Combat Rules

Inititive. Fighting begins by rolling Inititive. Inititive determines who will get the first attempt at landing a blow in the fight. Both characters roll a d10. The character who rolled the lowest goes first. Each point of Agility over 20 minuses 1 from the Inititive Roll. If a Character has an Agility of 22 for example, and they roll a 6 on Inititive, their final Inititive roll is 4.

After that character does their action, then the other character has their turn. Once both characters have gone, another inititive is rolled and combat continues. If the inititive rolls are equal, characters actions are said to take place at the same time as one another.

Action Roll. After its determined who has inititive, the first action roll is made. Characters may take this time to use an item, cast a spell, strike with a weapon, or retreat. It is their choice what they do with their action but once the action is made it is final. Characters who strike with a weapon go by their To Hit Score. A d100 is rolled and if the result is equal to or less than their score, the strike may hit the other character unless a dodge is made. There is also an attack roll called a Called Shots .

Dodging. If a character makes a possible Hit, the other character makes a Dodge Roll. They roll a d100 and if the result is equal to or less than their Dodge Score, they succeeded in avoiding the blow.

Critical Rolls. Critical Hits are when the blow is so accurate and/or fast that the target has a slim chance to dodge it. They also do more damage and may have fatal effects. These are only considered to happen when the attack is rolled and the die comes up as either 1 or 2. For the results of Critical Hits, see the Critical Hits Page . Critical Dodges are the only Dodge that can prevent a Critical Hit from landing. Critical Dodges are only made on a roll of 1 or 2. If the Dodge a character makes to avoid a Critical Hit is not 1 or 2, the Hit lands regardless and the additional rolls are made to determine the effects.

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