Crossroads MVP

– Combat

Attacking

Each Combat involves and .

Making Attacks

The first step of an attack is the Attack Hit Roll. The player rolls 3d6 and adds the various modifiers. If an NPC is making the attack, they might use a static value. This helps speed up the game.

Certain , such as the or the help characters to become Skilled with certain weapons.

See also below.

Avoiding Attacks

The next step of the attack is the Attack Avoidance Roll. This is rolled by the target of the attack. They roll 3d6 and add modifiers like any other Opposed Skill Roll. Characters may only make 1 Attack Avoidance Roll per attack, and by default are limited to a single Attack Avoidance Roll per turn.

Characters must be aware of attacks in order to avoid them, and if a character is unable to make an avoidance roll, they automatically Fail. Like Attack Hit Rolls, NPCs may use to help speed up the game.

— Multiple Attack Avoidance Rolls

Characters may make multiple Attack Avoidance Rolls of the same type each turn, but gain d1, increasing on each additional Roll.

This is counted separately for each type of Attack Avoidance Roll.

Avoidance Rolls Example:

An elf attempts to Dodge an attack, rolling 3d6 adding [A] and any modifiers.

If the elf attempts to dodge two attacks, they gain d1 on the second attempt.
If the elf attempts to dodge three attacks, they gain d1 on the second attempt and d2 on the third roll.
If the elf is attacked three times and attempts to dodge only two and parry the third, they gain d1 on the second Dodge roll but the Parry is not affected.

These modifiers mean that it is best to use more than one Attack Avoidance Roll if possible.

Attack Result

If the attack hits, the Attacker may choose what happens. Typically, this will just deal damage, but if the Attacker wishes, they may instead perform another action such as a Combat Manoeuvre.

Combat Manoeuvres

There are a number of Combat Manoeuvres that can be performed on a character. These may be declared as part of the attack, or might be possible as the opportunity arises as part of the attack, typically as a benefit from your Attack Result.

Combat Manoeuvre Examples:

— Manoeuvre Effects

Below are some example effects from possible manoeuvres that characters can perform:

  • Reposition
    • The target is moved, or the character moves around the target.
    • Roll: [D]/[A] vs. [D]/[A]
    • This is likely to be the most common Manoeuvre.
  • Disarm
    • The target loses their weapon and is Disarmed.
    • Roll: [D] vs. [D]
  • Trip
    • The target falls Prone.
    • Roll: [D]/[A] vs. [A]
  • Hinder
    • The target gets Disadvantage on a certain Action.
  • Sunder
    • The target's equipment is Damaged.
    • Roll: [B] vs. [A]
  • Push
    • The target is moved further away in a certain direction.
    • Roll: [B] vs. [B]/[A]
  • Pull
    • The target is moved closer to the character. They may be Grappled.
    • Roll: [B] vs. [B]/[A]

— Manoeuvre Examples

Basic Manoeuvre Examples:

An Elf attempts a Combat Manoeuvre against an Orc.
The Elf wants to Disarm the Orc, hoping he will drop his Axe.

The Elf rolls [D] and the Orc rolls [D] as an Opposed Roll.
If the Elf Succeeds, the Orc will be Disarmed, but if the Elf Fails, they might drop their own weapon.

A Dwarf attempts a Combat Manoeuvre against a Bandit.
He tries to to Trip the Bandit, before they can escape.

The Dwarf can choose between using [D] or [A], and the Bandit uses [A] to avoid.
The Dwarf might be able to slow the Bandit or even knock them Prone.

Attack Benefit Examples:

An Elf scores a Great Success against an Orc.
In addition to the normal attack, they are able to perform a Manoeuvre.
They decide to Push the Orc, creating distance so the Elf can escape next turn.

The Elf does not need to roll because it is part of their original Attack.
The Elf will get Advantage on their Disengage Action next turn.

Alternatively, a Dwarf scores a Compensating Failure against a Bandit.
Instead of dealing damage as they had intended, they are able to perform a Manoeuvre.
They decide to Reposition so the Bandit is between the Dwarf and the Bandit's Ally, a vicious Thug.

The GM decides that this is a small enough Manoeuvre and the Dwarf doesn't need to roll.
If the Dwarf had chosen something more difficult, such as Disarm, they might have been asked to roll once more, or the action would only partly succeed, giving the target Disadvantage on their next turn.

