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Written By: Shannon Kalvar

Art by: Rudolf Montemayor and Butch Mapa


(courtesy of LPJDesign, Inc.).
Other images courtesy of Jupiter Media Inc.
Cover: Illustration by Rudolf Montemayor
Digital Color and Design by G.M. Skarka
Introduction The second chapter, The Narrative Round, presents a new
combat system for d20. The combats follow the familiar round
structure but characters declare a stance rather than individual
Welcome to Narrative Combat, a book in Adamant actions. Each stance exerts an effect on the combat situation and
Entertainment’s d20 MasterKit line. These products expand requires the character to succeed at one or more checks. These
standard d20 rules to cover exciting new adventure opportunities effects may include damage, damage mitigation, movement
ranging from chases to the fury of the open sea. towards or away from a goal, or alteration of an encounter’s
stated agenda.
Why, then, did Adamant release Narrative Combat? D20 is,
effectively, a tactical combat simulation with a thick gloss of The third chapter, The Templates of Narrative Combat,
other things thrown over the top. Combat hardly represents an provides the tools needed to design and manage encounters.
“exciting new adventure opportunity” for the average player. It begins with a discussion of the idea of templates and the
In fact, it features fairly regularly in even the least violent components used in them. The chapter then goes on to suggest
campaigns. Characters in violent campaigns play out more common values corresponding roughly with the d20 CR system.
combat in an afternoon that most real world soldiers see in a It concludes with a discussion of template design methodology
lifetime of service. and suggestions for avoiding common pitfalls.

However, for all its focus on tactical combat, the d20 rules The fourth chapter, Example Encounter Templates, outlines
provide us with few ways to run combat involving goals more ten common templates ranging from tavern brawls and courtly
complex than “beat down the other guy”. This gets fairly old duels to holding the line against overwhelming forces and
after the first few times the characters beat someone up and take the fox and rabbit ambush. Each template provides a map,
their stuff. So Game Masters invent their own rules in an attempt almost like a game board, the Game Master can use to run the
to spice things up. encounter. The entries provides both a template and narrative
descriptions showing how to customize the template without
Regardless of whether these rules work or not the players and changing the template structure. These descriptions also show
Game Master still wrestle with the detailed tactical combat how description, interaction, and game elements work together to
system cluttering d20 books. Concerns about scene pacing and create a more interesting encounter.
dramatic rhythm take a back seat to calculating exact damage
numbers and accounting for all of the tactical possibilities. The fifth and sixth chapters translate standard d20 feats and
special abilities into the narrative combat system. The fifth
This kind of play makes for a fun game when used in moderation. chapter provides a one to one translation of all d20 feats from d20
However we also need a way to run all of the other kinds of Modern. The sixth chapter provides the translation rules used
combat we would like to include in our games. by the designer, so a Game Master can translate feats from any
existing d20 game.
Thus was born Narrative Combat. Inside these pages you will
find a combat system designed to help spark narration rather than The book concludes with appendices containing charts, a grid
record-keeping. It assumes character intent and skill matters template you may print out for your own use, and a FAQ.
more than their position on the field of battle. It uses standard
d20 character information, but does so without getting bogged
down into intricate calculations. Most importantly it provides
The Power of Narrative Combat
a unified method for discussing and running everything from In fiction combat serves to highlight and resolve conflict. The
simple brawls to tense combats on burning bridges or keep scene shows us something important about the world, the
sieges. characters, and their relationships with one another. Combat also
acts as a symbol for danger, sharpening the tension in a scene by
giving us a visceral sense the characters might “die”.
Book Structure
Narrative Combat contains five chapters. Each chapter covers In a RPG combat occurs so often it blends into the background.
a separate part of the narrative combat concept, starting with the The scene tells us little about the characters or the world. Instead
core ideas and working back into d20 rules and numbers. By it serves as a way to work with numbers and explore various
applying the chapters successively the Game Master can modify tactical options. We play a game of combat in which random
his game a as he sees fit. chance, character building choices, and tactical savvy stand
dominant over “narrative concerns”.
The first chapter, Overview of Narrative Combat, defines terms
and outlines the concept of goal oriented combats. It suggests not With the narrative combat system we try to combine narrative
all combats need to begin with a surprise round and end when the flow and the game elements of RPG combat. The players make
opponents fall to the floor bereft of hit points. Indeed, opponents meaningful choices and face obstacles worthy of heroes in the
might not even have the same attributes as characters, acting pursuit of goals that mean something. Meanwhile, the game
as part of the overall game environment rather than individual elements provide both play options and the dramatic tension
creatures. It also suggests some alternative goals. associated with the possibility of failure.
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Chapter I– Overview of Narrative Combat
B aldric the Bold braced his blazing blade behind a black
buckler. Below behemoths bound by blasphemous
oaths tore into the wall’s foundations. Blood-red fire
fell from above, tossed down by flying creatures with
bat wings and cruel faces. The flames caught on stone and skin,
illuminating both the wall’s defenders and the waves of orcs
amassing for a final assault.

“Damn” muttered Kevin. “How many of those things are there,


anyway?”
“It looks like forty demons of various sorts, plus another 1000
orcs.” The Game Master gazed glumly at the large map.
“Keeping track of the flyers is going to hurt. Good thing I got
these flying minis.”
David, Baldric’s player, shook his head.
“This is going to take all night!”

-----

The purple prose above suggests a situation many groups would


like to play out in the course of a game: the desperate defense of a
stronghold against overwhelming odds. Unfortunately the highly
tuned small group tactical combat game included with standard
d20 tends to bog down when running something involving that
many separate moving objects.

In fact, the rules as written do little to help us play though many


kinds of combats. They work decently for duels and very well
for detailed small group fights in relatively confined spaces.
However, they break down when events occur within the combat
space or when the parameters of the scene call for some game
elements outside of affecting the opposing targets.
writing. Everything from advanced classes to entire games
Addressing this limitation requires us to first assess the existing revolves around subtle alterations to its complex rules.
combat system to understand its strengths and weaknesses. We Supplements that close down options gain the moniker
can then, using the same methods, sketch the outlines of a system “simplified” while those expanding options become “additions”.
that would better serve some (but not all) needs.
In reality all of these supplements embrace the standard d20
combat model. Character intent takes a back seat to player
Standard Combat vs. Narrative Combat action. Players who know and can manipulate the rules well do
On several occasions above we reference “standard” and better than those who understand what must be done in a story
“narrative” combat. What do these terms mean and what does sense. This tactical focus forces the Game Master to resolve
that definition tell us about the games we play? most or all combats in the same fashion, never varying the level
of attention or detail given to a particular scene.
Standard Combat
What we refer to as “standard” combat in d20 involves the In this game the primary actor is the character and his primary
initiation, assessment, and resolution of discrete actions. Each output is a discrete action targeting another character. This
character moves, performs actions, and assesses impacts within a action theoretically represents (in a narrative sense) a sequence of
set time frame. This combat evolved from war games and does actions. However, the structure of the game makes it difficult to
an excellent job of challenging the players’ tactical skills. It also bring this conception to play. Each action either must overcome
pits the players against the Game Master in a battle of wits; if the a threshold (AC/DV) or establishes a threshold (Save or Skill
players win the scenario advances and if the Game Master wins check DC) for the target’s reaction.
the game ends.
The game actors relate to one another in both distance and time.
The standard combat game takes up a huge portion of d20 In order to manage distance the game relies on a map structure.

3
This map may or may not be interactive; that is it may or may not He and the players also use all of the information provided to
contain obstacles, objects to manipulate, or timed events. Each describe the action taking place, creating a “narrative” event.
character has one opportunity to declare his action and must do so
in a sequence. This sequencing serves to ensure each character This system gives the Game Master other advantages. Rather
gets to act and gives advantages to acting both before and after than individually manipulating each opponent he can simply
others. establish appropriate thresholds of damage, defense, and skill use
to simulate the encounter difficulty he desires. This flexibility
The focus on individual actions and their effects gives each also allows him to establish objectives for the encounter beyond
character’s activity considerable impact. Players must make the simple tactical goals ordinarily associated with standard d20
highly tactical decisions about target selection, action sequence, combat. Time thresholds, common since the first days of RPGs,
and action type. They work together to produce an effective represent the simplest of these innovations. Layered skill races,
detailed plan of action on a round by round basis. Since actions complex control and manipulations tasks, and even more become
exert their effect immediately upon action completion the possible with just a little more work.
situation “in combat” changes fairly rapidly.
Narrative Combat Structure
All of this creates an interesting and intricate game. However,
it also forces all combats to run with the same, deliberate pace. The game elements of narrative combat fall into two components.
Being character focused, it also tends to shift the focus of The first, the narrative round, governs how the characters take
combats away from potential complicating environmental factors. stances and the effects each stance produces. The second, the
encounter template, dictates what the characters must accomplish
The character/action focus also places a considerable burden on and the time frame they have to accomplish it in.
the Game Master. Each player runs one (or a small cluster) of
characters with a limited and well known set of options. The The narrative round is structured much like a standard d20
Game Master runs multiple unique characters, often with unique combat round. Characters roll initiative to determine declaration
abilities and associated tactics. Since each character requires its order, with the highest going first and the rest following in
own, sometimes quite detailed, record keeping additional burdens sequence. Each player declares his character’s stance and
fall on those who run more than one character. the associated variables. Players can and should resolve their
variables, then wait for the Game Master to request the results. If
they succeeded in all objectives then the conflict ends; if not then
Narrative Combat the next round begins.
What we refer to as “narrative” combat involves the declaration
of intent to achieve specific goals. The characters then resolve The encounter template establishes the characters’ objectives
their progress towards these goals by making appropriate for the conflict. A simple template might declare a threshold of
checks. The progress of all characters declaring a similar “deal 20 dice of damage” with an event “deal 5d6 damage to the
intention amasses against pre-established thresholds within the characters” occurring each round. This simple template would,
game environment. Triggered or timed events and the game in fact, describe almost all d20 combats. An only slightly more
environment’s structure further modify this progress. complex template might declare a two variable threshold “deal 20
dice of damage and each character must succeed at 4 Jump skill
Characters declare their intention by selecting one of five checks (DC 20)”. This template might describe a combat against
“stances” selected from a list of offensive, defensive, active, a group of archers peppering the characters with arrows from
supportive, and passive. When the character assumes a stance across a 10-feet wide chasm.
he also specifies one or more variables that alter the stance’s
effect. The combination of the stance, the variables selection, A template provides a generic description of an encounter just
and the character’s own modifiers from feats and special abilities as the stances outline the characters intentions in the scene. The
becomes the narrative description of the character’s actions. Game Master and players use both to describe the scene, creating
both game and narration at the same time.
The output of each stance contributes towards one or more
thresholds established in the game environment. The offensive
stance generates damage which deducts from opponent hit point
totals or amasses towards a damage threshold. The defensive
stance absorbs damage, slowing down the reduction in the
characters hit points or the accumulation of damage towards a
threshold. The active stance contributes skill successes to meet
thresholds keyed to skill use. The supportive stance provides
bonuses to the character actions or penalties to opposing
character actions. The passive stance allows the character to
build his strength, amassing bonuses for his next stance change.

At the end of the round the Game Master uses the stance outputs
to resolve success vs. failure towards the encounter’s goals.
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Example Combat
Five friends gather around a table to play out an epic siege.
David plays Baldric, a highly skilled warrior and wielder of a
blade tainted by ancient magic. Kevin plays Stephen, a thief with
more common sense than courage. Jenna plays Alan, a priest of
the gods of light. Kristen plays Duncan, magician extraordinaire
and master of the mystic arts. Jeff is the Game Master.

Tonight’s encounter involves several thousand orcs reinforced by


demonic troops and a dark half-demon priest. In the interests of
not breaking the table, the five have decided to play out the first
few rounds in “narrative combat” just to see what it is like.

This example shows how the system works in practice. Detailed


explations of the elements are forthcoming....don’t panic.

The Template
The combat uses the following relatively simple template:

The First Wave


Objective: Meet the damage threshold
Threshold (Damage): Amass 18d of untargeted damage
Using Narrative Combat Event (Each round): Deal 7d untargeted damage to the characters
When would a Game Master use narrative rather than standard (+1 type, fire)
combat? When would players gain benefits from using standard Event (Opponent makes DC 25 Hide check): +2d untargeted
rather than narrative combat? Can the two systems coexist damage from events for one round
peacefully in the same game world? Event (Damage threshold reached): -3d untargeted damage for
the final round
Narrative combat: Opposition: Lich (Undead Cleric 14)
1) resolves minor combats very quickly Opposition: Assassin (Human Rogue 8)
2) potentially highlights the skills and abilities of non- Outcome: Wave ends
combat oriented characters
3) prevents the game from bogging down into a tactical Description: Our heroes man the Framarf border fort along with
wargame when its not appropriate approximately 100 soldiers and assorted support troops. Their
4) can simulate situations involving large numbers of daring raid into the local catacombs roused a lich’s ire. The lich
opponents or where combat is a consequence rather than has unleashed unholy terror upon the fort; this is just the first of
the reason for the situation many waves to come.

Standard combat: Round One


1) provides interesting tactical decisions Describing the Scene: Below behemoths bound by blasphemous
2) creates a high level of detail and focus for very oaths tear into the wall’s foundations. Blood-red fire falls from
important fights above, tossed down by flying creatures with bat wings and cruel
3) highlights the accomplishments of combat oriented faces. The flames catches on stone and skin, illuminating both
characters the wall’s defenders and the waves of orcs amassing for a final
assault. A cadaverous robed figure stands on a cliff opposite the
The Game Master should select a game that makes sense in his castle, calling down spells that rake the castle walls.
specific situation. Since the two systems use the same numbers
and character abilities, in slightly different ways, the characters The Character’s Choices: Jeff calls for the players to roll
do not require any additional changes to move from one mode to initiative and then declare the characters’ stances by describing
another. their actions. They roll initiative then in order:

1. David declares “Baldric brandishes his blade and cries


out “Havoc!” as the orcs charge the wall” His stance is.
(Offensive Weapon (longsword) Melee None).

David then makes a melee attack roll using Baldric’s +3


flaming longsword. He rolls a total of 33 (15 on the d20 +
10 Bab + 3 longsword + 1 Weapon Focus (longsword) +4
5
Strength). This deals a total of 3d (1d for 10 + 2d for the down holy light from the heavens that stabbed into an inky black
22 points of the roll over ten +1d for Cleave) untargeted cloud. Stephan watches and waits, eyeing the chameleon-skinned
damage. Baldric has the Cleave, Combat Reflexes, and creature that tried to slip past him.
Great Cleave feats. His total to the damage threshold reads
as +4d (+1 type, fire). The Mechanical Results: The players amass 8d (+1 type,
fire, magic) untargeted damage against the template’s damage
2. Kristen declares “Duncan’s fingers dance in arcane patterns, threshold. The lich takes an additional 2d (good, magic) damage
calling fire from the air to destroy his foes.” His stance is targeted directly at him. The template deals 7d (+1 type, fire) to
(Offensive Spell (fireball) Ranged None). the characters each round.

