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Rules · Fantasy RPG · 5

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

  1. Choose a weapon or spell.
  2. Choose a target: the app shows range, cover and any advantage.
  3. Roll the attack. Hit or miss is decided at once.
  4. On a hit, roll damage. Resistances and vulnerabilities are applied and HP updated.
  5. 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

  • Area spells preview the squares they cover before they are cast: a cone from the caster or a radius around a point.
  • Every monster in those squares makes the saving throw. Player characters are only affected by a save spell aimed at them.

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)