Elrendar Sword & Shields — Combat (ESS)
Simple, fast, and built to keep the RP moving. Pick a stance, roll, narrate. That’s the loop. We keep the focus on the story, not the dice.
Turn flow
- Plan what you want to do.
- Choose a Stance or keep the current one.
- Roll a d20.
- Check the table for the results: 1 backfire, 2–9 miss, 10–11 draw, 12–19 hit, 20 crit.
- Emote your actions based on the results.
Roll Philosophy
Stances
Stances can be changed throughout an event at a player's discretion, but they take a full turn to transition between once active. There's an ideal stance for every situation, but if balancing your numbers isn't a priority, stick to just one and take things as they come.
Stance | 1 | 2–9 | 10–11 | 12–19 | Nat 20 |
---|---|---|---|---|---|
Aggressive | −6 HP | −3 HP | Draw | +2 dmg | +6 dmg |
Balanced | −4 HP | −2 HP | Draw | +1 dmg | +4 dmg |
Defensive | −3 HP | −2 HP | Disarm / Deflect | Draw | +2 dmg (if 18–19) / +3 dmg (if 20) |
Focused | −5 HP | −3 HP (if 7–9) / −2 HP (if 2–5) | 1 dmg & −1 HP | +2 dmg | +5 dmg |
Changing stance takes your turn. Healers can treat “damage” as “healing” without any other changes.
Interventions
On any result that’s a Draw or better, you can step in and take the hit for an ally—if you're close or can reasonably get to them. Keep it cinematic; if you’re in reach, you can try it, no need to ask. If you succeed, you can either take the injury for your ally, or block/deflect it if you roll high enough.
Keep in mind that rescuing everyone from everything can take a lot of the weight off consequences and fate; be mindful that sometimes it's better to let things happen to increase the stakes. That said, interventions are a great way to foster interactivity between players.
Environment & Perception
Environment & Terrain Calls (DM picks a TN and a bite)
The DM sets a target number (TN). Fail it, take a little damage based on how nasty the scene is, or lose grip if you're grappling with some obstacle; pass it, you keep your footing and progress. Simple as that.
Additional effects which can be announced depending on circumstances:
- Lava / Fire · fail = −2 to −4 HP
- Ice / Slick · fail = −1 to −2 HP and Off-Balance
- Poison Cloud · fail = Poisoned
- Darkness · fail = Blind (1 turn)
- High Winds · fail = ranged attacks at disadvantage
- Deep Water · fail = −1 to −2 HP and halved movement
Perception
DM sets a TN. Highest success gets the first whisper with the most detail; we cascade to the rest in order with less valuable hints. It’s fair and fast, and rewards the high rolls without leaving everyone else in the dark.
If your class perk gives a small +1, you can toss it on Env or Perception that round—your call.
Class Perks
Always-on helpers. Nothing to track—just remember your edge in the scene.
- Magi / Healers +1 dmg/heal on hits, and +1 Perception
- Rogues / Rangers +1 Attack, and +1 Environment
- Armored Fighters +1 Attack, and +1 dmg/heal on hits
- Mounted Fighters +1 dmg/heal, and +1 Environment
Player Perks & Debuffs
Pick two; whatever fits your character. Perks marked “Always-on” are constant and require no work; limited perks or user activated ones, however, show uses. If two don’t play nice, it’s marked. Keep it fast and honest.
Perks
Perk | What it does | Uses | Notes |
---|---|---|---|
Bulwark Bearer | Reduce incoming damage by 1. | Always-on | ≠ Bladesworn Resolve. |
Bladesworn Resolve | Your hits deal +2 damage. | Always-on | ≠ Bulwark Bearer. |
Skirmisher’s Step | Once per round, ignore one opportunity hit or disengage freely. | Always-on | Stacks well with Rogues/Rangers. |
Second Wind | When you’d hit 0 HP, instead pop to 5 HP. | 1 / event | Triggers automatically. |
Battlefield Medic | At your discretion, you may split your "output", dealing both damage and healing instead of just one or the other. | Always-on | Pairs with Magi/Healer perks. |
Rally Banner | Allies within earshot gain +1 morale to their roll for this round. | 1 / encounter | Use before allies roll. |
Iron Will | Ignore Fear or Charm once; act normally. | 1 / encounter | Declare when affected. |
Pathfinder | Gain +1 on either Environment or Perception each round (pick when you roll). | Always-on | Simple, flexible +1. |
Mounted Momentum | If you moved first, your hit deals +1 damage this turn. | Always-on | Works with any mount/beast. |
Shadow Veil | Turn one incoming hit against you into a miss. | 1 / encounter | Use after the result is called. |
Battle Rhythm | After you score a hit, your next hit this encounter gains +1 damage. | Always-on | Resets when spent. |
If a perk is “mutually exclusive,” pick one of the pair and stick with it for the event.
