iBase Combat

iBase Modern Approach to Basic RP > Combat | DM / Character | Equip

Init is d6 and for the group: moldavey

That rope is your climb skill. A couple of iron spikes is your hold portal spell. and that oil flask is another magic missile. Mu = throw dagger

Cannot fire into combat with any foe engages with an ally
Spell cast + turn undead as ranged phase
Cannot cast spells in melee

Active Defense: Base Resilience = Sacrifice shield = turns hit into miss.
Heavy shield req. Is +2 str modifier; +1 resilience
Healing: 1/day
Weapon Size: Humans and Elves must use Large weapons with both hands, but may use Small or Medium weapons in one hand. Halflings may not use Large weapons at all, and must use Medium weapons with both hands. Dwarves may not use Large weapons, but are able to use Medium weapons one-handed. Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply.

The GM should apply similar limitations to weapon-armed monsters; for instance, Kobolds and Goblins are similar in size to Halflings, and thus should have similar weapon limits.

Combat Encounter
Encounter Init, then personal Init

Beyond Death: Undead take half damage from non-magical and non-silvered weapons; skeletons take no damage from arrows or quarrels.

COMBAT Surprise (d6; 1-2), Initiative (d6 + Dex), Morale (2d6), Movement, Attacks; Surrender/Retreat (if possible)
Attacks (d20; 20 – AC of target) @ Initiative in order of 1} Missile Wpn 2} Spells 3} Melee Wpn

  • Initiative rank ties are resolved in combat order of execution as normal, and then by highest Dexterity.
  • Precision and spreading effects out over areas is done using full measures, not half. i.e. A flask of oil is meant to cover a single target, you cannot have it hit in between two targets and then both be lit on fire. Game Master could allow such, but each would suffer only a half effect. Saving throws may get a +4.
  • Firing into combat risks hitting allies. If they miss when firing into a mixed group of allies and enemies, they must make a [i] Search (d6 + Int/5+); You do not hit a nearby ally
  • Extraordinary Results/Critical/Natural “20” results should have a non-damage effect. An extraordinary ATTACK result will destroy a target’s shield, and then armor if they have none.
  • Disastrous Results/Fumble/Natural “1” results should have a non-damage effect. A Disastrous ATTACK result will drops items in all hands and the weapon being used is broken.

Death Wounds: A character taking damage that drops them below 1 permanently takes a death wound. Unless they can be healed to 1 or higher before the end of the round, they will die. They are considered Wounded and can ONLY heal no more than their Constitution modifier (min 1) – regardless of magic or multiple sources – for each rest until they regain all their HP.