical healing of any sort; Successful Brawn or Nerve Check (CR 9) during reset phase |
Incapacitated |
Remove: Heal to 1 HP or more by any means |
Rooted |
Remove: Varies depending upon cause |
Slowed |
Remove: Varies depending upon cause |
Stunned |
Resist: Brawn or Nerve Check vs. damage done by stunning blow at time of injury Remove: Brawn or Nerve Check vs. damage done by stunning blow during reset phase |