Heroic Old-School Roleplaying
Core Rules: Combat

Version Beta-0.21.0 / 2025-05-30

Combat Procedure

Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.

That having been said, fights do occur, and when they do, the following steps are performed:

  1. Declare Spells, Special Attacks, Defending, and Retreats: Players declare if they will cast a spell, use a special attack, defend, or retreat this round (and, if so, which type of retreat).

  2. Roll Initiative: Each side that can attack rolls 1d20, highest roll attacks first.

    • Tie goes to the party side.
  3. Winning Side Actions: Each character or monster gets a move and an action, with either one occurring first.

    • Morale Check: Creatures who’ve been severely wounded or seen their leaders killed may flee.

      • Roll 2d6 under morale score or the monsters surrender / flee.
        • After 2 successes in a fight, no further checks required.
      • When to check morale:
        • After the first death on a side, and
        • When a side is half killed or incapacitated.
    • Move: Move up to full speed

      • If prone, use 1/2 movement to stand up.
      • If engaged with an enemy at the start of the move, must make a fighting retreat or enemy gets free attack.
      • If moving before an attack, up to 10’ of movement can be β€œsaved” to use after the attack finishes.
    • Action: Do something, like attack, defend, cast a spell, or stowe an item.

      • Spellcasters can move before casting a spell, but can’t move after casting one.
  4. Change Sides: Opposing side becomes active.

    • If more than 2 sides are fighting, the side with the next highest initiative roll becomes active.
  5. Slow Weapons: Resolve any slow weapons or end-of-round abilities.

  6. Repeat: Return to step 2 and repeat until only one side remains.

Readying Weapons

  • Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
  • Stowing held weapons takes a full action.

Attacking

Roll 1d20 plus any appropriate modifiers. If it equals or beats the target’s AC, roll for damage (again including any appropriate modifiers).

  • +2 bonus to hit from behind (if victim is unaware).
  • When mounted, +1 bonus to hit most foes on foot.

AC

  • Character AC is usually determined by type of armor worn.
  • Shields grant +1 AC when used.
    • Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
Fantasy Armor
Fantasy Armor AC
Armor Type AC
None 10
Padded / Hide 11
Leather 12
Studded Leather 13
Chainmail 14
Half-Plate 15
Full Plate 16
Modern Armor
Modern Armor AC
Armor Type AC
None 10
Weave 11
Leather / Textile 12
Light Body Vest 13
Heavy Body Vest 14
Armored Longcoat 15
Tactical Body Armor 16
Military Body Armor 17

Holding Attacks

Rather than attacking, characters can move into position and hold attacks until a specific trigger occurs (ex: covering a door and only attacking if someone comes through).

  • If the trigger occurs before the character’s side gets initiative again, they may make a single free attack.

Melee Attacks

Melee attack rolls are modified based on the character’s Strength.

Strength Modifier
STR Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18+ +3
  • Melee attacks are usually limited to 5’ range.
  • Characters in melee combat with each other or other monsters are said to be engaged.
  • Unarmed attacks do 1d2 damage by default.
Dual Wielding

PCs with DEX 13+ can dual wield certain weapons.

  • When using 2 Light weapons, may make an attack with each one.
  • When using a one-handed weapon and a Light weapon, may only make one attack, but +1 to the attack and damage rolls.

Ranged Attacks

Ranged attack rolls are modified based on the character’s Dexterity, the target’s cover, and the range to the target.

Dexterity Modifier
DEX Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18+ +3
  • -1 to -4 penalties may apply when attacking targets behind partial cover.
    • Targets behind total cover cannot be hit.
  • Ranged attacks within 5’ are made with disadvantage.
  • Attacks beyond long range are not possible.
Range Modifier
Range Mod
Short +1
Medium –
Long -1

Critical Hits

A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.

Critical Hit Table
1d20 Effect
1-2 Max Damage
3 Max Damage + Free Attack[1]
4 Max Damage + Target Fumble[2]
5 Max Damage + Target Blinded[3]
6 Double Damage
7 Double Damage + Free Attack[1:1]
8 Double Damage + Target Fumble[2:1]
9 Double Damage + Target Blinded[3:1]
10 Double Max Damage
11 Triple Damage
12 Triple Damage + Free Attack[1:2]
13 Triple Damage + Target Fumble[2:2]
14 Triple Damage + Target Blinded[3:2]
15 Triple Max Damage
16 Quadruple Max Damage
17 Max Damage + Armor Damaged[4]
18 Max Damage + Target Amputation[5]
19 Max Damage + Target Stunned[6]
20 Save vs. Death or die

Fumbles

A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.