She then rolls a Spellcraft check with a total result of 25 The characters each take damage as follows:
(9 on the d20 +13 Spellcraft rank + 3 Intelligence). This
translates to 4d of untargeted damage (1d for the 10 on the • Baldric takes 7d (+1 type, fire) -1d (+12 defense) for a
Spellcraft roll + 3d for the 15 points of the check over ten). total of 6d6. David rolls and notes 22 hp of damage.
Duncan’s total to the damage threshold reads as +4d (magic, • Duncan takes 7d (+1 type, fire) -1d (+10 defense) for a
fire) total of 6d6. Kristen rolls and notes 18 hp of damage.
• Alan takes 7d (+1 type, fire) -1d (+11 defense) for a total
3. Jenna declares “Holy light stabs towards the lich from of 6d6. Jenna rolls and notes 30 hp of damage.
between Alan’s steepled hands as he utters a word of power.” • Stephan takes 7d (+1 type, fire) – 1d (+13 defense) for a
(Offensive Spell (holy smite) Ranged Target (lich)). total of 6d6. Kevin rolls and notes 14 hp of damage.
• The lich takes 10d (+1 type, fire, good, magic) – 2d (+20
She then rolls a Concentration check with a total result of defense) – 6d (defensive stance) for a total of 2d8 (note
19 (18 on the d20 roll +13 Concentration rank +2 Con – 14 that the good type does not inflict additional damage but
for the lich’s Will saving throw total). She does 2d damage does count against any DR he might possess). He must
to the lich (magic, good). Because the spell targets the lick also make a Will save against DC 18 or go blind for 1d4
specifically it does not add to the damage threshold. The lich rounds. Jeff rolls and notes 10 hp of damage.
will, however, have to make a will save against DC 18 (not • The assassin takes 8d (+1 type, fire, magic) – 1d (+12
difficult for it) to avoid blindness. defense) for a total of 7d8. Jeff rolls and notes 34 hp of
damage.
4. Kevin declares “Stephan crouches in the shadows, waiting
in the only place a thief might be able to slip past the alert In order to complete this template the characters must amass a
guards.” (Active Oppose (Hide) Melee). total of 18d of untargeted damage against the damage threshold.
At the end of round one they have amassed 8d – not bad, but not
He then rolls a Hide skill check and gets 31 (12 on the d20 enough to complete the encounter.
+13 Hide skill rank +2 Stealthy feat +4 Dex).
The combat moves into round two. It continues until the
Jeff, as the Game Master, runs two characters-- a lich and a characters amass enough damage to drive back their foes, they
assassin. He must declare actions as well, in initiative order. flee, or they fall.

5. The lich weaves darkness around him abandoning the orcs


to their fate (Defensive Spell (scroll: unholy word) Target
(lich)).

Jeff makes a Concentration skill check for the lich with a


total result of 38 (14 on the d20 roll +16 Concentration skill
rank +4 Combat Casting feat +4 Charisma modifier). The
lich negates 6d of damage before it resolves on him (1d for
the 10 on the Concentration roll + 5d for the 28 points of the
check over 10)

6. The assassin attempts to slip past Stephan and up the wall


(Active Skill (Hide)).

Jeff makes a Hide skill check for the assassin and gets a 25.
This would beat the threshold DC for the template (25) but is
not enough to beat Stephan’s 31. The assassin fails.

The Narrative Results: Baldric strains to hold back the oncoming


waves of black-armored orcs while Duncan weaves enchantments
to shatter their demonic powers. Meanwhile Alan’s prayers draw
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Chapter 2– The Narrative Round
T he first chapter explained the ideas behind narrative
combat and when to use it. It covered the differences
between standard and narrative combat, discussed
terms, and provided rules of thumb for deciding which
system to use. It also indicated that narrative combat has two
components: the narrative round and encounter templates.

This chapter describes the narrative round. It starts with a


discussion of the round’s structure then goes on to detail each
stage. It finishes with a discussion of both mechanical and
narrative round resolution.

Anatomy of the Narrative Round


A round of narrative combat plays out in the following order:

• Characters roll initiative to determine the order in which


they will select stances
• Characters select stance in order. As they do so, they
o Give a brief description of the action
o Select the stance
o Assign values to any variables
o Rolls for values
o Calculates the result while others declare their
stances
• When the last character declares his stance the round
resolves. Each stance deals the appropriate effect into
the battlefield
• The Game Master describes the results. This includes character to make an attack roll. Using a spell in offensive stance
the oppositions actions, specific resolutions, and the forces the character to make a Spellcraft or Concentration skill
allocation of damage generated by the opposition and check.
template events
• The next round begins Defensive Stance: the character defends or heals his companions.
The description of his effort depends on his abilities, feats, and
This sequence strongly resembles the standard d20 combat round. the attacks the enemy unleashes. A character manually defending
Other than being traditional it also provides players with a simple his companions (e.g. using a shield to ward arrows off the
structure in which to operate. Additionally it keeps the players magician) makes a defense check. Using a spell in defensive
from running over one another, allowing softer-spoken or less stance forces the character to make a Spellcraft or Concentration
outgoing players an opportunity to momentarily take center stage. skill check.

The sequence diverges from the standard d20 round when the Active Stance: the character uses his skills to amass success
players declare the characters’ stances. In standard d20 each towards a defined threshold. The description of his effort
player would declare an action (attack, cast a spell, full attack, depends on his abilities, feats, the skill selected, and the
move and attack, etc.) then resolve the action. In narrative d20 description of the threshold. Using a skill in active stance
a player declares the character’s stance and then the next player requires a skill check with a DC defined by the encounter
in the order declares his character’s stance. The actual stance template.
effects do not resolve until the end of the round.
Supportive Stance: the character uses his skills or abilities to
give bonuses to allied characters. The description of his effort
The Five Stances depends on his abilities, feats, and the skill he uses. Providing a
When a character’s turn to declare arrives he selects one of the bonus in supportive stance uses the same rules as aid another.
following basic stances:
Passive Stance: the character holds back, assessing the situation
Offensive Stance: the character attacks the enemies with and marshaling his resources. He may make a Concentration
whatever weapon comes to hand. The description of his attack skill check to grant himself a bonus to his next action. While in
depends on his abilities, feats, and what kinds of counters the passive stance the character gains a bonus to his Defense Value
enemy possesses. Using a weapon in offensive stance forces the (or Armor Class) equal to his Wisdom modifier.
7
Basic Stance Descriptions
All stances and stance descriptions use the following format:

Name: the stance’s name.


Description: a description of the stance and its effect in the
encounter.
Variables: a table of the variables, their options, and the
effects inflicted.
Resolutions: a list of the resolution method for each variable
option.
Narration: a sample of suggested narrative “leads” for
leading off the narrative description along with ideas for
indicating extraordinary success or failure.

Offensive Stance
Description: The character attempts to strike his foes. He uses
his prowess to accomplish this goal, though he may (with the
right feats) also engage in movement or apply a skill towards a
threshold.

A character in offensive stance deals dice of damage. These


dice may go towards resolving a threshold or impact a specific
opposing character. When they go towards a threshold the player
does not need to roll the dice to determine the actual amount of
damage inflicted. When the damage resolves on a target he must
roll to determine the result.

Non-dice bonus damage is ignored when amassing dice towards


the threshold but used when resolving damage against a specific
target.

Variables
When in the offensive stance the character must select values for
the following variables:

Variable Options Effect


Offensive Tool Weapon (select) or Spell/Ability Deals damage to the encounter template’s damage threshold
(select)
Position Melee or Ranged If the character uses a melee weapon or a touch range spell he is in
melee. If he uses a ranged weapon or a spell with range he is at range
Target None or Opponent Character Changes the target from the damage threshold to a specific opponent
character

8
Offensive Tool: describes the weapon the character uses to he exceeds the DC increase the damage amassed towards the
deal out damage. A character may select a mundane weapon, encounter’s damage threshold by +1d.
a magical weapon, or a spell to use as his offensive tool.
Weapons deal their base damage plus a bonus determined by the Variable: Offensive Tool (Spell/Ability)
character’s attack roll. Spells deal damage based on the caster’s The character uses a spell or special ability to deal damage.
Spellcraft skill check up to their maximum number of dice.
Spells that provide penalties are considered offensive spells and Base Effect: Spell does 1d damage to the encounter template’s
are used in this stance. damage threshold.

Position: describes where the character is relative to the main All spells add the magic type to the damage pool. A spell with
mass of combat. A character in melee engages in direct physical an energy damage type also introduces that damage type to the
combat. A character at range pelts the enemy with damage from template. The spell is expended and must be of a sort that deals
some distance behind the main lines. damage, inflicts a status effect, or provides a penalty to the
opposition.
If the character attacks with a melee weapon he assumes the
melee position . If he attacks with a ranged weapon or a spell he Supernatural and spell-like abilities act like spells. Extraordinary
is considered to be at range from the main body of the combat abilities add an energy damage type if they possess it but do not
and assumes the ranged position. add the magic type.

Target: describes whether or not the effect targets a specific Secondary Effect: The user of a touch spell or ability is in melee.
member of the opposition. When the character selects “none” the All other spells or ability set the character at range.
damage goes to the damage threshold for the encounter template,
if any. When the character selects an opponent character he Resolution Methods: The Offensive Tool (Spell) choice supports
suffers a penalty to his BaB or skill check based on the target’s two skills and two resolution options:
AC/DV bonus or saving throw bonus respectively.
Arcane spell casters must make a Spellcraft skill check when
using this option. Divine spell casters and psychics/psionics
users must make a Concentration skill check when using this
option.
Resolutions
The offensive stance supports the following variable resolution The resolution methods are:
methods.
1) The caster may choose to inflict 1d of damage. He does not
Variable: Offensive Tool (Weapon) have to make a skill check though the spell is expended. If the
The character launches a sequence of attacks with his weapon of caster chooses this method he may not target a specific opposition
choice. character.

Base Effect: Damage dice for the weapon dealt to the encounter 2) The caster may choose to make a skill check appropriate
template’s damage threshold. A weapon with an energy damage to spell’s class. If he beats a base DC of 10 he deals 1dice of
type also introduces that damage type to the template. For damage. For every 5 points by which his skill check beats the
example, a +2 flaming longsword deals 1d to the template and DC he deals an additional dice of damage up to the maximum
adds fire. possible for his level and the spell cast or an additional -1 penalty
up to the maximum provided by the spell. A spell with a non-
Secondary Effect: A ranged weapon deals ranged damage and the damaging offensive effect or that summons a creature does
character using it stays at range. A melee weapon deals melee maximum damage dice equal to its spell level plus the caster’s
damage and the character using it enters melee. casting attribute modifier.

Resolution Methods: The Offensive Tool (Weapon) choice


supports two resolution options. Variable: Target (None)
The character deals damage in a relatively indiscriminate fashion.
1) The character may choose to simply deal the weapon’s damage
to the encounter template’s damage threshold. He may not Base Effect: Damage dealt by the character’s attacks goes
choose this option of he chooses targets a specific opposition towards the encounters damage threshold.
character. See Target (Opponent Character) for more details.
Secondary Effect: None.
2) The character may choose to make an attack roll. Rolls made
with weapons use the character’s standard melee attack bonus Resolution Methods: None.
with the weapon. If the character’s result equal 10 or higher he
deals his normal damage dice. For every 10 points by which

9
Variable: Target (Opponent Character) damage. For example, a character with a +5 mighty
The character deliberately targets an opponent character. longbow (+2) and the Point Blank Shot feat would
inflict +8 damage to his target so long as he did 1 dice of
Base Effect: The attack does damage to the opposing character damage
directly. Damage targeted at a specific character does not count 7) If the character does at least one dice of damage to the
towards the encounter template’s damage threshold. target the target must make a saving throw against other
secondary effects normally.
Secondary Effect: The Target (Opponent Character) option
modifies the Offensive Tool resolution in the following ways. Resolution Method: None.

1) A character in melee that targets a character at range Examples with Narration and Mechanics
suffers a -1 dice penalty to damage
2) A character at range that targets a character in melee Examples of the narrative description of an offensive stance
suffers a -1 dice penalty to damage include:
3) A character targeting an opponent character with a
weapon suffers a penalty to his attack roll equal to the 1) Baldric brandishes his blade and cries out “Havoc!”
opponents total defensive bonuses (Dex, Defense Bonus, as the orcs charge the wall. (Offensive Weapon
equipment bonus, shield bonus, etc) (longsword) Melee None).
4) A character targeting an opponent character with an 2) Duncan’s fingers dance in arcane patterns, calling
ability suffers a penalty to his skill check equal to the fire from the air to destroy his foes. (Offensive Spell
target character’s appropriate save bonus. Spells that do (fireball) Ranged None)
not allow a save default to Reflex saves for this purpose. 3) Stephan’s hand whips out, sending an arc of thrown
5) An ability that inflicts an effect or a penalty applies its daggers into the pursuing guards. (Offensive Weapon
effect normally so long as the spell “deals” one dice of (thrown dagger) Ranged None)
damage to the target character. Note that area of effect 4) Holy light stabs towards the lich from between Alan’s
spells applying penalties only affect one target unless steepled hands as he utters a word of power. (Offensive
modified Spell (holy word) Ranged Target (lich))
6) If the character does at least one dice of damage to the 5) Natoch sweeps his blaster back and forth, trying to blast
target he automatically also deals his normal bonus back the oncoming V’klor raiders (Offensive Weapon
(blaster) Ranged None)

10
Defensive Stance
Description: A character in defensive stance puts his reflexes and
powers against those who mean his friends harm. He deflects
damage, heals the injured, and even steps into harms way when
nothing else will suffice. A character with the right feats can also
deal some damage to the encounter template’s damage threshold
while engaged in the defensive stance.

A character in defensive stance absorbs dice of damage. These


dice may either come from the opposition’s untargeted damage
amassed during the round, from events taking place during the
round, or from opponent characters targeting his allies.

Variables
When in the defensive stance the character must select values for
the following variables:

Variable Options Effect


Defensive Tool Mundane or Spell/Ability Reduces the damage taken by one character
(select)

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted

Target Allied Character or Threshold Specify an allied character to defend. The character is in the same
position as his target. This overrides the Position variable

Defensive Tool: describes how the character protects his friends. Resolutions
The character may select between mundane defenses (using his
The defensive stance supports the following variable resolution
body and armor) or a spell. If he selects a spell he must also
methods.
declare the spell used. Mundane defenses rely on the character’s
total defensive bonuses while spells require the character to make
Variable: Defensive Tool (Mundane)
either a Concentration or a Spellcraft skill check.
The character uses his body, reflexes, and shield to protect his
friends.
Position: describes where the character is relative to the main
mass of combat. A character in melee engages in direct physical
Base Effect: The character takes 1d of damage from his target and
conflict. A character at range uses his abilities to protect those
applies it directly to himself. He takes this damage at the end of
further back.
the round.
Target: describes the allied character the character wishes to
Secondary Effect: None.
reduces or redirect the damage for.
Resolution Methods: Choosing the Defensive Tool (mundane)
option opens up the following resolution methods.

1) The character may use the base effect without making a check.

2) The character may choose to make a defense check. The


defense check is equal to 1d20 + any bonus to armor class or
defense value the character possesses. If the check is equal to or
beats a DC of 10 he may redirect 1d of damage from the target to
himself. For every 5 points by which the check result exceeds the
DC he may redirect another 1d of damage up to the total damage
allocated to the target. 11
Variable: Target (Threshold)
Variable: Defensive Tool (Spell/Ability) The character defends a threshold from damage dealt to it.
The character uses magic or special abilities to defend his allies.
Base Effect: The character redirects or negates damage either
Base Effect: The character reduces the damage targeting an ally targeting the threshold or dealt from the untargeted damage
by 1d. pool at the end of the round. The defending character absorbs a
number of damage dies as determined by his skill check (above).
Secondary Effect: None. If the damage dealt to the threshold exceeds the character’s
defensive effort the additional damage resolves on the threshold.
Resolution Methods: Choosing the Defensive Tool (spell)
option supports two skills and opens up the following resolution Secondary Effects: A Defensive Tool (spell) of the healing type
methods. cannot target an unliving threshold. For example, a healing spell
cannot protect a wall from being overrun.
Arcane spell casters may make a Spellcraft skill check when
using this option. Divine spell casters and psychics/psionics may Resolution Methods: None.
make a Concentration skill check when using this option.
Narration
1) The character may use the base effect without making a check.
Examples of narrative descriptions for the defensive stance
2) The character may choose to make a skill check appropriate to include:
the spell’s class. If the check equals or exceeds 10 he removes 1d
of damage from the target. For every 5 points by which the check 1) Baldric braces his shield with his off hand, holding
result exceeds 10 he may remove an additional dice of damage. back the oncoming tidal wave of dark armored figures.
(Defensive Tool (mundane) Melee Target (Wall))
Using a spell expends the spell whether or not it reduces damage. 2) A griffon emerges from the pattern of runes spinning
The spell may only reduce damage up to its level plus the caster’s around Duncan’s hands. It interposes itself between
relevant casting attribute. the oncoming arrows and the princess. (Defensive Tool
(summon monster IV) Ranged Target (princess))
Using an ability always counts as an ability use even if the effect 3) Stephan slips from the shadows to trip an orc as it comes
does not have an effect. The ability may only reduce damage up over the top of the wall. (Defensive Tool mundane)
to the character’s level in the class granting the ability. Melee Target (Stephan))
4) Alan’s shouted prayers pass unheard over the sound
Variable: Target (Allied Character) of swords but even unheard they lift his companion’s
The character defends a specific ally from general and specific hearts. (Defensive Tool (mass cure light wounds)
threats. Target: (all characters))
5) Bonnie lays down covering fire for Clyde as he comes
Base Effect: The character redirects or negates damage either sprinting out of the bank. (Defensive Tool (mundane
targeting the allied character or dealt from the general damage with Covering Fire feat) Target (Clyde)
pool at the end of the round. The defending character absorbs a
number of damage dice as determined by his skill check (above).
If the damage dealt to the allied character exceeds the character’s
defensive effort the additional damage resolves on the allied
character.

