Combat doesn’t really happen turn by turn. Organizing it this way makes the game much simpler, but it also makes some things a bit weird. To smooth those edges, you can make reactions when it’s not your turn. Reactions are normally one of:
Monsters don’t roll for attacks and defence. To get a target number for the player to roll against, we just add any modifiers the monster has to 6
.
So the Owlcactus has a minus -3
to dodge (because of its large size and beserk mindset), which becomes a target number of 3
.
The PC then rolls a check to beat this number, and if they hit they deal damage. All weapons deal d6
, but some have a bonus or penalty. Theo’s club deals d6+1
.
For critical hits, we just add 6 damage
, like we rolled an extra die and it rolled the highest number.