Combat Actions
Enemies can be unpredictable in combat. Use the following process to see what the enemy does. Most of the time they will attack or use a special ability if they have one. Sometimes they will do something different based on how wounded they are.
Take the enemies health into consideration, then roll 1d6. When getting an Alternate Action, roll on the Alternate Actions table to see what they do.
| Health | Attack Action | Alternate Action |
|---|---|---|
| Near Full | 1-5 | 6 |
| 1/2 | 1-4 | 5-6 |
| Near Death | 1-3 | 4-6 |
| d6 | Alternate Action |
|---|---|
| 1-2 | Perform a combat maneuver. Roll 1d6: 1 Shove, 2 Trip, 3 Disarm, 4 Grapple, 5 Feint, 6 Impair Vision |
| 3-4 | Change Tactics Examples: switch weapons, switch fighting style, or something unexpected like throwing an item |
| 5 | Take cover/Call for help |
| 6 | Flee/Surrender |
To make enemies more interesting, give each enemy 3 different attack actions:
- Area of Effect (Hell Scream)
- Single Target Attack (Melee/Ranged)
- Special Move (Tail Swipe, Charge, etc.)
Interpret these results to fit the situation.