--- title: "Core Rules: Combat" description: date_pub: 2023-04-22T16:42:00-04:00 section: rules content_type: feature short_code: rhc --- [[toc]] ### Combat Procedure Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage. That having been said, fights do occur, and when they do, the following steps are performed: 1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted. - Parties carrying an active light source typically can not have stealth. - The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other. 2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat). 3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first. 4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first. - **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee. - **Move** - Move up to full speed - If prone, use 1/2 movement to stand up. - If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack. - **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item. - Spellcasters can't move after casting a spell. 5. **Change Sides** - Opposing side becomes active. 6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities. 7. **Repeat** - Return to step 2 and repeat until only one side remains. ### Readying Weapons - Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped). - Stowing held weapons takes a full action. ### Attacking Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers). - **From Behind** - +2 bonus to hit - **Mounted** - +1 bonus to hit most foes on foot. #### AC - Character AC is usually determined by type of **armor** worn. - **Shields** grant +1 AC when used. - Can be destroyed to prevent a hit from inflicting damage #### Melee Attacks Melee attack rolls are modified based on the character's Strength.
| STR | Mod | | :---: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Melee Attack Modifier]
- Melee attacks are usually limited to 5' range. - Characters in melee combat with each other or other monsters are said to be **engaged**. - Unarmed attacks do 1d2 damage by default. ##### Dual Wielding PCs with DEX 13+ can dual wield certain weapons. - If using 2 Light weapons, can make an attack with each one. - If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls. #### Missile Attacks Missile attack rolls are modified based on the character's Dexterity.
| DEX | Mod | | :---: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Missile Attack Modifier]
The range of missile attacks are usually determined by the type of missile used. #### Critical Hits A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
| 1d20 | Effect | | :--: | :--------------------------------: | | 1-2 | Max Damage | | 3 | Max Damage + Free Attack[^1] | | 4 | Max Damage + Target Fumble[^2] | | 5 | Max Damage + Target Blinded[^3] | | 6 | Double Damage | | 7 | Double Damage + Free Attack[^1] | | 8 | Double Damage + Target Fumble[^2] | | 9 | Double Damage + Target Blinded[^3] | | 10 | Double Max Damage | | 11 | Triple Damage | | 12 | Triple Damage + Free Attack[^1] | | 13 | Triple Damage + Target Fumble[^2] | | 14 | Triple Damage + Target Blinded[^3] | | 15 | Triple Max Damage | | 16 | Quadruple Max Damage | | 17 | Max Damage + Armor Damaged[^4] | | 18 | Max Damage + Target Amputation[^5] | | 19 | Max Damage + Target Stunned[^6] | | 20 | Save vs. Death or die | [Critical Hit Table] [^1]: **Free Attack** - Attempt another hit with same weapon [^2]: **Target Fumble** - Target must roll on fumble table [^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds [^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed [^5]: **Target Amputation** - Target loses an appendage. [^6]: **Target Stunned** - Blow stuns target for 1d6 rounds
#### Fumbles A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
| 1d20 | Effect | | :--: | :----------------------------------------------------: | | 1 | Stumble, weapon breaks | | 2 | Stumble, automatic hit on closest ally within 10'[^1] | | 3 | Stumble, next attack against is automatic critical hit | | 4 | Stumble, can't attacks until end of next round | | 5 | Stumble, can't attack until next round | | 6 | Stumble, next attack against is automatic hit | | 7 | Stumble, hit self for maximum damage[^1] | | 8 | Stumble, hit self for regular damage[^1] | | 9 | Stumble, all rolls next round get -2 | | 10 | Stumble, go last in initiative next round | | 11 | Fall down (prone) and drop weapon 30' away | | 12 | Fall down (prone) and drop weapon 20' away | | 13 | Fall down (prone) and drop weapon 10' away | | 14 | Fall down (prone) and drop weapon nearby | | 15 | Fall down (prone) | | 16 | Drop weapon 30' away | | 17 | Drop weapon 20' away | | 18 | Drop weapon 10' away | | 19 | Drop weapon at feet | | 20 | Fumble weapon, but maintain hold | [Fumble Table] [^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
### Defending Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**. ### Movement Most characters can move 40' in a combat round. - **When Engaged** - Can't move away from foe without retreating. - **When Prone** - Use 1/2 movement to stand up. ### Retreating Engaged characters that wish to move away can either make a fighting retreat, or a full retreat. - **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate while still taking an attack or defend action, while avoiding giving enemies a free attack. - **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus. ### Legal Information > This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.