Hello there and welcome to the “Big Combat Post”! So combat is where I have done most of my overhauling so far when it comes to “stitching” together Goan. I stay stitching because I have been adding in little bits and pieces of other systems and mechanics, flavoring them to fit Goan, or building my own mechanics as well. The interesting machine that is Goan started on the 5e framework, but has now grown to encompass peices of The Black Hack, Lamentations of the Flame Princess, Pathfinder 2e, Low Fantasy Gaming, various blog posts, and even elements of 3e and 4e of DnD.
Is this a good idea? I have no clue. Will any of this work together? No clue. Is any of this play tested? Absolutely not… yet. Once a get a few more things wrangled, I intend on doing some playtesting with my usual group. If any of this sounds interesting to try out yourself, by all means try it out and let me know how it went! Either comment below, or reach out to me on twitter at @GoanRPG. I have not put everything in my various documents on this post… Such as how to make an attack roll or anything. I figure that is pretty simple and you would know how to if you are looking at this blog. Also, there is a thing called “Exploits” from the Low Fantasy Gaming system that are pretty bad ass and that I plan to use with Goan. Basically, it allows you to do cool stuff with minimal mechanics. If anyone wants some more info about it, either let me know, or check out that system on LFG’s website at https://lowfantasygaming.com/. The concept of “Fate” is another idea from Low Fantasy Gaming’s “Luck” stat. Anyway, have a look over and please let me know what you think!
- Possible Surprise. Your GM will inform you if there is a need for a surprise check.
- Determine Positions. Your GM will explain where all creatures at the start of combat. This is based on how each adventurer described what they were doing before combat started, and the position of the monsters.
- Roll Starting Initiative. All roll to determine the order and frequency of turns.
- Take Turn. A creature takes its turns, using moments to act in different ways
- Reroll Initiative. A creature rerolls its initiative.
- Next Turn. The creature with the next lowest initiative takes their turn. Combat then continues from steps 4 through 6 until combat stops
Depending on the situation, the GM may have the adventurers roll a Sense check with modifiers to determine if they are surprised or not. Adventurers that pass their Sense check roll initiative as normal, where as those that fail take an automatic 20 plus their initiative modifier as their first initiative roll.
Initiative is what determines the order and frequency of turns in combat. Adventurer’s roll a d20 and subtract their Initiative Bonus from the result. The person with the lowest roll is the first to act and so on. If at any point a tie occurs between adventurers, they can decide who gets to take their turn first. The GM decides for GM controlled creatures.
On your turn, you have three moments in which to act. Each action will take up a certain amount of moments, or could possibly not use a moment at all. You can take your actions in any order that you choose. You also do not need to use all of the moments in your turn. The following is a basic list of actions you can take. Keep in mind, this by no means a comprehensive list. If you would like to try something that is not listed here, discuss it with your GM to determine how many moments the action would take. Speaking generally does not take a moment. The only thing stopping you is your imagination.
Attack – 1 moment
You attack with your weapon whatever weapon you are currently wielding or unarmed strikes if you are empty handed. The following shows the attack modifiers that affect multiple attacks:
|Multiple Attack Modifiers|
|Third or more||-4|
Focused Aim – 3 moments
By spending all 3 moments to aim, you have advantage on your next ranged attack roll. Dodging, blocking, parrying, or taking damage before you attack negates this effect.
Grapple – 2 moments
In order to grapple a creature, it must be now larger that one size larger than your own and must be within your unarmed reach. You must succeed on a Brawn check with a modifier based upon the creature’s size shown in the Size Modifiers table contested by the creature’s Brawn or Agility check (creature’s choice).
On a success, you have put the creature into the grappled condition and is subject to the following:
- Grappled creature’s speed becomes 0
- Both you and the grappled creature have disadvantage on block rolls, and cannot dodge or parry. If you choose to dodge or parry, you must release the grappled creature.
- Ends if the grappler is incapacitated
- Ends if an effect removes the grapple creature from the reach of the grappler or grappling effect
Escaping a Grapple. A creature can attempt to escape a grapple on its turn (2 moments). The creature must succeed on a Brawn or Agility check with a modifier based upon the creature’s size shown in the Size Modifiers table contested by your Brawn check.
Moving a Grappled Creature. When moving with a grappled creature, you move half your speed unless the creature is two sizes smaller than you.
Scaling a Larger Creature. To scale a larger creature, the creature must be at least one size larger than yours. After resolving the grapple check, you are free to move within the creature’s space, treating it as difficult terrain. Depending on where you are, the larger creature could have Advantage or Disadvantage on attacks made against you.
The larger creature may try to remove you by running into walls, bucking, or any such movement. In order to stay attached, you will need to succeed on a Brawn or Agility check contested by its Agility check. If you fail, the creature has successfully rid itself of you. You can use your Stamina pool to help influence the outcome.
Help – 1 to 3 moments
You can lend your aid to another creature in the completion of a task. Describe to your GM who you are trying to help and how. They may make you roll a specific check. If you succeed, then the creature you were trying to help has advantage on their task during their turn.