Dealing Damage

In some Health Systems, a damage dice might be given for the attack along with other modifiers. However, this MVP Version is designed around the Narrative Health System which uses static damage and is detailed in below.

— Damage Types

Certain damage will have a specific type. These may affect enemies, armours, or other things differently.

For example, Characters may have Resistance or Weakness against certain Damage Types. See the for more information.

Non-lethal Damage

Non-lethal damage is treated like other types of damage, reducing Health. However, non-lethal damage expires after a certain amount of time, usually a Short or Medium Duration. This is up to the GM.

If a character suffers too much non-lethal damage, they will be knocked Unconscious. In addition, a character can lose Health due to both non-lethal and other damage, and if they are put , they will typically be knocked unconscious.

Some creatures are immune to non-lethal damage, such as Undead.

Additional Combat Modifiers

Certain modifiers may also affect Attack Rolls or Attack Avoidance Rolls.

— Melee Weapon Range

Characters might gain Disadvantage when fighting opponents at longer or closer melee ranges. See for more information.

— Advantageous/Disadvantageous Position

If a character is in an Advantageous Position, they might gain Advantage (usually a1) on their Attack or Attack Avoidance Rolls. Similarly, a character in a Disadvantageous Position might gain Disadvantage (usually d1) on their Attack or Attack Avoidance Rolls. This will usually be set by the GM.

However, one character being in an Advantageous Position does not automatically put their opponent in a Disadvantageous Position.

— Obscured Targets

If a target is obscured by an object, terrain, or by smoke or mist, Attackers gain Disadvantage (usually d1) on their Attack Rolls. Alternatively, a Defender that is obscured, behind, or even just near cover might gain Advantage (usually a1) on Attack Avoidance Rolls.

However, if an Attacker is obscured from the Defender, the Attack Avoidance Rolls will gain Disadvantage as they struggle to see the attacks.

This will usually be set by the GM, and might only affect certain Attack Rolls or Attack Avoidance Rolls.

— Additional Combat Modifier Examples

Advantageous/Disadvantageous Examples:

A Dwarf fights an Orc on a slope, with the Orc fighting from the high-ground.

The Orc is in an Advantageous Position from the added height.
This means the Orc gets Advantage on Attack Rolls.

The Dwarf is in a Disadvantageous Position because they are literally fighting an uphill battle
This means the Dwarf gets Disdvantage on Attack Rolls.

The Dwarf might want to try a Combat Manoeuvre to try and get to a better position.

Obscured Target Examples:

An Elf aims a bow at a Bandit hiding behind a barricade.
This attack will have Disdvantage based on the size of the barricade, and how much of the Bandit is hidden.
If the Bandit is only near the cover, they might gain Advantage on Dodge Avoidance Rolls.

A Noble fights a vicious melee against an Orc raider in a burning inn.
The smoke and heat from the fire blurs the vision of both fighters as they trade blows.
They both gain Disdvantage on Attack Rolls.

A Dwarf fights a hidden archer in a forest.
They know the archer is attacking from the trees, but the Dwarf cannot see their attacker.
The Dwarf is able to make Attack Avoidance Rolls, but gains Disdvantage against these attacks.

Afflictions

Poisons, Spell effects, etc.

Innoculation

If a Conflict involves frequent Affliction Abilities, it may be cumbersome to roll a Resist Roll for each character every time.

With the Innoculation Rule, after a character is Afflicted, they are immune to this Affliction for a Short Duration. This includes other Characters using the same ability.

Distance in Combat

Range

All ranges will be given in rough approximations. These are defined below, though these may be changed if you wish. A rough rule is that each range is double the previous range.

Ranged Weapons may be used outside of their regular range, though they may receive Disadvantage on any Attack Rolls. For each range they exceed, the difficulty increases up to d3. Melee weapons might receive Disadvantage if they are used at closer ranges.

Melee Ranges

If a character is in Melee Range, they are Engaged. Engaged characters stay in Melee Range of one another unless they try to Disengage.

Any character within Range of an Enemy melee weapon is said to be Engaged and may be vulnerable to attack if they try certain actions.

Disengaging Example:

An Elf tries to Disengage from an Orc.

