Chapter 04 · Reactive Combat
General Concepts
- A combat turn consists of 3 time units. Tick is the smallest unit of measure within a turn.
- Characters regain used actions in the next turn.
- Actions lasting longer than 1 time unit can extend into the next turn. If this happens, the action is recovered in the following turn.
- When two characters' actions conflict, both make a Reflex roll. The higher roll wins. If tied, reroll.
- The Reflex roll represents a character's ability to react quickly to any event. It's improved by dexterity, experience, items, enchantments, and various feats.
- Initiative bonus: The character who announces their action first, risking being countered, can gain a +25% or +5 bonus to their Reflex roll (GM's prerogative).
- Characters only roll Reflex when there is a priority situation that needs to be resolved. Rolling Reflexes for priority should only happen to decide the priority of two actions. Rolling should not be done prior to the actions being declared.
- Reflex Rolls are primarily based on the character's Dexterity stat and class. Some classes (e.g., Rogue) have bonuses for reacting. Conditional bonuses may apply when using a shield, certain spells, items, or techniques.
- Reflex Roll calculation: 1d20 + Reflex Save bonus (Dexterity modifier + class feats + class level bonus, etc.)
- Each turn consists of 3 time units (ticks), and characters have a pool of actions they can use within these ticks.
In the next section, we'll cover the Action Economy and more specific rules for combat actions.