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One Roll Combat Rules for OSR, D&D, and D&D-like Games

This supplement replaces whatever combat system your game was previously using. Ignore all such rules from your base system, unless they are
specifically referenced in this text.

It can also, if you wish, either use or not use HP. If you choose to use HP, you’ll roll on one table.

If you choose to instead use a 2-step Fine → Wounded → Dead system, you’ll roll on another.

Finally, you are free to use this system for some combats, and the rules in your base game for other combats.

When the PCs enter combat, roll a red die. Add 1 to the result for each of:
● They are surprising the other side
● They outnumber the other side
● They have specially prepared things that will give them an advantage over these enemies
● The highest level PC has a higher HD than the highest HD enemy
● The PCs use up a use of some combat-relevant magic item or spell
Also, roll a black die. Add 1 to the result for each of:
● The PCs are surprised
● The PCs are outnumbered
● The enemies have special abilities that make them especially dangerous to the PCs
● The highest HD enemy has a higher HD than the highest Level PC
● One or more of the PCs have half HP, or less, if using HP rules. If using Wounded rules, this point applies if any of the PCs is Wounded.

For a game in which combat is unpredictable and deadly, something like a stereotypical OSR game, the die is a d8. For a heroic game of epic action,
something like Exalted, use a d4. For a game at about the power level of stereotypical D&D, use a d6.

Use the table on the following page for the results of the dice.

Base 2-in-6 chance that the noise from the battle attracts more opponents, if possible. 3-in-6 if the opponents have figured out a way to call for help,
4-in-6 if the PCs are deliberately loud, 1-in-6 if the PCs find a way to make both sides as quiet as possible, or 0-in-6 if the PCs use magic or skill to make
things utterly silent. Add 1-in-6 more to any of these probabilities if the PCs allow enemies to successfully flee from combat.

After each roll, individual PCs may try to de-escalate, escape, surrender, or demand the surrender of their opponents rather than re-enter combat.
Roll on this table if you are using HP rules.

When the Red and Black dice are equal or adjacent numbers:
PCs take damage equal to the number of HD of the highest HD opponent.
Any who remain take +1 to their roll to re-enter combat.

When, instead, the Red die is higher by... When, instead, the Black die is higher by...

...2 to 4: PCs take damage equal to the number of HD of the highest HD ...2 to 4: PCs take damage equal to the [number of HD of the highest HD
opponent, or the number of opponents, whichever is lower. opponents or the number of opponents, whichever is higher]d2.

All PCs involved in the fight roll d6: All PCs involved in the fight roll d6:
1… GM chooses a hireling to flee into the dungeon. They may die if 1… GM chooses a hireling to flee into the dungeon. They may die if
not rescued promptly. not rescued promptly.
2… GM chooses an item on your person to be damaged beyond use, 2… GM chooses an item on your person to be damaged beyond use,
but not beyond repair but not beyond repair
3… GM makes you roll a usage die of their choice 3… GM makes you roll a usage die of their choice
4, 5, or 6… Safe 4… GM chooses a hireling to die
5 or 6… Safe
50% of opponents with HDs lower than the highest Level PC will flee if
exits are available and the PCs allow them to, or attempt to surrender if Any PCs who remain in the fight may roll to re-enter combat.
the PCs will accept. If the PCs do not accept their surrender or allow their
escape, the PCs take damage from each one equal to their HD before they
die.

Any PCs who remain in the fight take +2 to their roll to re-enter combat.

...5 or more: If any exits are available, enemies will escape if the PCs let ...5 or more: All PCs take [number of HD of the highest HD opponent or the
them. Enemies without exits will try to surrender. Those that the PCs don’t number of opponents, whichever is higher]d3 damage.
accept surrender from, and that don’t escape, deal their HD in damage to
the PCs before they die. Roll on and take the result of the d6 table in the entry above.

Any PCs who remain in the fight take -1 to their roll to re-enter combat.
If you are using Fine → Wounded → Dead as your measure of physical wellbeing, roll on this table.

When the Red and Black dice are equal or adjacent numbers:
No effect. Any PCs who continue fighting, rather than trying to change their approach, take +1 to their roll to re-enter combat.

When, instead, the Red die is higher by... When, instead, the Black die is higher by...

...2 to 4: All PCs involved in the fight roll d6 ...2 to 4: All PCs involved in the fight roll d6
1… GM chooses a hireling to take d6 damage 1… GM chooses a hireling to take d6 damage
2… GM chooses an item on your person to be damaged beyond use, 2… GM chooses an item on your person to be damaged beyond use,
but not beyond repair but not beyond repair
3… GM makes you roll a usage die of their choice 3… GM makes you roll a usage die of their choice
4, 5, or 6… Safe 4… GM chooses a hireling to flee into the dungeon. They may die if
not rescued promptly.
50% of opponents with HDs lower than the highest Level PC will flee if 5 or 6… Safe
exits are available and the PCs allow them to, or attempt to surrender if
the PCs will accept. If the PCs decline their surrenders and prevent their Any PCs who remain in the fight may roll to re-enter combat, but do so
escapes, the opponents die. without modifiers.

Any PCs who remain in the fight take +2 to their roll to re-enter combat.

...5 or more: If any exits are available, enemies will escape if the PCs let ...5 or more: All Fine PCs get Wounded. Already Wounded PCs are Dead.
them. Enemies without exits will try to surrender. Those that the PCs don’t
accept surrender from, and that don’t escape, are killed. Those who survive must roll on and take the result of the d6 table in the
entry above.

Any PCs who remain in the fight take -1 to their roll to re-enter combat.

This combat system was written by Taylor Lane and Paolo Greco, of Lost Pages. You can find them on Twitter @ForestedDepth and @lostpaolo.
Special thanks to Taylor’s Patreon patrons at the $5 (and up) level, who got this (and all their other content) for free. They are: Alex, Chris, Chaotic Stupid
Media, Hekate, Joe, and Sage.

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