In combat, there are three phases: Initiative, Attack roll, and Damage roll
1. Initiative
Initiative is determined by discretion off of the DM reading the situation, as well as the player’s perception modifier. Roll 1 d20 + perception modifier for initiative order.
A practical example:
Ash and the deadite are on equal footing in a battle. Ash has +1 perception, he goes first. If the Deadite had jumped out of nowhere at him, it would get first move, with Ash possibly going before a party member with +0 or -1 perception.
2. Attack Roll
Attack Roll is determined by weapon skill for non spells, for spells it is based on Arcanum. The attack roll +modifier has to beat the Armor Class of the target. The Armor Class is determined by any base Armor Class Stat + athletics modifier. (Think of this as the ability to dodge)
A practical example:
The deadite has the jump on Ash and attacks first. Ash is a regular human so is most likely a 10 Armor Class. He also only has +0 athletics so he stays as an 10 Armor Class. The deadite has to roll a d20 for attack and beat 10 to hit. That is, statistically, a 50/50 chance — it rolls a 10 but the deadite has -2 weapon skill. That is an 8, under 10 Armor Class. It misses.
No other phases taken.
Ash counter attacks during the next turn. He rolls a d20 dice an also gets a 10. The deadite has +2 to Athletics, but Ash also has +2 to Weapon Skill. This equals a 12, which beats the deadite’s Armor Class.
For casting a spell, one would take the same action but modify the attack roll with Arcanum modifier, not Weapon Skill.
3. Damage Roll
Damage Roll is determined differently for melee, ranged and spells.
- For Melee: Ash does the amount of damage equalling the weapons dice roll + Strength modifier. Any armor takes away the specified amount for the type of damage it reduces.
- For Ranged: Ash would do the amount of damage equalling a specified amount. Any armor takes away the specified amount for the type of damage it reduces.
- For Spells: Ash would do the amount of damage equalling a specified amount (but spells are all over the place so it could also look like melee in some ways – but could use different stats to determine the modifier for damage). Any armor takes away the specified amount for the type of damage it reduces.
A practical example:
Ash is swinging an axe, which is 1 4-sided dice + strength modifier. (All melee weapons are based on strength mod)
Ash rolls a 4 on the 4-side dice and has +2 strength, so he hits the deadite for 6 damage. The deadite has no armor so no damage is taken away.