Secondary Effects: A Defensive Tool (spell/ability) of the healing


type heals damage to the character if it has any potency left
after reducing damage dice. It heals a number of d8 equal to its
remaining dice plus any numeric bonus listed in its description.

The defensive character is in the same position as his defended


ally.

Special: A mass healing effect targets all characters in the


same position as the character. The character must allocate the
damage reduction among the available targets.

Resolution Methods: None

12
Active Stance
Description: A character in active stance pits his skills against
the worst the world has to offer. He uses his training to resolve
problems in the environment while his friends keep the heat
from his back. A character with the right feats can defend others
or deal a bit of damage while addressing more sophisticated
problems.

A character in active stance provides skill results to resolve


specific encounter template thresholds. Successful resolution of
these thresholds allows the group to pass into another part of the
template or may even resolve the encounter.

Variables
When in the active stance the character must select a value for
one of Oppose or Resolve and a value for Position:

Variable Options Effect

Create Spell/Ability Create a condition in the battlefield

Oppose Skill (select) If Yes, set the DC of a skill use by opponent characters

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted. May be
overridden by a threshold condition

Resolve Movement or Skill Amass a success against the threshold with a DC established by the encounter template
(select) or an opposed character

A character in active stance may only select one of either Oppose Resolutions
or Resolve. The active stance supports the following variable resolution
methods:
Oppose: the character chooses the oppose variable when he
wishes prevent an opposed character from succeeding. He Variable: Create (Spell/Ability)
must either select the same skill as the opponent (e.g. Hide vs. The character uses his abilities to make resolve or create
Hide) or a naturally opposed skill (Spot vs. Hide). The effect of conditions.
character’s check lasts until the beginning of the next narrative
round. Base Effect: Creates a new condition for the narrative round.
Position: describes where the character is relative to the main The DC modification lasts until the end of the narrative round.
mass of combat. A character in melee attempts to use his skills
while dodging though the hand-to-hand. A character at range Secondary Effect: None.
views the situation from a distance.
Resolution Method: The active character expends the ability
Resolve: the character selects resolve variable when he wishes to and makes a skill check with a DC equal to the DC of resisting
overcome an encounter template threshold. He must overcome a the ability. The skill required depends on the ability’s source.
DC set either by the template or by an opposed character. Arcane abilities/spells require the character to make a Spellcraft
check. Divine abilities/spells and psionics require the character
to make a Concentration check. If the skill check fails the
character expends the ability without making an effect.

13
Narration
Variable: Oppose (Skill)
Examples of narrative descriptions for the active stance include:
The character uses his knowledge and talent to make things more
difficult for the opposition.
1) Baldric studies the enemy formations intently, watching
the enemy signals to decode their next move. (Active
Base Effect: The character sets the DC of opponent characters.
Oppose (knowledge tactics) Ranged)
The variable affects checks of the chosen skill and any directly
2) Duncan works feverishly on the ritual, racing though
opposed skills. The DC is set to the higher of the threshold’s DC
the chants and motions, while his friends hold back the
or the character’s check.
darkness.(Active Resolve (knowledge arcane) Melee)
3) Stephan crouches in the shadows, waiting in the only
The DC modification lasts until the end of the narrative round.
place a thief might be able to slip past the alert guards.
(Active Oppose (Hide) Melee)
Secondary Effect: None.
4) Alan’s stares intently into the demon’s eyes, channeling
the strength of his faith into banishing prayers. (Active
Resolution Method: The active character makes a check using the
Resolve (knowledge religion) Melee)
named skill.
5) Aisha tucks her head down and sprints flat out for the
closing doors as gunfire fills the hall. (Active Resolve
(movement) Melee)
Variable: Resolve (Movement)
The character uses his speed and agility to address a movement
related threshold. Characters are assumed to move normally
during the course of standard narrative combat; the “movement”
resolve variable only deals with situations where something
contests or makes the movement difficult and therefore
interesting.

Base Effect: The character adds 1 success to the amassed value


against the threshold if he beats the threshold’s skill check DC.

Secondary Effect: None.

Resolution Method: The active character makes a movement


check against the assigned DC. The movement check result
equals d20 + the character’s Dex modifier + 1 for every 5-feet of
the character’s movement value over 30-feet – 1 for every 5-feet
of the character’s movement value under 30-feet.

Variable: Resolve (Skill)


The character uses his knowledge and talent to resolve a knotty
problem.

Base Effect: The character adds 1 success to the amassed value


against the threshold if he beats the threshold’s skill check DC.

Secondary Effect: None.

Resolution Method: The active character makes a check using the


named skill.

14
Supportive Stance
Description: A character in supportive stance assists allies
though his efforts. He uses his skills to aid allied characters in
an active stance, his attacks to assist characters in an offensive
stance, and his reflexes to fortify those in a defensive stance.

A character in the supportive stance provides bonuses to allied


characters. These bonuses boost the other characters ability to
pass the tests required to affect the template.

Variables
When in the supportive stance the character must select a value
for one of Aid, Assist, or Augment. He must also select values
for Position and Target (if required by his other choice).

Variable Options Effect

Aid Skill (select) Provide an aid another bonus to an character using a skill

Assist Offense or Defense Provide an aid another bonus to a character in offensive or defensive stance

Augment Ability or Spell (select) Provide a bonus from an ability or spell to a character or the group (for untargeted
abilities)

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted. The character is
automatically in the same position as the character he supports

Target Allied Character Sets the target for Aid, Assist, and targeted Augment

Aid: describes the character using his skill to support another The character must declare a target. The bonus lasts until the end
character in their skill use. The aid variable always requires a of the narrative round.
target. The supportive character makes a skill check using the
skill the supported character wishes to use. If he beats a DC 10 Position: describes where the character is relative to the main
the supported character gains a +2 bonus to his skill check. mass of combat. A character in melee supports someone in direct
physical conflict. A character at range uses his abilities to support
The character must declare a target. The bonus lasts until the end those further back.
of the narrative round.
If the character must declare a target he automatically assumes
Assist: describes the character using his combat training to the supported target’s position.
support another character. Offensively in melee he makes a
melee attack roll against DC 10; at range he makes a ranged Target: describes the target of the character’s supportive stance.
attack roll against DC 10. Defensively he makes a defense check
against DC 10. If he succeeds in any of these cases he provides a
+2 bonus to his supported target’s check.

Augment: describes the character using a class ability, special


ability, or spell to provide a temporary bonus. Augments usually
last for a number of rounds after the initial effect fades. Some
abilities and spells require a target supported character.

15
Resolutions Variable: Augment (Ability)
The character uses his unique abilities to provide bonuses.
The supportive stance boasts the following resolution methods.
Base Effect: The character activates a class ability to provide
Variable: Aid (Check)
benefits to the party.
The character uses his skills to assist another.
Secondary Effect: None
Base Effect: The character assists a specified ally in the execution
of a task.
Resolution Methods: The character uses his class ability as per
the normal rules.
Secondary Effect: The character’s position becomes the same as
his specified ally’s.

Resolution Method: The character makes the same check as the


Variable: Augment (Spell)
character he wishes to support. If the supporting character beats
The character casts a spell intended to protect and aid his allies.
a DC 10 he gives the supported character a +2 bonus to his skill
check.
Base Effect: The spell provides a +1 bonus as appropriate to its
effect.
Variable: Assist (Offence)
Secondary Effect: A spell requiring a target forces the character to
The character provides a distraction to assist a more effective
select a target variable. A spell with a range of touch requires the
offensive character.
character to match his position to that of the target.
Base Effect: The character assists a specified ally in his offensive
Resolution Methods: This variable supports the following
efforts.
resolution methods.
Secondary Effect: The character’s position becomes the same as
Arcane spell casters must make a Spellcraft skill check when
his specified ally’s.
using this option. Divine spell casters and psychics/psionics must
make a Concentration skill check when using this option.
Resolution Methods: The assist (offense) variable supports the
following resolution methods.
1) The character may use the base effect without making a check.
1) If the character and his specified ally are in the melee position
2) The character may choose to make a skill check appropriate to
he makes a melee attack roll (BaB + Str modifier + bonuses) to
the spell’s class. If the check equals or exceeds 10 he removes
beat a DC of 10. If he succeeds the supported character receives
1d of damage from the untargeted damage pool. For every 5
a +2 bonus to his melee attack roll.
points by which the check result exceeds 10 he may remove an
additional dice of damage. If he reduces the pool below 0 no
2) If the character and his specified ally are in the ranged position
damage is inflicted in the round.
he makes a ranged attack roll (BaB + Dex modifier + bonuses) to
beat a DC of 10. If he succeeds the supported character receives
a +2 bonus to his ranged attack roll.
Variable: Target (Allied Character)
The character selects an ally to support.
Variable: Assist (Defense)
Base Effect: The character targets one ally to assist during the
The character uses his own flesh to help a friend shield others.
round.
Base Effect: The character assists a specified ally in his defensive
Secondary Effect: The character must set his position to equal his
efforts.
target character’s.
Secondary Effect: The character’s position becomes the same as
Resolution Methods: None
his specified ally’s.

Resolution Method: The character makes the same a defense


check (d20 + dex + bonuses to armor class or defense value) with
a DC of 10. If he succeeds he grants a +2 bonus to the supported
character’s defense check.

16
Narration
Examples of narrative descriptions for the supportive stance
include:

1) Baldric stutters though half-remembered childhood


prayers in an attempt to aid Alan’s rhythmic chants.
(Supportive Aid (knowledge religion) Target: Alan)
2) Duncan chants words of power, filling Stephan with
a wave of untamed strength.(Supportive Spell (bull
strength) Melee Target (Stephan))
3) Stephan weaves his fingers together and braces his
back against the wall. When Baldric runs up he offers
his friend a lift to the top of the wall. (Supportive Aid
(Jump) Melee Target: Baldric).
4) Alan calls on his gods’ shielding grace. (Supportive
Augment (prayer) Melee)
5) Jared focuses his mind into the gestalt, supporting
Benjamin on the psychic plane (Supportive Aid
(Concentration) Ranged Target (Benjamin))

Passive Stance
Description: A character in passive stance hangs back from the
fray. He uses this delay as an opportunity to refocus, reassess, or
prepare himself for some great effort.

A character in passive stance does not contribute to the round.


However, he does still take damage and may be targeted by
opposing characters or events.

Variables
When in the passive stance the character selects a value for one
of the following variables:

Variable Options Effect

Augment Ability/Spell Add the effect of the spell/ability to the characters next action

Refocus None Add a +5 bonus to the character’s initiative

Reassess None Allows character to reroll skill check next round

Prepare Skill (select) Give skill bonus to one skill

Refocus: describes the character’s effort to regain and sharpen Prepare: describes the character’s effort to set up his actions in
his situational awareness. the next round. These preparations give the character a bonus to
his skill check.
Reassess: describes the character’s effort to gain tactical
awareness of the situation. This awareness gives him the ability
to anticipate (and hopefully overcome) problems.

17
Resolutions Resolution Methods: This variable supports two resolution
The passive stance supports the following resolution methods. methods.

Variable: Augment (Ability/Spell) 1) The character may apply the base effect.
The character uses a bonus granting ability to enhance his next
stance. 2) The character make a skill check using the selected skill. If
the check meets a DC 10 he receives a +1 bonus to a skill check
Base Effect: The character adds the bonus to his next stance made using the same skill next round. For every five points of
check. the skill check above 10 he receives an additional +1 bonus.

Secondary Effect: The character retains the position he was in


during the last narrative round. If this is the first round of combat Narration
he starts in the ranged position.
Examples of narrative descriptions for the supportive stance
Resolution Methods: None include:

1) Baldric wards off blows while searching the battle for a


hint of pattern (Passive Refocus)
Variable: Refocus 2) Duncan organizes components and rehearses the ritual
The character sharpens his situational awareness. words in his mind .(Passive Prepare (Spellcraft))
3) Stephan careful examines the cliff to determine the best
Base Effect: The character adds a +5 bonus to his base initiative. way up. (Passive Prepare (Climb))
He gains a bonus to his AC/DV equal to his Wisdom bonus. 4) Alan takes a moment to gauge his distance and timing.
(Passive Reassess)
Secondary Effect: The character retains the position he was in 5) Bonnie flexes her hands nervously on the wheel while
during the last narrative round. If this is the first round of combat she mentally goes over the getaway route. (Passive
he starts in the ranged position. Prepare (Drive))

Resolution Methods: None

Variable: Reassess
The character reassesses the situation.

Base Effect: The character gains the ability to reroll any one
check or roll required by a stance in the next narrative round. If
he uses this reroll he must accept the second value even if it is
lower than the first. He gains a bonus to his AC/Defense equal to
his Wisdom bonus.

Secondary Effect: The character retains the position he was in


during the last narrative round. If this is the first round of combat
he starts in the ranged position.

Resolution Methods: None

Variable: Prepare (Skill)


The character prepares himself mentally and physically for the
effort ahead.

Base Effect: The character selects one skill to gain a +1 bonus


if he uses it in the next round. He gains a bonus to his AC/DV
equal to his Wisdom bonus.

Secondary Effect: The character must set his position to equal his
target character’s.
18
Round Resolution
The round resolves once the last character declares the results of
his stance. At this point all of the amassed stance effects apply to
the encounter template and the characters.

The effects resolve in the following order:

1. Allocate results from characters in the supportive stance

2. Allocate results from active oppose stances and apply


the DC modification to any affected active stances

3. Amass the result of any active resolve stances

4. Amass damage dice dealt by the characters to the


template threshold. Each character declares his total template threshold. Targeted damage applies to a specific
damage dealt and any types added. The types include opposed character named in the event or offensive stance
acid, cold, electricity, fire, force, and magic. Types generating it.
not on the list also amass but do not effect the damage
calculation In step nine of round resolution all damage resolves. This means
the dice have to translate into a “real” number. However, we
5. Amass damage dice dealt by characters to targets. Each need to know which dice to roll and how many of them. We also
character declares his total damage dealt, any types need to know how much all that armor and dodging really does
added, and the target for someone.

6. Amass defense dice for each character In order to resolve these issues we go though the following steps:

7. Resolve all actions or thresholds except damage 1) Determine total number of damage dice for each
character
8. Apply any activated events
2) Determine damage dice
9. Resolve damage to thresholds and characters
3) Apply individual damage absorption
10. Apply any events activated by the damage
4) Resolve damage dice
Threshold Resolution
In narrative combat stances output values that amass towards 5) Deal hit points of damage
thresholds. If the characters meet the threshold it resolves. If the
characters fail to meet the threshold the amassed value transfers
to the next round unless an event or character action changes that. Total Number of Damage Dice
The total number of damage dice dealt to a character equals the
Event Resolution total number of dice targeting him plus any damage dealt by the
Events occur as the characters move within and resolve aspects of template via an event minus any dice negated or redirected from
the template. Each event applies its effects to the round it occurs him by characters using the defensive stance.
in unless stated otherwise.
Targeted redirected to a defending character remains targeted
damage. It applies whatever numeric bonus it receives. Template
Damage Resolution event generated damage redirected to a defending character
This is a combat system. In combat, characters get hurt. does not gain numeric bonuses even if it came from an opposed
Sometimes, in fact, they get mangled and maimed. The damage character’s stance rather than an event.
resolution system allows us to determine just how badly the
characters suffered during the round. Most characters can survive Opposing characters take untargeted damage equal to the number
a bit of a beating, but only the toughest fighters would dare to of dice contributed this round towards the damage threshold
take on someone else’s pain. plus targeted damage from offensive stance results specifically
targeting them minus any defense adjustments and the results of
Damage comes in two types: targeted and untargeted. Untargeted defensive stance actions targeting them. The Game Master rolls
damage applies to all opposing characters and the appropriate damage for each opposed character separately.
19
Determine Damage Dice Deal Hit Points of Damage
To determine the “value” of the damage dice for each character Damage is dealt to the character’s hit points normally. All
add the damage types from the untargeted damage pool to the ordinary effects accrue. If the character suffers massive damage
types targeting the character. Two or more of the same damage he must make a mass damage save or die.
type count as one type for this calculation.

