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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