More Touch

Rules as Written: You need to be within 5 feet (melee engagement range) of your target to cast a spell with a range of “Touch”. First rule elaboration: You need a successful attack roll against AAC 10 in order to successfully touch an opponent in combat (to use a Touch ranged spell against an unwilling target). Rules Discussion: Do you need an empty hand in … Continue reading More Touch

Surprise, Initiative, Surprise Intitiative

In the same way that we roll initiative by class (all the Fighters, all the Rogues, etc… lowest DEX modifier applies), we roll surprise checks by class as well. 1d6, with surprise on 1-2. Minimizes the really bad days the adventurers have, because let’s face it…they’re carrying light sources, so they’re never surprising monsters underground. Continue reading Surprise, Initiative, Surprise Intitiative


You can do a “fighting retreat” if engaged at melee range You must move 180 degrees away from your current facing, and only move up to half your movement rate, and you have to move in a straight, non-diagonal line; there can’t be anything blocking your path, including friendlies. A fighting retreat does not trigger opportunity attacks, A fighting retreat still allows you get an … Continue reading Retreat

Opportunity Attacks

Once you’ve reached engagement distance (5′, 10′ if they have a weapon with reach), if you attempt to disengage (or move through) an opponent as part of your movement phase, they gain the opportunity to make a free attack against you at that point (out of sequence). They gain +2 to hit, and you don’t get any applicable AAC bonus from a shield. This does not count as their action when they get to their melee phase. Continue reading Opportunity Attacks

Expanded Combat Options

Two-weapon Fighting and Two-handed Weapons

Just as shields improve armor class by 1, fighting two-handed grants a +1 to damage rolls (except for weapons that can only be used two-handed, where this is already taken into account in the weapon’s damage), and fighting with a weapon in each hand gives a +1 to hit, but only in rounds in which the attacker won the initiative roll. (Note that fighting with two weapons does not actually give two separate attacks; it just increases the likelihood of landing a successful blow.) Continue reading Expanded Combat Options

Saving Throws

From time to time, a spell or some other kind of hazard requires you to make a “saving throw.” A successful saving throw means that the character (or monster) avoids the threat or lessens its effect. Each character class has a “Saving Throw” target number, which gets lower and lower as the character gains levels. To make a saving throw, roll a d20. If the result is equal to or higher than the character’s saving throw target number, the saving throw succeeds. Monsters can also make saving throws (a monster’s saving throw target number is listed in the monster’s description). Continue reading Saving Throws

Ascending Armor Class

Ascending AC System: For the Ascending AC system, an unarmored person is armor class [10]. Your armor adds to your AC, so the higher your AC, the harder it is for enemies to hit you. To calculate your armor class, look at the Armor Table above, in the “Effect on AC” column. For whatever type of armor you bought, add the number shown in brackets to your base armor class of 10. That’s your new armor class. Continue reading Ascending Armor Class