“+1 type” bonuses from feats also count towards this total. These
bonuses stack.
Example Combat Continued
Then check the chart below.
In Chapter I our heroes began to battle though a simple template.
Types Dice In the first round they did not resolve the difficulties facing them,
so they moved into round two.

0 1d4 Round One Results


During round one our heroes took some damage, noted on their
1 1d4+1 character sheets. Furthermore the template amassed several
values towards its thresholds.

2 1d6 The First Wave


Objective: Meet the damage threshold
3 1d8 Threshold (Damage): Amass 18d of untargeted damage – 8d
amassed)
Event (Each round): Deal 7d untargeted damage to the characters
4 1d10 (+1 type, fire)
Event (Opponent makes DC 25 Hide check): +2d untargeted
damage from events for one round
5 1d12
Event (Damage threshold reached): -3d untargeted damage for
the final round
6 1d12+1 Opposition: Lich (Undead Cleric 14) – 10 damage dealt
Opposition: Assassin (Human Rogue 8) – 34 damage dealt
Outcome: Wave ends
Example: Baldric takes 5d general (fire, magic) and 3d+2 (from
two magic missiles) targeted (fire, magic, force). His total Round Two
damage is 8d (fire, force, magic). This is three types of damage
so he suffers 8d8 damage for the round. Describing the Scene: The orcs charge forward as the overseers;
whips bite into their backs. Meanwhile demons circle overhead
A character immune to damage of a particular type (e.g. immune screaming blasphemous taunts. The lich begins to wave a spell of
to fire) may ignore that type for this calculation. power while his flunky lurks somewhere in the shadows waiting
to unleash death if given a chance.

The Character’s Choices: Jeff calls for the players to declare


Apply Individual Damage Absorption the characters’ stance by describing their actions. They act in
Each character can negate a small amount of damage each initiative order based on their roll form the previous round:
round based on his defensive ability. For every 10 points of the
character’s defensive bonus he may negate 1d of damage. 7. David sees that he could wipe out the assassin this round
if he wishes. He declares “Baldric holds the line, waiting
Example: Baldric has +12 defensive bonus from his shield, for that fool to come back up the wall. When it does, he
armor, and a spell. He may negate 1d of damage, meaning he smites him with a mighty overhanded blow before he finds
will take a total of 7d8 damage this round. purchase” His stance is. (Offensive Weapon (longsword)
Melee Target (assassin)).

Resolve Damage Dice David then makes a melee attack roll using Baldric’s +3
flaming longsword. He rolls a total of 26 (20 on the d20 +
Roll damage. A character with damage resistance may apply 10 Bab + 3 longsword + 1 Weapon Focus (longsword) +4
it so long as none of the damage types negate it. If a character Strength -12 defense). This deals a total of 3d +1d6 fire +9
possesses resistance to one of the damage types he may subtract 1 (1d for 10 + 1d for the 16 points of the roll over ten + 1d
point of damage per dice from the roll. for Combat Reflexes targeting an opponent in active stance
+ all normal damage) to the demonic assassin. Baldric has
the Cleave and Great Cleave feats. His total damage to the
20
assassin reads as +3d +1d6+7 fire) plus (+1 type) to the The Narrative Results: Baldric, alerted by Stephan’s cry, slashes
damage threshold. into seemingly empty air, disemboweling the demonic assassin.
Meanwhile Alan’s prayers blunt the lich’s unholy power.
8. Kristen is worried about how much more damage her 10th Duncan’s panicked spells blast a space around him but might not
level wizard can take. She declares “Duncan flings a spray be enough to keep him upright.
of colors over the wall, trying to clear a space around him.”
His stance is (Defensive Spell (color spray) Melee Target The Mechanical Results: The players amass 0d (+1 type)
(Duncan)). untargeted damage against the template’s damage threshold. The
lich deals 6d (fire, magic) untargeted damage to the characters
She then rolls a Spellcraft check with a total result of 33 minus 4d from Alan’s defensive counterspell for a total of
(16 on the d20 +13 Spellcraft rank + 3 Intelligence). This 2d (fire, magic). The template deals 7d (+1 type, fire) to the
translates to 4d of damage to the general pool (1d for the 10 characters each round. The characters will take 9d (+1 type, fire,
on the Spellcraft roll + 4d for the 23 points of the check over magic) this round.
ten reduced to 4d (1+ Int modifier of 3) since colorspray is
not a healing spell). Duncan negates 4d of damage coming The characters each take damage as follows:
to him.
• Baldric takes 9d (+1 type, fire, magic) -1d (+12 defense)
9. Jenna worries what the lich intends to do, especially for a total of 8d8. David rolls and notes 36 hp of
given how ineffective her attack against it was last round. damage.
However, it also looks like Duncan and Stephan may fall • Duncan takes 9d (+1 type, fire, magic) -1d (+10 defense)
this round if she doesn’t do something. She declares “Alan’s – 4d (defensive stance) for a total of 4d8. Kristen rolls
shouted prayers pass unheard over the sound of swords but and notes 18 hp of damage. That makes a total of 36,
even unheard they lift his companion’s hearts.” His stance is uncomfortably close to Duncan’s 46 maximum. He will
(Defensive Tool (channeled cure light wounds) Counterspell not last the next round unless something is done for him.
(lich)) • Alan takes 9d (+1 type, fire, magic) -1d (+11 defense)
for a total of 8d8. Jenna rolls and notes 22 hp of
She then rolls a Concentration check with a total result of 25 damage. She is also concerned about the damage
(10 on the d20 roll +13 Concentration rank +2 Con). She has amassing.
the Improved Counterspell feat so she chooses to negate 4d • Stephan takes 9d (+1 type, fire, magic) – 1d (+13
(1d for the 10 on Concentration +3d for the 15 points of the defense) for a total of 9d8. Kevin rolls and notes 14 hp
check over ten), from the lich. of damage. He’s fairly worried at this point – nothing is
going to keep a rogue alive in these kinds of situations
10. Kevin does not want that assassin to make it up the wall. He for long other than dumb luck.
declares “Stephan continues to stalk the shadows, keeping • The lich takes 0d. He’s feeling reasonably confident that
that thing at bay. (Active Oppose (Hide) Melee). things will go his way.
• The assassin takes 3d (+1 type, fire) + 1d6 (fire) +9 – 1d
He then rolls a Hide skill check and gets 37 (18 on the d20 (+12 defense) for a total of 3d6+9. Jeff rolls and notes
+13 Hide skill rank +2 Stealthy feat +4 Dex). 18 hp of damage. That is over the assassin’s total hp
score, so he goes down.
Jeff, as the Game Master, runs two characters a lich and a
assassin. He must declare actions as well, in initiative order. Our heroes have removed one member of the opposition, but their
chances do not look good. One warrior is down and they have
11. The lich calls a pillar of black flame onto the walls, burning a massive amount of damage coming at them next round. What
the defenders. (Offensive Spell (flame strike) Ranged None). will they do?

Jeff makes a Concentration skill check for the lich with a The combat moves into round three. It continues until the
total result of 38 (14 on the d20 roll +16 Concentration skill characters amass enough damage to drive back their foes, they
rank +4 Combat Casting feat +4 Charisma modifier). The flee, or they fall.
lich deals 6d (1d for the 10 on the Concentration roll + 5d for
the 28 points of the check over 10) of untargeted damage to
the characters. His damage reads as 6d (fire, magic)

12. The assassin attempts to slip past Stephan and up the wall
(Active Skill (Hide)).

Jeff makes a Hide skill check for the assassin and gets a 30.
This would beat the threshold DC for the template (25) but is
not enough to beat Stephan’s 31. The assassin fails and will
likely not survive the round.

21
Chapter 3– Templates for Narrative Combat
T he preceding chapter outlined how to run a round by
round combat under the narrative system. However,
taken alone the stances and resolutions change the
rules but not the feel of combat. The real power of
narrative combat comes in to play when the Game Master begins
to structure combats around goals, using the outputs from the
stances to govern character progress. This structure creates an
encounter template.
A simple encounter template in its most basic form might read as
follows

Brawl
Objective: Meet the damage threshold
Threshold (Damage): Amass 20d of untargeted damage
Event (Each round): Deal 3d untargeted damage to the characters
and 1d targeted damage to one character
Event (Lethal weapon or F/X used): In 1d4 rounds exit to
This chapter discusses these “encounter templates” in detail. It “Resisting Arrest Template”
starts with a discussion of the two basic Outcome: Brawl ends
template formats. It then goes on to
discuss the terms used in template Description: This template describes a simple
design The chapter concludes bar brawl in which drunken louts try to
with a discussion of template brain each other with beer bottles. The
design methods, the rules of good characters resolve the fight by amassing
design, and how to match standard 20d of damage against a damage
CRs to template values. threshold. Each round every character
takes 3d damage (probably 3d4 based on
Encounter Template the damage resolution chart) and one
Definition character takes 4d damage
due to random swings
On a basic level all adventures from the crowd. If the
are encounter templates. characters pull weapons or
They describe, in a narrative use a spell the authorities
form, the flow of encounters arrive in 1d4 rounds.
and obstacles until the
characters achieve some Another simple encounter
kind of resolution. might read:
These encounters
take place in a
physically mapped
space and involve Banish Demon
a number of Objective: Meet the
opposition knowledge (religion) threshold
characters who Threshold (Action:
act and react to Knowledge (religion) DC
the characters. 25): Amass six successes
Event (Each round):
The narrative combat system Deal 3d (fire, magic, evil)
uses the term encounter untargeted damage to the characters and
template in a more precise way. An encounter template is one 2d targeted damage to the character with the highest Knowledge
or more thresholds which the players must pass though in order (religion) check)
to achieve the encounter objective. As the characters attempt to Event (Fourth success): Target one character with dominate
meet the threshold conditions events take place which adversely person
impact their efforts. Event (10 dice untargeted damage amassed by characters):
Reduce untargeted damage by 2d this round
The raw template form does not necessarily convey any more Outcome: Demon banished for now
“narrative” information than the stat block of a Strong 3/Fast
2 Gnoll criminal. However, it does provide a framework upon Description: This template describes using the Knowledge
which the Game Master can quickly build a wide variety of (religion) skill to perform a ritual of banishment on a demon. As
encounters. More importantly, the thresholds within an encounter the characters attempt to banish the creature it (or its minions)
template can be met with more than damage. lashes out with fire, magic, and unholy power. The ritual leader
suffers the most damage, requiring assistance from his friends.
They can attack the minions (event three) to reduce the incoming
damage. Once the ritual enters its final stretch the demon
22
attempts to charm a target. If it succeeds the target character which threshold. An outcome can signal the completion of the
becomes a member of the opposition. template or passage to a new cell/tier.

Note that in this case the “demon” does not need a d20 stat block The Template Information Values section on the following
at all. It is part of the encounter template. Attacking it directly page contains more information about the values possible for
nets the characters nothing though it may make them feel better. thresholds, events, and outcomes.

Encounter Template Formats


The two single tier encounter templates given above follow one
of the two basic template formats. Called the text format, it Text Format Templates
compactly presents simple encounter designs without generating The text format presents the template entries in a list. This list
undue confusion. The other format, called the grid format, allows uses the following format:
for more complex designs but requires more effort to populate
and use. Template Name
Cell/Tier 1 Name
Information Block Tier 1 Information Block
Cell/Tier 2 Name
The information contained in a template tier or cell will always
Tier 2 Information Block
follow the same format regardless of which format the template
Cell/Tier 3 Name
uses. This information helps the Game Master run the encounter.
Tier 3 Information Block
It establishes the character’s immediate goals, the threats they
face, and any unique conditions they might encounter.
Description: The template ends with a narrative description of
the encounter. A generic template like Brawl above describes
This information block follows the format below. The block does
the template and suggests some possible uses.
not display blank entries.
A single tier text format template may omit the Tier 1 name.
Name: The Cell, Template, or Tier name. This entry is always in
The template only displays as many tiers as it possesses.
bold.
This format works well for relatively linear encounters or
Objective: A short sentence indicating which threshold the
those with few steps. It becomes overly complex when a
characters must overcome to complete the encounter.
template contains multiple cells or outcomes that allow for
setbacks.
Condition (local/global): This entry specifies any conditions
applying to the cell, template, or tier. A local condition applies
Both the “Brawl” and the “Banish the Demon” templates
only to this cell/tier while a global condition applies to applies to
given above are in the text format.
all cells/tiers.

Threshold (type, DC, outcome name): This entry specifies the


type of threshold and the value required to complete it. It may
also specify the outcome entry it ties to. If it does not, then it
links to the first outcome entry. GRID Format Templates
The grid format uses the “Encounter Template Grid” provided
Event (Trigger): This entry describes an event occurring in this with this book to graphically organize cells/tiers. Each box
part of the template. The event applies an effect to the characters on the grid contains a standard information block. The blocks
or the template. The trigger describes when the event occurs. are linked by outcomes, so one box might lead to two or more
other boxes.
Ally: This entry indicates the active characters assisting or
protected by the characters actions. These characters may act The grid format allows for interlocked cell structures of
or may represent relatively static objects (e.g. a piece of art the various sorts. It acts, in effect, like a game-board the
characters must protect). characters progress through as they resolve problems within
the encounter.
Opposition: This entry indicates the active characters opposed to
the characters’ actions. These characters act using the standard Examples of the grid format can be found in the next chapter.
narrative combat rules. Appendix B also contains a blank grid template.

Outcome (name): The outcome of successful threshold


completion. If there is more than one outcome possible then
the name entry is filled to indicate which outcome matches with
23
Template Information Values may require the party to amass a specific number of successes,
for each character to get a success, or for some percentage of the
The information types contained in the template information
characters to achieve success.
block convey very specific information. The discussion below
explains these values and gives common examples of their use.
Damage type thresholds either involve amassing damage though
the offensive stance or preventing damage though the defensive
stance. This type takes the form damage in the threshold entry.
In the description amass indicates the output of the offensive
Name stance while prevent indicates the characters efforts to remove
damage from the threshold using the defensive stance.
This value provides a name to the template, tier, or cell. This
name must be unique within the template, so that other entries Opposition applied as a modifier indicates that the opposed
can refer to it. It should also evoke or at least suggest the named characters amass towards this result. If this modifiers a damage
object’s meaning/intent. threshold an event dealing untargeted damage to the characters
also amasses towards this threshold.

DC gives a value to any checks required by threshold.


Objective Outcome indicates the name of the outcome occurring once the
A short sentence indicating which threshold the characters must threshold is crossed. If no outcome is listed the threshold leads to
overcome to complete the encounter. The objective refers by the first outcome in the list.
name to the “completion threshold” for the entire encounter
template, not to the outcome required to advance to a different Example thresholds include:
tier or cell.
Threshold (Damage): Amass 10d of damage (to simulate
For example, a “Defend the Keep” template might have three defeating a small number of unskilled opponents)
“tiers” to fall back into as things get more difficult (representing Threshold (Action: Jump DC 20): Each character must succeed
the outer wall, the inner wall, and the keep tower). The at a Jump skill check with DC 20 (to simulate jumping over a
encounter template objective reads: prevent 30d of damage chasm).
from accumulating against the keep tower damage threshold. Threshold (Action: Research DC 25, Outcome: revelation):
The outer wall threshold reads: prevent 30d of damage from Amass 4 successes before the tier ends to achieve the revelation
accumulating and the outcome of the threshold reads: if 30d outcome (to simulate researching in a library under attack by
of damage accumulate progress to “The Inner Wall”. The some outside force).
encounter does not end until the characters give up or the 30d of
damage accumulate against the keep tower (tier three) threshold.

