Combat

Movement in Combat

Player characters cannot split their movement when they perform an action. So either a player character moves and then performs an action or vice versa. Bonus actions can be performed in conjunction with movement splitting. Thus a player character can move, perform a bonus action and then move again.

Initiative

If there is a tie in initiative rolls between a PC and a NPC, the NPC goes first.

Potions and Consumables

Using a potion or consumable takes an action during combat.

Massive Damage

If a player character receives damage equal to or greater than half of the character’s health point maximum from a single source, make a CON saving throw. On a failed saving throw roll a d10 on the system shock table to determine the effects of the blow.

Lingering Injuries

If a player character receives damage equal to or greater than the character’s health point maximum from a single source or if a player character receives a critical hit, roll a d20 on the lingering injury table to determine long-term effects of the injury.

Health

If a character drops below 0 health points the health points will go into negative numbers. Receiving damage while below 0 health leads to an automatic failure of the next death saving throw. The character needs to be healed up to positive health point numbers to regain consciousness. If a character heals from 0 hit points or hit points below 0 to positive health point numbers the character is stunned on their next round and has disadvantage on attack rolls on the following turn.

Instant Death

Additional to the instant death from being below 0 there is another way to instantly die. If a player character receives a critical hit, roll a d20 and on a roll of 1 the character instantly dies.

Exhaustion

A player character gains one level of exhaustion each time they suffer one of the following effects:

  • Take a critical hit
  • Drop to 0 HP
  • Fail a death saving throw by 5 or more