4th edition, 2021-3
1.1 Tactical combat between Fighters and others is resolved in Melees of successive 6 second Melee Rounds ("MRs"). The DM determines when a Melee begins and ends, which will normally be when opponents first become aware of each other and will continue until one side has been defeated.
1.2 The Melee is usually set up using 25mm figures on wargames terrain or a Dungeon map drawn on A2 paper to a ground scale of 5mm to 1 foot (i.e. 5cm represents 10 feet).
1.3 At the beginning of each MR each participant in the Melee (a "Combatant") specifies a General Plot for that MR and rolls Initiative (where applicable) on a number of d6s equal to their AMR. The results on the d6s give the seconds of that MR (from 1 to 6) during which the Combatants have Initiative and may therefore make Attacks (or take other actions).
1.4 During seconds when a Combatant does not have Initiative they are considered to be alert and sparring, looking for an opening to make an attack or for when an opponent may make an attack which they will need to defend, and may move into position as appropriate.
1.5 In this section a reference to a "Successful Attack" is to one which is resolved as a hit on the Opponent (who cannot therefore move it out of their HitLoc Table) before Parrying, Shielding or Damage is determined.
2.1 At the beginning of each MR each Combatant must simultaneously specify their General Plot for the MR, which should be one or more of the following:
2.1.1 Fighting: includes Full Defensive (in which case no Initiative is rolled);
2.1.2 Thieving: may specify Fighting and Thieving to make Thievish Attacks (in which case roll Initiative);
2.1.3 Magic-Using: may specify Fighting and Magic-Using (in which case roll Initiative);
2.1.4 Other Actions: give a general description, e.g. movement, speaking or as per Section 7 below.
2.2 General Plots are generally stated openly for reasons of playability, but:
2.2.1 The DM may require simultaneous written plots to avoid co-ordination that would not be possible in character; and/or
2.2.2 General Plots may be made secretly by Combatants of whom other Combatants are unaware.
2.3 A Combatant may only take actions and make Specific Plots during the MR that are consistent with their General Plot.
2.4 NPCs' (including Monsters and other Encountered Beings) Plots are determined by the DM. The DM will normally state the Plots for NPCs in the Players' party with those of the PCs, but they should not be revealed until the Plots for all PCs have stated their Plots. The DM will keep the Plots of opposing Combatants secret, though they may become apparent from their rolling Inititiative or taking other actions.
2.5 A Combatant may change their General Plot at the beginning of a subsequent second of the MR only if permitted by the DM in order to respond to circumstances that were unforeseen by them at the start of the MR (e.g. a new Opponent appears or an existing Opponent is revealed to be immune to the type of attack plotted).
3.1 All Combatants who have specified a General Plot that involves Fighting then roll Initiative or specify Full Defensive.
3.2 In the first MR of the Melee (only) all Participants must roll Initiative (regardless of their General Plot) to determine when they first react to the Melee and so may begin Specific Plots.
3.3 Valdrean Formal Duels are an exception to this (as the Melee begins on a formal signal to ready Combatants). Duellists may Specifically Plot actions for the first second of the first MR and may set one Initiative die to 1 (allowing an Attack in second 1 of the MR) and roll Initiative dice for any additional AMR. Subsequent MRs are resolved as for any other Melee.
3.4 A Combatant who has Generally Plotted Thieving and Fighting for the first MR and who makes a successful Thievish Attack may make that Attack in the first second for which they have rolled Initiative and are within Reach (or Range) of their Opponent, moving into position in previous seconds of the MR.
3.5 Initiative is rolled on a number of d6s equal to the Combatant’s AMR. The numbers rolled are the seconds of the MR (from second 1 to second 6) in which Attacks can be made. If any result is duplicated, it may be carried forward to the next second (by adjusting the dice), unless an Attack was originally rolled for that second. Any results which cannot be carried forward result in the Attack being lost. For example:
Initiative rolled | Earliest permissible attacks |
1 2 3 4 5 6 | 1 2 3 4 5 6 |
1 1 1 | 1 2 3 |
1 1 2 | 1 2 |
6 6 | 6 |
4 4 5 5 5 | 4 5 6 |
1 2 2 2 2 2 5 | 1 2 3 4 5 |
3.6 If a Combatant's General Plot is permissibly changed and they therefore need to roll Initiative for the first time that MR, any results for seconds that have already been run are lost (and may not be carried forward, even if not blocked by other rolls).
3.7 A Combatant who specifies a General Plot of Fighting and Magic-Using may choose to roll one d6 less than their MR per Spell they intend to cast that MR. This is because Spell Casting does not require Initiative, so they can choose the seconds in which to Cast Spells. However each Spell Cast uses up one AMR which would otherwise be available for an Attack. Note that more Spells may be Cast in a MR than the Combatant has AMR by specifying Magic-Using as their General Plot, but if have specified Fighting and Magic-Using as their General Plot they may not make more Attacks and Cast Spells than their total AMR. The Actions required for Spell Casting normally reduce D or RD to 0 and prohibit Shielding. However Word Spells may be Cast whilst Dodging / Shielding normally. Only Reflex Spells may be Cast during a second in which an Attack or Parry is made. IST runs normally whilst Fighting.