Condition (Local/Global)
This entry specifies any conditions applying to the cell, template,
Threshold (type, DC, outcome name) or tier. A local condition applies only to this cell/tier while a
This entry specifies the type of threshold and the value required global condition applies to applies to all cells/tiers.
to complete it. It may also specify the outcome entry it ties to. If
it does not, then it links to the first outcome entry. Conditions may exclude specific actions, add and remove
damage types, establish a creature type for the opposition, or set
All encounter templates have one or more thresholds. The conditions on threshold accomplishment. Example conditions
threshold may indicate anything from a puzzle to be solved to an include:
enemy aching to suffer ignominious defeat. It may also stand for
a challenge, a race, a complex set of tasks, guards or a lock to be Condition (Global): Add fire damage type to general pool (to
picked. simulate standing on a burning bridge)
Condition (Local): Only flying movement allowed for threshold
The threshold entry contains three variables. These variables are resolution (to simulate a dogfight or airborne chase)
type, DC, and outcome. Condition (Global): No ranged position (to simulate a close
quarters combat)
Type refers to the activity required to resolve the threshold. The Condition (Global): Undead (to simulate a battle against undead
types are action and damage and opposition may be applied as a opponents)
modifier.

Action type thresholds require resolution though the active


stance. The action type takes the form Action: resolution activity
in the template. It also requires a DC entry. The action threshold
24
Event (Trigger) Outcome (Name)
This entry describes an event occurring in this part of the The outcome of successful threshold completion. If there is
template. The event applies an effect to the characters or the more than one outcome possible then the name entry is filled
template. The trigger describes when the event occurs. to indicate which outcome matches with which threshold. An
outcome can signal the completion of the template or passage to a
An event may add damage to the general pool, target a character new cell/tier.
with an effect or damage, alter thresholds, alter another event, or
add/remove opposition characters to the template. The effects of Outcomes signaling the completion of a template match with one
events are only limited by the Game Master’s imagination and his or more thresholds and with the encounter template’s objective.
willingness to change things on the fly. They usually take a narrative rather than mechanical form, such
as “the battle ends” or “the world is destroyed”.
All events are triggered by something happening in the template.
Common triggers include but are not limited to every round, Outcomes signaling the completion of a tier or transfer to another
every set number of rounds, the achievement of a specific cell match with one or more thresholds within the current tier/
threshold, or the achievement of a specific outcome. cell. They usually take a mechanical rather than narrative form,
such as “go to tier 2” or “move to the cell named “impending
Example events include: doom.”

Event (Each round): Deal 5d untargeted damage to the characters All templates, unless noted otherwise, allow the characters to
(to simulate general combat conditions) flee rather than get caught in an infinite loop. Fleeing does not
Event (Each round): Deal 5d untargeted damage (fire, magic, resolve the template but it does allow the characters to regroup,
evil) to the characters (to simulate combat damage from imps or heal, and come up with a better plan of attack.
other minor demonic forces)
Event (Outcome): Deal 5d targeted damage (fire, magic, evil) to Example outcomes include:
the character who achieved the most successes towards resolving
the outcome’s threshold. (to simulate a final strike against the Outcome: Dingus Destroyed (indicating the end outcome of the
primary character) “Destroy the Dingus” template)
Event (Fourth round): Increase all untargeted damage events Outcome (Fall Back): Move to Tier (Inner Wall) (to simulate
by +2d and add the fire damage type. (to simulate a burning losing the outer wall and falling back to the inner)
building reaching the inferno stage) Outcome (Surge Forward): Defeat the invaders (to simulate
overcoming the attackers at the outer wall)

Ally
This entry indicates the active characters assisting, protected by,
or supporting the characters. Allied characters may be persons,
places, or things that can come under attack.

Ally may introduce generic characters or a specific character into


the template. A character who has the ability to act may act in the
round he is introduced.

Opposition
This entry indicates the active characters opposed to the
characters’ actions. These characters act using the standard
narrative combat rules.

Opposition may introduce generic characters (e.g. Fast 2/Strong 3


Gnoll) or a specific character (e.g. Korak the Gnoll Pimp) into the
template. A character may act in the round he is introduced.

25
Template Design Rules It’s All in the Description
The tools above allow us to script a wide variety of encounter The template differences between an ambush, a brawl, and a
templates. In fact, anyone into programming or system design military skirmish are negligible. However, how we describe
can undoubtedly create templates so complex as to be unplayable them should be quite different.
in a matter of minutes. However, building a useful and effective
encounter template requires restraint, moderation, and the D20 combat involves detailed actions translated into specific
utilization of some basic design rules. rules. The actions “describe” the combat and provide us with
the differences between encounters. Each time a character acts,
These rules are: allow for failure, keep it simple, it’s all in the or fails to carry though on his action, the “story” of the combat
description, and short is better. changes a little bit. However each encounter plays out pretty
much like all the ones that came before it and like all the ones
Allow for Failure which will come after it.
In narrative combat Characters can fail, lose, and die trying. Narrative combat, on the other hand, starts with the character’s
description of intent and carries forward to the result. Therefore,
D20 encounter structure does not usually provide us with a way the burden falls on the players and the Game Master to describe
to allow characters to lose gracefully. Nor can they retreat or the events as they unfold. The stances, results, and templates all
escape from impending doom. In fact, characters are assumed provide tools for this but cannot do it.
to be able to win nearly every encounter they engage in and by
mid levels have the ability to decimate encounters designed for Use descriptions to differentiate an ambush from a brawl or a
much higher level characters in short bursts. The purely combat brawl from a military skirmish. Let the players describe their
oriented nature of encounters makes it difficult to include other stances and the effect they generate. Guide the flow of combat by
kinds of non-damage failure conditions. focusing on the “big picture” then coming down to describe the
rounds effects on a single non-player character.
In narrative combat templates unprepared groups have to fall
back and reassess. They may even fail to meet the template In terms of template design, this means you should use
objectives, forcing them to retreat. Oddly enough, though, descriptive language and terms. Use the encounter template as a
failure is good for the story. Characters who fail strive to find kind of short-hand, encoding interesting images and challenges
new approaches; players who fail sometimes develop an intense into the template script.
fixation on overcoming the challenge.

Allow characters to fail. Sometimes, even plan for it so that the Short is Better
characters have something to strive for. Simple combats should not take up the majority of the playtime
at the gaming table.
Keep It Simple
D20 combat forces us to use one level of resolution – extremely
There exists a temptation to create elaborate cross-linked cell detailed action modification followed by heavily modified effect
structures on a four by four grid. In fact, designing and balancing resolution. The amount of time the combat absorbs depends on
such an encounter can occupy your time for hours, even days. the total number of actions taken (a factor of number of actors
However, it does not always produce an encounter a group can plus their ability to perform multiple actions) rather than the
play with. combat’s importance to the story.
As a general rule keep the encounter as simple as possible. After Ideally narrative combat offers us options. Characters can
doing the initial design, go though and collapse tiers/cells into target other characters directly or contribute to the general
one another using multiple thresholds and outcomes. Avoid mayhem. Players can make strategic or tactical decisions,
elaborate interconnections or situations where the template rather than worrying about the outcome of every single action.
“doubles back” on itself. More importantly, simple combats have very simple resolution
thresholds which characters can quickly reach. Complex
Also remember that the template describes a portion of an encounters use cells, tiers, and complex thresholds to extend
adventure. It exists to challenge the characters on their progress resolution, governing time by encounter importance/complexity
from point to point in the story. As such, the characters should rather than number of actors.
be able to resolve the template within a single session. If
they cannot, then break the template into two or more pieces. In terms of template design this means that, on average,
Otherwise the game gets bogged down in template resolution short is better. Unless the encounter is the entire point of the
rather than focusing on the action, game, or narrative elements. session/adventure the characters should be able to resolve it
in a anywhere between 3 to 5 rounds. Remember this when
establishing thresholds for your groups.

26
Template to CR Correlation Average
Standard d20 encounters determine the Challenge Rating (CR) CR of Untargeted Damage Skill
of an encounter by the difficulty of the individual creatures Template damage Threshold Threshold
involved. This CR then theoretically describes how difficult the Each Round
encounter will be for a party of adventurers of a given average
level. However, the tactical complexities of standard combat 1 1d 10d 16
make this measurement subjective at best. As characters tactical
options increase the uncertainty of measuring difficulty likewise 2 2d 10d 17
increases.

Narrative d20 combat deals with the encounter as a whole 3 3d 10d 18


rather than the individual actors. Thus, the CR of a template is
determined not by what the individual characters can accomplish
4 3d 12d 21
but by the amount of danger the characters are in.

Danger in narrative combat is measured by two factors damage 5 4d 12d 22


accrued and difficulty of non-combat thresholds. These factors
mutually affect the encounter template’s CR and therefore its
suitability for specific parties. 6 5d 16d 23

Always use the highest of the following values. When the


7 5d 16d 24
variables supply a range always use the highest possible value.

8 6d 18d 27
For example a template dealing 3d of untargeted damage each
round with an damage threshold of 10d and one skill use (DC 17)
would have a CR of 3 based on its damage variable. A similar 9 6d 18d 28
template dealing 4d of damage and requiring a skill DC of 27
would weigh in at CR 8. 10 7d 18d 29

Modifiers
11 7d 24d 30
The following modifiers apply after the combat:

Increase the CR by +1 if the encounter resolves in 3 or more 12 8d 24d 33


rounds.
Decrease the CR by -1 if the encounter resolves 1 round of
resolution. 13 9d 24d 34

14 9d 26d 35

15 10d 26d 36

16 10d 30d 37

17 11d 32d 38

18 12d 32d 39

19 12d 32d 40

20 13d 32d 41

27
Alternative XP Assignment
The advancement system in standard d20 is linked explicitly
to the CR system. As characters resolve challenges to advance
in level; the higher the CR over their current average level the
greater the reward.

However, players can overcome any non-responsive


mathematical system. CR (in standard and narrative d20 combat)
is a measurement based partially on means and partially on the
“designer’s best guess”. Players, being players, will find ways
to jinx the system. They will maximize damage and damage
absorption capabilities. They will work out ways to achieve their
goals in the fastest, most efficient method possible. The dice
will fall their way, and Game Masters will fudge to prevent the
characters from falling to utter defeat.

A better way to measure advancement in an RPG involves the


Game Master making a judgment call about an encounter’s
difficulty. He can then reward the characters appropriately
based on how much innovation and ability they showed.

The chart below divides encounters into trivial, minor,


major, and heroic categories. Trivial encounters require no effort
on the character’s part. Minor encounters require little of the
characters’ resources but do force the players to make the most of
their abilities. Major encounters drain the characters’ resources
as well as demanding considerable play and concentration.
Heroic encounters require all “all out effort” draining the
characters resources and abilities. Heroic encounters typically
take place at the end of an adventure.

Character Encounter: Encounter: Encounter: Encounter: Heroic


Level Trivial Minor Medium
1 50 100 200 300
2 100 200 400 600
3 150 300 600 900
4 200 400 800 1200
5 250 500 1000 1500
6 300 600 1200 1800
7 350 700 1400 2100
8 400 800 1600 2400
9 450 900 1800 2700
10 500 1000 2000 3000
11 550 1100 2200 3300
12 600 1200 2400 3600
13 650 1300 2600 3900
14 700 1400 2800 4200
15 750 1500 3000 4500
16 800 1600 3200 4800
17 850 1700 3400 5100
18 900 1800 3600 5400
19 950 1900 3800 5700
20 1000 2000 4000 6000

The Value of Narrative Encounter Templates Example Combat Concluded


The Game Master can use the encounter template’s effect on the In Chapter II our heroes began to battle though a simple template.
party to determine its category. A template they moved though In the first round they did not resolve the difficulties facing them,
without taking any damage or suffering any threat constitutes a so they moved into round two. That round went poorly for them,
trivial encounter. One where they had to work for success but as they exchanged casualties.
were likely to succeed no matter what happened would be a
minor encounter. A difficult template where they pulled out the
stops ranks as a medium encounter. If resolving the encounter
Round two Results
template took all of the characters’ resources it would become During round two our heroes took some damage, noted on their
rank as a heroic encounter. character sheets. Nothing changes for the threshold, as noted
below.

The First Wave


Objective: Meet the damage threshold
28
Threshold (Damage): Amass 18d of untargeted damage – 8d the Improved Counterspell feat so she chooses to negate 5d
amassed) (1d for the 10 on Concentration +4d for the 20 points of the
Event (Each round): Deal 7d untargeted damage to the characters check over ten), from the lich.
(+1 type, fire)
Event (Opponent makes DC 25 Hide check): +2d untargeted 16. Kevin gets to do nothing. Stephan is down.
damage from events for one round
Event (Damage threshold reached): -3d untargeted damage for Jeff, as the Game Master, has one character to run, the lich. He
the final round must declare its stance.
Opposition: Lich (Undead Cleric 14) – 10 damage dealt
Opposition: Assassin (Human Rogue 8) – Removed 17. The lich summons a small horde of imps to supplement his
Outcome: Wave ends troops. (Defensive Spell (summon monster VI) Ranged
Target (damage threshold)).
Round Three Jeff makes a Concentration skill check for the lich with a
Describing the Scene: The warriors standing on the wall tremble total result of 28 (4 on the d20 roll +16 Concentration skill
as unholy shrieks fill the air. Orcs swarm up the ladders and rank +4 Combat Casting feat +4 Charisma modifier). The
death fills the air. lich could absorb 4d (1d for the 10 on the Concentration roll
+ 3d for the 18 points of the check over 10) of untargeted
The Character’s Choices: Jeff calls for the players to declare damage amassing against the threshold. However, Alan’s
the characters’ stance by describing their actions. They act in counterspell absorbed 5d of his result so he has no effect at
initiative order based on their roll form the previous round: all.

13. David realizes it is do or die time. He declares “Baldric 18. The assassin fell back into the thronging masses and will not
flings himself into the fray, allowing the fury of his blade to trouble the characters again.
drive him into a frenzy.” His stance is. (Offensive Weapon
(longsword) Melee None)). The Narrative Results: Baldric lays about him like a madman.
Duncan flings runes into the sky; runes that lead demons and orcs
David then makes a melee attack roll using Baldric’s +3 alike away from the fray. Alan’s gods continue to answer his
flaming longsword. He rolls a total of 30 (12 on the d20 + prayers, sending rays of light though the clouded sky to duel with
10 Bab + 3 longsword + 1 Weapon Focus (longsword) +4 the shadows. Stephan rests quietly in the infirmary, one of the
Strength). This deals a total of 3d (1d for 10 + 2d for the many wounded.
22 points of the roll over ten +1d for Cleave) untargeted
damage. His total to the damage threshold reads as +4d (+1 The Mechanical Results: The players amass 11d (+1 type,
type, fire). fire, magic) untargeted damage against the template’s damage
threshold. Alan shuts down the lich. The template deals 7d (+1
14. Kristen realizes Duncan will fall. The question is now will type, fire) to the characters each round. This is modified for the
he do anything useful before going down. She declares “final round” per a template event to 4d (+1 type, fire).
“Duncan’s curses do not disturb the runes he draws in the
air. The runes take flight, circling the walls then flying away, The characters each take damage as follows:
leading creatures with them.” His stance is (Offensive Spell
(empowered hypnotic pattern) Melee None). • Baldric takes 4d (+1 type, fire) -1d (+12 defense) for a
total of 4d6. David rolls and notes 14 hp of damage.
She then rolls a Spellcraft check with a total result of 36 • Duncan takes 4d (+1 type, fire) -1d (+10 defense) for
(20 on the d20 +13 Spellcraft rank + 3 Intelligence). This a total of 4d6. Kristen rolls and notes 9 hp of damage.
translates to 7d of damage to the general pool (1d for the 10 Duncan slumps to the ground with 1 hit point to his
on the Spellcraft roll + 5d for the 26 points of the check over name.
ten +1d for the empowered metamagic feat). The spell is at • Alan takes 4d (+1 type, fire) -1d (+11 defense) for a total
its maximum capacity (6d) boosted with extra damage by the of 4d6. Jenna rolls and notes 10 hp of damage. Alan is
empower spell metamagic feat. Duncan deals 7d (magic) to up, but not feeling very well.
the general pool. • Stephan is out of the fight. He takes no damage at all.
In fact, he might even heal if someone gets around to
15. Jenna can choose one person to keep up for the round. casting a healing spell on him.
Alternately, she can prevent the lich from blasting everyone • The lich takes 11d (+1 type, fire, magic) -2d (+20
to kingdom come. She declares “Alan continues to pray, defense) for a total of 9d8. Jeff rolls and notes 40 points
focusing the power of light against the lich’s darkness.” His of damage. That’s enough to get the lich to retreat, even
stance is (Defensive Tool (channeled cure moderate wounds) though he will be back soon.
Counterspell (lich))
Having amassed 19d against an 18d damage threshold the battle
She then rolls a Concentration check with a total result of 30 ends. The demons, orcs, and various magical effects withdraw,
(15 on the d20 roll +13 Concentration rank +2 Con). She has leaving the characters to wonder – what will happen next?
29
Chapter 4– Example Encounter Templates
T he previous chapter outlined the structure and rules
for building encounter templates. It also provided
two basic text templates to orient the reader in the
discussion. However, those two templates only
scratch the surface of what encounter templates encompass.

