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@mbutler
Created August 22, 2024 16:13
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Combat and Actions Overview

All Attack Types Modifiers

Modifier Melee Attacks Ranged Attacks
Combat Advantage against foe +2 +2
Attacker is prone -2 -
Target has normal cover - -2
Target has superior cover - -5
Charge Attack +1 -
Target has concealment - -2
Long Range - -2
Target is prone - -2
No line of sight -5 -5

1. Start of Your Turn

  • Ongoing damage and regeneration
  • End some effects, as specified

2. Actions! In Any Order, One of Each:

  • Standard Action
    • Basic Attack, or
    • Use a Standard Action power
    • Charge (move at least 2 and up to your move and attack at +1, no other actions afterward)
    • Second Wind (spend healing surge and regain hp, get +2 to all defenses until start of next turn - usable only once per encounter)
    • Substitute a Move or a Minor Action
    • Somewhat complicated tasks (administering a potion to a fellow character, making a heal check, etc.)
  • Move Action
    • Walk (move up to your speed), or
    • Shift (1 square without provoking an Opportunity Attack - can’t move into difficult terrain)
    • Run (your speed +2, grants Combat Advantage)
    • Some skill checks (acrobatics, stealth, etc.) cost some or all of your movement
    • Substitute a Minor Action
  • Minor Action
    • Drawing a weapon, closing a door, opening a chest, use a Minor Action Power, etc.
  • Free Actions (as many as you like, within reason)
    • Talking, dropping stuff, etc.
    • Can be performed during other combatant’s turns as well

3. End of Your Turn

  • Make Saving Throws for some ongoing effects. Roll 1d20 (10 or higher breaks it, 9 or lower, it continues).
  • End some effects, as specified.

Action Points

Most often spent to take a single extra action during your turn.

  • You start with one per day. After an Extended Rest (which can only be done once per day), you reset back to one.
  • More can be gained through adventuring and acts of heroism, per your DM.
  • Can only be used once per encounter.

Combat Advantage

All opponents with Combat Advantage against you gain a +2 bonus to their attack if they have line of sight (see chart above).

  • Granted to flankers when combatant is flanked (opposite squares).
  • Granted when combatant is stunned or blinded, and other effects (p.13 in KotS).
  • Granted to adjacent melee attackers when prone.

Critical Hits

Other Notes

  • A rolled natural 20 (unmodified by bonuses) always hits your opponent.
  • If the modified result is enough to hit your opponent’s AC, it automatically deals the maximum amount of damage.

Dying

  • When your current hit points drop to half your maximum, you are bloodied. This affects some powers.
  • When your current hit points drop to zero or lower, you fall unconscious and are dying.
    • Make a saving throw each round. 3 failed saves (not necessarily in a row) result in death. A fellow PC may be able to heal or stabilize you, preventing you from having to make any more.
    • If your hit points reach a negative number equal to half your maximum (through sustained damage), you die.

Immediate Actions

Occur on other combatant’s turns.

  • Come in two flavors: Interrupts and Reactions, as defined by the power.
  • You can only take one Immediate Action between your turns.

Opportunity Actions

Sometimes you get to act on another combatant’s turn, as specified below:

  • Attack triggered when an opponent leaves a square adjacent to you (note that this means reach no longer always grants it).
  • Attack triggered when an adjacent enemy makes a Ranged or Area attack (unlike spells and other Powers designated as Close).
  • Can only use a melee basic attack, not a power.
  • Can only take one Opportunity Action on each combatant’s turn.
  • Interrupts (happens before, but does not necessarily negate) the action that triggered it.
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