Referee's Screen
Combat Procedure (10s)
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Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons
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Roll Initiative: Each side rolls 1d20.
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Winning Side Actions:
- Morale Check
- Movement and Action (any order)
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Change Sides: In initiative order.
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Slow Weapons
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Repeat
Encounter Sequence
- Stealth: Referee rolls for stealth, if applicable.
- Determine Distance: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
- Roll Initiative: Each side that has stealth rolls 1d20, highest roll moves first.
- Choose Actions: Each side decides how they will respond in initiative order, and the encounter proceeds.
- 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.
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If table says “T”, roll indicates how many HD of undead are turned
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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.