This chapter contains nine example encounter templates. Some


use the text format, others follow the grid format. A Game
Master may use these templates as is or reference them while
developing his own templates for the group.

The nine sample templates include:

1. Ambush – a simple single stage ambush presented in


text format
2. Ambush: Rabbit and Fox – a “staged” ambush where a
small part of the opposition engages the characters then
brings them into a more dangerous situation. Shows
tiered structure presented in text format
3. Brawl – simple knock-down, drag out fight in which the
characters do not wish to kill anyone presented in text
format
4. Defend the Dingus – a simple timed defense encounter
lasting 3-5 rounds presented in text format
5. Destroy the Dingus – a simple timed destruction
encounter presented in text format
6. Duel – a one-on-one fight to a point of honor presented
in text format
7. Escort – an encounter presented in grid format the Ambush
characters must keep themselves and a defenseless target Enemies rarely come at the characters on an open field, in the full
alive while moving towards a goal sunlight, with weapons blazing. Instead they sneak and skulk,
8. Hold the Line – A timed encounter presented in grid searching for the moment when the characters’ guard drops.
format where the characters just to survive and rally the Then they attack with demented fury and great vigor.
troops for 3-5 rounds
9. Stalk – an encounter presented in text format where the The ambush template represents this kind of “stalking” attack.
characters cannot let the target get ahead of them or be The opponents make an effort to surprise the characters, targeting
seen without dire consequences them in a moment of weakness. If the characters prove to be
more resilient than anticipate the ambushers fade back into the
Each of the examples starts with a brief discussion of the kind of woodwork.
encounter the template embodies. It then presents the template.
It concludes possible “template descriptions” using the same Ambush (CR 4)
template as a starting point for various encounters. Objective: Survive three rounds
Threshold (Action: Spot DC 18): Amass a single success
Each template is set for a specific CR value. The Game Master Event (First round): Deal 4d untargeted damage to the characters
may modify this value by using the chart presented in Chapter 3 Event (Meet first round action threshold): Lower untargeted
to assign appropriate values. damage from the first round event by -1d
Event (Round two and three): Deal 3d untargeted damage,
template ends at end of round three
Outcome: Ambush ends as attacker’s scatter

Description: In this template the character’s job is not to inflict


damage but to survive it. If they can hold out for three rounds the
attackers will retreat into the woodwork. After surviving they can
follow their attackers, retreat to a safer position, or anything else
they can imagine.

30
The following narrations might apply to this template.
The following narrations might accompany this template.
Ambush 1: Late at night the character on watch hears a soft
sound near a companion’s bedroll. Looking up, he sees a Rabbit and Fox 1: An imp materializes in the character’s
cadaverous figure crouched over the slumbering form. Add midst and grabs something. He runs off, hooting and hollering
Condition (Global): Undead to the template. obscenities. When the character’s give chance he leads them into
a trap bounded by evil magic. There the characters face off with
Ambush 2: The characters turn their car into an ally they a screaming horde of minor demons, each slavering for a chance
commonly drive down. Gunmen appear on the rooftops, raining to drink the characters’ blood. Add Condition (Global): Damage
bullets down on them while burning debris blocks the exits. types evil, fire, and magic to the template.

Ambush 3: A starship appears right next to the character’s Rabbit and Fox 2: A young boy approaches the characters,
freighter. It attacks without warning, lashing out with modest begging them for help. His brother just fell down into an open
energy weapons then vanishing again. Add Condition (Global): manhole. He leads them to the manhole, then grabs one of their
Only ships weapons to the template. wallets and runs. When the characters give chase he leads them
into a blind ally. His friends drop barricades over the entrance
then swarm out of the garbage like rats. Add Condition (Local):
No ranged position to the template to the Fox Trap tier.
Ambush: Rabbit and Fox
Rabbit and Fox 3: A servile man approaches the characters
In a standard ambush the opponents pop out from cover at an with greetings from a powerful patron. He offers them a letter
unexpected moment. In a Rabbit and Fox the opponents use a then begins a hasty retreat. The letter contains a weak acid bomb
“lure” to draw the characters into position. The lure antagonizes which goes off seconds after contact. When the give chase he
the characters then runs into the established ambush location. leads them into a glass antechamber where gunmen open fire.
Some more effective variations on this ambush style include The characters have to pick them off while remaining upright.
elaborate cons, played out by experienced actors who enjoy the Add Condition (Local): Damage type acid to the Rabbit tier.
race almost as much as they enjoy all the other fine things in life.

Rabbit and Fox ambushes generally involve a great deal of


planning. As such, the ambushers will endure greater losses and
exhibit more endurance than those in a typical ambush. Brawl
Ambush: Rabbit and Fox (CR 6) Most standard d20 combats come down to a brawl – two or more
Objective: Overcome the ambushers groups of characters laying into one another with the desire to
inflict a beat-down. Sometimes the characters retreat before they
Rabbit die; other times they fight to the death. As a rule though, fighting
Threshold (Action: Spot DC 18): Amass a single success is the purpose of the brawl.
Threshold (Action: Movement DC 20, Trapped): Amass two
successes to advance to Outcome (Trapped) Brawls are great for blowing off steam and showing off the
Event (Each round): Deal 3d untargeted damage to the characters characters’ powers. However, they tend to bog the game down
Event (Meet action threshold): Lower untargeted damage from from a narrative perspective. Unless something meaningful
the each round event by -2d happens a brawl should only take a few rounds to resolve.
Outcome (Trapped): proceed to Fox Trap
Brawl (CR 1)
Fox Trap Objective: Meet the damage threshold
Event (Round two, and three): Deal 3d untargeted damage to the Threshold (Damage): Amass 10d of untargeted damage
characters Event (Each round): Deal 1d untargeted damage to the characters
Threshold (Damage): Amass 16d of damage and 1d targeted damage to one character
Threshold (Action: Spot DC 18): Amass a single success Outcome: Brawl ends
Event (Meet action threshold): Lower untargeted damage from
the each round event by -2d Description: This template describes a fight in which louts try to
Event (Each round): Deal 5d of untargeted damage to the stick the pointy ends in the other guys. The characters resolve
characters the fight by amassing 20d of damage against a damage threshold.
Outcome: Ambush ends as attacker’s scatter Each round every character takes 3d damage and one character
takes 4d damage from brandished weapons.
Description: In this template the characters take a bait – a
sacrifice ambush designed to lure them into a larger, more The following narrations might accompany this template:
elaborate set up. The characters give chase by making
overcoming the Movement threshold, then have to fight their way Brawl 1: The characters bash down a door and come face-to-
out of a dangerous situation. face with some goblins crouched around their campfire. Chaos
ensues.
31
Defend the Dingus 3: The characters must defend an injured
Brawl 2: The characters take their ease in a bar when a fist starship using their own resources. If they succeed the attackers
fight breaks out. They can join in the fun but must remember either retreat due to the arrival of reinforcements or are destroyed.
this represents a good natured fight, not a struggle to the death.
Add Event (Lethal weapon or F/X used): In 1d4 rounds exit to
“Resisting Arrest Template” to the template.

Brawl 3: A ham-fisted mook greets the characters when they Destroy the Dingus
call on a local crime lord. Rather than taking their card he starts This is the opposite of the “Defend the Dingus” template. The
swinging. They trade punches for a few rounds until the crime characters take the offensive, assaulting some relatively fragile
lord’s bodyguard arrives to break things up. No one should get target while defenders try to block them. These defenders
seriously hurt. sacrifice their lives to stop the characters and may even succeed.

Brawl 4: A mysterious stranger attacks the characters, shooting In a “Destroy the Dingus” template the characters only have
from a doorway then entering into fisticuffs. Though he seems a few rounds to destroy the target. If they fail the window of
vastly superior as a combatant his attacks do surprisingly little opportunity closes and they must fall back to regroup.
damage. After the characters “prove their worth” by doing
enough damage he stops the attack and introduces himself. Destroy the Dingus (CR 10)
Objective: Destroy opposition target
Event (Each Round): Deal 7d untargeted damage to the
characters (+2 type, fire)
Opposition: Dingus (HP 120, Hardness 5)
Defend the Dingus Opposition: Human Strong 8/Fast 2
Although it seems odd, sometimes a group of heroes is not on the Outcome: Dingus destroyed
offensive. Instead they must gather round to defend something or
someone more fragile than themselves. If they can hold off the Description: This template demonstrates how to construct an
attackers for a set number of rounds, or inflict enough damage, encounter surrounding the destruction of a specific opposition
the target will be spared for now. character. The character (or object) takes damage like any other
character but cannot take actions on its own. The opposition
The Dingus could be anything from a princess to a magical character is a protector or guardian of some kind, who acts to
chalice or even a non-magical pond in the middle of a desert. absorb damage away from the dingus or to remove dangerous
The important thing about the Dingus is that it is always easily characters.
destroyed. The characters have to exert their powers to protect it
even at the cost of their own lives. The following narrations might accompany this template.

Defend the Dingus (CR 10) Destroy the Dingus 1: The characters get word that an
Objective: Destroy opposition target international crime load will attend a conference away from his
Threshold (Damage, Opposition): Deal 20d of damage to the fortified stronghold. They stage an ambush and attack his car,
dingus trying to capture him. The man’s bodyguards (including the
Threshold (Damage): Amass 18d of untargeted damage identified opposition) fight back. If they can destroy the Dingus
Event (Each round): Deal 7d untargeted damage to the characters before falling they win – if not the bodyguards pass them by.
(+2 type)
Event (Deal 20d of untargeted damage): Advance to outcome Destroy the Dingus 2: The characters must destroy the Eye of
Ally: The Dingus (per narrative) Orlnark, a magical device sucking the life out of a small town.
Opposition: Human Strong 8/Fast 2 It comes out of the temple once a day, in a procession lead by
Outcome: Dingus survives, template ends the high priest (the named opposition character). Add Event:
Template ends in three rounds to the template. This represents
The following narrations might accompany this template. the processions retreat back into the temple.

Defend the Dingus 1: The characters must protect a princess Destroy the Dingus 3: The characters lead a daring space pirate
from harm on her wedding day. Assassins, a frustrated suitor, and raid into controlled space to attack a military transport. They
the princess’ single digression from virtue all show up to make must disable the ship while fighting off the hordes of fighters and
things interesting. At the climax a demon attacks, attempting to escort ships. Change the Outcome to Dingus destroyed, move to
disrupt the fateful union. Boarding template.

Defend the Dingus 2: The characters must protect a nuclear


reactor core from terrorist attack. The terrorists use everything
from small-arms to explosives in their attempt to dislodge the
defenders and cause an explosion.
32
Duel
Duels are a staple of heroic action.
One character squares off against
another, pitting the might of their
arms and wits against one another
until one yields or flees. Victory may
be determined by first blood, death,
or social constraints. Indeed, in many
courtly situations a character might
win every “round” of the physical
conflict while still losing the duel due
to his lack of social knowledge and
inability to perform before others.

The duel described by the template


below shows one way to build
the later sort of situation. The
character’s physical combat abilities
represent only one of the challenges
the character needs to overcome.
Standard d20 combat handles more
brutal battlefield duels better than this
template.

The Duel (DC 6)


Objective: Overcome two thresholds
or one threshold and the opponent
Threshold (Action: Diplomacy DC
20): Amass three successes
Threshold (Action: Perform DC 20):
Amass three successes
Opponent: Human Strong 2/
Dedicated 3
Event (opponent falls before the
character completes threshold): Duel
ends, character loses
Event (character overcomes two
thresholds or one threshold and
opponent): Advance to outcome
Outcome: Duel ends, character wins.

Description: This template represents


a character’s efforts in a “courtly”
duel. He must overcome the
opponent, follow the rules, and
provide sufficient entertainment
for those watching. Standard d20 have to get out of town, if she loses the character will get to move
combat works better to describe a more brutal battlefield duel. into her saloon. If the cowboy kills her the sheriff will arrest
him for murder. The best way to resolve the situation is through
The following narrations might accompany this template. diplomacy and comedy, unless the characters want to be branded
cold-blooded killers.
Duel 1: A courtier challenges one of the characters over a point
of honor. The character must accept the duel or lose face. Worse, Duel 3: One of the characters must defend his master’s honor.
if he kills the strutting fool he will lose even more face than if He cannot, however, simply pummel the challenger into
he refused the duel in the first place. So he must hold off his submission. He must follow all of the rules of etiquette or
opponent while resolving the situation to the court’s satisfaction. destroy the temple’s reputation and his family’s honor.

Duel 2: The local madam challenges one of the cowboys to a


gunfight. The stakes are fairly high: if she wins the characters
33
Escort (Grid) The following narrations might accompany this template.
Performing escort duties involves more than just defending
the escorted from attack. The characters must overcome Escort 1: The characters must protect a princess from harm
environmental, social, and sometimes political obstacles as well. on her wedding day. Assassins, a frustrated suitor, and the
Just as importantly, no heroic escort would be complete without princess’ single digression from virtue all show up to make things
the escorted character’s constant snide comments and rude interesting. At the climax a demon attacks, attempting to disrupt
behavior. Maintaining composure during such times can try even the fateful union.
the noblest individuals, let alone the characters in most RPGs.
This is a repeat of the “Defend the Dingus 1” narration, showing
The grid below provides an example for mixing combat and how multiple templates might apply to the same narration. It also
environmental challenges into the same template. demonstrates how templates control game flow. In “Defend the
Dingus” the characters simply rely on their combat prowess to
protect the princess; in the Escort they must overcome a variety
of challenges or fail in their task.

Escort 2: The characters must escort a convoy of covered


Escort (CR 9) wagons though hostile wilderness and by two warring armies.
Objective: Complete activity at destination The settlers are tough folk but not fighters or woodsmen.

Escort 3: A diplomat asks the characters to escort him though a


demilitarized zone so he can negotiate for the release of hostages.
The characters must guide him to his destination, overcome
Cell 1: A Rough Start obstacles placed in his path, and protect him from harm.
Objective Get out the door
Threshold Active, Diplomacy DC 28; Amass 3 results
Threshold Active, Sense Motive DC 28; Amass 3 results
Event Three rounds elapse; template ends, characters
fail.
Event Achieve both thresholds; advance to outcome
Outcome Advance to Confused Players

Cell 3: Confusion and Chaos


Objective Advance to Consummation
Threshold Active, Knowledge (streetwise) DC 28, Amass
3 results
Cell 2: Confused Players Event Deal 10d general damage; reduce general
Objective Avoid or detain all opposed characters damage this round by -2d
Condition Local, Nonlethal damage only Event Each round, Deal 5d general damage
Threshold Damage, Deal 5d of general damage Outcome Advance to Confused Players
Threshold Active, Bluff or Disguise DC 28, Amass 2
results
Threshold Active, Hide or Move Silently DC 28; Amass
2 results
Event Three rounds elapse, advance to Chaos and
Confusion.
Event Achieve all three thresholds, advance to out
come. Cell 4: Consummation
Outcome Advance to Consummation Objective Complete Escort
Threshold Active, Spot or Listen DC 28; Amass one
success
Threshold 2 Active, Disable Device or Demolitions DC 28;
Amass 1 success
Event Failure to meet threshold or threshold 2, deal
20d general damage
Event Meet threshold, activate second threshold
Outcome Escort complete, template complete

34
Hold the Line (Grid) Hold the Line 1: The characters hear cries in the streets and the
blaring of horns. As local militia men rush by a crier runs though
In some stories the characters do not strive to win. Instead, they
the streets calling for all skilled fighters to man the walls. A
simply must refuse to yield against overwhelming odds. If they
surprise attack by a dastardly foe must be held off until the army
can hold out for long enough the attack will end and they can
arrives at dawn. The characters can help or buy ale to swig while
count the cost.
watching the city burn down.
The template below provides the characters with one example of
Hold the Line 2: After a long run the characters find themselves
a “hold the line” situation. This situation assumes the character’s
holed up in an abandoned church. After a short period of
heroic actions can change the tide of war; an unrealistic but
introspection broken up by flights of doves passing the windows,
entirely epic action.
their pursuers begin a final apocalyptic assault.
The following narrations might accompany this template.
Hold the Line 3: The graveyard begins to stir as the sun
passes below the horizon. The characters and a handful of
Escort (CR 3) brave, shovel-wielding teenagers are all that stand between
the slumbering suburb and a host of newly risen dead. If they
Objective: Hold the line until help arrives can hold the line until dawn the necromantic curse will break
forever. If not, the zombies will scour the town for brains... Add
Condition (Global): Undead type to the template.