3.8 A Combatant who specifies a General Plot of Thieving and Magic-Using rolls their full number of AMR as Initiative, as Thievish Activities do not require AMR. However, if making a Thievish Attack reveals the Combatant, they will need at least one second of Thieving to hide again before they can make another Thievish Attack (but could follow up with a non-Thievish Attack in the next second if Initiative was available).
4.1 A Combatant may only go on Full Defensive if they have a Melee Weapon in hand with which to Parry, their General Plot includes Fighting and only at the beginning of a MR. Full Defensive allows them to Parry a Successful Attack upon them (regardless of whether it may be Shielded or ADSed) without having an Initiative die available for that second.
4.2 If the Combatant attempts such a Parry, Full Defensive is broken for that MR and Initiative must be rolled for any remaining AMR available to the Combatant (less that for the Parry taken). Any results for seconds that have already been run are lost (and may not be carried forward, even if not blocked by other rolls).
4.3 Full Defensive may also be broken in any second of the MR by Specific Plot for that second, in which case, Initiative must be rolled and any results for previous seconds are lost (and may not be carried forward, even if not blocked by other rolls).
4.4 A Combatant on Full Defensive may decline to Parry and attempt to Shield a Successful Attack without breaking Full Defensive.
4.5 A Combatant on Full Defensive who declines to Parry and takes Damage from a Successful Attack must make a Co Check against Full Defensive being broken by that Attack, or may break Full Defensive voluntarily as above.
5.1 At the beginning of each second of the MR each Combatant must simultaneously specify their Specific Plot for the MR, which must be consistent with their General Plot. Specific Plots may include:
5.1.1 Attack [Opponent within Reach] (if General Plot includes Fighting and Initiative is available for that second);
5.1.2 Ranged Attack on [Opponent within Reach] (if General Plot includes Fighting and Initiative is available for that second);
5.1.3 Parry any Successful Attack which may be made on self (if General Plot includes Fighting and on Full Defensive or Initiative is available for that second) - note that a Combatant on Full Defensive will normally be aware if Opponents have Attacks available for that second, but does not need to commit to Parry a specific Attack until one is Successful;
5.1.4 Reload a Ranged or Thrown Weapon (if General Plot includes Fighting and Initiative is available for that second);
5.1.5 Delay an available Initiative to the next second (unless another Initiative die has been rolled (as adjusted) for that second, in which case the AMR will be lost if not taken this second). Adjust the Initiative die accordingly;
5.1.6 Cast [Name of] Spell for [n] seconds (if General Plot includes Magic-Using) - note that Casting Spells may take more than one second and if General Plot is Fighting and Magic-Using Initiative must be available for the first second. Spells resolve at the beginning of the first second after Casting, and the Caster is normally considered to be observing their Effect in that second (or concentrating on it where required);
5.1.7 [Name of] Thievish Activity (if General Plot includes Thieving - note that if the Thievish Activity involves making a Thievish Attack, the General Plot must include Fighting and Thieving and Initiative must be available for that second;
5.1.8 [Specified Action] (if consistent with General Plot and Initiative is available for that second if required for that action) - note that moving and speaking are consistent with most General Plots and do not require Initiative, but may take several seconds to complete;
5.1.9 Do Nothing is always available to Combatants regardless of their General Plot - note that they will still be considered to be alert as per 1.4 above (unless they specify otherwise);
5.1.10 Use Chaos is always available to Chaos Masters regardless of their General (or even Specific) Plot!
5.2 If multiple Weapons / Attack types are available, it may be freely specified which is used in the Specific Plot for the second in which an Attack / Parry is taken.
5.3 Shielding does not need to be Specifically Plotted at the start of a second of the MR, but does need to be specified in response to a Successful Attack. A Combatant may only Shield against one Attack per second and against a maximum number of Attacks per MR equal to their AMR.
5.4 Reflex Spells, including Final Appeals, may always be specified at any time, irrespective of Plots or Initiative. They are assumed to be Cast during the second in which they are announced (irespective of how much of that second has already been run, even by that Combatant, and they are resolved immediately.
5.5 Specific Plots are generally stated openly for reasons of playability, but:
5.5.1 The DM may require simultaneous written plots to avoid co-ordination that would not be possible in character; and/or
5.5.2 Specific Plots may be made secretly by Combatants of whom other Combatants are unaware.
5.6 Once all Specific Plots have been made for each second, the DM runs them all in accordance with Section C. Combat Procedures (or other applicable Systems). All Specifically Plotted actions for a second are assumed to take place simultaneously, so for example a Combatant killed that second could still make an Attack they have Specifically Plotted for that second even though it had not yet been run when the Attack killing them was resolved. Although Spells may resolve at the beginning of the second, their Targets may still carry out actions Specifically Plotted for that second. Spells Cast in less than a second resolve in the second of Casting.
5.7 Specific Plots that cover multiple seconds (e.g. Casting a Spell) do not need to be restated for each of those seconds. The Specific Plot is assumed to continue unless changed by a subsequent Specific Plot.
