Typical Turn

A walk through a typical turn.

First step is to try any roleplay actions you want to do like checking something or trying some form of coercion or evasion. One could choos to attack head-on instead of roleplaying or may be forced into combat if roleplaying fails.

If combat is initiated all characters involved including players and enemies will role for initiative to see who goes in which order.

The player or character who goes first must decide what they want to do. They have 4 options. They can double move. They can move once and attack or skill once. They can stay still and attack or skill twice. They can choose to do nothing. A move is a maximum of 5 squares. So a double move is 10 squares.

When attacking or using a skill, a player will roll a D20 for accuracy and add any applicable proficiency. The roll or sum must be greater than the enemy’s save. If the roll is 20 then it does crit damage or effect which is double. If the roll is a 1 then half the damage or effect roll will be applied to the character.

Roll for Damage or effect. Based on the attack or skill, a different die and stat bonuses will be applied. In most cases it will be a D6 plus stat.

Next player or character takes their turn.

This process is repeated until all enemies or players are defeated.

If all players are defeated, the Golem will take them back to the hub to be regenerated.

If all enemies are defeated, all present players will receive xp based enemies defeated and roleplaying. The party will decide what loot goes to whom based on what is available. Remember the golem can carry an unlimited amount of items.