Combat
In combat every creature takes a turn in initiative order. The app works out every hit, every point of damage and every condition.
- For everyone
How to use it
- The GM starts an encounter. Everyone rolls initiative and the order is set, highest first.
- On your turn, move and take one action. Then end your turn.
Step by step
- Choose a weapon or spell.
- Choose a target: the app shows range, cover and any advantage.
- Roll the attack. Hit or miss is decided at once.
- On a hit, roll damage. Resistances and vulnerabilities are applied and HP updated.
- Conditions are applied, everything is logged and the turn goes on.
Initiative
- Initiative is a d20 + the Dexterity modifier. Players roll their own; monsters roll automatically.
- The order runs from highest to lowest. On a tie, the higher Dexterity bonus goes first.
- Nobody can move or act until everyone has rolled.
Turns, Rounds and Actions
- A round is everyone taking one turn.
- On a turn a creature can move up to its speed, split up as it likes, and take one action.
- Actions: attack, cast a spell, use an item, search, find or disarm a trap, pick or force a lock, push.
- Movement and the action come back at the start of the next turn.
- Reactions and bonus actions aren't tracked; the GM handles them.
Attack Rolls Rules Detail
- An attack roll is a d20 + the attack bonus against the target's AC.
- Melee weapons use Strength, ranged weapons Dexterity, finesse weapons the better of the two. Add the proficiency bonus when trained with the weapon.
- Spell attacks add the proficiency bonus + the spellcasting modifier.
- An unarmed strike adds Strength + the proficiency bonus and deals 1 + Strength bludgeoning damage.
- Meet or beat the AC to hit.
Range, Reach and Line of Sight
- Melee attacks reach 5 ft, or 10 ft with a reach weapon. Distance is measured between the nearest parts of attacker and target.
- Ranged weapons have a normal and a long range. Beyond normal range, up to long range, the attack has disadvantage.
- Every target is marked In Range, Long Range, Out of Range or Blocked. A target out of line of sight can't be attacked.
Cover Rules Detail
- Partial cover: +2 AC. Cover: +5 AC. A target out of sight can't be aimed at directly.
- Partial cover comes from things set to give it, such as a bush between attacker and target. The GM can call a target in cover.
- Cover is added to the AC for that attack and noted in the log.
Advantage on Attacks Rules Detail
- Advantage: the attacker is Invisible; the target is Blinded, Paralyzed, Restrained, Stunned or Unconscious; the target is Prone and attacked in melee.
- Disadvantage: the attacker is Blinded, Frightened, Poisoned, Prone or Restrained; the target is Invisible; the target is Prone and attacked from range; the attack is at long range.
- Advantage and disadvantage together cancel out.
Damage and Damage Types
- On a hit, the player rolls the damage: the weapon's dice + the same ability modifier used to attack.
- Damage types: slashing, piercing, bludgeoning, fire, cold, lightning, acid, poison, necrotic, radiant, force, psychic and thunder.
- Hit points never drop below 0, and healing never goes above the maximum.
Critical Hits Rules Detail
- A natural 20 hits and rolls the damage dice twice. A natural 1 always misses.
- Only the dice are doubled: 1d8 + 3 becomes 2d8 + 3.
Resistance, Immunity and Vulnerability Rules Detail
- Resistance halves damage of that type, rounded down.
- Immunity reduces it to 0.
- Vulnerability doubles it.
- Resistance and vulnerability to the same type cancel out.
- The app applies them before HP changes and notes why.
Healing
- Healing spells and potions are rolled by the player and added to HP, up to the maximum.
- A character healed above 0 HP gets back up.
- A Potion of Healing heals 2d4 + 2 unless the item lists its own dice.
Temporary Hit Points Rules Detail
- Temporary hit points: Lost before real hit points. They don't stack: keep the higher number.
- The GM gives them; the app takes damage from them first and notes it in the log.
Conditions in Combat
- Some attacks, spells and traps put a condition on the target, such as Poisoned or Prone.
- Conditions change advantage and disadvantage automatically. See the Conditions chapter for each one.
Dropping to 0 Hit Points Rules Detail
- A monster at 0 HP is defeated and leaves the turn order.
- A character at 0 HP falls unconscious and keeps their place in the turn order.
- A character dies outright when the damage would have taken them to minus their maximum HP or to −10, whichever comes first.
- Healing gets an unconscious character back up.
- The GM can change the result afterwards: Dead, Unconscious, Stabilise or Ignore.
Pushing Rules Detail
- A creature can push another one right next to it. It uses the action.
- It is a contest: the pusher's Athletics against the better of the target's Athletics and Acrobatics.
- A target one size bigger resists with +2. Anything bigger than that, or Immovable, can't be pushed.
- A push can send a creature into a hazard such as a pit.
Area Effects
Monsters' Numbers GM Details For the GM
- Monsters use the AC, HP, speeds and attacks of their stat block.
- Their saves use the listed save bonus, or the ability modifier when none is listed. Checks use the listed skill bonus or the ability modifier.
- Initiative is a d20 + their Dexterity modifier.
- A monster with no attacks listed strikes with a 1d4 bludgeoning Slam.
Important rules
- Only the creature whose turn it is acts.
- One action and your full movement each turn.
- A natural 20 hits and rolls the damage dice twice. A natural 1 always misses.
- Partial cover: +2 AC. Cover: +5 AC. A target out of sight can't be aimed at directly.
- Lost before real hit points. They don't stack: keep the higher number.
- Hit, miss and damage are applied at once. The GM may override afterwards.
Common questions
Why did my attack have disadvantage?
The roll says why: a condition, an invisible target, a prone target at range or long range.
Are there death saving throws?
No. A character at 0 HP is unconscious until healed, and the GM decides anything more.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)