Core Reference

Rules

Actions, checks, combat flow, damage, movement, fatigue, and the working systems that keep play moving at the table.

28 entries
rules

Abbreviations

Common shorthand used in Hexidecimate stat blocks, equipment, attacks, deflection, and class references.

referencenotationrules
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Action Types

Primary actions, move actions, reactions, free actions, and combined action costs.

combatactionsrules
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Checks and Saves

Checks represent your ability to resist danger, push through hardship, and avoid harmful effects.

mechanicsdefenserules
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Combat Options

Common combat options, defensive choices, special manoeuvres, and mounted combat.

combatactionsmanoeuvresrules
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Damage Types

Weapons and attacks deal different types of damage, which interact with armour in different ways.

combatdamagerules
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Deflection

When your character is struck, you can attempt to deflect the attack if you are aware of it. A successful deflection means you have parried ...

combatdefensedeflectrules
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Encumbrance

Encumbrance represents the burden of carrying equipment and affects your movement and combat ability.

equipmentmovementrules
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Free Actions

Free actions do not consume your primary action, move action, or reaction.

combatactionsrules
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Health and Wounds

HP represents your character's vitality and ability to take punishment. When HP drops to 0 or less, you are out of HP and may start taking w...

combathealthwoundsdeath
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Holding Breath

Rules for how long you can hold your breath and what happens when you can't breathe.

survivaldrowningrules
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Initiative

Initiative, marching order, surprise, delaying, and simultaneous actions.

combatturn-orderrules
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Jumping

The ease of jumping depends on your base movement speed compared to the jump distance:

movementcombatrules
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Markdown Property Reference

Reference for markdown frontmatter and table properties used by the wiki build and character sheet.

referencemarkdowndatabaserule
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Move Actions

Movement values, movement action costs, difficult movement, climbing, swimming, crawling, and overland movement.

combatactionsmovementrules
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Objects and Surfaces

Rules for damaging objects, degrading surfaces, and breaking through materials.

combatobjectsequipmentrules
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Reactions

Reactions are brief actions taken on your turn or in response to threat.

combatactionsreactionsrules
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Rest and Recovery

Rest is essential for healing wounds and recovering from the rigors of adventure.

resthealingfatiguerules
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Senses and Vision

Common sense and vision types used by creatures, abilities, and magical effects.

sensesexplorationcreaturesrules
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Size Categories

Creature size affects combat, movement, and physical capabilities. Size modifiers apply to attacks, defenses, and damage.

combatcreaturessizerules
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Success Rolls

Success rolls are the core mechanic for resolving actions in Hexidecimate. You roll a D20 and add your modifiers to try to reach the target ...

mechanicsdicerules
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Threat

Threat represents the ability to make reaction attacks against enemies who let their guard down.

combatpositioningrules
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Time and Watches

Time in Hexidecimate is measured in watches - four-hour periods that structure the adventuring day. Each season has its own named watches th...

timeexplorationrestrules
character-creation

Zero Level Occupations

Occupation tables for zero-level characters.

rulescharacter-creation
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Zero Level Play

Zero-level funnel play for fast, fragile starting characters before class selection.

rulescore