Martial Combat Cheat Sheet

A comprehensive guide to offensive, defensive, utility, and skill-based actions in martial combat, detailing action point costs, requirements, and effects.

Core Principles

  • Action Points (AP) are the currency for most actions.
  • Minor Actions can be performed twice per turn without AP cost.
  • Conditions apply various penalties or benefits.
  • Maneuvers offer specialized combat techniques.
  • Reactions allow actions outside of your turn.

Action Steps

  • Assess the situation and available Action Points (AP).
  • Choose an Offensive Action (Attack, Disarm, Shove, Grapple, Tackle) if initiating combat.
  • Utilize Minor Actions for quick tasks like opening doors or drawing weapons.
  • Employ Defensive Actions (Disengage, Dodge, Hide) to control engagement.
  • Use Utility Actions (Move, Help, Object, Spell, Skill) to support or gain advantages.
  • Apply Skill-Based Actions (Analyze, Calm Animal, Feint, Intimidate) for tactical benefits.
  • Consider Reactions (Opportunity Attack, Spell Duel) for reactive play.
  • Execute Maneuvers (Attack, Save, Grapple, Defense) for powerful combat effects.
  • Manage Conditions to your advantage or mitigate enemy effects.

Key Terms

  • AP: Action Points, the resource used to perform most actions.
  • ADV: Advantage, roll two dice and take the higher result.
  • DisADV: Disadvantage, roll two dice and take the lower result.
  • Condition: A status effect that modifies a creature's abilities or stats (e.g., Bleeding, Blinded).
  • Reaction: An action that can be taken outside of your turn in response to a trigger.
  • Maneuver: Specialized combat techniques often requiring AP, SP, or specific conditions.
  • SP: Special Points, a resource used for certain powerful maneuvers.

Timeline

  • Start of Turn: Take damage from Bleeding or Burning conditions.
  • During Turn: Perform up to 2 Minor Actions without AP cost.
  • During Turn: Spend AP on Offensive, Defensive, Utility, or Skill-Based Actions.
  • During Turn: Execute Maneuvers using AP and/or SP.
  • Enemy Turn: Trigger Reactions like Opportunity Attacks or Parry.
  • End of Turn: Apply effects from certain conditions or maneuvers.

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