The Orc makes a Quick Attack Reaction as the Elf moves away.
This Reaction is free because they are Engaged, though they will lose one Action in their next turn as normal.

If the Orc succeeds in the attack, they can choose between dealing damage or hampering the Elf's escape, hopefully keeping them Engaged.

Movement in Combat

In Combat, Characters use Narrative Distance.

— Narrative Distance

Characters typically act warily in combat and move in a more guarded manner. A single Move Action allows a character to change their distance to a target by roughly one Range Increment. Eg. Going from Close to Medium Range, or Close to Melee Range.

A character that Runs may move two Range Increments.

Because distances are generalised, two characters might be at the same Range Increment from a target even though one of them is closer. These distances are generalised for simplicity.

Narrative Distance Movement Examples:

A Noble is at Medium Range away from a door.
If he decides to Move towards the door, he moves to Close Range.
If he decides to Run towards the door, he moves to Adjacent Range or Melee Range.
Because the door is not a combatant, he can just choose how far away from the door he stops.

An Elf is at Close Range from an enemy Orc and decides to move away.
If they choose to Move, they move to Medium Range.
If they choose to Run, they move to Far Range.
If they decide to Move instead of Run, they can make a Quick Attack against the Orc with a Ranged weapon, though they might receive further Disadvantage because they will be trying to attack a target behind them.

Multiple Targets Example:

A Dwarf is at Medium Range from an enemy Orc and an allied Elf.
The Orc and the Elf are at Close Range from one another.
The Dwarf can choose to Run towards the Elf, the Orc, or somewhere in-between.

If the Dwarf Runs towards the Elf, they will be Close to the Orc and Adjacent to the Elf.

If the Dwarf Runs towards the Orc, they will be Close to the Elf and Adjacent to the Orc.
Because they are enemies, they will both become Engaged in Melee.

Finally, the Dwarf can choose to move between both the Orc and the Elf.
This will put him Close to both, but if the Orc tries to Move towards the Elf, the Dwarf will be in the way.

Even though the Dwarf is closer to the Orc than the Elf is, they are all considered to be at Close Range from one another because the distances are generalised.

Charging an Enemy

Characters may Charge at an Enemy in order to Move and Attack in one turn. See the Page for more information on Actions.

Charging an Enemy Example:

An Orc is at Close Range from a Dwarf.
The Orc Charges at the Dwarf to attack in melee with an axe.

The Orc makes a Move Action towards the Dwarf, moving to Melee Range and becoming Engaged in Melee with the Dwarf. He then makes an Attack Action against the Dwarf.

Fighting a Charging Enemy

If a character is Braced as part of a Ready Action, they may make a Reaction against any opponents charging from their front. This will be a Quick Attack Action. If the Defender's attack has the Reach, they gain a1 on the roll.

If the Reacting character makes an attack with a Ranged Weapon, they might not have time to draw a melee weapon to fight with.

Charge Reaction Example:

An Orc is at Medium Range from a Guard.
The Orc Charges at the Guard to attack with an axe (Range: Short Melee).
However, the Guard is Braced and armed with a spear (Range: Long Melee).

The Orc Charges the Guard, moving to Melee Range and then makes a Quick Attack Action.
However, because the Guard is Braced, she gets a Reaction and makes a Quick Attack against the Orc.
The Guard's weapon is a longer range (spear vs. axe) so she gains a1 on her Quick Attack Action.

If the Guard is Braced and armed with a bow (Range: Medium), she can also make a Quick Attack, but she will not be able to draw a Melee weapon to fight with in time.

Approaching an Enemy

Any character making an Attack Action in Melee Range may try to move closer or further from their opponent as part of a Reposition Manoeuvre.

The moving character can make an Attack Avoidance Roll as an Opposing Roll as normal as part of their Reposition. If the Opponent scores a Success on their Attack, the Attacker may choose to prevent the Reposition instead of dealing damage. On a Partial Success, the Defender chooses whether to take damage or prevent the Reposition Manoeuvre.

If the the moving character has Allies in melee Range that threaten the Opponent, that Opponent might receive Disadvantage on the attack.

Characters may also move closer or further from their opponents as part of a Dodge Avoidance Roll causing a Failure on an Attack Roll.

Approaching an Enemy Example:

A dagger-wielding Elf (Range: Touch) moves towards a braced, spear-wielding Guard (Range: Long Melee).