Fumble Table
1d20 Effect
1 Stumble, weapon breaks
2 Stumble, automatic hit on closest ally within 10’[1:3]
3 Stumble, next attack against is automatic critical hit
4 Stumble, can’t attacks until end of next round
5 Stumble, can’t attack until next round
6 Stumble, next attack against is automatic hit
7 Stumble, hit self for maximum damage[1:4]
8 Stumble, hit self for regular damage[1:5]
9 Stumble, all rolls next round get -2
10 Stumble, go last in initiative next round
11 Fall down (prone) and drop weapon 30’ away
12 Fall down (prone) and drop weapon 20’ away
13 Fall down (prone) and drop weapon 10’ away
14 Fall down (prone) and drop weapon nearby
15 Fall down (prone)
16 Drop weapon 30’ away
17 Drop weapon 20’ away
18 Drop weapon 10’ away
19 Drop weapon at feet
20 Fumble weapon, but maintain hold

Defending

Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with Fighting Retreat.

Movement

Most characters can move 40’ in a combat round.

  • When Engaged: Can’t move away from foe without retreating.
  • When Prone: Use 1/2 movement to stand up.

Retreating

Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.

  • Fighting Retreat: Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
  • Full Retreat: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.

Weapons

  • One-handed weapons are weapons that may be wielded with one hand (ex: no weapons with β€œTwo-handed”, but includes weapons with β€œVersatile”).

Melee Weapons

Melee Weapons
Weapon Damage Properties
Battle Axe 1d8 Versatile (1d10)
Blackjack 1d2 Blunt, Stealth
Chain Whip 1d6 Entangle, Reach
Chain Whip, Spiked 1d8 Entangle, Reach
Club 1d4 Blunt, Light
Dagger 1d4 Light, Thrown (10’ / 20’ / 30’)
Flail 1d6
Garotte 1d4 Entangle, Stealth, Two-handed
Greatclub 1d8 Blunt, Two-handed
Greatsword 1d12 Slow, Two-handed
Hand Axe 1d4 Light, Thrown (10’ / 20’ / 30’)
Javelin 1d6 Thrown (30’/ 60’ / 90’)
Katana 1d10 Two-handed, Versatile (1d12)
Lajatang 2d4 Two-handed, Versatile (1d12)
Lance 1d6 Charge
Light Hammer 1d4 Blunt, Light, Thrown (10’ / 20’ / 30’)
Longsword 1d8 Versatile (1d10)
Mace 1d6 Blunt
Morningstar 1d8
Net 0 Blunt, Entangle, Thrown (10’ / 20’ / 30’), Two-handed
Nunchaku 2d4 Blunt, Two-handed
Pickaxe 1d8 Slow, Two-handed
Polearm 1d10 Reach, Slow, Two-handed
Rapier 1d8
Scimitar 1d6 Thrown (10’ / 20’ / 30’)
Sickle 1d4 Light
Shortsword 1d6
Spear 1d6 Thrown (20’ / 40’ / 60’) , Versatile (1d8)
Spiked Chain 1d4 Entangle, Two-handed, Versatile (1d6)
Staff 1d4 Blunt, Versatile (1d6)
Trident 1d6 Thrown (10’ / 20’ / 30’) , Versatile (1d8)
Warhammer 1d6 Blunt, Versatile (1d8)
Whip 1d4 Entangle, Reach
Melee Weapon Details
  • Blackjack: On successful hit, target must Save vs Paralyze or be knocked unconscious for 1d6 turns.
  • Garotte: While target is entangled, inflicts damage automatically each round, can be used for Sneak Attack.
  • Net: Big enough for 6’ humanoid creature, larger nets may require more handlers.
  • Polearm: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
  • Whip: On a successful hit, may either inflict damage OR entangle.

