{"id":176,"date":"2026-01-02T14:30:16","date_gmt":"2026-01-02T14:30:16","guid":{"rendered":"https:\/\/stygianrealms.com\/?page_id=176"},"modified":"2026-01-02T15:23:34","modified_gmt":"2026-01-02T15:23:34","slug":"combat-basics","status":"publish","type":"page","link":"https:\/\/stygianrealms.com\/?page_id=176","title":{"rendered":"Combat Basics"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"176\" class=\"elementor elementor-176\" data-elementor-post-type=\"page\">\n\t\t\t\t<div class=\"elementor-element elementor-element-8b8af39 e-flex e-con-boxed e-con e-parent\" data-id=\"8b8af39\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-e017046 elementor-widget elementor-widget-html\" data-id=\"e017046\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"html.default\">\n\t\t\t\t\t<div class=\"sd-docs\">\r\n  <div class=\"sd-page\">\r\n\r\n    <div class=\"sd-header\">\r\n      <h1 class=\"sd-title\">Combat Basics<\/h1>\r\n      <p class=\"sd-subtitle\">Quick-reference rules for rounds, initiative, turns, attacks, AC, saves, crits, damage, and healing.<\/p>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Combat Structure<\/h2>\r\n      <p>Combat happens when talking fails and violence begins. It\u2019s structured in rounds.<\/p>\r\n\r\n      <h3 class=\"sd-h3\">Initiative - Who Goes First?<\/h3>\r\n      <p>At the start of combat, everyone rolls initiative:<\/p>\r\n      <ul class=\"sd-ul\">\r\n        <li>1d20 + Dexterity modifier<\/li>\r\n      <\/ul>\r\n      <p>The DM might use side-based initiative (one roll for all players vs. one for all monsters) or individual initiative (everyone rolls separately).<\/p>\r\n      <p>Act in order from highest to lowest.<\/p>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Your Turn Structure<\/h2>\r\n      <p>On your turn, you can:<\/p>\r\n      <ol class=\"sd-ol\">\r\n        <li>Move up to your movement speed (most species move 20-30 feet per turn)<\/li>\r\n        <li>Take one major action:\r\n          <ul class=\"sd-ul\">\r\n            <li>Attack<\/li>\r\n            <li>Cast a spell<\/li>\r\n            <li>Use an item<\/li>\r\n            <li>Dash (move again)<\/li>\r\n            <li>Help another character<\/li>\r\n            <li>Attempt something creative<\/li>\r\n          <\/ul>\r\n        <\/li>\r\n        <li>Take minor actions as the DM allows (drop an item, shout a warning, etc.)<\/li>\r\n      <\/ol>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Making an Attack<\/h2>\r\n\r\n      <h3 class=\"sd-h3\">Melee Attack (sword, axe, club):<\/h3>\r\n      <ol class=\"sd-ol\">\r\n        <li>Roll 1d20 + Strength modifier + weapon bonuses<\/li>\r\n        <li>If your total equals or beats the enemy\u2019s Armor Class (AC), you hit!<\/li>\r\n        <li>Roll your weapon\u2019s damage die + relevant modifiers<\/li>\r\n      <\/ol>\r\n\r\n      <div class=\"sd-callout\">\r\n        <p><strong>Advantage\/Disadvantage notes (in combat):<\/strong><\/p>\r\n        <ul class=\"sd-ul\">\r\n          <li>Advantage and disadvantage cancel each other out (flat roll)<\/li>\r\n          <li>Multiple sources of advantage don\u2019t stack (just roll 2d20)<\/li>\r\n          <li>Multiple sources of disadvantage don\u2019t stack (just roll 2d20)<\/li>\r\n        <\/ul>\r\n      <\/div>\r\n\r\n      <h3 class=\"sd-h3\">Ranged Attack (bow, crossbow, thrown weapon):<\/h3>\r\n      <ol class=\"sd-ol\">\r\n        <li>Roll 1d20 + Dexterity modifier + weapon bonuses<\/li>\r\n        <li>If your total equals or beats the enemy\u2019s AC, you hit!