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Combat

Fast, dangerous, and readable in one glance. Use this page for quick combat rulings before deeper subsystem reads.

At-a-Glance

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)

  1. Establish intent and initiative order.
  2. Resolve movement and position changes.
  3. Resolve actions and consequences.
  4. Apply morale/reaction checks when pressure shifts.
  5. Advance time, ammo, charges, and hazards.
  6. 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

Resolution Systems

Morale, Dueling, and Special Attacks

Advanced/Edge Cases

See Also