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).