During the Elf's turn, they move towards the Guard.
The Guard is Braced, so when the Elf reaches Melee Range, the Guard gets a Reaction.
She attempts to stop the Elf from moving closer with a Quick Attack.

The Elf tries to Dodge the attack, rolling against the Guard's Attack. With a Partial Success, the Elf decides to avoid taking damage, but is unable to move within the Guard's range.

During the Guard's turn, she attacks the Elf once more.
The Elf successfully dodges this attack (a Dodge Success turning the Guard's attack into a Failure).

Due to the Dodge Success, the Elf is able to Manoeuvre, and chooses to Reposition closer.
The Elf moves inside the Pike's optimal range and the Guard now receives Disadvantage on the attack, and the Elf no longer receives Disadvantage on their own attacks.

Characters may attempt to move normally in Combat, disregarding other combatants, but may be attacked by any unoccupied enemies within range. Any area threatened by an Enemy counts as for the purposes of movement.

See for more information on Movement.

Taking Damage

There are multiple options for tracking health and damage in Crossroads, and further details can be found on the section. However, this MVP Version is designed around the Narrative Health system detailed below.

— Wound Health

    • Characters use a list of Health Types
      • Basic: HHH HH H
      • If a character takes a Minor wound, D, mark off H.
      • If a character takes a Major wound, D, mark off H.
      • If a character takes a Mortal wound, D, mark off H.
        • If a character cannot mark off an appropriate wound, they should instead mark a more serious wound.
        • If a character takes a Major or Mortal Wound, they are also Injured.
        • If all wounds are marked, that character is Out of Action.
        • If a character must mark a Wound, but has no space for that type or greater, they are Out of Action.
          • For example, if a character must mark off D, but has only H, the character is Out of Action
    • Damage is tagged to deal a certain type or amount of damage.
      • An Orc Warrior has the [H] below.
      • They also have Light Armour giving A.
      • HHH HH H A
    • Armour Value (AV) is treated like Health.
      • The Orc Warrior takes three Minor Wounds (DDD) and a Major Wound ( D ).
      • They cannot use the A to absorb the Major Wound ( D ). It can only absorb Minor Wounds (D).
      • They are Injured and suffer a penalty to one of their Statistics. Their leg is wounded and they reduce [a].
      • They choose to remove A first, and the remaining DD is dealt to their Health.
      • XXH XH H X
    • Mending effects only reduce wound severity.
      • The Orc Warrior is magically mended by their ally using the Path of Mending.
      • The magic reduces a Major Wound ( D ) into a Minor Wound (D).
      • They are no longer Injured.
      • XXX HH H X
    • If you can't mark off an appropriate wound, mark off a higher wound.
      • The Orc Warrior takes another Minor Wound.
      • As there are no Minor Wounds ( H ) remaining, they must mark off a Major Wound( H ) as if a Major Wound ( D ) had been taken.
      • They are once again Injured and suffer a penalty to a Statistic. This time their arm is cut and they reduce [d].
      • XXX XH H X
    • Mending cannot remove wounds, they can only reduce to a Minor Wound.
      • This Major Wound cannot be healed because there are no Minor Wounds remaining.
      • However, the armour can be repaired.
      • XXX XH H A
    • Healing Kits may be used to heal more permanently.
      • The Orc Warrior uses a Healing Kit and manages to heal HH.
      • They can heal HH or H.
      • They decide to heal HH and hope for more magical Mending later.
      • XHH XH H A
    • Armour Kits may also be used to repair Armour.

Character Recovery

There are a number of ways for Characters to recover from damage taken and other effects.

Magical Healing

Magical Healing, or Mending, is a partial solution to assist characters injured in battle. This magic can reduce the wound severity, but cannot heal the wound entirely. This can sometimes affect even Weakened and Fatigued.

While affected by Mending, any damage taken by characters will first be absorbed by the Mending as the magical energies react to protect the target. Remove Mended [H] before other [H]. However, any anti-magic effects will cause damage to ignore this protection and Dispel effects will remove this magical healing entirely.

A character who is Out of Action but magically healed will be Out of Action again once the Magical Healing expires.