Hide – 1 moment
When you take the Hide action, you make an Agility check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.
Interact – 1 to 3 moments
Weather its drinking a potion, lighting a torch, throwing a switch, mounting a hoarse, brandishing or sheathing a weapon, you use the Interact action. The number of moments it takes depends on what you are trying to accomplish and should be discussed between you and your GM prior to taking the action.
Move – 1 moment
You can move up to your ancestry’s speed. If you are crawling, you may only move 5 ft per moment. The move action can be taken in a variety of ways:
Move. You can move up to your ancestry’s speed.
Sprint. You can spend 1 point of stamina to double your movement speed for 1 moment.
Crawl. You move 5 ft.
Climbing and Swimming. Your speed is halved.
Jump. For a horizontal jump, you can jump as far as your Brawn score if you have at least a 10 ft running start. If you are jumping from a standing position, you can only jump half as far rounded down. For a vertical jump, you can jump to a height of your Brawn modifier + 3 (minimum 1) if you have at least a 10 ft running start. If you are jumping from a standing position, you can only jump half a high rounded down.
Overrun/Tumble – 1 moment
To move through an enemy’s area, you can attempt to Overrun with brute force, or Tumble by the gracefully. To do either, make a Brawn (Overrun) or Agility (Tumble) check with a modifier based upon the creature’s size shown in the Size Modifiers table contested by the creature’s own Brawn (Overrun) or Agility (Tumble) check. If you succeed, you can move through the creature’s space once this turn. You can use your Stamina pool to help influence the outcome.
Ready an Action – 2 to 3 moments
You prepare an action that will happen if a certain set of criteria is met. Describe what you would like to do to your GM, along with the event that will trigger it. The amount of moments Ready an Action will take depends on what type of action you are taking. If the event occurs before your next turn, you are able to take your pre-arranged action. If not, then you take your next turn as normal. If you are attacking as your readied action, you still take a multiple attack penalty as if it was your turn.
Shift Stance – 2 moments
There are three basic stances that can give you an edge in combat depending on the situation:
Neutral Stance. This is the default stance when you first enter combat. No special modifiers are added to your attack or defense rolls.
Offensive Stance. In an offensive stance, you gain a +2 modifier to all attack rolls and a -4 modifier on all defensive rolls.
Defensive Stance. In a defensive stance, you gain a +2 to all defensive rolls and a -4 to all attack rolls.
Shove – 2 moments
You can shove a creature to either knock it prone or push it 5 ft away. The creature must be no larger than once size larger than you, and must be within your reach. You must succeed on a Brawn check with a modifier based upon the creature’s size shown in the Size Modifiers table contested by the creature’s Brawn or Agility check (creature’s choice). If successful, you can shove the creature prone, 5 ft back or to either side. You can use your Stamina pool to help influence the outcome.
Stand – 2 moments
Stand up from a prone position.
Use a Formulae/Perform/Cast a Spell/Administer a Ministration – 1 to 3 moments
Alchemists, Bards, Occultists, and Physicians have access to formulae, performances, spells, and ministrations.. Each of these has a creation/performing/casting/administration time, which specifies the amount of moments, reactions, hours, or even days needed to complete.
Withdraw – 1 moment
By taking the withdraw option, you do not provoke any opportunity attacks during your turn.
After you have used up your moments, you finish your turn by rerolling initiative. This is done the same way as before, except you also add any initiative modifiers that might come up. Initiative modifiers can change depending on how you attack, the type of weapon you use, your condition, and so on
At times, a certain ability, spell or situation will allow you to act out of turn. This is called Reaction. The Opportunity Attack described later in this section is a type of reaction. If you take a reaction, you are not able to take another until your next turn.
Defensive Maneuvers. Defensive Maneuvers are a special type of reaction that triggers whenever you are being attacked. These can be taken as often as you are attacked. If you use a defensive maneuver, you can still take your one reaction as normal.
A melee attack allows you to attack with your hand-to-hand weapon like a longsword or war axe for example. A few archetype abilities may require a melee attack as well. Your reach is determined by the type of weapon you are using along with your size. For instance, a medium-sized creature using a longsword has a reach of 5 ft.
If you are not weilding a melee weapon, you can use an unarmed strike: such as a punch or kick. If your attack is successful, you deal 1d2 + your Brawn modifier in bludgeoning damage. You are considered apt with your unarmed strikes.
Cleaving is when you are able to attack more than one foe with one melee attack roll. If your melee attack reduces a creature to 0 vitality, any excess damage from that attack could carry over to an adjacent creature or target. You target another creature within reach. If the original attack roll can beat the new target’s defensive roll then any left over damage from the first attack applies to the new target. If that creature is reduced to 0 vitality, repeat this process, carrying over the remaining damage until a creature succeeds on its defense roll or until the damage carried over doesn’t bring a creature down to to 0 vitality.
In order to knock out a creature with your weapon, you must take a -2 to your attack roll. If you hit and the creature drops to 0 vitality, the target is incapacitated, not dead. The creature will regain consciousness with 1 vitality after 1d6 x 10 minutes.
