Combat System

Two-Action Economy Plus Action Pools

Every character gets 2 actions per turn plus Action Points (AP) for additional actions.

Action Points

AP Pool = Dex modifier (minimum 1)

Common Combat Actions

Attack/Throw/Fire

Make one strike attempt (d20 roll) vs target's AC. Multiple attacks suffer cumulative -2 penalty (-2, -4, -6...).

Move/Dash

Move up to your speed. Can be split between other actions. Difficult terrain halves movement.

Cast a Spell

Cast spells with 1 action casting time. Can use AP to power up spells (1 AP per extra damage die).

Hide

Break line of sight and make Stealth (Dex) check vs Passive Perception. Medium/Heavy armor gives disadvantage.

Help

Must be near the target. While holding Help, you can take no other actions until they make their check.

Use/Activate Object

Use wands, scrolls, altars, drink potions, apply poison to weapons.

Draw/Stow/Swap Items

Quick swaps (bow to blade) = 1 action. Complex swaps (sword+shield to bow) = 2 actions.

Dodge

Attacks against you have disadvantage until start of next turn. Can use as reaction when targeted.

Disengage

Move away from enemies without provoking opportunity attacks.

Free Actions

Flair only - don't change game state. Typically one per round.

Reactions

Cost 1 action, can interrupt turns or actions. Limited to 1 reaction per other person's turn.

Reserved Actions

Save 1 or both turn actions for reactions later. End your turn immediately to reserve actions for use on other turns.

Multiple Attack Penalty

Cumulative -2 penalty for additional attacks on same turn:

Some feats can reduce or eliminate this penalty.

Turn Structure

Turn Type Duration Use
Combat Turn 6 seconds Fighting, immediate actions
Dungeon Turn 10 minutes Exploration, searching, picking locks
Exploration Turn 1 day Overland travel, long-term activities

Combat Flow

The reactive nature of this system keeps all players engaged throughout combat. You can interrupt enemies, coordinate with allies, and respond to changing battlefield conditions in real-time.

AP-Powered Abilities

Desert Combat

Remember that desert conditions affect combat: extreme heat causes exhaustion, sandstorms reduce visibility, and water loss can be deadly. Plan accordingly!