Broken Sorcery
Chapter 9

Combat

Maybe you’ll attempt to avoid confrontation whenever possible, or maybe you’ll dive head first into battle every chance you get!

Any Action can be taken in Combat, limited only by your imagination:

  • Swinging a sword

  • Smashing a barrel over a Goblin’s head

  • Backflipping off a Griffon

  • Casting a Spell

  • You name it…

You get one Action per Turn. Be descriptive!

Your GM requests an appropriate Check (if any): Attack, Ability Score, Spellcasting, etc.

Monsters and enemies, controlled by the GM, typically get one Action per Turn. Some of the more terrifying enemies may get several.

The GM describes enemy Actions, and may ask you to roll a Check: Defense, Magic Resistance, Ability Score, etc.

  • You roll for Attack and Spellcasting when Attacking

  • You roll for Defense and Magic Resistance when Defending

This frees the GM to focus on game flow—and keeps you engaged in between Turns.

  • You have Attack, Defense, and Spellcasting Bonuses and Penalities

  • Enemies have Attack, Defense, and Magic Resistance Difficulties

  • Enemy Defense is the Difficulty for your Attacks; Enemy Attack is the Difficulty for your Defense

  • Enemy’s Spellcasting Difficulty is your Difficulty for Magic Resistance (if any)

GMs are encouraged to announce Combat Difficulties the first time they come up. Though, Difficulties may change and some may be kept concealed.

Initiative

Who goes first? You drop your backpack and draw your Weapon.

  • Players and enemies roll a Dexterity Competition, the GM rolls for each enemy. Enemies take Actions on the GM’s Turn. Turns proceed clockwise.

Combat ends when one side is defeated or escapes.

Free Actions

In addition to taking a single Action and Moving, you can take one of the following Free Actions on your Turn in combat:

  • Stow an object

  • Drop your pack and Draw an object

  • Drop an object and Draw a new object

  • Stowing an object and Drawing a new object requires your entire Action

Combat Aid

Applying First Aid, Healing Salves, or drinking a Potion in Close Combat is dangerous, leaving you and your patient exposed.

  • You suffer Disadvantage on Defense

  • Potion Vials kept handy on a Utility Belt may be consumed quickly, without Disadvantage, as your Action

Defense

  • Describe how you defend yourself!

The GM calls for Defense vs enemy Attack; or Magic Resistance vs Spell Difficulty.

  • Roll the Check with Modifiers

  • On Hit, the GM rolls Damage on the table while describing the hit

  • Reduce your HP by the Damage

Attack

  • Describe your attack and how it looks!

The GM calls for an Attack vs your enemy’s Defense or a Spellcasting Check:

  • Roll the Check with Modifiers

  • On hit, roll Weapon or Spell Damage with any Damage Modifiers

  • On the first hit, the GM rolls the Enemy’s Hit Dice openly on the table

  • Subtract Damage by “spinning down” the enemy’s HP on the dice, which persist until defeated

  • In some cases the GM may keep enemy HP concealed

COMBAT CALCULATIONS
Defense: Armor + Dexterity Modifier (limited by Armor Max Dexterity Bonus)
Attack: Class Attack Bonus + relevant Ability Score Modifier
  • Close Combat: Strength Modifier

  • Thrown: Strength or Dexterity Modifier

  • Ranged: Dexterity Modifier

Spellcasting (see Classes)

Called Shots

When attempting an extremely precise Attack or Action (trying to disarm a thug, shooting an arrow into the tiny visor slit of a knight’s Field Plate, etc.) you make a Called Shot.

The following is a rough guide for Called Shots and may be omitted or modified by your GM.

  • -4 to Attacks and Spellcasting when targeting a limb, torso, or Weapon (though a hit may or may not be strong enough to achieve the desired result)

  • -8 to Attacks when targeting a hand, foot, small item, or a Headshot

  • Headshots automatically deal Critical Damage (see Crits)—they do not require a Natural 20)—victim must make a Constitution Check vs Difficulty 10 or immediately fall Unconscious

Modifiers

There are infinite situations and environments you might find yourself in.

The GM will announce if a Check receives Advantage or Disadvantage. If you think you should have Advantage, announce it! Your GM may agree!

The following are examples of situations which might grant Advantage or Disadvantage to either the attacker or defender.

ADVANTAGE / DISADVANTAGE
Attack from behind
Blinded
Exhausted
Frightened
Highground / Mounted
Invisible
Prone
Slippery
Stunned
Wading

Conditions

Extreme Fear to falling Prone—uncontrollable laughter to headsplitting mind control.

CONDITION DESCRIPTION
Asleep Unconscious, but wake-able
Charmed You are irresistibly compelled to do as instructed.
Confused Attack the wrong person, flip the wrong leaver; something is off
Frightened Flee instantly, with no remorse
Immobilized Frozen, Held, Paralyzed, or Turned to Stone, maybe temporarily
Poisoned Take Damage each Turn until it wears off or you receive Antivenom
Possessed Complete and utter loss of control of your character
Unconscious Knocked out cold; see you folks in 20 to 30 minutes!

