Combat

A Melee weapon with a die roll of damage is only rolled once when its first acquired and then its damage stays at that number. (ex. ) Keep in Mind Item Durability

Surprise Round > Roll Initiative > Determine Initiative Order

To Attack on your Turn, Roll To-Hit as an Ability Check with Strength or Dexterity (see Ability and Skill Checks). The attacker would need to roll below their score, but above the enemies’ armor for a full success. Partial credit if they just roll under their score. If it hits, Determine Damage based on Attack Type. If it's Partial hit, then subtract the defender's armor from the damage.

Combat Sequence

  1. Each Side rolls for initiative (1d6).
  2. The side that wins the initiative acts first (if simultaneous all actions are performed by each side at the same time)
    1. Morale Checks, if needed.
    2. Movement per round, meleed opponents may only move defensively
    3. Missile Fire Combat
    4. Magic Spells (roll Saving throws as needed)
    5. Melee or hand-to-hand combat
  3. The side with next highest initiative acts second, and so on using the order given above, until all sides are completed.
  4. The DM handles any surrenders, retreats, etc. as they occur