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Combat overview

Combat in Sentarin-3 follows after 5th edition Dungeons and Dragons, with of course a few changes to fit the format in which we have chosen for our role play. Each round of combat last roughly between six to ten seconds depending on group size and combat dynamics. Combat starts with the call for initiative, which adds your dexterity modifier to a 1d20 dice roll.

On your turn players have several actions which they can perform, it is broken down into four types of actions. One Main action, one bonus action, one reaction, and a free action. Below is a list of actions and their requirements that you can take in combat.

 

MAIN ACTIONS
When it is your turn in combat you may take one of the following actions in combat:

 

Physical Attacks. These are either melee attacks, or ranged attacks made with a weapon. Unless stated otherwise by your class features Melee attacks use strength to hit and damage, and range attacks will use dexterity to hit and damage. If your class grants you access to the extra attack features, you can only use it as apart of a physical attack sequence. (you cannot use any other ability along side your extra attack.)

 

Techcasting. This attack is abilities granted by classes that get tech casting options. Some spells require a simple Saving throw, while others require a ranged spell attack. A ranged attack spell will use your tech casting attribute. (Intelligence, Wisdom, or Charsima.)

 

Aid. The aid action allows you to give the next friendly player to attack something advantage on the first roll.
 

Disengage. This action will give you a +2 bonus to a 1d10 attempt to escape.

Dodge. Taking this action in combat will make all attacks on you have disadvantage for the rest of the round.  

 

BONUS ACTIONS
A bonus action is a phase of combat that happens on your turn, it can happen either before or after your main action. There are a number of abilities listed in the various classes which can be used as a bonus action. Below is a list of things you may perform with this action:

 

Two Weapon Fighting. When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative. If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

 

Spell Bonus Actions. If a techpower uses a bonus action you can only cast an At-Will tech power as a main action. 
 

Stimulants. There are various stims which can use to enhance yourself in some way or heal yourself. To use a stim on yourself it will take up the use of your bonus action. To use it on someone else, it takes up the use of your main action.
 

REACTIONS
Reactions are a special action that can take place anytime during a combat round. Once you have used your reaction you may not do so again until after your next turn.
 

Attack of Opportunity. As there is no positioning in Sentarin, opportunity attacks will, instead, be incurred when a combatant rolls a natural 1 on their attack roll. Allowing for their next opponent in queue to use their reaction to make a single physical attack against the opponent.
 

FREE ACTIONS

Free actions are you interacting with common objects, picking something up, opening a door, and even drawing a single weapon. You may only interact for free with one object anytime on your turn. Except for when disarmed (see below for rule.)
 

CRITICAL HITS AND FAILURES

Critical Hit. When you roll a natural 20 on an attack roll, you automatically score max damage on your attack roll. Additionally, status effects can occur at GM’s discretion.
 

Critical Failure. This will provoke an attack of opportunity from a single player. See the above rule under reactions section. 
 

DEATH

Death is not something we strive for in Sentarin-3 however it is a possibility when entering a combat situation where death may happen. And when this occurs there are several methods in which we handle it.
 

Downed. Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20.

If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Rolling 1 or 20.

When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

 

Stabilizing. The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that is not healed regains 1 hit point after 1d4 hours.
 

CONDITIONS

There are certain things which will either buff you, or debuff you in this game, we call them conditions. Each condition we have listed below.
 

Advantage. Rolling with advantage means you roll twice, taking the higher of the two rolls you made.
 

Disadvantage. Rolling with disadvantage means you roll twice, taking the lower of the two rolls you made.
 

Difficult Terrain. Normally this would simply hinder your movement, however in Sentarian-3 those who are stuck in difficult terrain roll at disadvantage to attack rolls.
 

Prone. Melee attacks against a target that are knocked prone have advantage, and ranged attacks against the target who is knocked prone have disadvantage. One can drop to the prone position, willingly, by using their bonus action.  However, rising from the prone position, requires their primary action on their turn.
 

Disarmed. Those who are disarmed are unable to male any physical attacks or cast any techpowers if your foci are removed. You can only make unarmed strikes, and may only take the Free action at the end of your turn.

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