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
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.