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Shadowdark RPG Combat Flowchart

The Shadowdark RPG Combat Flowchart details the steps for a combat round, including initiation, initiative rolls, and actions for Player Characters and Monsters. It outlines the processes for checking conditions, performing actions, and resolving attacks, as well as the end-of-round checks for dying characters and monster morale. Key formulas for checks, attack rolls, and damage calculations are also provided, emphasizing the importance of light and the use of Luck Tokens.

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Jerry Renault
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0% found this document useful (0 votes)
391 views4 pages

Shadowdark RPG Combat Flowchart

The Shadowdark RPG Combat Flowchart details the steps for a combat round, including initiation, initiative rolls, and actions for Player Characters and Monsters. It outlines the processes for checking conditions, performing actions, and resolving attacks, as well as the end-of-round checks for dying characters and monster morale. Key formulas for checks, attack rolls, and damage calculations are also provided, emphasizing the importance of light and the use of Luck Tokens.

Uploaded by

Jerry Renault
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Shadowdark RPG Combat Flowchart

Shadowdark RPG Combat Flowchart

This flowchart outlines the steps for a single round of combat, from initiation to the end of the round,
focusing on Player Characters (Fighter, Wizard) and a Monster.

Combat Initiation & Surprise

1. Is anyone Surprised?

GM: If a creature was hidden and undetected, roll a DEX check for that creature.

If successful: The surprised creature gets a free turn before initiative is rolled.
During Surprise Turn: The surprised creature takes one action and moves. Players cannot
react.

Initiative Roll (Start of Combat)

1. Everyone Rolls Initiative:

Players: Roll d20 + DEX Modifier.

GM (for Monsters): Roll d20 + highest Monster DEX Modifier (or roll for each monster if
varied).

2. Determine Turn Order:

Highest result goes first.

Proceed clockwise around the table (or in descending order of initiative score).
Note: If a tie, re-roll for tied participants.

Combat Round (Repeat for each turn in Initiative Order)

Player Turn: Fighter Example

1. Check Personal Timers/Conditions: (e.g., "Am I still poisoned? Is my spell ending?")

2. Choose Action & Movement:

Option 1: Action + Move: Take one action and move up to a "near" distance (approx. 30 ft).
You can split movement (move, act, move).

Option 2: Move Twice: Forgo your action to move up to "near" distance twice (approx. 60 ft
total).

3. Perform Action (e.g., Melee Attack):

Attack Roll: Roll d20 + STR Modifier + Weapon/Talent Bonuses.


Compare to Target's AC: If your roll ≥ Target's AC, it's a hit!

Natural 20 (Critical Hit): Automatically hits. Roll weapon damage dice twice and add
modifiers.

Natural 1 (Critical Failure): Automatically misses. May have a negative consequence


(GM's call).

If Hit: Roll Damage: Roll Weapon Damage Dice + STR Modifier + Weapon/Talent Bonuses.
Subtract from target's HP.

Other Actions: (e.g., Use an Item, Help another PC, Improvise an action - GM will set DC/stat).

Player Turn: Wizard Example

1. Check Personal Timers/Conditions: (e.g., "Is my 'Focus' spell still active? Do I need to make a
CON save?")
2. Choose Action & Movement:

Option 1: Action + Move: Take one action and move up to a "near" distance (approx. 30 ft).
Option 2: Move Twice: Forgo your action to move up to "near" distance twice.

3. Perform Action (e.g., Cast a Spell):

Spellcasting Check: Roll d20 + INT Modifier (for Wizard).

Compare to Spell DC: Spell DC = 10+Spell Tier. If your roll ≥ Spell DC, it's a success!

Natural 20 (Critical Success): Automatically succeeds. Double one numerical effect of the
spell.

Natural 1 (Critical Failure): Spell fails. Wizard rolls on Wizard Mishap table. Cannot cast
this spell again until rest.

If Successful: Apply spell effects (damage, healing, conditions, etc.).


Other Actions: (e.g., Use an Item, Help another PC, Improvise an action - GM will set DC/stat).

Monster Turn: Generic Monster Example

1. GM Checks Monster Timers/Conditions: (e.g., "Is it still poisoned? Is it stuck?")


2. Monster Action & Movement:

Monster takes one action and moves up to a "near" distance.


GM decides the most logical or dangerous action for the monster.

3. Perform Action (e.g., Attack):

Attack Roll: GM rolls d20 + Monster's Attack Bonus.

Compare to Target's AC: If roll ≥ Target's AC, it's a hit!

Natural 20 (Critical Hit): Automatically hits. Roll monster damage dice twice.

Natural 1 (Critical Failure): Automatically misses.


If Hit: Roll Damage: GM rolls Monster's Damage Dice + Bonuses. Subtract from target's HP.

Special Abilities: Monster may use a special ability (e.g., breath weapon, grapple, poison). This
may require a Saving Throw from the player (e.g., d20 + CON Modifier vs. DC).

End of Round

1. Check for Dying Characters:

If a character is at 0 HP, they are Dying. At the start of their next turn, they die unless healed or
stabilized.

2. Check Monster Morale (GM only):

If intelligent monsters are at half HP or less, GM may make a DC 15 Wisdom check for them.
On a failure, they flee or surrender.

3. Real-World Light Timer:

Remember your torch/lantern timer is still ticking down in real-world time!

4. Start Next Round:

Go back to the top of the Initiative Order for the next turn.

Continue until combat ends (monsters defeated, players flee, etc.).

Key Formulas & Difficulty Classes (DCs)

Checks/Saving Throws: Roll d20 + Stat Modifier (e.g., STR, DEX, CON, INT, WIS, CHA)

DC 9 (Easy)
DC 12 (Normal)
DC 15 (Hard)

DC 18 (Extreme)

Melee Attack: d20 + STR Mod + Weapon/Talent Bonuses vs. Target AC

Ranged Attack: d20 + DEX Mod + Weapon/Talent Bonuses vs. Target AC


Spellcasting Check: d20 + INT Mod (Wizard) / WIS Mod (Priest) vs. Spell DC (10 + Spell Tier)

Damage: Roll Weapon/Spell Damage Dice + Modifiers

Advantage: Roll two d20s, take the higher result.

Disadvantage: Roll two d20s, take the lower result.

Important Notes

Light is Critical: If your light source runs out, you are in Total Darkness. You suffer Disadvantage
on most tasks, and dark-adapted monsters attack you without penalty.

Dying Characters: At 0 HP, you are unconscious and dying. An ally can use an action to make a
DC 15 Intelligence check to stabilize you.
Luck Tokens: Spend a Luck Token to reroll any one die roll you just made (must accept new
result).

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