Wheel of Time Rules Manual

Other Rules / Combat

Other Rules

Combat

Initiative, the attack roll, damage order, advantage, and common combat options.

Initiative d20 · high → low
Hit? Attack > Defense
Damage Order Dice → STR → × → add
Death HP ≤ −9
Next Encounters

All combatants roll a d20 for initiative and act from highest to lowest. On your turn you mix Swift, Standard, Full, Free, and (on others’ turns) Immediate and Attacks of Opportunity.

Your Turn

Granted at the start of each round — see Actions for definitions.

  • On your turn: 1 Swift, 2 Standard (only one Standard Movement, only one Standard Attack), and any number of Free Actions. You also get 1 Attack of Opportunity each turn.
  • During your turn: Swift, Standard, Full, Free.
  • During others’ turns: Immediate, Attack of Opportunity, Free.
  • Instead of 2 Standard Actions, you may take a Full Round Action and a 5 ft step.
  • AoOs are generally available when an enemy moves more than 10 feet into or out of your Area of Influence (usually 5 ft melee / 15 ft ranged). Details on Encounters.

Attack Roll & Damage

Order matters — multipliers before most flat bonuses.

  1. Roll d20 for Attack (plus d20s for Advantages / Disadvantages) and add Attack Modifiers (DEX Mod for ranged, Class Attack Bonus, ability mods, situational, etc.).
  2. If the total exceeds the target’s Defense (with bonuses), the attack hits.
  3. On a hit: roll damage dice → add STR Mod (melee only) → apply ability multipliers → then add passive / stack / other damage bonuses at the end → apply to hit points.

Subdual Damage

Non-lethal — fists, exhaustion, overchanneling — can still knock you out.

  • Subdual tracks separately from lethal HP. A character with 50 HP who takes 10 lethal has 40 HP left; taking 10 subdual keeps 40 HP but now also has 10 subdual.
  • Unconscious if HP goes below 0, or if subdual total ever exceeds remaining HP.
  • Permanent death if HP goes below −9.
  • Example: 20 HP and 15 subdual, then +7 subdual → 22 subdual ≥ 20 HP → unconscious.

Drawing / Sheathing Weapons

Talent points in a craft speed this up. Source notes conflict slightly — both listed.

  • Drawing or sheathing typically costs a Standard Action.
  • After 2 points in the craft: draw/sheathe becomes a Swift Action.
  • After 4 points in the craft: draw/sheathe becomes a Free Action.
  • Combat “Quickdraw” note: drawing becomes Free at 4 points in a single fighting style; that note also says sheathing remains Standard — use DM judgment if the two notes disagree.

Advantage & Disadvantage

Extra d20s — best for Advantage, worst for Disadvantage. They cancel pairwise.

  • +1 Advantage and +1 Disadvantage cancel → roll normally.
  • +2 Advantage and +1 Disadvantage → net +1 Advantage.

Common sources

  • Elevation
  • Cover
  • Concealment
  • Behind
  • Flanking (you and an ally are in the target’s AoI)

Additional Combat Options

Table staples beyond the basic attack loop.

  • Disengage

    Standard action replacing your attack. Move out of / through AoIs without AoO. No extra movement distance.

  • Dual Wielding

    Wield 2 weapons allowed by your style at no penalty (except bows). Choose which weapon deals damage on a Standard Attack; on a Full Attack assign each attack to a weapon. No extra Attacks or Damage.

  • Armor

    Does not add Defense. Absorbs a set amount of damage per round, with penalties. See Armor.

  • Unskilled Fighting

    Weapon outside your style: 1 APM, no Class Attack Bonus, no craft abilities or stacks. Other bonuses (situational, flanking, etc.) still apply.

  • Surprise Attack

    If some characters were unaware: surprise round — only the aware side rolls initiative and acts. Then everyone else rolls initiative and combat continues.

  • Full Concealment

    Invisibility, blindness, etc. may apply a second Advantage or Disadvantage die. Blind attacker: +1 Disadvantage on attacks; attacks against them +1 Advantage. Blind target: you +1 Advantage; they +1 Disadvantage on their attacks.

Ranged Combat Quicklist

Add DEX Mod to Attack. Draw ammo is a Free Action.

  • Watch the Friendly Fire! — Target has allies within 5 ft you must avoid → Disadvantage.
  • Tangado Haid! — Allies within 5 ft of you do not break your Line of Sight.
  • Point Blank Shot — Ranged attack within 5 ft of the target → Disadvantage. (Also: attacks inside your AoI are at Disadvantage, but successful hits deal full dice damage.)
  • Defending Against Melee — While wielding a ranged weapon, melee attackers have Advantage against you.

Wheel of Time RPG · Combat Rules manual