Cell 1: Set Up
Objective Achieve organization
Threshold Active, Knowledge (tactics) DC 17, Amass 3
successes
Event Each round, Deal 12d damage (fire)
Event Three rounds elapse, Advance to
The Cowardʼs Way
Outcome Advance to Hammer Fall

Cell 3: Hammer Fall


Objective Move to Darkness Before Dawn
Threshold Damage, Amass 10d damage
Event Three rounds elapse, Advance to
The Cowardʼs Way
Cell 2: The Cowardʼs Way Event Each round, Deal 12d general damage
Objective Stop the Rout (acid, fire, electricity)
Threshold Active, Diplomacy or Intimidate DC17, Outcome Advance to Darkness Before Dawn
Amass 3 successes
Event Each round, Deal 2d damage (acid, fire,
electricity)
Event Two rounds elapse, characters fail and
template ends.
Outcome Advance to Hammer Fall

Cell 4: Darkness Before Dawn


Objective Survive until help arrives
Threshold Active, Knowledge (tactics) or Profession
(soldier) DC 17; Amass four successes.
Event Each round, deal 12d general damage (fire,
electricity)
Outcome Help arrives, relieving the siege.
Template Ends.

35
Stalk
Arrival
A stalk is a kind of chase, where characters follow a target from
Objective: Remain unseen
one place to another without being seen. A good stalk involves
Threshold (Action: Hide or Move Silently DC 25): Amass two
the characters trading off to avoid detection, taking short-cuts to
successes in one round
get ahead of the target, and always keeping their cool. The target
Event (Failure to meet threshold): Advance to In the Heat
must never know of the characters presence or the whole thing
Outcome: Target arrives at destination
falls apart.
Description: This complicated text template describes a stalk
This template demonstrates how to use sequential actions to
though some environment in which two or more failures
resolve a short but relatively intense scene. It can play out in
causes the situation to become dangerous. The target leads the
a number of ways and contains multiple opportunities for the
characters either to his destination (if they succeed) or directly
characters to fail.
into an ambush (if he notices the characters). Two characters will
likely take the lead while the others provide them with assistance.
Stalk (CR 8)
Objective: Arrive at destination without being seen
The following narrations might accompany this template.
Beginning the Chase
Objective: Begin pursuit without losing the quarry
Stalk 1: The characters must follow a thief from his hideout to
Threshold (Action: Movement DC 20): Succeed at threshold for
the local guild chapterhouse. The thief, suspecting followers,
three rounds
ducks in and out of alleys and generally makes life difficult for
Threshold (Action: Hide or Move Silently DC 25): Succeed at
them. If they make themselves obvious he leads them to a pre-
threshold for three rounds
arranged ambush spot, where the guild lets the characters know
Event (failure on Hide or Move Silently): Advance to In the Heat
what it thinks of outsiders.
Event (failure on Movement): Template ends, the characters lose
the target
Stalk 2: The characters follow a drug dealer though heavy traffic.
Event (succeed at both thresholds): Advance to outcome
If they succeed they find his warehouse. If they fail, he drags
Outcome: Advance to Arrival
them into gang territory, where some long standing enemies
In the Heat
give the character’s what-for. In this case substitute Drive for
Objective: Survive three rounds
Movement and raise the DC to 25 in the first threshold.
Threshold (Action: Spot DC 18): Amass a single success
Event (First round): Deal 6d untargeted damage to the characters
Stalk 3: The characters tail a rogue starfighter back to its
Event (Meet first round action threshold): Lower untargeted
mothership. If they succeed they find the mothership and its
damage from events by -1d
associated fleet. If the fighter spots them it leads them into an
Event (Round two and three): Deal 5d untargeted damage to the
asteroid field.
characters
Outcome: Ambush ends

36
Chapter 5– Translated Abilities and Feats

T he previous chapters outlined an entirely new combat


system for d20 which, for the most part, uses the
same values associated with standard d20 combat.
However, the vast majority of d20 abilities and feats
involve specific manipulations of the standard combat rules. In
order to continue to use these feats we must have a relatively
straightforward method for transforming the rules tweaks from
standard to narrative combat.
Each feat entry includes the feat’s name, its effect, and phrases
the player might use to describe the character when he uses the
feat’s ability. Feats that are not listed do not change.

Feats that require the character to accept penalties or pay costs to


activate still exact their cost.

The next chapter outlines these rules. This chapter contains


a list of the feats presented in the d20 Modern Core Rulebook
translated into the narrative combat system. These values are
similar enough that the player can switch between one style of
combat and another without rewriting his character’s sheet.

37
Feat Effect Phrases
(Character still suffers penalties and must pay
activation costs as specified in the text)

Blind-Fight Character ignore target DV bonus for invisibility, “Relying on senses other than sight…”
ignore darkness template conditions “…the arrow knows the way.”

Brawl +1 to unarmed attack “..wades in, fists flailing”


“…snaps out a hard flurry of blows.”

Improved Brawl +2 to unarmed attack, character deals +1d to “…lays about with hammering blows.”
damage threshold but not opponents when in “…unleashes a rain of hard-knuckle
the offensive stance when using offensive tool punches.”
(unarmed)

Knockout Punch Character deals +1d damage to opponent target “..snaps a hard right hook into the mook’s
in offensive stance when using offensive tool jaw.”
(unarmed)

Improved Knockout Punch Character automatically adds +1 damage type “…drops an anchor-punch behind the
to the threshold when in offensive stance using guy’s ear.”
offensive tool (unarmed)

Street Fighting When in offensive stance the character +1d4 “…gets down and dirty with the other
damage to opponent target when using offensive brawlers.”
tool (unarmed)

Improved Feint Character deals 1d untargeted damage when using “…slips and cuts though the fight.”
the Bluff skill in active stance

Combat Expertise Negate 1d of damage targeting the character (not “…spins his blade around him in a
the character’s target) when using the mundane defensive pattern.”
option in defensive stance “..grabs a garbage can lid to help ward off
the blows.

Improved Disarm Characters gains +2 to mundane defensive stance “…tries to knock the attackers’ weapons
check from their hands.”

Improved Trip Character gains +2 to mundane defensive stance “…tries to keep the attackers off balance
check as he wards off their blows.”

Whirlwind Attack Character adds +1 type to the damage threshold “…spins and dodges, laying about him
when making a melee attack. as he tries to stay between the enemy and
their target.”

Combat Martial Arts When in offensive stance the character deals +1d “…sets his stance before lashing out.”
damage to opponent target

Improved Combat Martial Arts When in offensive stance the character deals +1d “…unleashes a storm of blows too quick
damage to targeted damage threshold but not to for the untrained eye to follow.”
opponents.

38
Advanced Combat Martial Arts Character automatically adds +1 damage type to “…flows like water though the fight,
the threshold when offensive tool (unarmed) striking at will.”

Combat Reflexes When the character targets an opposed character “…catches his target with an expertly
who takes the active stance he deals +1d damage timed blow.”

Defensive Martial Arts +1 Defense “…dodges like a wind though the melee.”

Combat Throw Character deals +1d untargeted damage when in “…tosses opponents out of his friend’s
defensive stance path.”

Improved Combat Throw Character adds +1 type to damage threshold when “…tosses opponents onto their heads as
in defensive stance they cross his path.”

Elusive Target +4 Defense when in melee position “…moves like a wraith though the battle.”

Unbalance Opponent Targeted opponent in offensive stance cannot add “…sends his target tumbling with a well-
his Strength modifier to his attack roll timed interruption.”

Dodge +1 Defense “…ducks and weaves as he…”

Agile Riposte Character may target one opponent in offensive “…uses an elegant stop thrust to drive his
stance and automatically deals 1d of damage to point home.”
him

Mobility Character gains +4 Defense when in active stance “…bobs as he runs forward, presenting a
difficult to hit target”.

Spring Attack Character negates 1d of ranged damage when in “…easily avoids the storm of arrows
melee position while…”

Far Shot Character may ignore conditions preventing the “…lines up a shot…”
use of ranged attacks

Dead Aim Character gains +2 to both rolls after using passive “…fires his carefully prepared shot…”
stance (reassess) to prepare for a ranged attack

Frightful Presence Character gains the ability to use Intimidate to “…sweeps his dreadful stare across his
create a fear condition (-2 penalty to attack rolls, opponents.”
saves, and skill checks, Will DC 10+Cha Mod
+1/2 character level to negate). He must use the
active (create (fear)) stance and beat a DC equal
to the skill DC for the template’s CR using his
Intimidate skill to succeed

Heroic Surge Character may activate this feat as a free action “...lays down fire while trying to talk his
to gain the following ability for one round: When friend though the finer points of picking a
in offensive or defensive stance you may use a lock…”
skill to contribute to a threshold as if you were in
supportive stance
39
Advanced Firearms Proficiency Character may use autofire to deal +1d damage to
a damage threshold when in offensive stance and “…unloads a hail of bullets…”
using offensive tool (firearm)

Burst Fire Character may use autofire to deal +2d damage


to a damage threshold when in offensive stance “…unloads a storm of bullets…”
and using offensive tool (firearm). This feat
supersedes the bonus from Advanced Firearms
Proficiency

Strafe Character may contribute +1d damage to a damage


threshold when in active (movement) stance and “…plows a path with gunfire…”
wielding a firearm

Point Blank Shot +1 to ranged attack rolls

Double Tap Character gains +1d damage to damage threshold


or opponent target when using offensive tool (any “…rapidly fires into…”
ranged weapon) at a cost of -2 to his attack check
when in the offensive stance

Precise Shot Character may ignore the -1d penalty to targeting a “…shoots with uncanny skill…”
melee position character

Shot on the Run Character negates 1d of melee damage when in the “…runs and fires…”
ranged position

Skip Shot Character’s targeted ranged attack damage dice “…carefully aims and fires…”
may not be redirected by a character using the
defensive stance

Power Attack Character may use this ability when dealing


damage to a target when using an offensive tool “…focuses all his strength…”
(any melee weapon)

Cleave When the character is using offensive tool


(any melee weapon) in the offensive stance he
automatically deals +1d untargeted damage. If “…cleaves though his foes…”
he fails to make at least 10 on his attack roll this
bonus reduces to +0d damage

When the character is using offensive tool


Great Cleave (any melee weapon) in the offensive stance he “…lays about with mighty blows…”
automatically adds +1 type to a damage threshold.
If he fails to make at least 10 on his attack roll this
bonus reduces to +0d damage. This bonus stacks
with the bonus from Cleave

Improved Bull Rush Character may attack a ranged target from the “…charges forward…”
melee position without penalty

40
Sunder If the template specifies the construct type for the “…lays about with shattering blows…”
opponents the character deals +1d damage to any
offensive stance choice

Quick Draw When in melee the character gains +2 to initiative

Quick Reload When at range the character gains +2 to initiative

Run Character gains a +2 bonus to movement checks


when in the active stance

Character lessens two-weapon penalties by 2. He


Two-Weapon Fighting may divide his damage dice between his target “…dances in a whirl of blades…”
and a damage threshold. Damage targeted at
the threshold does not accrue against opposition
characters.

Improved Two-Weapon Character gains +1d damage when wielding two “…spins his blades faster than the eye can
Fighting weapons follow…”

Advanced Two-Weapon Character gains +2d damage when wielding two “…cuts and hacks with blurred blades…”
Fighting weapons. This feat’s bonus replaces the bonus
from Improved Two-Weapon Fighting

Example: A character with Power Attack, Cleave, and


Run would gain +2 to movement checks while in active
stance. When he successfully makes an attack check
(or chooses not to make one) he automatically
deals +1d untargeted damage.

41
Chapter 6– Ability and Feat Translation Rules

C
translation.
hapter IV provides translations of many standard d20
feats into the narrative combat rules. However, d20
publishing thrives on the creation of new feats and PrC
abilities. A Game Master using any supplements at
all will likely have characters with at least a few feats requiring

This chapter outlines the rules for these translations. It goes


Altered Movement
Some feats and abilities allow the
character to perform movement both
before and after another action.
This, in effect, allows the
character to use the tactical
map defensively, improving
his chances of surviving the
over the basic functions of feats then provides a reasonably action based combat.
straightforward translation method. The chapter concludes
with some examples drawn from the table in Chapter IV. Note Example Feats: Shot on
that this method is not a straight jacket or an absolute algorithm; the Run, Spring Attack
instead it provides the reader with guidelines. The Game Master
will have to make his own call as to how, when, and why to make Suggested Translation:
exceptions. The following stance
modifications provide a
Standard Feat Templates bonus similar to the altered
movement protection:
and Their Translations
Standard feats come in a variety of basic 1. Negate 1d of
types. These types appear over and over damage from the opposed
again in d20 writing, though some damage type. For example, a feat
innovative products break away effecting ranged combat negates
from the mold. melee damage.

The types, their general effects,


and the expected translation are
as follows.
Action Expanders
Some feats remove the restrictions placed on
existing actions or provide the character with
Action Addition entirely new actions representing new tactical
Some feats and abilities options. These feats generally work as an
(e.g. the haste spell) allow extension of an existing rule, make an almost
the character to take an impossibly restricted action practically
extra action when he meets possible.
the ability/feat’s conditions. These conditions
may include taking a penalty to specific checks, Example Feat: Improved Counterspell,
expending resources, or performing specific kinds of Improved Feint
actions/checks with the bonus action.
Suggested Translation: The following stance
Example Feats: Cleave, Combat Reflexes, Double Tap, modification provides a similar effect to the
Improved Trip removal of specific restrictions from standard d20
combat actions:
Suggested Translations: The following stance modifications
provide a bonus similar to action addition: 1. Add a new variable option to a stance.
2. Deal or negate 1d of damage while in active stance.
1. Add +1d damage to a target or damage threshold when
the character meets specific conditions. For example, Improved Counterspell could add the counterspell
2. Add +2 to an attack or defense roll. option to the target variable in the defensive stance. With it,
3. Add +1 type to the damage threshold. you can target one opposing character in the active or defensive
stance and negate the dice he generates.

42
Bonus to Skills or Rolls Example Abilities and Feats: Improved Disarm, Precise Shot,
Uncanny Dodge
Some feats add bonuses to a skill or to rolls in specific situations.
These feats apply automatically so long as the character or
Suggested Translations: The following stance modifications
circumstance allows them to do so.
provide a bonus similar to penalty negation:
Example Feats: Nimble, Weapon Finesse, Weapon Focus
1. Add +2 to an attack or defense roll.
2. Ignore condition preventing the use of the affected
Suggested Translation: These feats translate without only minor
effect.
modifications to key them to stances rather than tactical events.

Conditional Actions Example Feats


Some feats and abilities grant the character an action if the The following example feats show this process at work.
opposing character executes (or fails to execute) a specific
action. These abilities activate as soon as their condition is met, Advanced Two-Weapon Fighting
regardless of the character’s actions. Advanced Two-Weapon Fighting provides the user with a third
attack with the off hand weapon (action addition). It is the third
Example Feat: Agile Repost part of a feat chain (Two-Weapon Fighting, Improved Two-
Weapon Fighting, this feat).
Suggested Translation: The following stance modification
provides a similar effect to these conditional actions: In order to preserve the flavor of the character blasting his way
though the opposition we add +1d damage to the +1d already
1. Deal or negate 1d of damage to/from a specific target granted by Improved Two-Weapon Fighting. This makes a two-
when the condition is met. weapon fighter a dangerous addition to any battlefield.

