Combat Statistics
Attacking
The principal action in combat is attacking; taking a hostile action against an opponent in an effort to cause them harm. When attacking, you make an attack roll and compare the result against your target’s Armor Class
- Melee Attack Roll = d20 + Weapon Proficiency (Strength) + Bonus
- Ranged Attack Roll = d20 + Weapon Proficiency (Dexterity) + Bonus
- Spell/Caster Weapon Attack Roll: d20 + Spellcasting Proficiency + casting modifier
Deeper Rules
- Casting Modifier: This is the ability modifier that your Spellcasting is based on (such as Wisdom for a cleric or Intelligence for a wizard). If you have 2 classes with spellcasting, you may choose which ability modifier to use.
- Multiple Attacks Per Round: You can attack multiple times per round without a penalty.
- Line of Sight and Effect: Attacks require that you have line of sight and line of effect to your target (i.e nothing blocking you from attacking your target) unless otherwise noted.
- Targeting Terrain: Sometimes you need to target terrain or an object that’s not moving. A GM should determine how difficult it is and use the appropriate Universal DC as its AC. Under normal conditions it is assumed to have a Trivial (10) AC and the player doesn’t need to roll for it unless failure is very impactful to the story or there are circumstances that make that harder.
- Called Shots: When you make an attack you are allowed to specify a specific location. There is no penalty for doing this. This may have an effect, as defined in your target’s entry. You must be able to focus and have a clear presence of mind while doing this (example: a raging berserker cannot make a called shot).
- Redirecting Attacks: If a player makes multiple attacks and kills their target before running out of attacks, even if they’ve already rolled them it’s ok to let them redirect those unspent attacks to a different target.
Armor Class (AC)
Your armor class, or AC, is a numeric representation of how hard it is to squarely hit you. This is the number that opponents will need to match or exceed in order to hurt you.
Your AC is:
10 + your Defense Proficiency + Armor Bonus + Misc Modifiers
Armor
If you are wearing armor you are proficient with, you add the armor’s armor bonus to your AC. You can only benefit from a single armor bonus at a time; if you get a second armor bonus, use the higher bonus between the two.
Dexterity Modifier
As part of your Defense Proficiency, you add your Dexterity modifier to your AC. Depending on what armor you are weaning, you may only be able to add up to a certain value to your AC. This is referred to as an armor’s Maximum Dexterity Bonus.
Negative Dexterity Modifier
If you have a negative Dexterity modifier, it lowers your AC!
Other Modifiers
- Shields: Wielding a shield adds to your total armor bonus
- Off-Guard: If you are suffering from the off-guard condition, your AC is lower by the indicated value.
- Defensive Action: Taking the Defensive Action action gives you +2 AC until the start of your next turn.
Damage
If you successfully hit your target, you deal damage. You deal damage based on the weapon used to attack. The damage dealt reduces the target’s HP.
- Melee Weapons: Weapon Damage Dice + Strength Modifier + Bonus Damage
- Ranged Weapons: Weapon Damage Dice + Bonus Damage
Adding Abilities Modifiers To Damage Rolls
Typically, you will only add an ability modifier to a damage roll if you’re attacking with a melee weapon; in this case, you add your Strength modifier to the damage roll. You don’t add any modifier to damage rolls with ranged weapons.
Certain abilities may allow you to add other modifiers to damage rolls instead of Strength. In this case, you pick which available modifier you wish to add. Only a single ability modifier can be added to a damage roll.
Negative Modifiers
A negative Strength modifier lowers damage rolls with melee weapons. It cannot reduce your damage below 0.
Bonus Damage
Certain class features or actions (such as a paladin’s smite, berserker’s rage, or using Power Attack) will add bonus damage to damage rolls. Only a single instance of bonus damage can be applied to a damage roll. If more than one effect would add bonus damage, you choose which effect applies. Unless otherwise mentioned, bonus damage is the same damage type as the base weapon used.
Deeper Rules
- Poison: Poison or other secondary effects can also add damage. If the poison (or other source) adds damage, it counts as bonus damage. If it adds a non-damage effect or condition (such as “paralysis” or “the target is knocked prone”) it can be added to the attack.