Debuffs (used across our monsters)
Debuff | Effect | Typical Duration |
---|---|---|
Poisoned | Either −1 to rolls or −1 HP / round (DM declares which fits the attack). | 1–2 turns |
Bleeding | Lose 1 HP at the start of your turn. | 1–2 turns |
Burning | Lose 1 HP this round; fire blocks Regeneration. | 1–2 turns |
Fear | Roll 11+ or lose your action this turn. | 1 turn (retest as called) |
Blind | Attacks at disadvantage (take the lower of two rolls). | 1 turn |
Rooted / Webbed | No movement next turn; you may still act. | 1 turn |
Staggered / Off-Balance | Any hit you land next turn deals −1 damage. | 1 attack |
Weakened | −1 to all actions (or −1 damage) as appropriate to the source. | 1 turn |
Shocked | No reactions this round (lightning/arcane hits). | 1 round |
Chilled / Slowed | Half movement; on DM call, −1 to the next action. | 1 turn |
Stunned | You can’t act this turn. | 1 turn |
Prone / Knocked Down | Stand up instead of moving next turn; attacks vs. you at advantage until you do. | Until you stand |
Grabbed / Restrained | No movement; attacker may drag or swallow on a follow-up (as listed on their card). | Contest or 1 turn |
Diseased | −1 to rolls; healing on you restores 1 fewer HP. | 1–2 turns or until cleansed |
Cursed / Hexed | Disadvantage on your next action or −1 to all rolls this round. | 1 turn |
Sundered Armor | Reduce your damage reduction by 1 (or take +1 damage) on the next hit. | 1 hit |
Disoriented | Your next attack is at disadvantage. | 1 attack |
Morale: Shaken | Immediate −1 morale; if already Shaken and it happens again this scene, you hesitate (lose your action) unless you roll 11+. | Scene (until rallied) |
Silenced | You can’t cast or use abilities that require speech this turn. | 1 turn |
If a monster trait uses a flavorful name (e.g., “Void Phase” or “Amber Sting”), map it to the closest effect above and keep the fiction strong.
Using the Monster Manual
Every entry in the Monster Manual already has what we need: Name, Class, HP, and two Traits.
At the table
Name, Class, HP/Size: 1-50, Traits: [two quick effects]
HP sizing (read at a glance)
- Critter 4–8
- Small 9–14
- Medium 15–22
- Large 23–30
- Colossal 31–50
Trait Glossary (quick conversions)
- Poison / Venom: −1 to rolls or −1 HP for 1–2 turns
- Bleeding: lose 1 HP at the start of the next 1–2 turns
- Burning: lose 1 HP this round; fire shuts off Regeneration
- Fear: roll 11+ or lose your action this turn
- Blind: attacks at disadvantage this turn
- Root / Web: can’t move next turn (you still act)
- Staggered / Off-Balance: −1 to the next attack’s damage
- Shell / Carapace / Stonehide: reduce the next hit by 1–2
- Magic Ward: reduce the next spell hit by 1–2
- Thorns / Reflect: melee attacker takes 1 HP back
If a trait name is flavorful (e.g., “Void Phase”), we apply the nearest effect above and keep the fiction strong.
NPC Modifications
Snap any monster into Minion / Elite / Boss without rewriting stats.
Template | HP | On Hit | On Crit | Special |
---|---|---|---|---|
Minion | Entry HP −4 (min 1) | 1 dmg | +1 dmg | — |
Elite | Entry HP | 2 dmg | +1 dmg | — |
Boss | Entry HP +6–12 | 3 dmg | +2 dmg | At 50% HP, auto-trigger one trait once (e.g., Regeneration, Sandstorm) |
Simple modifications like this can add flavor and variety, and are a great way to scale up or down a fight if time becomes a constraint.
Player Quick Card (hand this to players)
- Turn: pick a Stance, roll d20
- 1 backfire · 2–9 miss · 10–11 draw · 12–19 hit · 20 crit
- Intervene: on Draw+, take an ally’s hit if you’re in reach
- Healers: damage = healing
- Change stance: costs a turn
- Perks: always on; optional perks available
Open the Monster Manual for stat cards. Use Minion/Elite/Boss on the fly.