Combat

Sometimes everything goes your way, but this is a TTRPG, so that won't happen often. Sometimes, the only way to settle a disagreement is through old-fashioned combat. The rules here assume you are playing on a 1"=5' grid.

Starting Combat
The GM decides when combat has begun. This usually occurs between two or more groups of characters when one or more of these groups acts hostile or shows clear intention to act hostile to any other group. Unless otherwise noted, any action which targets another character's AC, PD, or MD is considered hostile. There may be other conditions which indicate hostility, and the GM has final say on what constitutes a hostile action or intention.

Battlefield
Once combat has begun, the location of the hostility is now a Battlefield. The GM places Combatants known to the Players on the Battlefield. The GM may specify exactly where Players are or give a general area or areas for the Players to arrange themselves. The GM should do their best to indicate to the Players areas of interest on the Battlefield, such as Difficult Terrain, elevation changes, and obvious points of cover.

Surprise
Sometimes, one group will catch another group unawares. This can be achieved a number of ways, including but not limited to hiding in wait for the other group, sneaking up on the other group, or building up significant trust with the other group and then betraying that trust unexpectedly. When such a situation occurs, the GM decides which Combatants are surprised; these Combatants gain the Surprised condition. Surprised Combatants lose their Surprised condition without an Action at the end of their turn.

Initiative
For each Combatant, roll Initiative. If there are groups of similar Non-Player Combatants (NPCs), the GM may make a single Initiative Roll for each group. Order the Combatants based on their Initiative roll from highest to lowest. Players always win ties against NPCs. Players tied with other Players may choose their order. The GM may choose the order of any tied NPCs. This ordered list is called the Initiative Order.

Once the Initiative Order is complete, the first character in Initiative Order takes the first turn.

Taking Turns
Combat in Irreverent RPG is turn-based. Each Combatant gets a turn to perform their actions and move. Once a character's turn is complete, the next Combatant in Initiative Order takes a turn and so on. The Initiative Order loops; so once the last Combatant has taken their turn, it is the first Combatant's turn again. A round consists of one complete rotation of Initiative Order. Abilities and Effects with a duration of one round last until the end of the current Combatant's next turn.

By default, a round represents 6 seconds of in-game time. Therefore, 1 minute would be 10 rounds.

Anatomy of a Turn
On their turn, a Combatant may take one Standard Action, take one Mental Action, take one Interaction, and move up to their Speed. In addition, they may take any number of Free Actions, including speaking a reasonable amount. Movement can be broken up between actions as the Combatant sees fit so long as their total movement does not exceed their Speed. Actions can be taken in any order. Actions that are available to all Combatants are listed later in this page. Character's Skill Paths may also grant additional Actions.

When It's Not Their Turn
Even when it's not a Combatant's turn, they may be able to interact with the fight using a Reaction. A Reaction is a special kind of action that takes place on another Combatant's turn. Each Combatant has one Reaction to use per round. If used, a Reaction is regained at the beginning of the Combatant's turn. A list of Reactions available to all characters is denoted later in this page. Character's Skill Paths may also grant additional Reactions.

Combat Actions
The following is a description of actions available to all Combatants regardless of Skill Path.

Standard Actions
The actions in this section take one Standard Action to perform.

Attack
A Combatant may make one Melee Attack against a target Combatant within their reach while wielding a Melee Weapon by rolling Melee vs the target Combatant's AC. Or A Combatant may make one Ranged Attack against a target Combatant within their maximum range and in Line of Sight while wielding a Ranged Weapon by rolling Ranged vs the target Combatant's AC. You may draw or stow, and load up to one weapon for free as part of an Attack Action.

In place of a Melee Attack, if the Combatant has a free hand they may perform a Maneuver.

Cast a Spell
A Combatant may cast a Spell they have gained with a Casting Time of Standard Action.

Charge
A Combatant may move up to their current Speed in a straight line and make a single attack with a Melee Weapon with advantage. This movement does not count against their total movement for the round. Once completed the Combatant's Speed is reduced to 0 until the end of their turn. The Combatant grants Advantage on Attack Rolls against Self until the start of their next turn.

Escape a Grapple
A Grappled Combatant may attempt to Escape a Grapple by rolling Maneuver against their Grappling Combatant's Maneuver Defense. See Grappling Maneuver for more details.

Help
A Combatant may attempt to aid an allied Combatant with a task, giving the allied Combatant Advantage on their next roll when attempting the task. The Combatant must be within 5 feet of the task's location or target to Help, or within reach of the target if the action is to Help on the next Attack.

Stabilize
A Combatant may give another Dying Combatant within 5 feet the Stabilized Condition.

Ready
A Combatant may choose another Standard Action they can perform and a trigger condition. The Combatant may use a Reaction to use the chosen Standard Action if the trigger condition occurs before the start of their next turn.

Dash
A Combatant may gain their current Speed in extra movement for the turn.

Hide
If a Combatant is out of sight of all opposing Combatants, they may become Hidden.

Dodge
The Combatant grants Disadvantage on all Attacks against Self until the start of their next turn.

Withdraw
A Combatant reduces their speed by half. The Combatant's movement on this turn does not provoke Attacks of Opportunity.

Mental Actions and Interactions
Most Mental Actions and Interactions are granted by Skill Paths. However, there are a few that are available to all characters.

Open/Close
With a free hand, a Combatant may use an Interaction to open or close an unlocked door, drawer, box, or other simple hinged object.

Stow/Retrieve
With a free hand, a Combatant may use an Interaction to retrieve or stow one item stored on their person.

Maintain the Grapple
A Grappling Combatant must spend an Interaction to Maintain the Grapple against each Grappled opponent each turn. This action is not required on the first turn the Grapple is made. See Maneuver for more details on Grappling.

Free Actions
These Free Actions are available to all Combatants.

Speaking
A Combatant may speak during their turn. A GM can limit the total amount of speaking to keep it reasonable.

Drop
A Combatant may drop an object they are holding.

Reactions
The actions in this section use a Reaction and can be performed on any Combatant's turn.

Attack of Opportunity
As a visible, opposing Combatant leaves, makes a Ranged Attack within, or Casts a Spell with components within the Reach of a Combatant, the Combatant may make a single Melee Attack against the opposing Combatant.This Opportunity Attack occurs before the triggering Action resolves, but does not prevent the Action from resolving. If the Attack of Opportunity hits, it is an automatic Critical Hit.

Use Readied Action
If the Combatant used the Ready Action and the trigger condition they specified occurred, they may perform the Standard Action they chose with the Ready Action.