--- title: Referee's Screen description: date_pub: 2023-12-03T22:23:17.000-04:00 section: tools content_type: feature short_code: trs ---

Combat Procedure (10s)

1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons** 2. **Roll Initiative**: Each side rolls 1d20. 3. **Winning Side Actions**: - **Morale Check** - **Movement and Action** (any order) 4. **Change Sides**: In initiative order. 5. **Slow Weapons** 6. **Repeat**

Encounter Sequence

1. **Stealth**: Referee rolls for stealth, if applicable. 2. **Determine Distance**: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness. 3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. 4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. 5. **End Turn**: Each encounter is assumed to take at least one full turn to complete.

Group Skills

- **Board**: To position vehicles for boarding. - All: 2-in-6 - **Forage**: To find food while traveling overland. - All: 1-in-6 - Barbarian: 2-in-6 - Ranger: 2-in-6 - **Hunt**: To find food dedicating time to the task. - All: 1-in-6 - Barbarian: 5-in-6 - Ranger: 5-in-6 - **Pathfind**: To navigate without a road or river, varies by terrain type - Clear, grasslands: 5-in-6. - Barren lands, hills, mountains, woods: 4-in-6. - Druid in woodlands: 5-in-6 - Desert, jungle, swamp: 3-in-6. - **Stealth** To pass unnoticed by foes - Light = no stealth, base 2-in-6 chance otherwise. - Failure of group can trigger individual skill checks (ex: thief, halfling).

Individual Skills

- **Force**: To force open doors through strength. - Determined by STR - **Light Fire**: Use a tinderbox to light a fire. - All: 2-in-6 - **Listen**: To hear monsters through doors (breaking their stealth). - Humans: 1-in-6 - Demihumans: 2-in-6 - Thief: by level - **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it. - All: 4-in-6 (based on traps only triggering on 1-2) - **Know Lore**: Identify an item - Bard: 2-in 6 chance - **Search**: To find hidden passages and traps. - Humans: 1-in-6 - Demihumans: 2-in-6 - **Stealth**: When the party fails its stealth check, stealthy classes get another chance. - Deurgar: 3-in-6 - Halflings: 2-in-6 - Ranger: 3-in-6 (in woods) - Svirfneblin: 4-in-6 (in gloomy underground conditions) - Thieves: Varies with level

Morale Check

Creatures who’ve been severely wounded or seen their leaders killed may flee. - Roll 2d6 under morale score or the monsters surrender / flee. - After 2 successes in a fight, no further checks. - When to check morale: - After the first death on a side, and - When a side is half killed or incapacitated.

Reaction Roll

Roll 2d6 + CHA bonus. - **2-**: Hostile, attacks - **3-5**: Unfriendly, may attack - **6-8**: Neutral, uncertain - **9-11**: Indifferent, uninterested - **12+**: Friendly, helpful

Stealth / Surprise

- Referee rolls 1d6 for stealth, if applicable. - Each side that’s being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted. - Parties carrying an active light source typically can not have stealth. - If only one side has stealth, they may usually make a free attack (or can pass unnoticed). - If all sides have stealth, they miss each other.

Turn Undead

Divine Spellcaster rolls 2d6, then consults table. - If table says "T", roll indicates how many HD of undead are turned - If table has a number, compare that number with the roll - If the roll is less than the target number, the turning attempt fails. - If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned.