Combat Basics

Quick-reference rules for rounds, initiative, turns, attacks, AC, saves, crits, damage, and healing.

Combat Structure

Combat happens when talking fails and violence begins. It’s structured in rounds.

Initiative - Who Goes First?

At the start of combat, everyone rolls initiative:

  • 1d20 + Dexterity modifier

The DM might use side-based initiative (one roll for all players vs. one for all monsters) or individual initiative (everyone rolls separately).

Act in order from highest to lowest.

Your Turn Structure

On your turn, you can:

  1. Move up to your movement speed (most species move 20-30 feet per turn)
  2. Take one major action:
    • Attack
    • Cast a spell
    • Use an item
    • Dash (move again)
    • Help another character
    • Attempt something creative
  3. Take minor actions as the DM allows (drop an item, shout a warning, etc.)

Making an Attack

Melee Attack (sword, axe, club):

  1. Roll 1d20 + Strength modifier + weapon bonuses
  2. If your total equals or beats the enemy’s Armor Class (AC), you hit!
  3. Roll your weapon’s damage die + relevant modifiers

Advantage/Disadvantage notes (in combat):

  • Advantage and disadvantage cancel each other out (flat roll)
  • Multiple sources of advantage don’t stack (just roll 2d20)
  • Multiple sources of disadvantage don’t stack (just roll 2d20)

Ranged Attack (bow, crossbow, thrown weapon):

  1. Roll 1d20 + Dexterity modifier + weapon bonuses
  2. If your total equals or beats the enemy’s AC, you hit!
  3. Roll your weapon’s damage die + relevant modifiers

Spell Attack:

  • Some spells require attack rolls (like melee/ranged above, using INT or WIS)
  • Others force enemies to make saving throws (see below)
  • Area of Effect spells affect all in an area, with some exceptions for saving throws

Armor Class (AC)

AC is how hard you are to hit:

  • AC = 10 + Dexterity modifier + armor bonus
  • No armor: AC 10 + DEX
  • With Armor: AC 10 +Armor AC + DEX

Saving Throws

Sometimes you need to avoid danger rather than hit something. That’s a saving throw:

Roll 1d20 + relevant attribute modifier vs. DC set by DM or spell

Common saves:

  • Strength save: Resist being pushed, break free from restraints
  • Dexterity save: Dodge explosions, avoid traps, leap aside
  • Constitution save: Resist poison, endure harsh conditions
  • Wisdom save: Resist mind control, see through illusions
  • Intelligence save: Recall information under pressure
  • Charisma save: Resist banishment, maintain your sense of self

Critical Hits and Fumbles

Natural 20 (Critical Hit):

  • Automatic hit regardless of AC
  • Roll on the critical hit table for devastating effects
  • Much more damage and special effects

Natural 1 (Fumble):

  • Automatic miss regardless of bonuses
  • Roll on the fumble table for complications
  • Weapon stuck, you fall prone, or worse

Damage and Hit Points

When you take damage, subtract it from your Hit Points (HP).

  • At 0 HP: You fall unconscious and are dying
  • Below 0 HP: Roll on Death & Dismemberment table (you might lose a limb or gain a scar, but usually don’t die immediately), at the DM's discretion. Remember, in the Stygian Depths, you CAN die, but the DM might show mercy.

Healing:

  • Long rests heal one hit die worth of HP
  • Short rests (1 hour) do NOT restore HP
  • Healing spells and potions
  • Medical treatment with the Healing talent