When a creature that is currently within your melee weapon’s reach tries to leave without taking the withdraw action, you can make an opportunity attack. You use your reaction to make one melee attack against the creature before they move. If you used the ready action, the opportunity attack takes its place.
In order to not provoke an opportunity attack yourself, you must use the withdraw action before leaving an enemies reach. If another enemy or other circumstance forces you to leave a creature’s reach, you do not provoke an opportunity attack.
If you have a light weapon in your off hand, you can use that weapon to attack alongside your main weapon when you Attack. This does not count as another moment of your turn. You do not add your ability modifier to the attack roll of the off hand attack, unless that modifier is negative. You apply the same multiple attack modifier as your main attack.
A ranged attack allows you to attack with a distance weapon such as a bow, crossbow, or thrown weapon. Ranged attacks are also very common when casting spells.
A target must be within the designated range for your weapon. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.
If a weapon or ability has two different ranges, the smaller number is the normal range, and the larger number is the long range. You attack with disadvantage if you are within long range of your target. A target that is beyond long range is not available to be attacked.
Ranged Attacks at Close Range
If you are using a ranged weapon or attack spell against a creature that is within 5 ft of you, you attack with disadvantage if they are hostile and not incapacitated.
Splitting the Tree
Splitting the tree is when you are able to attack more than one foe with the same ranged projectile. Each ranged weapon has a % chance to completely go through a creature and continue traveling, possibly hitting another target.
After you hit with a ranged weapon, roll percentile dice to determine if the projectile split the tree. If it did, the projectile continues unimpeded, until it strikes another creature. This creature must already be in the direct trajectory of the projectile in question.
When a creature attacks you, you have the choice between three basic defensive maneuvers to avoid damage.
By blocking, you raise your weapon or shield up and holding fast in order to block the incoming attack.
After a creature rolls their attack roll, you may attempt to block by rolling a d20 and adding your Brawn modifier plus any applicable block modifiers from your shield or weapon.
By dodging, you are attempting to quickly sidestop or roll to get out of the way of an incoming blow. If you are able to successfully dodge a blow, you are allowed to move 5 feet in any direction without provoking an opportunity attack from the creature that attacked you. Other creatures may still be able to get an opportunity attack, however.
After a creature rolls their attack roll, you may attempt to block by rolling a d20 and adding your Agility modifier (affected by armor) and your proficiency bonus if you are proficient with the armor.
By parrying, you are attempting to deflect an incoming attack, possibly to set up a swift counter attack.
After a creature rolls their attack roll, you may attempt to parry the attack by rolling a d12 and adding your Brawn modifier plus any applicable parry modifiers from your shield or weapon. If a shield or weapon has the finesse property, you will use the Agility modifier instead.
If you are able to successfully parry an attack, you may immediately counter attack with your weapon. This attack is done the same way a normal attack is, however it cannot be parried. The creature who is on defense also has disadvantage on their block or dodge roll. If you attempt to riposte, you may not take an opportunity attack until after your next turn. If you used the ready action, the riposte takes its place.
Damage & Healing
Endurance is a measure of your ability to turn a direct hit into a graze or a glancing blow with no serious consequences. A creatures endurance can go up and down as they take damage and receive healing. The loss of endurance due to damage has no effect on a creature’s abilities. A creature that is at half or below its max endurance is considered winded. Different types of creatures and monsters might react differently when winded.
Vitality measures how much true physical damage a creature can withstand. Damage decreases your vitality value only after all your endurance is gone.
The first time you lose vitality, even a single point, you become bloodied. A bloodied character moves at half speed and has disadvantage on all ability checks, saving throws, and attack and defense rolls until you have had a short rest (or until the wounds are healed, if that occurs first).
If an attack is successful, you roll the appropriate damage die or dice for that weapon, spell, or ability and add the appropriate modifiers. This damage is then first applied to the creature’s endurance, and then to its vitality if its endurance is reduced to 0. Certain abilities or weapons add a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modifier, the same modifier used for the attack roll in most cases, to the damage. A spell or formulae tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them.
As detailed earlier, a savage attack results in a natural 20 on an attack roll. Roll your appropriate damage dice plus modifiers, then add the result to the weapons max damage. For example, if you pulled off a savage strike with a long sword, you would roll a d8 + your Brawn modifier + 8.
If the attack involves other damage dice from another ability, you treat these dice in the same manor.
If you roll max damage on an attack, this triggers a Visceral Attack. Reroll the damage and add modifiers, then apply the total directly to the creature’s vitality, bypassing armor and endurance. A creature hit by a visceral attack is considered bloodied.
If the attack involves other damage dice from another ability, they are not affected by the visceral attack and are treated normally.
Savage Visceral Attack
If you manage to roll a 20 on an attack and max damage on at least one damage die, you have triggered a Savage Visceral Attack. If you roll max damage on an attack as part of a savage attack, you are able to reroll the damage dice a number of times equal to your ability modifier for the attack. All of this damage is applied directly to the creatures vitality, bypassing armor and endurance. A creature hit by a savage visceral attack is considered bloodied.