From the Quick Reference page...a quick primer on the way this particular OSR game handles.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Combat</strong><br/>Combats begin with rolling initiative- 1d8 plus your Dexterity modifier. The actor with the highest initiative acts first, followed in order by the others. PCs win ties with NPCs. Initiative is only rolled once; after everyone has acted, it cycles back to the top.<br/><br/>On your turn, you may move up to 60 feet and perform an action. If you do nothing but move, you can move up to 120 feet. You can’t split your movement- you must take it all before or all after your action. Possible actions include attacking with a readied weapon, casting a spell, using a special power, digging a stowed item out of your pack, tending a downed comrade, or anything else that could plausibly be accomplished in five or six seconds.<br/><br/>To hit a target, roll 1d20 and add the target’s armor class, your attack bonus, your Combat skill in the weapon you’re using, and your relevant attribute modifier. If you lack even level-0 skill in the weapon, take a -2 penalty to the roll. If your total is 20 or more, you hit the target. Roll your weapon’s damage dice and add your relevant attribute modifier to it to determine how many hit points your target loses from the blow. As your total attack bonus with a given weapon rarely changes, you should write it down.<br/><br/>You cannot freely move away from an enemy engaged in melee with you. If you do not spend your action disengaging, all enemies within melee range get a free attack against you if you move away. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>