Learn TodayCore Guides
OpenDungeons

Chapter 6 of 8 · 2 min read

Combat

Turns, rounds, melee, ranged, dual-wielding and fists.

Characters take turns declaring what they do. DN decides what order per combat encounter.

Turn - a character's turn to do something, lasts about 5 seconds (in adventure time).

Round - a round is when everyone, including monsters, has taken a turn.

Who goes first? You, companions, NPC's or monsters?

DN decides who goes first in combat: it's relative to setup, scene, character decisions, etc.

Your Turn - Your Action#

"Action" is a specific thing a character does on their turn (cast a spell, attack, dash, etc.).

"Turn" is you declaring your action.

"Round" occurs after everyone, including monster(s) had their turn.

Action = Turn

On your turn (your action), you may move and take one significant action, such as attacking, casting a spell, etc.

Dual-Wielding#

A character may choose to wield two 1-handed weapons, such as a short sword and a dagger. By doing so, they cannot use a shield and forgo its +2 AC.

If their primary melee attack misses, they may use the momentum to immediately make a second attack roll with their off-hand weapon.

If this off-hand attack hits, it deals the weapon's base damage only (do not add the character's Strength bonus). A natural 20 does not double this damage.

Once used, an off-hand momentum attack is unavailable on the next turn, then becomes available again on the following turn.

Melee Weapon Combat#

Attacking, to hit

Roll d20 vs target AC. No ability bonus to attacks.

Damage

Roll weapon damage + Strength bonus. Apply armor DR after any save reductions. Natural 20 ignores DR and is two times (x 2) damage.

Reach

Spears, polearms, and long weapons may strike from the second rank or over allies.

Ranged Combat#

Attacking, to hit

Roll d20 vs target AC. No ability bonus to attacks.

Damage

Weapon damage only. Strength bonus applies only to thrown weapons (daggers, spears, hand-axes). Composite bows add Str bonus.

Range bands

  • Near (0-30 ft): no penalty
  • Far (31-90 ft): -1 to hit. At 4th level no penalty.
  • Extreme (91-180 ft): -3 to hit (most thrown weapons can't reach). At 6th level no penalty.

Reload

Bows, light crossbows, and hand crossbows shoot every round.

Medium crossbow reloads 2 rounds (shoot every 2nd round) and heavy or greater crossbows 3 rounds (shoot every 3rd round). At 5th level these values drop by 1 round.

Shooting in melee (close quarters combat)

-4 to hit. At 5th level -2.

Unarmed Combat#

Attacking, to hit (punching, elbowing, etc.)

Roll 1d20, then add + STR Bonus + your level. If the total is equal to or greater than the target AC, the hit is successful.

Damage

1 point of damage or Strength bonus whichever is greater. DR applies.

Grappling / Wrestling

Both creatures roll d20 + Strength bonus + Level. The higher result wins and may restrain, knock down, or hold the target.

Natural 20

Attacker may knock the target down, stagger them (lose their next action), or push them 5 feet. DN decides.