Combat in Hexidecimate is tactical and dangerous.
Turn Structure
On your turn, you have access to:
- Primary Action - Your main action (attack, cast a spell, use an ability)
- Move Action - Move up to your movement speed
- Reaction - Used on your turn or outside your turn for deflecting, threat attacks, and brief responses
- Free Actions - Speaking, dropping items, minor movements
Making Attacks
To attack, roll d20 and add your modifiers. You are trying to reach a total of 16.
Critical Success
If the die roll is the exact number needed to reach 16, the hit is a critical hit. Critical hits bypass armour, and only a critical deflect can stop them.
Telling Blow
Rolling a natural 20 is a telling blow. It hits and deals an additional D3 damage, or you may forgo the extra damage and reroll weapon damage, taking the second result.
Taking Damage
When you are hit, reduce damage by your armour value. Remaining damage reduces your health.
Conditions
Various conditions can affect combat:
- Prone - On the ground, easier to hit in melee
- Distracted - Engaged by multiple foes
- Fatigued - Exhausted from prolonged fighting
- Impaired - Various hindrances to movement and action
Threat
Characters threaten nearby space. Moving through threatened space, moving toward spears and polearms, standing quickly, casting some spells, and certain manoeuvres can provoke reactions.