Reign of dragons

Immersive roleplay sim

Individual Combat

“The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy’s cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him.” – Miyamoto Musashi, a Book of Five Rings

Combat in Reign of Dragons is fast, dangerous, and narrative driven. Fights are resolved through initiative, positioning and opposed rolls until the conflict ends through defeat, surrender, retreat or death.

It is not meant to be exhaustive simulation. It is meant to create meaningful consequence.

Core Principles

  • Most combat actions are resolved through opposed rolls using appropriate Skills.
  • The same Skill may be used both offensively and defensively.
  • Alternative Skills may be used if both parties agree and the narrative supports it.
  • Combat continues in rounds, with actions taken in Initiative order.

Initiative

In many cases, who acts first is obvious from the narrative. If there is any dispute, Initiative is rolled.

Initiative Roll = d20 + Awareness
Highest result acts first – order descends

Ties are resolved by tied characters rolling d20 until one rolls higher. The winner acts first, but both retain the same initiative value.


Uncertain Terrain

Some environments make Combat more difficult…

Examples:
Muddy fields, Rocking ship decks and Uneven or unstable ground

Effect:
(-1) to Initiative & ALL Combat Rolls

If an ambush or prepared engagement gives one side a clear advantage, the penalty may apply ONLY to the disadvantaged side at Staff discretion.


Foresight in Skirmish Combat

In small group Combat, a single character may coordinate their allies.

One character may forgo their Initiative roll and instead use Awareness + Tactics as their Initiative result

The character also grants their Tactics score as a bonus to allied Initiative.

Only one character may do this per side. If multiple qualify, the highest Tactics score applies.


Rounds & Movement

Combat proceeds in narrative rounds…

Movement is descriptive, not measured…

Mounted characters move farther than those on foot.

Movement should be used to:
Gain cover
Control terrain
Create pressure or escape routes

Movement does not provide direct mechanical bonuses unless tied to a specific action, advantage, or terrain condition.


Combat Actions

On a character’s turn, they may take (1) Combat Action

Attack

  • Roll an appropriate Offensive Skill
  • Defender rolls an appropriate Defensive Skill
  • Highest rolls succeeds
  • The Attacker describes intent; defender describes outcome based on the rolls.

Defense

May choose to take no Offensive action

  • Gain (+1) to Defensive rolls until next turn
  • Common among noncombatants or the untrained

Ambush

Rely on deception and positioning

  • Roll Stealth vs Awareness
  • On success –
    • Attacker gains (1) free round
    • Defender may only take defensive actions and gains no defensive bonuses
  • May attempt only (1) ambush per opponent per combat, successful or not

Ambushes may be set before combat or during combat if line of sight is broken.

Retreat

  • Requires (3) successful rolls to escape
  • Rolls do not need to be consecutive
  • Escaping character rolls Tactics or Stealth
  • Opponents roll Fighting, Marksmanship or Equestrian as appropriate

Counts as a Defensive action for all effects.


Defeat, Surrender & Consequences

Defeat

A character is defeated when:

  • Health is reduced to (0)
  • When you yield

If surrender is refused and Health reaches (0), the victor may kill the defeated character in a narratively appropriate way.

Surrender

This may be offered at any time.

  • Opposing party may accept or refuse
  • Accepted surrender results in capture or withdrawal

False surrender may be attempted…

  • Roll is Stealth vs. Awareness
  • If successful, it creates an Ambush opportunity
  • Reputation consequences apply. Repeated use becomes harder

Refusing surrender regularly also carries narrative consequences.


Damage & Recovery

Most successful attacks deal (1) Health damage

Most characters have (2) to (5) Health, making combat fast and dangerous.

Healing

Recover (1) Health per real world week

With medical care such as Maester or Healer = (2) Health per week

Understand that Combat ends quickly, but it’s consequences do not.


Weapons, Armor and Warbeasts

Weapons

Quality affects Combat rolls

Improvised or Shoddy = (-1)
Standard Weapons = no modifier
Expert or Castle forged = (+1)
Valyrian Steel = (+2)

Please note, Valyrian Steel weapons are unique, historical artifacts and are not freely traded.

Armor

Affects Initiative, Retreat and Survivability

No Armor = No modifiers
Light Armor = (-1) Initiative / Retreat & (+1) Health
Medium Armor = (-2) Initiative / Retreat & (+2) Health
Heavy Armor = (-3) Initiative / Retreat & (+3) Health

Armor descriptions are flexible but must be listed on the Character Sheet

Warbeasts & Companions

Trained animal companions = (+1) to relevant rolls
Common war or hunting animals = (2) Health & (+2) Awareness, Fighting and Stealth

Rare companions such as Skinchanger bound animals follow their own rules.

Dragons

Are governed by Dragon Bonding & Warfare Rules

Their presence in combat is devastating and narratively significant


Final Notes

Combat is meant to be decisive, costly and story driven…

Recklessness should be lethal…

Staff may adjust outcomes based on narrative context…