Defence & damage

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:

  • Defend (block or dodge) an attack aimed at you, or at a nearby ally
  • Take an attack of opportunity, when an opponent within reach makes themselves vulnerable
  • Pursue an enemy you are in melee with.

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.