Combat
Fast, dangerous, and readable in one glance. Use this page for quick combat rulings before deeper subsystem reads.
At-a-Glance
- Start with Combat Sequence OSE SRD.
- Keep social exits alive using Reaction and Morale Procedures.
- Use Zone-Based Combat for low-friction positioning.
- Pick one resolution spine per session: Target 20 System or D6 Ability Checks.
- Use Monster Special Attacks Table to keep threats distinct.
Play Mode Routes
Solo Route
- Favor fast resolution and high information clarity.
- Treat morale breaks as core win condition.
- Keep enemy count low and behavior distinct.
Duet Route
- Use elite or role-rich enemies over large groups.
- Emphasize positional choices and consequence-heavy turns.
- Keep retreat and bargaining options always visible.
Table Route (Party)
- Use zone structure to reduce wait time and keep turns readable.
- Present mixed threat roles so multiple player archetypes matter.
- Trigger morale and battlefield changes to avoid static slugfests.
Player Quick Rules (Combat Turns)
- Declare your intent first, then method, then target.
- Ask for terrain leverage every round.
- Save one retreat or reposition option before committing all resources.
- Morale breaks are wins; not every fight is a wipe.
Referee Procedure Loop (Combat Round)
- Establish intent and initiative order.
- Resolve movement and position changes.
- Resolve actions and consequences.
- Apply morale/reaction checks when pressure shifts.
- Advance time, ammo, charges, and hazards.
- Restate battlefield state with new decision points.
Use Dungeon Adventuring OSE SRD for turn timing under exploration pressure.
Sci-Fantasy Combat Twist Table (d8)
| d8 | Twist |
|---|---|
| 1 | Grav flicker shifts one combatant into a new zone. |
| 2 | Smart dust records everything and alerts a faction. |
| 3 | Cover is magnetic and pulls metal weapons off-line. |
| 4 | Relic altar projects one-round shield to nearest speaker. |
| 5 | Air quality degrades; unsealed targets take pressure. |
| 6 | Drone swarm enters as neutral scavengers first. |
| 7 | Biolum spores reveal invisible movement trails. |
| 8 | Ancient turret wakes but cannot distinguish uniforms. |
One-Click Deep Dives
Core Sequences and Positioning
- Combat Sequence OSE SRD
- Zone-Based Combat
- Zone-Based Combat (D&D)
- Ultimate Dungeon Terrain Zone Combat
Resolution Systems
Morale, Dueling, and Special Attacks
Advanced/Edge Cases
- Use hidden intent plus Secret-Choice Contest Mechanics for duels, chases, and hacking stand-offs.