AGRC Rules Overview
Back to: Agrimoor Homebrew Rules
Order of Combat
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.
Combat Order:
Check for Surprise (2d6) -> Group Initiative (1d4) -> First Side Acts -> Declare and Resolve Actions -> Second Side Acts -> Declare and Resolve Actions -> Special Results
Group Initiative
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party's initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.
Ties: If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.
Morale
Morale Procedures
Monster Morale
Retainer Morale
Death & Dying
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they've had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.
- Every player character gets to make at-least one saving throw vs death ray, immediately upon reaching 0 hit points, even if they have a negative CON modifier.
- An unconscious character will not regain consciousness for 24 hours.
- Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.
- Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.
- NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.
Healing
- Natural: For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.
- Relaxation Bonus: If a character visits a bathhouse and pays for the works they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. Perhaps even some dignity along the way.
- Magical: Healing can occur through magic, be it potions or spells. It happens instantaneously.