Open Hero Odyssey

Proper practice prevails!

Chapter 6 - Adventuring and Combat

Now that you've got your hero built, and you've purchased some equipment, it's time to talk about how your hero interacts with the environment and other people (also known as "adventuring"), and when those interactions turn hostile (commonly known as "combat"), and how all those interactions fit into your hero leveling up.


Your hero has an Action/Time Gauge (or ATG for short), set at 6.5 seconds, and this "time" is the resource spent to perform actions. Your hero's turn is only as long as the amount of time remaining in their ATG.

Actions

Actions are anything your hero does to interact with the environment, and are categorized by the time costs associated with each type of action.

Action Type Time Cost(in sec.) Example action
Full-Round Action 6.5s Spellcraft
Normal Action 3s Attack
Move Action 2s Move one's speed
Quick Action 1s Dash
Reaction 0.5s Opporunity Strike

Full-Round Actions are actions that take your hero's entire turn, their effects taking place at the end of the current round. Most Full-Round Actions require your hero's full attention, so they will not be allowed a Reaction during the turn they are taking a Full-Round Action.


Move Actions are actions that involve your hero moving. Simple, right? Most move actions refer to your hero's land speed, and is the distance your hero travels in one Move Action, calculated as 2 seconds of consistent movement. For example, Jesraneth the Wood Elf has speed 30 feet. This means he can spend 2 seconds from his ATG and gain a Move Action that gives him 30 feet of movement. Certain terrain may cost more movement, see Movement for more information.


Normal Actions are actions that generally encompass most actions your hero will take. Most Attacks, Climbing, Jumping, Tumbling, and many more proficiency checks are made as Normal Actions that cost 3s from your ATG.


Quick Actions are actions that don't take a terribly long amount of time to undertake, most notably the Dash action. Other actions that can be performed for a cost of 1 second will be up to your GM.


Reactions take little to no time at all, but are reserved for taking actions on other creature's turns. See Withholding an action, below for more.


Withholding an Action

To withhold an action is to prepare to do something in response to some trigger. "Run out of the way if that minotaur charges me", for example. Doing so requires spending a Reaction on your turn, and then the time required for your chosen action.

Movement

Flat, level terrain costs no extra movement, but other types of terrain may cost more movement to traverse. Terrain will have a "hamper value" that will determine any extra movement required. This value represents more difficulty moving across impeding terrain.

Adventuring

Most interactions your hero makes with the environment can be expressed as a proficiency roll, with the most notable exceptions being simple movement (walking) and talking. Jumping, attacking, dodging, casting a spell, climbing, knowledge concerning a particular subject, perception of the surroundings, all of these and more are represented by a proficiency roll (of the dice). The proficiencies you chose for your hero will determine how well they are at some of these actions, and the result of the roll is determined by how many dice used for said roll.

Combat

Not all interactions are social ones, and you didn't buy that greataxe for your hero as decoration, did you? Here's where we talk about combat.

To make an attack, first, your hero must be engaged with the target. Make a proficiency roll for the weapon equipped, typically Weapons (if any; if no weapon equipped it is an Unarmed proficiency roll), that number is your attack roll. The defender then makes a defense roll. This is a number of d6 equal to Reflex plus dodge. Armor, while providing little in the way of keeping one from getting hit, does protect your hero in the way of reducing the amount of damage taken. As such, if the defender's roll is lower than the attack roll, the attack hits, and the defender must record a hit and make a Fortitude roll against the damage that the attacker rolls. If the defender is wearing armor, first reduce the damage by the damage reduction score of the armor.

The Fortitude roll determines the level of damage taken. Success indicates no injury is sustained. Failure by less than ten means a chance of injury, roll 1d20. If the number is less than or equal to the number of hits sustained, an injury is incurred. The following table indicates how to resolve Fortitude saves vs. damage:

SuccessNo Damage, No Injury
Failure by < 10Damage, Roll 1d20 for Injury
Failure by > 10Damage, Injury
Failure by > 20Damage, Injury, Disabled
Failure by > 30Damage, Injury, Disabled, Dying

On a failed save, record the difference between the Attack roll and the Defense roll. Then, divide the difference by the attacker's extra damage modifier and round down. That number is dealt as extra damage when damage is resolved.

