Custom Content for Homebrew tabletop and D&D campaigns

Each round consists of everyone's turns. A turn is the sum of one player's actions. Each turn by default is three actions: Combat, Movement, & Free Action. A player may always sacrifice down, but never up. Meaning they can sacrifice a Combat action for an additional Movement or Free Action, but they may not sacrifice either for a extra Combat Action. Basic Attacks and Special Abilities share the same Combat Action, a player may choose one or the other. The primary difference is that Special Abilities are limited to a single use per fight or per day, whereas Basic Attacks may be used consecutively.

Unhindered movement is 10 squares by default. Free Actions are tasks that may be unconsciously completed with  guaranteed success, such as drinking a potion, switching weapons, lighting a torch, etc. Passive abilities are "always on" or may be activated for free. Any time someone is prone, they take a 50% penalty to their defensive rolls.

Players can die in this game. Unless a party member has the ability to bring you back to life, death requires a player to roll a new character from scratch. Death occurs when a player reaches negative their maximum hit points. Upon reaching zero hit points, they pass out and go unconscious. When unconscious, any negative effects continue to tick damage per turn (bleed, poison, etc). Players remain unconscious until revived by another player or NPC outside of combat, or they healed above 1 hit point. Unconscious players continue to take direct damage from all sources, without any sort of defensive rolls.

Combat resolves itself on a turn by turn basis. A character rolls to hit, then rolls to determine how much damage is dealt. "To Hit" is calculated accordingly:

A 20 is a “natural” crit, which at minimum deals double damage and at best is a complete and total success.

Rolling a 1 is a “critical failure” where the player not only hurts themselves but allies around them. Weapons break, skills are lost, etc.

A 2 is a soft crit fail, while rolling a 19 is a soft crit. A soft critical failure's effects are typically limited to the player depending on the action they were attempting to take. A soft crit will typically have the action in question maxed out.

For more information about these stats please see the "Stats" guide.

When attacked a player may choose one of the following actions:

  • Block (absorb all damage, you can also block for an ally)
  • Dodge (avoid all damage and move 1-2 adjacent spaces)
  • Parry (counterattack - requires you beat the enemy's roll by +50%)

When Being Attacked:
The combat "stack" goes as follows: if damage is dealt -> Natural Armor (if any) absorbs some or all of the impact -> Armor absorbs some or all of the impact -> hit points are deducted by the remaining value of damage. Most magic attacks avoid armor entirely. Armor points do not regenerate until they are repaired. Hit points regenerate to full upon a successful night's sleep. Natural Armor differs between classes and is subject to the individual descriptions.

When Attacking:
Roll to hit. If your D20 (plus hit bonus) beats the defensive roll of your target(s) then you are successful and roll damage -> Roll Damage, add your Primary Stat modifier (Brawn for melee, Agility for ranged, Magic for casters) -> Roll and calculate secondary stats such as Power, Cleave, or Leech.

Characters may choose to attack with a single weapon (one large attack), or two smaller weapons simultaneously (dual wielding). Dual wielding constitutes two "hit" rolls and two "damage" rolls if used on more than one target. If used on the same target then only one "hit" roll is required.

Combat Conditions:

Prone:
Lying on the ground may not parry. Takes a 50% penalty to block & dodge.

Rooted:
May not take any movement actions including dodge.

Stunned:
May not take any actions.

Silenced:
May not speak or cast spells that involve language.

Diminishing Returns:
Different players may have the similar abilities or effects. Stacking or chaining them on the same enemy is subject to diminishing returns in the same way Weakness & Resistances work. The first application of an effect is subject to normal duration. After that, each additional application of the same effect on an enemy is subject to a 50% diminishing return in duration. A 4 round stun on its first application may last up to 4 rounds. A 4 round stun on its second duration will last a maximum of 2 rounds. Its third application will be a maximum of 1 round. There are no partial round effects, meaning that after a 1 round reduction, they are effectively immune to that effect.