Traditional Ranged Weapons

Traditional Ranged Weapons
Weapon Damage Range Properties
Blowgun 1 25’ / 50’ / 100’ Ammunition (Blowdart), Reload (1)
Bolas 1d2 20’ / 40’ / 60’ Blunt, Entangle
Crossbow, Hand 1d4 20’ / 40’ / 80’ Ammunition (Crossbow bolt), Light, Reload (1)
Crossbow, Heavy 1d8 80’ / 160’ / 240’ Ammunition (Crossbow bolt), Reload (1), Slow, Two-handed
Crossbow, Light 1d6 40’ / 80’ / 120’ Ammunition (Crossbow bolt), Reload (1), Two-handed
Dart 1d4 10’ / 20’ / 30’
Great Bow 1d8 70’ / 140’ / 210’ Ammunition (Arrow), Slow, Two-handed
Longbow 1d6 70’ / 140’ / 210’ Ammunition (Arrow), Two-handed
Net 0 10’ / 20’ / 30’ Blunt, Entangle, Two-handed
Shortbow 1d6 50’ / 100’ / 150’ Ammunition (Arrow), Two-handed
Sling 1d4 40’ / 80’ / 160’ Ammunition (Stone or Bullet), Blunt
Traditional Ranged Weapon Details
  • Sling: Typically uses stones, bullets add +1 damage (1d4+1 total).

Firearms

Firearms
Weapon Damage Range Properties
Grenade Launcher 4d6 40’ / 80’ / 120’ Ammunition (Grenade), Reload (1), Special, Two-Handed
Machine Gun 2d12 125’ / 250’ / 375’ Ammunition (Rifle cartridge), Mounted, Reload (30), Spread, Two-Handed
Needler 2d6+1 50’ / 100’ / 150’ Ammunition (Needles), Reload (30), Spread
Pistol, Light 2d3 50’ / 100’ / 150’ Ammunition (Handgun cartridge), Concealed, Light, Reload (2)
Pistol 2d4 50’ / 100’ / 150’ Ammunition (Handgun cartridge), Light, Reload (15)
Revolver 2d4+1 50’ / 100’ / 150’ Ammunition (Handgun cartridge), Reload (6)
Rifle, Assault 2d8 100’ / 200’ / 300’ Ammunition (Rifle cartridge), Reload (30), Spread, Two-handed
Rifle, Hunting 2d8 150’ / 300’ / 450’ Aim, Ammunition (Rifle cartridge), Reload (6), Two-handed
Rifle, Sniper 2d10 200’ / 400’ / 600’ Aim, Ammunition (Rifle cartridge), Reload (1), Two-handed
Shotgun 2d8 50’ / 100’ / 150’ Ammunition (Shotgun shell), Point Blank, Reload (6), Spread, Two-handed
Sub-Machine Gun 2d6 50’ / 100’ / 150’ Ammunition (Handgun cartridge), Reload (30), Spread
Rocket Launcher 5d6 100’ / 200’ / 300’ Ammunition (Rocket), Reload (1), Two-Handed
Firearms Details
  • Grenade Launcher: Rather than attacking, pick target point up to 120’ away and use an action to make a DEX skill check. On a success, the grenade hits that spot. On a fail, roll 1d8 to determine which direction the grenade landed (relative to the target, starting from directly in front of them and moving clockwise), and 1d6 to determine how far away (multiply by 5’).
  • Rocket Launcher: On a miss, starting with the nearest creature to the target, each creature directly behind the target (relative to the launcher’s wielder, but still within range of the rocket launcher) must Save or be inadvertently hit by the rocket. If everyone avoids the rocket but it was fired in an enclosed space, it strikes the nearest wall instead.

Weapon Properties

  • Ammunition: Requires ammunition of the indicated type.
  • Blunt: No cutting edge, may be wielded by a cleric.
  • Charge: While mounted, damage may be doubled by moving at least 60’ before attacking.
  • Entangle: On successful hit, target must Save or become Entangled.
  • Light: May be used in offhand when dual-wielding.
  • Reach: Grants extra 5’ reach for determining melee range.
  • Reload: After being used the indicated number of times, it takes one full round to reload.
  • Slow: Always attacks last in a round.
  • Spread: May be used to make a single attack at -2 which targets up to two creatures within 5’ of each other, dealing half damage (round up) to each.
  • Stealth: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
  • Thrown: May be used as ranged weapon (short, medium, and long range indicated).
  • Two-handed: Requires two hands to use.
  • Versatile: May gain Slow and Two-handed to deal indicated damage.