Engage/Disengage:

Engaging or disengaging is a quick action. This status is one-way, as in many people can have your hero engaged, but your hero can only engage one other creature (unless your hero has the Toughness specialization). If a creature has you engaged and you move from their threatened space without disengaging, the enemy gets an attack of opportunity.

Called Shots:

Called shots take a penalty to the attack roll, but are aimed at extremities for dealing extra damage. The table below shows how this works:

Called shot to...Equals...
Head-10 to attack roll, deals 2x damage. Adds 10 the Atk/Def difference*.
Arms, Legs-5 to attack roll, deals 1.5x damage. Adds 5 to the Atk/Def difference*.
Groin-15 to attack roll, deals 3x damage. Adds 15 to the Atk/Def difference*.

*- When resolving Fortitude saves against damage.

Injuries and Conditions

Below you'll find a table showing the injuries and what type of damage causes them. Under that is a description of the Conditions.

InjuryDamage Type
BleedingSlashing, Piercing, Necrotic
ConcussionBludgeoning, Necrotic
SprainBludgeoning, Necrotic
BurnedFire
FrostbiteCold

Bleeding - Every round, take a hit and roll Fortitude against number of hits. Disabled on a failure.

Concussion - Hero takes a flat penalty to Intellect and Willpower actions equal to the number of hits.

Sprained - If a leg, speed halved. If an arm, penalty to actions equal to number of hits.

Burned - Every round, Fortitude save against number of hits. Unable to act on a failure.

Frostbite - Hero takes a flat penalty to Reflex actions equal to number of hits.


The following conditions can affect your hero as a result of starvation, exhaustion, or a magical effect.

Blinded - Affected creature can't see. Automatically fails any action that requires sight. Lose 1d6 to all other actions.

Confused - Affected creature is unable to think or reason clearly. Every turn acts randomly and out of character.

Cursed - Affected creature loses 1d6 to an attribute, defined when the curse is takes effect.

Deafened - Affected creature can't hear. Automatically fails any action that requires hearing. Lose 1d6 to all other actions.

Disabled - Affected creature is incapacitated, and unable to act for as long as this condition persists.

Fatigued - Affected creature has one or more levels of exhaustion. There are six of such levels, and gaining any levels of exhaustion stacks with any levels already gained. The effects of each level of exhaustion are cumulative.

The effects of exhaustion
# of levelsEffect
1Affected creature takes a penalty to all checks (not saves) equal to its current level of exhaustion.
2Affected creature's speed is halved.
3Penalty to checks includes saves.
4Penalty to affected creature's ATG equal to the levels of exhaustion.
5Affected creature is unconscious.
6Affected creature dies.

Frightened -

Panicked

Paralyzed

Petrified

Poisoned

Prone

Stunned

Unconscious

Experience, Proficiency points, Levels and Tiers

Each interaction using a proficiency is made against a CR (challenge rating) or opposed roll, treated as the "target" number. If the proficiency check is above the the target, the target gets divided by the roll and the result is multiplied by 100. Round to nearest digit and this number is the amount of experience obtained for the ability that governs that proficiency. On a failure, the roll is divided by the target, and the result is multiplied by 10. Round to the nearest digit and this number is the amount of experience gained.

Experience is accrued under each ability until 500 is reached. At 500, a Proficiency Point is earned.

    Proficiency points can be spent in a few different ways:
  • on Proficiency checks - Proficiency points can be spent to gain an additional d6 on a given proficiency check. This decision can be made after the roll is made and after it is determined if the roll would pass or not.
  • to upgrade/purchase Proficiencies, Fluencies, Special Abilities, or Specializations - To purchase that many ranks in a proficiency, it costs that many Proficiency Points cumulatively. Any upgrade/purchase can only be done upon attaining a new level of experience.
  • to upgrade ability scores - To increase an ability score it costs the amount equal to the score upgrading to. Just like upgrading/purchasing Proficiencies, this can only be done upon attaining a new level of experience.
  • on saves - In much the same way as Proficiency points can be spent on checks, they can also be applied as additional d6 to saves.

Earning experience is how levels are attained. To earn the next level of experience, the current level x1000 in experience must be earned. 1000 to get to level 2, 2000 to get to 3, so on and so forth.

Hero LevelHero Tier
1 - 4 1
5 - 8 2
9 - 12 3
13 - 16 4
17 - 20 5