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Combat



Starslinger action scenes work cyclically where everyone takes turns. The GM declares that an action scene has started, everyone make Initiative rolls to determine turn order, and then everyone acts in turns until the GM declares that the action scene has ended.



ATTACKING & ARMOR RATING
Unlike normal d20 games, there is no Armor Class. Instead, you make an attack roll against a target's defense DR based on the effect. Some effects target two DRs requiring you to hit the higher option (unless the target is flat-footed then you need only hit the lower one). Most weapons attacks are against Dex DR. Combat maneuvers are usually vs. Dex or Str. Toxic effects are against Con, Mental vs. Int, Emotion vs. Cha, Illusion vs. Wis, etc.

However, some creatures have armor which reduces damage from any source except for persistent damage.



DEFENSES
At 1st level, you begin trained in 2 defenses of your choice. Every odd level thereafter you can become trained in another defense of your choice or upgrade your proficiency in an existing defense by 1 rank, up to the normal maximum proficiency.

ATTACKING & ARMOR RATING
Unlike normal d20 games, there is no Armor Class. Instead, you make an attack roll against a target's save DC based on the effect. Some effects target two DCs requiring you to hit the higher option (unless the target is flat-footed then you need only hit the lower one). Most weapons attacks are against Dex DC. Combat maneuvers are usually vs. Dex or Str. Toxic effects are against Con, Mental vs. Int, Emotion vs. Cha, Illusion vs. Wis, etc.

However, some creatures have armor which reduces damage from any source except for persistent damage.
Attack rolls are important to combat but there are other aspects to keep in mind.


ATTACK & DAMAGE
Each attack specifies the accuracy it has and damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target.

SizeAccuracyDamageProperties
Small+31d2always one-handed
Very Light+21d4always one-handed
Light+11d6
Medium+01d8
Heavy-11d10always two-handed
Very Heavy-21d12always two-handed
*You add 1 additional damage dice for every 5 levels you possess.

All creatures have a Small Melee Weapon (+3/1d2 bludgeoning) called "unarmed strike" which can use Finesse, Brawn, or Melee skills.

Your attack determines which skill you use to make the attack. You apply half your attack modifier to damage rolls with one-handed attacks or your full modifier to two-handed attacks. If you modifier is negative, do this in reverse (minimum 1 damage). You can only carry so many objects in your hands at a time and may need to drop items, sheathe them, and/or draw new ones.

ATTACK RANGE
Attacks are either melee or ranged. Melee attacks can only be used against targets within the same melee as you. Ranged attacks suffer disadvantage against targets in a melee with 1 or more allies and while you are in a melee with a hostile creature that is not incapacitated.

CRITICAL HITS
When you score a critical hit, you automatically deal maximum possible damage, plus a critical effect. A natural 20 on an attack automatically hits and deals a critical hit, but some attacks have a threat of 19, 18, or even 17. This means that if you roll between a 20 and the number listed on the threat, you deal a critical hit with it. However, this does not guarantee an automatic hit like a natural 20 does. When you achieve a critical hit, roll 1d100 to determine the critical effect randomly.

d% DieCritical Effect
1-10Nothing
11-20Random trivial condition for 1 round
21-30Random minor condition for 1 round
31-40Random moderate condition for 1 round
41-50Random major condition for 1 round
51-60Random overwhelming condition for 1 round
61-65Random trivial condition save ends
66-70Random minor condition save ends
71-75Random moderate condition save ends
76-80Random major condition save ends
81-85Random overwhelming condition save ends
86-87Random trivial condition until rest
88-89Random minor condition until rest
90-91Random moderate condition until rest
92-93Random major condition until rest
86-95Random overwhelming condition until rest
96Random trivial condition permanent
97Random minor condition permanent
98Random moderate condition permanent
99Random major condition permanent
100Random overwhelming condition permanent

SeverityCondition
Trivial (1d8)Dazzled (1), Deafened (2), Disarmed (3), Distracted (4), Prone (5), Shoved (6), Silenced (7), Reroll (8)
Minor (1d6)Blinded (1), Broken (2)*, Flat-footed (3), Drawn (4), Repelled (5), Slowed (6)
Moderate (1d6)Charmed (1), Immobilized (2), Persistent Damage (3), Shackled (4), Staggered (5), Reroll (6)
Major (1d3)Confused (1), Sickened  (2), Stunned (3)
Overwhelming (1d3)Incapacitated (1), Petrified (2), Unconscious (3)
*Random item they wield or reroll if no items
Only if using power that could petrify such as cold effect, petrification effect, etc. otherwise reroll

CHOOSING TO BE HIT
You can choose to allow a miss to hit you (no action required).

UNSEEN ATTACKERS AND TARGETS
When you attack a target that you can�’t see, you have disadvantage on the attack roll. This is true whether you�’re guessing the target�’s location or you�’re targeting a creature you can hear but not see. If the target isn�’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target�’s location correctly. When a creature can�’t see you, you have advantage on attack rolls against it. Attacking gives away your position.

RANGED ATTACKS IN CLOSE COMBAT
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a power, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn�’t incapacitated.

TWO-WEAPON FIGHTING
When you take the Attack action and attack with more than one weapon or while using a double weapon that you�’re wielding in two hands, you can make two attacks instead of one as a single action but deal half damage with each one.