6.1 Combatants may move freely within the combat area, except within the Reach of an Opponent's Weapon.
6.2 Combatants may move into their Melee Weapon's Reach of an Opponent and Attack them in the second of movement, e.g. to charge into an attack. They may do so even if the movement takes them within the Reach of the Opponent's Weapon, but only as far as the maximum Reach of their own Weapon. However if the Opponent also moved during that second, the Attack may only be made if the Opponent was in Reach at some point during the second.
6.3 To move closer within the Reach of an Opponent’s Weapon (e.g. to get within their minimum Reach), a Combatant must have made a Successful Attack in the previous second which was not Parried or Shielded and not taken a Successful Attack from the Opponent in that second. The Opponent may still move back if they Specifically Plotted doing so.
6.4 If an Opponent moves out of Reach during the second in which a Combatant has Specifically Plotted an Attach, the Attack may still be made (and may be against the Side or Rear if they have turned). However, if an Opponent Teleports (or otherwise Planewalks away), the Spell (or other effect) resolves at the beginning of the second (as per 5.1.6 above) and the Attack is made on thin air. If an Opponent's Spell takes time to resolve (e.g. a Shapechange Effect), the effect of a Successful Attack is determined by the DM.
6.5 If an Opponent stands their ground, an Attack will only drive them back if it is a Successful Attack which is not Parried and does Damage (even if Shielded or ADSed) and the Attacker specified they were moving forward. The amount the Opponent is driven back may depend on the amount of Damage dealt.
7.1 To take an action during Melee may require an AMR, one or more seconds or a complete MR, and it must be Specifically Plotted. The DM decides what is required in the particular circumstances, in accordance with the following guidelines. For Thievish Activities or Spell Casting, consult the applicable Systems for time required.
7.2 Drawing a Weapon or other readily-accessible item carried requires 1 AMR. To retrieve an item from a backpack (or to put it away) takes 1 Melee Round.
7.3 Sheathing a Weapon or putting away an item in a readily-accessible location requires 1 AMR, but Dropping a Weapon or other item requires 1 second. Note that the Weapon may be damaged if dropped (Crossbows are particularly sensitive to this).
7.4 Loading a Ranged Weapon requires 1 or more AMR (see Section C.7). Ranged Weapons may be carried already loaded, but this may result in their being accidentally fired (Crossbows are particularly sensitive to this).
7.5 Readying a Shield requires 1 AMR. Shields are normally assumed to be carried ready for use in potential combat situations where the Combatant has a Melee Weapon ready that they use with a Shield. However Shields cannot be held ready whilst using a Ranged Weapon, so will need to be readied if switching from Ranged to Melee Weapons.
7.6 Putting away a Shield (slinging it on one’s back or securing it to a horse) requires 1 AMR, but Dropping a Shield requires 1 second (note that an already damaged Shield may be further damaged if dropped).
7.7 Picking up or taking an item (using Thievish Filch if desired) requires 1 AMR. This includes recovering Thrown Weapons or missiles (which may be damaged if they have hit walls).
7.8 Taking a Potion requires 1 Melee Round to draw, uncork and drink or apply it. If the Potion is already uncorked and held in the Shield hand (as is permitted at the beginning of Valdrean Formal Duels) it only requires 1 AMR to drink or apply it and 1 sec to drop the pot.
7.9 Throwing a Flash Pellet requires 1 AMR if it is already in hand (which will require 1 AMR to draw it as above). The Thrower may shout "Flash!" to warn other members of their party in the second of throwing. The Flash Pellet goes off in the following second. Alternatively a Combatant may take 1 Melee Round to draw and throw the Flash Pellet (e.g. if they only have 1 AMR), and it will go off in sec 1 of the next MR. Closing one's eyes to avoid being blinded by the Flash Pellet needs to be Specifically Plotted.
7.10 Throwing a Tanglefoot Pill requires 1 AMR to draw it, 1 AMR to wet it and 1 AMR to throw it, for a total of 3 AMR. The Thrower may shout "Tangle!" to warn other members of their party in the second of throwing. The Tanglefoot goes off in the following second. Alternatively a Combatant may take 1 Melee Round to draw, wet and throw the Tanglefoot Pill (e.g. if they only have 1 or 2 AMR), and it will go off in sec 1 of the next MR. Attempts to hack out of or through a Tanglefoot count as Attacks and so require AMR.
7.11 Kicking Down or Shoulder Charging a Door requires 1 AMR and will succeed on making a St check @ -1 per DL of the door. The DL of the door is typically 1 per Level of the Dungeon (in Dungeons with descending levels of difficulty - otherwise roll d4 for DL) plus 1 per DL of the lock (if locked) plus any DLs from Magical Effects. If multiple Combatants kick or shoulder charge the door in the same second their St for the purpose of the St check is the square root of the sum of the squares of their Sts. Opening a door in this way will damage it and normally break the closing mechanism and any lock. Note that Opening the Door by Thievish Activity requires 1 Melee Round.
7.12 Despatching another Combatant who is unconscious or otherwise incapacitated (so has D = 0) requires 1 AMR plus the means to kill them (e.g. an edged Weapon in hand to slit their throat which is capable of doing them Damage).
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