Movement

Movement is described in Combat Zones. In addition to taking a single Action, you can Move between adjacent Combat Zones during your Turn.

  • Close Combat: Spitting distance

  • Medium Range: Throwing distance

  • Far Range: Bowshot and Dashing

  • Extreme Range: Bowshot at Disadvantage

Dashing

You can Dash as your Action to attempt to double your Movement.

  • Make a Constitution Check vs Difficulty 10 (adjustable based on conditions, terrain, etc)

  • On success move two Combat Zones (Far Range to Close Combat, Extreme Range to Medium Range, etc).

  • On failure move one Combat Zone.

  • On a Critical Success (Natural 20), move two Combat Zones and take an Action.

Fleeing

When things go south in combat, it’s time to consider an exit strategy.

  • When you Flee you take the Dash Action like a Red Dragon is nipping at your heels (and one might be!)

Pursuers may engage in a Chase and/or fire ranged Weapons as you try to escape.

If you’ve dropped your backpack, Weapons, or other items, they are abandoned. If you want them you’ll need to use your Action to pick them up instead of Dashing.

Chase

A Chase is resolved as a Competition.

  • Each character, monster, or NPC in the Chase takes the Dash Action

The GM may declare Advantage or Disadvantage to individuals based on the situation (now’s a good time to knock over those crates and obscure your path).

You (or your enemy) escape once you have moved to Extreme Range.

Surprise

You get the drop on your enemy, or maybe you’re caught in an ambush!

Surprise takes place before Initiative and provides attackers with strategic benefits.

Surprise is resolved with a Perception vs Stealth Competition. The Defending side’s Perception Modifier is aggregated—one player makes the roll. The Attacking side is subject to Group Stealth (see Group Checks).

The GM may give Advantage or Disadvantage to either side based on the exact situation.

  • Attackers get a Round of combat before Initiative (they may get to take two Turns in a row)

  • Attackers receive Advantage to all Checks during the Surprise Round

  • If Defenders are carrying backpacks (or other compromising items—such as hauling a treasure chest), they can drop items and draw their Weapons as part of their first attack Action, otherwise they suffer Encumbrance penalties in Combat

Crits

You score a Critical Hit When Spellcasting or Attacking on a Natural 20, a Headshot, and the Fighter’s Critical Precision ability.

  • Roll an extra Damage Die, if either die rolls max Damage, roll another, continuing until you roll less than max

When Defending and you roll a Fumble (Natural 1), your enemy lands a Critical Hit on you!

Fumbles

You suffer a Fumble when Attacking with a Weapon results in a Natural 1.

  • Roll on the Fumble table

When Defending and you roll a Critical Success (Natural 20), your enemy suffers a Fumble.

# FUMBLE
1 Your Weapon (if any) shatters into 3d4 pieces (Magical Weapons break in 2, requiring re-repair and Enchantment)
2 You accidentally hit a nearby ally, roll for Damage and plead for forgiveness!
3 You manage to wound yourself, roll for Damage
4 Your Weapon (if any) breaks in two (Magical Weapons are unaffected)
5 Your Weapon cracks but is still usable. It breaks on any future Attack resulting in a Natural 1 or 20.
6 Your Weapon is damaged (bowstring breaks, hilt falls off, crossbow jams) and will take several minutes to fix
7 Your Weapon slips from your hands and is Thrown to a random adjacent Combat Zone
8 You trip and become Prone
9 Your attack leaves you off balance, you have Disadvantage on Defense until your next Turn
10 You are disarmed by a feint or parry, dropping your Weapon (if any)
11 Incompetence makes you the laughing stock of the battle. Good one
12 You swing and miss wildly. Lucky.

Dual Wielding

You may Dual Wield, fighting with a Medium or Small Weapon in your Primary Hand and a Small Weapon in your Off-Hand.

You may not hold a Shield while Dual Wielding, but strapping one to your back may provide some protection if attacked from behind.

  • While Dual Wielding you suffer –2 Attack to your Primary Hand and –4 Attack to your Off-Hand

  • These Attack Penalties are reduced by your Dexterity Bonus (with a min of 0). For example, if you have a 15 Dexterity, granting you a +1 Dexterity Bonus, you would only suffer a –1 Penalty to your Primary Hand and –3 to your Off-Hand

  • Rangers (starting from Level 1) and Thieves (upon reaching Level 3) do not suffer this Penalty while wearing Light or No Armor

The use of two Weapons grants you an extra Attack each Round when you take an Attack Action! One attack with each Weapon. Both Attacks must be made at the same time against enemies in range, before or after Moving.