Combat Rules (D&D)

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Unofficial rules compendium

Flanking

Group Flanking

When an creature is flanked, all enemies striking that target get the flanking bonus, not just the those causing the creature to be flanked.

Flanking Oversize Opponents

When you are occupying the same square as another creature that is sufficently larger than yourself so that you can do so legally, you get some bonuses to flanking. As long as the creature is in the strike zone of any other creature, you count as flanking. Your presence does not let other creatures flank your opponent, unless they are also occupying the same space as the enemy.

Dodge

Out of Turn Dodge

Any time you are about to be attacked, you can give up your next turn to gain the bonus for full defense (usually a +4 dodge bonus to your AC). You must be able to apply your Dexterity bonus to AC against the attack (so you can’t use it when flat-footed, for instance), and you declare this before the attack roll is made. Your initiative does not change; you simply do not take an action on your next turn. You gain this dodge bonus until the next time your initiative comes up after your "skipped" turn.

Note that this means your dodge can apply against two rounds worth of enemy attacks. This rule gives a character the option of defending himself, providing an additional element to combat tactics. It also provides adventurers with additional tactical options, such as a “wolf pack” tactic: When a group attacks a single target, whoever the target retaliates against uses the out-of-turn dodge to aid his AC, while each of the others attacks the opponent on his or her turn.

Critical Hits

Extended Range of Creatures

Everything in the game takes critical strikes - including objects. This means that Sneak Attack is more efficient than usual. The only things that protect are fortification (which stops both critical hits and sneak attack) and concealment and incorporeality miss chance (which only protects from sneak attacks).

As many creatures now do not ignore critical hits, powers and spells that emulate the abilities of such creatures no longer ignore critical hits either.

Improved Critical Feat

The Improved Critical feat stacks with other effects that improve the crit range of a weapon, but other such effects do not stack with each other.

Death

It is generally harder to die than normal.

  • A failed death save does not kill you; it merely reduces you to -10 hit points.
  • A player character dies when negative hit points exceed one-half your normal hit point capacity or -10, whichever is better.
  • NPCs die when the DM says they die. This means they usually do die unless measures are taken to save them. Maltreating a fallen body is only a cause for alignment change.

Size and Range Increment

The range increment of ranged weapons are affected by a character's size. The given range of each weapon is for a Small or Medium-size character. The following table give range multipliers for characters of different size.

Size Code Range Multiple
Fine x1/4
Diminutive x1/2
Tiny x1/2
Small x1
Medium x1
Large x2
Huge x2
Gargantuan x4
Colossal x4

Map Scale

The standard map we use has a scale of 23.3 mm = 1 square = 5 ft = 1.5 meters.

This gives a scale of approximately 65:1

Surprise

You can take a full rounds worth of action in a surprise round. This is not so much a rule as a retraction of a rule.

Concealment

Concealment and Precision-Based Damage

Concealment miss chance does not prevent accuracy-based damage like sneak attack.

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