Actively role-play through an encounter! Articulate the exact steps your character takes, adding in details and color to the story. Get up and act out what your character says and their mannerisms - pretend you are them and faced with the same circumstances. Don't be afraid to be funny, scared, or serious - exaggerate the situation and emotions in order to make a point. What your character plans and says can often be enough for an obvious outcome. We believe GM's should encourage Players to role-play (and possibly grant bonuses to checks - from a minor +1, to Advantage (similar to Superior Luck or Leadership), or automatic success, rather than ONLY rely on the rules of the game to resolve encounters. This also makes for better GM narration. Good role-playing means the characters are engaged dramatically, one of the first steps to a truly memorable experience.

What if I don't have the necessary Ability, skill, trait or power? Remember - part of challenge of role-playing is also acknowledging what you (AND your character - who may not have the experience to make the same informed decisions a player can) cannot do, and working within those limits. Use Feats or Advantage (similar to Superior Luck or Leadership) mechanics to push beyond the limits or rely on raw ability! The GM may allow the use of one of the modifying attributes (as appropriate to the situation) as a target level and require a Full Quality Result in absence of a normal check (assuming the character meets normal requirements). The quality requirement may be less the more role-playing draws out the scene explicitly.

At the heart of it all is role-playing - never let mechanics or rules stand in the way of or superseded good role-playing. Characters should be played using their defined knowledge, mannerisms, and abilities as best they can by both GM and player. Only the GM knows all the factors governing the situation, directing players to apply adjustments, or make them for the players when assessing the resolution.

[Check] Rule of Averages applies

Critical Hit: Does x2 maximum damage.

Shoulder Tap


Initiative is treated as normal. The optional Speed Factor in the ©Dungeon Master Guide (p. 271) rules will be used.

Swift: Any “natural 20”, or an adjusted initiative over 20; The character’s penalty for Initiative Factors is reduced to zero OR they may take an extra Reaction.

Condition Initiative Modifier
Spellcasting Subtract the spell’s level
Melee, heavy weapon -2
Melee, light or finesse weapon +2
Melee, 2 handed weapon -2
Ranged, loading weapon -5
Tiny +5
Small +2
Medium +0
Large -2
Huge -4
Gargantuan -8

Elbow Jab
Head Bash
Gut shot


Personal Tactics

Group Maneuvers

Simple group maneuvers can be employed by any small team or squad with little or no training, providing a minor adjustment to attack, initiative, or armor class. Various skills, feats, and military type lore can enhance the impact of these for individuals employing them.
Simple maneuvers mean proficiency is required, Proficient means the character must possess proficiency in related skill/lore/etc.

Combat Group Maneuvers
Maneuver Type Minimum Benefits
Shield Wall Simple 3 (Shields) All behind shields get +1 AC
Spear Wall Advanced 4 (Spears) When attacking massed enemies, spears gain +1 attack

Group Tactics: Unit

This has 3 levels of familiarity, depending on the size.

Maniple: Maniple

Cohort: Cohort

Legion: Legion