Two actions. Five steps. Zero initiative.

Combat Encounter

The complete player-facing combat loop, from Mob declarations and Interrupts through attacks, damage, and Dying.

PlayersRound flow · Interrupts · Actions · Attacks · Area effects · Damage

Fast reference for crawler combat. F means the current Floor number.

The round at a glance

The five steps

StepWhat happensPlayer focus
1. Mob Action DeclarationGM announces Mob movement, attacks, and targets.Listen before committing Actions.
2. Crawler Reaction PhaseCrawlers may spend Actions on Interrupts.Evade, Intervene, Catch, Heal, or Taunt.
3. Mob Action ResolutionUnavoided attacks deal damage and apply effects.Apply DR, resistances, damage, and Debuffs.
4. Crawler Action PhaseSpend any Actions you have left, in any party order.Attack, move, cast, heal, investigate, set up allies, or use gear.
5. Clean UpApply end-of-round effects in the order most beneficial to the crawlers; check whether combat ends; reset Actions.Resolve ongoing Buffs, Debuffs, and Regeneration.

Reaction-phase Interrupts

InterruptCost and effect
EvadeSpend 1 Action and roll a separate Evade Check against each attack aimed at you. The Difficulty is the Mob's Attack value. A successful Evade against an Area Attack halves its damage.
InterveneSpend 1 Action after an ally's d20 result is announced; roll 1d6 and add it to that Check. It cannot modify Stat Checks. Excellent for a Near Miss.
CatcherIf you have the Passive Skill, spend 1 Action to take an attack for an adjacent ally; you may Step into position. You cannot Evade the caught attack.
HealSpend 1 Action to use a healing Spell or Hotlist item before Mob damage resolves. Healing can also be a normal Action in Step 4.
TauntSpend 1 Action and make an Int-Opposed Taunt Skill Check to redirect a Mob's announced attacks to you. Evading afterward costs another Action.

Crawler-phase Actions

ActionWhat it does
AttackAttack with a Skill, Spell, weapon, or other effect. Drawing or swapping a weapon from your Hotlist is free as part of this Action.
Call a PlayName an Action for an ally. Roll 2d6, keep the higher die, and give that bonus to the ally's Check. If the Check succeeds without it, add the bonus to damage instead.
Cast a SpellCast a non-Attack Spell in your Hotlist and pay its Mana cost. Attack Spells use the Attack Action.
Heal / Make a CheckUse First Aid, another healing method, or a useful non-Attack Skill.
InterveneIntervene can also be used during this phase.
Look for CluesAgainst a Boss, make an Unopposed Perception, Investigation, or similar Check to learn a vulnerability, resistance, dangerous attack, Debuff counter, or useful environmental feature. An Amazing Success may reveal more.
MoveMove up to your Move value and take your normal Step. Default Move is 20 feet.
RetrieveMove an item from Inventory to your hand, the floor, or your Hotlist. You cannot use it during the same Action.
Use a Hotlist ItemUse a prepared consumable such as a potion or scroll.

Making an attack

  1. Choose a target in range. Most melee weapons reach 5 feet; Reach weapons reach 10 feet. Out-of-range ranged attacks automatically fail.
  2. Pay costs now. Spend Mana for an Attack Spell.
  3. Apply modifiers. Account for Buffs, Debuffs, cover, visibility, size, and terrain.
  4. Roll: 1d20 + Skill Rank + relevant Stat Mod.
  5. Meet or beat the target's Evade. A normal Mob's Evade is 10 + Dex Mod + F, but use the value in its Stat Block.
  6. On a hit, roll damage: base damage dice from the Skill + the relevant Stat Mod + other effects.

Which Stat?

Degrees of success and failure

ResultAttackEvade
Natural 20Critical Hit: roll twice the base damage dice, then add Stat Mod and other Buffs once.Gain Advantage on your next Attack Check against that Mob.
Success by 10+Hit and add +F damage.Gain Advantage on your next Attack Check against that Mob.
Success by 0–9Normal hit.Avoid the attack; Area Attack damage is halved.
Fail by 1–2Near Miss; an ally may Intervene.Near Miss; an ally may Intervene.
Fail by 3–9Miss.Take the attack normally.
Fail by 10+Miss plus a consequence chosen by the GM.Take +F damage and gain a Minor Injury after combat.
Natural 1Worst plausible outcome: friendly fire, broken/dropped gear, Debuff, etc.Take double damage and gain a Major Injury after combat.

Common attack modifiers

Area Attacks

Area shapes: Blast radiates from the target/impact point; Burst from the caster; Line is 5 feet wide; Cone is a 60-degree arc; +Splash extends the listed area with half damage.

Taking damage

Resolve defenses in this order:

  1. Subtract Damage Resistance (DR).
  2. Apply elemental Resistance: half damage.
  3. Apply Vulnerability: double damage.
  4. Apply Immunity: reduce that damage type to zero and ignore its added effects.
  5. Convert remaining damage to Health Bar slots.

To mark Health Bar damage, subtract the value of each unmarked slot until the remaining damage is less than one slot. Mark every fully reached slot; discard the leftover damage. For attacks with multiple damage types, split damage evenly and apply type defenses only to the relevant portions.

At 0% Health

Rules-text conflict: the prose under “0% Health Bar & Dying” says the countdown equals Con, while the Dying entry in both Debuff tables says Con Mod. This sheet follows the repeated table entry; the GM should make the table ruling explicit.

Ten-second player checklist

  1. What are the Mobs doing, and who is targeted?
  2. Must I reserve an Action to Evade or save someone?
  3. Can I improve the battlefield instead of trading damage?
  4. Is the Boss hiding a clue, weakness, or environmental counter?
  5. Is my needed item or Spell already on my Hotlist?
  6. Can Call a Play or Intervene turn an ally's action into a decisive success?

Sources

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