Effect Enhancement Dead Aim


Some feats and abilities allow the character to greatly enhance Dead Aim allows the character to spend a round preparing then
a different ability. These modifications apply to the ability once firing a shot. If he does so he gains +2 to his next ranged attack
the character pays the feats activation price. Each modification roll. This is a straight bonus.
makes the effect exponentially more effective, sometimes to the
point where the character Since characters can already perform this action in narrative
combat by taking the passive stance, we could discard the feat
Example Feats: Expand Spell, Far Shot, Whirlwind Attack entirely. However, instead we spell out the effect of granting a
+2 bonus to a stance meeting the feats condition (ranged attack
Suggested Translations: As these feats vary wildly in power, roll) after being in the passive stance.
they may require one or more of the translation effects suggested
below:

1. Deal +1d damage to a target, damage threshold, or


untargeted when the character pays the activation cost. Empowered Spell
2. Add +2 to an attack or defense roll. Empowered spell allows the character to memorize a spell at
3. Add +1 type to the damage threshold. two levels higher than its base level in order to increase all of its
4. Ignore condition preventing the use of the affected numeric effects by 1.5. This greatly improves the spell’s potency.
effect.
In order to preserve this feel we increase the effective dice dealt
by the spell by +1d. Note this could apply equally to damage,
defense, or even a counterspell.
Penalty Negation
Some feats simply negate an existing penalty. These feats allow
the character to perform a specific tactical option more effectively
than other characters, simulating a kind of combat expertise often
encountered in heroic stories.

43
Frightful Presence
Frightful Presence allows a non-magical character to use
intimidation as a battlefield point-blank area-of-effect weapon.
Once per round he can, as a free action, try to instill fear in his
targets. This does not fit in with the various translations
suggested above.

The intent of this ability seems to be to


allow non-magical characters to exert
some level of tactical control over
their opponents. It also highlights
the importance of the Intimidate
skill.

In order to create similar effect we


could translate this feat into the
following:

Character gains the ability to use Intimidate to create a fear


condition (-2 penalty to attack rolls, saves, and skill checks, Will
DC 10+Cha Mod +1/2 character level to negate). He must use
the active (create (fear)) stance and beat a DC equal to the save
DC using his Intimidate skill to succeed.

Other translations are certainly possible. However, in this case


the character retains his ability to create fear without creating too
many additional rules.

Improved Feint
Improved Feint allows the character to make a skill check
(Bluff) as a move rather than an attack action. This is an
action expander. In this case, the intent is to allow characters
to Bluff their target then execute a sneak attack against a flat-
footed target.

This intention translates at best imperfectly into narrative


combat, since it involves a specific manipulation of
circumstances particular to map position and character interaction
inspired by standard combat rules. However, we can try to
simulate the “effect” by doing the following:

Character deals 1d damage to a damage threshold when using


the Bluff skill in active stance.

This translation allows the character to use Bluff in the combat


while still dealing a bit of damage. It represents one possible
interpretation; others are certainly possible.

44
Appendix A: Stance Table & Damage Charts
Stances and Variables

Offensive
Variable Options Effect

Offensive Tool Weapon (select) or Spell/Ability Deals damage to the encounter template’s damage threshold
(select)

Position Melee or Ranged If the character uses a melee weapon or a touch range spell he is in
melee. If he uses a ranged weapon or a spell with range he is at range.

Target None or Opponent Character Changes the target from the damage threshold to a specific opponent
character

Defensive
Variable Options Effect

Defensive Tool Mundane or Spell/Ability Reduces the damage taken by one character
(select)

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted.
Target Allied Character or Threshold Specify an allied character to defend. The character is in the same
position as his target. This overrides the Position variable.

Active
Variable Options Effect

Create Spell/Ability Create a condition in the battlefield

Oppose Skill (select) If Yes, set the DC of a skill use by opponent characters

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted.
May be overridden by a threshold condition.

Resolve Movement or Skill (select) Amass a success against the threshold with a DC established by the
encounter template or an opposed character

45
Supportive
Variable Options Effect

Aid Skill (select) Provide an aid another bonus to an character using a skill

Assist Offense or Defense Provide an aid another bonus to a character in offensive or defensive
stance

Augment Ability or Spell (select) Provide a bonus from an ability or spell to a character or the group (for
untargeted abilities)

Position Melee or Ranged Sets the character’s position in combat in case he is directly targeted.
The character is automatically in the same position as the character he
supports.

Target Allied Character Sets the target for Aid, Assist, and targeted Augment

Passive
Variable Options Effect

Augment Ability/Spell Add the effect of the spell/ability to the characters next action

Refocus None Add a +5 bonus to the character’s initiative

Reassess None Allows character to reroll skill check next round

Prepare Skill (select) Give skill bonus to one skill

Common Checks

Value Check

Arcane Spell/Ability Spellcraft (DC 10 for 1d, +1d for each 5 of success beyond 10)

Divine Spell/Ability Concentration (DC 10 for 1d, +1d for each 5 of success beyond 10)

Psionic Ability Concentration (DC 10 for 1d, +1d for each 5 of success beyond 10)

Mundane Weapon Melee or Ranged attack roll ((DC 10 for 1d, +1d for each 10 of success beyond 10)

Mundane Defense Defense check (DC 10 for 1d, +1d for each 5 of success beyond 10)

Skill Skill check against DC set by threshold

46
Determine Damage Dice
Counted types include acid, cold, electricity, fire, force, and
magic. “+1 type” additions from a feat also count towards this
total.

Types Dice

0 1d4

1 1d4+1

2 1d6

3 1d8

4 1d10

5 1d12

6 1d12+1

47
Appendix B– Generic Grid Template

NAME (CR)

Cell 1: Name Cell 2: Name


Objective Objective
Threshold Threshold
Threshold Threshold
Event Event
Event Event
Outcome Outcome

Cell 3: Name Cell 4: Name


Objective Objective
Threshold Threshold
Threshold Threshold
Event Event
Event Event
Outcome Outcome

Cell 5: Name Cell 6: Name


Objective Objective
Threshold Threshold
Threshold Threshold
Event Event
Event Event
Outcome Outcome

Cell 7: Name Cell 8: Name


Objective Objective
Threshold Threshold
Threshold Threshold
Event Event
Event Event
Outcome Outcome

Cell 9: Name Cell 10: Name


Objective Objective
Threshold Threshold
Threshold Threshold
Event Event
Event Event
Outcome Outcome

48
Appendix C – FAQ
The following questions came up several times during General Questions
playtesting. Though we have tried to answer each one as clearly 1.1. This looks pretty complicated, why should we bother?
as possible in the text, this FAQ provides another avenue for No one can tell you why or why not to use a new system.
individuals seeking the answers to specific questions. However, the narrative combat system does support a wider array
of challenges and conflicts than standard d20 combat. It can
The FAQ consists of three sections. The General section contains handle situations like simple brawls fairly quickly, but also gives
questions asked by both players and Game Masters. The Game a role to more skill oriented characters.
Master section contains questions pertaining to adjudicating
various standard-to-narrative issues. The Player section contains It does not, however, provide as much satisfaction to players that
questions asked by players seeking to understand how their focus strongly on miniatures tactics. Fortunately the systems are
characters’ unique abilities functioned in the new system. close enough together that you can switch between the two fairly
easily. In fact, the writer does so himself in most of his games.
1. General Questions
1.1. This looks pretty complicated, why should we bother? 1.2. Can you have encounters without damage?
1.2. Can you have encounters without damage? Certainly, though we do not demonstrate such templates in this
1.3. How do we keep track of the body count? What about book. You can in fact model everything from nasty traps to
positioning and miniatures use? complicated, interwoven skill puzzles using the template system.
1.4. How much do the players or the characters know about Fortunately the system handles a large portion of standard d20
the template at the beginning of the encounter? combats without getting to that level of complexity.
2. Game Master Questions
2.1. D4s seem awfully small. How do I add more damage 1.3. How do we keep track of the body count? What about
to the template? positioning and miniatures use?
2.2. How do I know when to use standard vs. narrative None of these things matter in narrative combat. They exist only
combat? in-so-far as the Game Master and the players wish to describe
2.3. How do I tell how much damage NPCs take? them. The “game” elements of narrative combat have more to do
2.4. How do I tell how much is too much? with the manipulation of thresholds than territory control.
2.5. How do I tell when the opposition quits?
2.6. How many opposition characters should a template 1.4 How much do the players or the characters know about the
contain? template at the beginning of the encounters?
2.7. What is the CR of an orc? The Game Master decides how much the characters or players
2.8. Who takes damage from what and which actions amass know about the template on a case-by-case basis. In some cases
towards what thresholds? the characters have done a great deal of planning and intelligence
2.9. Why should I let the character’s fail? Don’t we fudge gathering and deserve to know exactly how the situation will
dice just to avoid that? play out. In others, the characters wander blindly into a trap and
3. Player Questions probably will have very little idea of what they need to do or how
3.1. Can I target a threshold when in defensive stance? to do it.
3.2. How do I use a potion, wand, or staff?
3.3. How do I use a wondrous item? During the first few sessions of narrative combat the Game
3.4. What happens with Sneak Attack (and other bonus Master should tell the players if the template possesses thresholds
damage generally)? requiring resolution though the active stance. Otherwise the
3.5. What happened to Attacks of Opportunity? players may very well ignore the active stance in favor of doing
3.6. What about my Dingus of Ultimate Power? How does yet more damage.
it work?
3.7. Does this scale up to level 30?

49
Game Master Questions 2.6. How many opposition characters should a template contain?
Generally a template should have no more than three opposition
2.1. D4s seem awfully small. Should I add more damage to the
characters. Any more than that and the bookkeeping bogs down
template?
the encounter. More importantly, a template with a large number
D20 characters make a remarkable progression from relative
of opponents and limited thresholds/events would play out better
fragility to tremendous durability during the course of their
as a standard d20 combat.
advancement. The system presented here tries to balance around
this transition though the ever scaling amounts of untargeted
2.7. What is the CR of an orc?
damage and the ability to introduce damage types. However, it is
Whatever the CR of the template it appears in.
only partially successful due to the basic system imbalance.
Races, creatures, and other such things are, in narrative combat,
If you find your characters endure too long for your taste step the
part of the description rather than the systemic effect. Some
dice up by 1 or 2 levels. A one step bump would take the 1d4 to
creature types can become conditions, preventing the use of
1d6, a two step bump to 1d8. When the chart moves past d12
particular special abilities or powers.
advance to 2d6, 2d8, 2d10, 2d12. Realize, however, that at the
upper end this creates an incredibly lethal combat situation for
2.8. Who takes damage from what and which actions amass
low-hit point classes.
towards which thresholds?
Characters and their allies always take damage from template
2.2. How do I know when to use standard vs. narrative combat?
events and from the untargeted damage generated by the
Standard d20 combat excels at skirmish combat. In fact, it
opposition. They amass results and damage towards the
is arguably one of the most widely played small-unit combat
template’s thresholds.
systems on the market today. Any time an encounter calls for a
small-group to small-group conflict to play out in tactical detail,
The opposition takes damage from offensive stances specifically
use standard d20 combat. The system in this book does not try to
targeting them and the characters/allies untargeted damage
compete with standard d20 on that playing field.
(amassed against a threshold or not). Their actions only amass
against thresholds indicated as “opposition” thresholds.
In other conflicts, though, give narrative d20 combat a try. The
templates in Chapter IV provide examples of encounters you can
2.9 Why should I let the characters fail? Don’t we fudge dice just
run. Others will undoubtedly occur as you run each session. As a
to avoid that?
general rule, any time you care more about the flow of the combat
One simple description of a plot is “the character attempts
than each character’s specific actions, try narrative combat.
to overcome a problem and fails; repeat until the character
succeeds.” With narrative combat we can have victory conditions
2.3. How do I tell how much damage NPCs take?
other than defeating the enemy. Therefore, we can let the
Unnamed NPCs, or those that do not appear in an Opposition
characters fail and retreat to try again another day, quite unlike
entry in the template, act as window-dressing. They take
the “success or death” structure inherent in most d20 encounters.
as much damage as you describe. So, if you to describe the
characters hacking a bloody path though an orcish horde feel
free. Alternately, if they face grim soldiers of great power
and endurance make that obvious in your description of the
opposition’s wounds.

2.4. How do I tell how much is too much?


When your players’ faces turn white you have achieved the right
balance of tension and panic.

More seriously, talk with the players and observe the encounters.
During your first few sessions feel free to “roll back” a bad
round. Discuss how the encounter played out with your players,
paying particular attention to how much they understood about
what went on. Some players, although not innately hostile to
narrative combat, simply cannot wrap their minds around the
stances/descriptions.

2.5. How do I tell when the opposition quits?


The opposition quits when the template ends. Generally this
means they retreat in good order with at least 80% of their force
intact. Feel free to change that percentage to fit what you need
from the encounter.

50
Player Questions Designer’s Notes
3.1. Can I target a threshold in defensive stance? I have something to admit.
The defensive stance allows you to target a threshold.
Technically you do not have to target an opposition threshold, I like d20 combat as it stands. There’s a part of my soul that
though if you suck damage away from your own threshold you cackles with glee when I toss out a fireball or womp on some
will probably annoy the other players. Note that in many cases ancient red dragon with a big freaking axe. I sometimes get
what you have to protect is actually an allied character/object childish delight out of counting out imaginary gold coins.
rather than a threshold. You can and should protect allied Getting loot is good fun and attacks of opportunity really do not
characters. confuse me. Pushing bits of colored metal around on a battle
map while drinking beer with my friends can make for a fun
3.2. How do I use a potion, wand, or staff? night.
All “spell storage” items work using the rules for spells. This
does mean that fighters and others without decent Concentration Whew. I’m glad I got that off my chest.
or Spellcraft values have trouble using magical items in combat.
I do not often run d20 combats in my own games despite
If the Game Master wants to allow potions in combat he can treat the giggling of my inner d20 munchkin. I find the hours of
them as an option in the passive stance, allowing the character to calculation and the complex tactical choices bog down the game
hold back and use his item on himself. However, this puts even flow. Worse, players get caught in tactical loops, leading them to
more emphasis on expendable magical items than currently exists endlessly sputter without taking action. As rounds drag on some
in standard combat. players forget when they got to act, if they got to act, or even if
they got to act again. Others would come up with “great ideas’
3.3. How do I use a wondrous item? at odd moments, blurt them out, and then expect to get to roll for
Wondrous items that provide static bonuses are always active. them regardless of whether or not it was their turn.
Those that provide bonuses once activated require the character
to enter passive stance to activate the device. Those that produce In order to address these problems I designed the alpha version
magical effects follow the rules for using magical spells, with an of the narrative combat system. It’s a hack. I admit it. That said
effective spell level equal to the highest level spell required to it works well for my group. It does not, unfortunately, work as a
create them. more generic system.

3.4. What happens with sneak attack (and other bonus damage When I proposed transforming that almost unplayable alpha
generally)? system into this book for Adamant I expected them to laugh it off.
Sneak attack exists to give rogues something to do in combat. Instead they gave me a serious hearing and asked me to present
With the addition of the active stance a class with base 8 skill a proposal. So I did. What you have in your hands comes from
points (plus bonuses) should find something to do in most that proposal and bears some resemblance to the original system.
conflicts. Fortunately, it should work better for you than my hack does for
me.
On a less facetious note, sneak attack has no overt effect in
narrative combat unless the Game Master establishes a condition The most powerful innovation, I think, lies in the encounter
allowing it. If he does, then the character possessing it gains templates. You can use them to plan out entire campaigns, to
his sneak attack bonus when he targets an opponent from the spice up an otherwise average encounter, or just for inspiration. I
offensive stance. realized after talking with another game designer we could also
build encounter templates for, well, just about anything….expect
3.5. What happened to Attacks of Opportunity? to see more on that later.
They went the way of the dodo. Once freed of the tyranny of
the map, they translated into another way to generate damage. Good Luck and Good Gaming!
Combat Reflexes does wonders for fighters, though, in the Shannon Kalvar
production of massive amounts of damage towards thresholds.

3.6. What about my Dingus of Ultimate Power (DUP)? How


does it work?
If the DUP generally targets individual actors it follows the rules
for other magical items as discussed above. If, however, it has
the ability to annihilate entire battlefields it works outside of
these rules.

3.7. Does this scale up to level 30?


Certainly. The current chart only goes to level 20, but a simple
progression exists providing relatively appropriate scaling. Just
keep adding dice and difficulty.
51
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