Explosives

Most lobbed explosives (bombs, dynamite, grenades, etc.) work the same way:

  • Wielder picks a target spot within 60’ and uses a combat action to make a DEX check.
    • On a success, the explosive lands in the spot and explodes as expected.
    • On a fail, determine where the explosive landed.
      • Roll 1d8 to determine which direction from the intended target it went (relative to the thrower, starting from directly in front of them and moving clockwise).
      • Roll 1d6 and multiply the result by 5’ to determine how far away from the target spot the explosive landed.
Bombs
  • Can be lit and thrown as above.
  • When detonated, causes 3d6 damage to all creatures within 5’ (Save for half-damage).
  • Can be found throughout the multiverse.
Dynamite
  • Can be lit and thrown as above.
  • When detonated, a single stick causes 3d6 damage to all creatures within 5’ (Save for half-damage).
  • Sticks may be bound together to increase explosive power.
    • Damage increases by 1d6 per stick beyond the first, up to 10d6.
    • Blast radius increases by 5’ per stick beyond the first, up to 20’.
  • Fuses can be extended so the detonation occurs after a specific amount of time (ex: after 6 rounds).
    • At the end of each round, decrease the remaining time by 1.
    • When the timer reaches 0, the detonation occurs.
  • Can only be found on industrialized planes.
Grenades
  • Can either be thrown as or launched from a grenade launcher (extending range to 120’).
  • Types of Grenades
    • Fragmentation: Detonates on impact sending shrapnel in all directions.
      • All creatures within 20’ of where the grenade landed take 4d6 damage, Save for half-damage.
    • Poison Gas: One combat round after the grenade lands, it creates a cloud of deadly gas around it.
      • All creatures within 20’ of where the grenade landed must Save or die.
      • Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must Save or or die (even if they already saved once).
    • Sleeping Gas: One combat round after the grenade lands, it creates a cloud of sleep-inducing gas.
      • All creatures within 20’ of where the grenade landed must Save or fall asleep for 2d4 turns.
      • Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must Save or fall asleep for 2d4 turns (even if they already saved once).
    • Smoke: One combat round after the grenade lands, it creates a thick cloud of smoke.
      • Heavily obscures the area within 20’ of where the grenade landed.
      • Lingers for 1 minute (6 combat rounds) unless blown away.
        • A moderate wind (at least 10 mph) clears area in 3 rounds.
        • A strong wind (at least 20 mph) clears area in 1 round.
  • Can only be found on industrialized planes.
Gunpowder
  • When lit on fire, instantly detonates.
    • An exploding ounce of gunpowder flares for 1 combat round, casting bright in a 30’ radius and dim light for an additional 30’.
    • An exploding powder horn causes 3d6 damage to all creatures within 10’ (Save for half-damage).
    • An exploding powder keg causes 6d6 damage to all creatures within 20’ (Save for half-damage).
  • Can be found throughout the multiverse.

This work includes material taken from the System Reference Document v5.1 (β€œSRD 5.1”) and/or v5.2.1 (β€œSRD 5.2.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. SRD 5.1 and SRD 5.2.1 are both licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


  1. Automatic Hits: Roll 1d20 to check for critical, but ignore further fumbles. β†©οΈŽ β†©οΈŽ β†©οΈŽ β†©οΈŽ β†©οΈŽ β†©οΈŽ

  2. Target Fumble: Target must roll on fumble table β†©οΈŽ β†©οΈŽ β†©οΈŽ

  3. Target Blinded: Blood or debris renders target blinded for 1d4 rounds β†©οΈŽ β†©οΈŽ β†©οΈŽ

  4. Armor Damaged: Reduce target’s AC by 1 until armor repaired / healed β†©οΈŽ

  5. Target Amputation: Target loses an appendage. β†©οΈŽ

  6. Target Stunned: Blow stuns target for 1d6 rounds β†©οΈŽ