<\/li>\r\n        <li>Roll your weapon\u2019s damage die + relevant modifiers<\/li>\r\n      <\/ol>\r\n\r\n      <h3 class=\"sd-h3\">Spell Attack:<\/h3>\r\n      <ul class=\"sd-ul\">\r\n        <li>Some spells require attack rolls (like melee\/ranged above, using INT or WIS)<\/li>\r\n        <li>Others force enemies to make saving throws (see below)<\/li>\r\n        <li>Area of Effect spells affect all in an area, with some exceptions for saving throws<\/li>\r\n      <\/ul>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Armor Class (AC)<\/h2>\r\n      <p>AC is how hard you are to hit:<\/p>\r\n      <ul class=\"sd-ul\">\r\n        <li>AC = 10 + Dexterity modifier + armor bonus<\/li>\r\n        <li>No armor: AC 10 + DEX<\/li>\r\n        <li>With Armor: AC 10 +Armor AC + DEX<\/li>\r\n      <\/ul>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Saving Throws<\/h2>\r\n      <p>Sometimes you need to avoid danger rather than hit something. That\u2019s a saving throw:<\/p>\r\n      <p>Roll 1d20 + relevant attribute modifier vs. DC set by DM or spell<\/p>\r\n\r\n      <h3 class=\"sd-h3\">Common saves:<\/h3>\r\n      <ul class=\"sd-ul\">\r\n        <li>Strength save: Resist being pushed, break free from restraints<\/li>\r\n        <li>Dexterity save: Dodge explosions, avoid traps, leap aside<\/li>\r\n        <li>Constitution save: Resist poison, endure harsh conditions<\/li>\r\n        <li>Wisdom save: Resist mind control, see through illusions<\/li>\r\n        <li>Intelligence save: Recall information under pressure<\/li>\r\n        <li>Charisma save: Resist banishment, maintain your sense of self<\/li>\r\n      <\/ul>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Critical Hits and Fumbles<\/h2>\r\n\r\n      <h3 class=\"sd-h3\">Natural 20 (Critical Hit):<\/h3>\r\n      <ul class=\"sd-ul\">\r\n        <li>Automatic hit regardless of AC<\/li>\r\n        <li>Roll on the critical hit table for devastating effects<\/li>\r\n        <li>Much more damage and special effects<\/li>\r\n      <\/ul>\r\n\r\n      <h3 class=\"sd-h3\">Natural 1 (Fumble):<\/h3>\r\n      <ul class=\"sd-ul\">\r\n        <li>Automatic miss regardless of bonuses<\/li>\r\n        <li>Roll on the fumble table for complications<\/li>\r\n        <li>Weapon stuck, you fall prone, or worse<\/li>\r\n      <\/ul>\r\n    <\/div>\r\n\r\n    <div class=\"sd-block\">\r\n      <h2 class=\"sd-h2\">Damage and Hit Points<\/h2>\r\n      <p>When you take damage, subtract it from your Hit Points (HP).<\/p>\r\n      <ul class=\"sd-ul\">\r\n        <li>At 0 HP: You fall unconscious and are dying<\/li>\r\n        <li>Below 0 HP: Roll on Death &amp; Dismemberment table (you might lose a limb or gain a scar, but usually don\u2019t die immediately), at the DM's discretion. Remember, in the Stygian Depths, you CAN die, but the DM might show mercy.<\/li>\r\n      <\/ul>\r\n\r\n      <h3 class=\"sd-h3\">Healing:<\/h3>\r\n      <ul class=\"sd-ul\">\r\n        <li>Long rests heal one hit die worth of HP<\/li>\r\n        <li>Short rests (1 hour) do NOT restore HP<\/li>\r\n        <li>Healing spells and potions<\/li>\r\n        <li>Medical treatment with the Healing talent<\/li>\r\n      <\/ul>\r\n    <\/div>\r\n\r\n  <\/div>\r\n<\/div>\r\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>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\u2019s structured in rounds. Initiative &#8211; Who Goes First? At the start of combat, everyone rolls initiative: 1d20 + Dexterity modifier The DM might use side-based initiative (one roll for [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-176","page","type-page","status-publish","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"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\u2019s structured in rounds. Initiative - Who Goes First? 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