Healing Kits contain bandages and other supplies to treat wounds. When used, they heal for a set amount of Health. Characters applying a Healing Kit must roll a Skill Check with the result affecting the amount healed. Characters applying a Healing Kit to another Character gain Advantage on the Skill Roll.

With Narrative Health, the base value is H.
The of the Skill Roll may add or remove H and can cause this to range from 0 to HHH.

Instead of healing H, you may reduce H damage to H, or H damage to H.

Characters can only be affected by a Healing Kit once per day, though as with many rules, this is up to the GM and may be agreed upon with other Players.

Alchemical Potions may be used to grant Characters additional temporary Health. Like Magical Healing, Potions only last for a limited duration, intended to keep a character fighting rather than truly heal them. Most Potions work more like combat stimulants or painkillers and some potions may be poured on wounds to staunch bleeding.

While affected by a Potion, further damage or effects will not first be absorbed by the Potion's effect like Magical Healing. [H] from Potions will be removed after other [H]. However, any anti-magic or dispel effects will not affect Potions. Potions are designed to keep characters in the fight, but they might also help characters last long enough to receive other forms of Recovery.

Pending GM permission, unconscious Characters might be forced to imbibe potions to regain consciousness but any character who was Out of Action will be so again once the Potion expires.

Bedrest

Characters that rest for an entire day, with sufficient food and water, heal for a small amount. This amount is increased if they receive medical attention from a Medical professional or Healing Kits. They will also recover from all non-lethal damage.

With Narrative Health, characters are healed for H per day. Also, any Healing Kits used gain additional Advantage on the Skill Roll, but other rules still apply.

Instead of healing H, you may reduce H to H, or H to H

Out of Action

A character is Out of Action when they are unable to act. There are many methods for taking a character Out of Action:

  • Running out of [H]ealth.
  • Having any Statistic fall below −3.
  • Succumbing to .
  • Succumbing to .
  • Taking more non-lethal damage than remaing [H].
  • Certain poisons, potions, spells, or other effects.

Non-Player Characters (NPCs)

When an NPC is Out of Action, they usually die.

However, NPCs are typically knocked if they suffer non-lethal damage. Other NPCs may be knocked unconscious if the character is important or the players want to try and take them alive. This is mostly up to the GM.

Captured NPCs might require Healing unless non-lethal damage is used.

Player Characters

If a player character is taken Out of Action, they are knocked . They may be revived at the end of the combat. Enemies will usually ignore unconscious characters, though some may try to capture them or even eat them. Unconscious characters may not act until they are revived by another character.

If the players do not rescue the unconscious character, because they had to flee or they were captured, they may have to rescue them later or sometimes the character might even be killed. This is up to the GM.

If the entire party is knocked unconscious, they may be killed. However, typically they will be captured. When captured, they may be taken as prisoners and need to: escape (alone or with the help of others), bargain for freedom, or be ransomed or rescued by other characters. In especially rare cases, the party might be rescued by other special characters instead of being captured.

Special Creatures

Certain creatures cannot be knocked unconscious. They may be immune because they are a construct or other creature. In these cases, these creatures are usually killed or destroyed when they run out of health, though they may be rebuilt or revived later.

Very rarely, certain creatures cannot be killed at all. These characters will usually have special rules for what happens when they run out of Health.

Instant Death

If a character takes damage from a single source that is greater than their [H], they usually die instantly and are not knocked unconscious. As always, this is up to the GM.

Certain other causes of death, such as decapitation or being crushed or anything else that causes certain death, will also result in death rather than being knocked unconscious.

Even so, see .

Ending Combat

Conflicts will end automatically if there is only one (or fewer) Teams left in the Conflict. There are a number of ways for a Team to leave a Conflict.

NPCs will typically Flee or Surrender if they are outnumbered, injured, and/or their leader is Out of Action.

Surrender

At any point, one Team in a conflict can Surrender and if it is accepted by their opponents, that Team will leave the Conflict.

Fleeing

Certain foes may try to run if they fear they are losing a Conflict. If a team has no characters In Action that are not fleeing, that Team will leave the Conflict.

Submission

If every character in a team is taken Out of Action through loss of [H]ealth or other effects, that Team will leave the Conflict.

Capture

If every character in a team is unable to act due to spell effects or is , that Team will leave the Conflict.

Next Step

After understanding Combat, you can move on to the section.

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