Dungeons of Olde

Trashing old-school dungeons, one tile at a time!

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
Reset Phase
  1. Apply per-turn effects (bleeding, poison, etc.).
  2. Remove temporary conditions.
  3. Make Check rolls to remove persistent conditions.
  4. Recover 1 Mana Point.
  5. Set action points for next action phase (1dFinesse, plus adjustments; surprised characters receive 1 AP, with no adjustments).
  6. Recover free steps (Medium characters, 2 spaces; small characters, 1 space).
  7. Once all characters have been reset, the action phase for the next turn begins.
Action Phase
  • An action phase consists of one or more rounds of action.
  • In each round, characters act in descending order of current action points.
  • In each round, if a character has action points remaining, he may do any or all of the following, in order:
    1. Use his free steps for the turn, if he hasn't already used them.
    2. Take one movement from the movement table.
    3. Take one action from the action table.
  • A character may pass his opportunity to act until the next round, saving any remaining action points and free steps, but he may not delay his action until later in the current round.
  • The current action phase ends after any round in which all characters have either used up their action points for the turn, or passed their opportunity to act.
  • Each action phase is immediately followed by a reset phase.

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
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
Movement AP
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
Attacker declares his attack
  • Determine that the defender is within the weapon's reach or range
  • Determine that the attacker has line of sight to the defender
Defender makes a Defense roll
  1. Defender rolls two exploding Finesse dice
  2. Defender applies any adjustments, including:
    • Skill with either his ready weapon or sheild (not both)
    • Defense bonus for his shield, if any
    • Adjustments for any prior actions or movements in the current action phase
    • Adjustments for active spells, magical items or effects, etc.
  3. Resulting value is the challenge rating for the attacker's Attack Check; Defense rolls are not subject to exceptional results.
Attacker rolls his Attack Check
  1. Attacker rolls two exploding Stat Dice, either Brawn or Finesse, depending on the weapon type
  2. Attacker applies any adjustments, including:
    • Skill with weapon used in attack
    • Adjustments for attack action chosen (advanced action rules only)
    • Adjustments for active spells, magical items or effects, etc.
  3. If the Attack Check equals or exceeds the Defense roll, the attack hits; if not, it misses.
  4. Attack Checks are subject to exceptional results; see Critical Combat Outcomes table.
If the attack hits, damage is resolved
  1. Attacker rolls Damage die for his weapon type
  2. Attacker applies any Damage adjustments to determine raw damage inflicted
  3. Defender applies any Damage adjustments (including Armor) to determine damage sustained
  4. Defender subtracts damage sustained from his current Hit Points

Critical Outcomes in Combat

Critical Combat Outcomes
Category Ranks Check roll Possible Outcomes Character Points
Legendary Hit 4 or more +9 or more
  • Attack does twice maximum damage (Brawn weapons)
  • Attack bypasses any armor and does maximum damage (Finesse weapons)
Critical Hit 3 or more +6 to +8
  • Attack does maximum damage + 2 (Brawn weapons)
  • Attack bypasses armor (Finesse weapons only)
Solid Hit 2 +3 to +5
  • Attack does +2 damage (Brawn weapons only)
  • Attack does minimum of 2 damage, regardless of armor (Finesse weapons only)
Hit 1 0 to +2
  • Normal weapon damage
Miss 1 -1 to -2
  • Attack has no effect
Clean Miss 2 -3 to -5
  • Attacker stumbles: temporary -2 Def
Critical Miss 3 -6 to -8
  • Attacker drops his weapon
  • Attacker trips and falls prone
Disastrous Miss 4 or more -9 or more
  • Attacker's weapon breaks
  • Defender inflicts weapon damage on attacker


Characters may suffer from various conditions that affect them during combat.

  • Lose 1 HP each Reset Phase in combat
  • Lose 1 HP each minute in narrative play

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

  • Fall prone if possible
  • May not move or take any action
  • No Defense Roll; attackers roll an Easy Attack Check to hit incapacitated defender

Remove: Heal to 1 HP or more by any means

  • May not make any Movement or take Free Steps

Remove: Varies depending upon cause

  • -3 on Finesse roll for Action Points (minimum 1 AP)

Remove: Varies depending upon cause

  • May not move or take any actions
  • No Defense Roll; attackers roll an Easy Attack Check to hit stunned Defender
  • May be guided guided by an ally to sit, lie prone, or walk 1 space per Round, at an AP cost of 2 per round to guiding character

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