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Document 8

Combat

How damage is dealt, absorbed, and survived

Purpose

This document defines the combat mechanics of TDGS: how entities take damage, resist damage, and ultimately live or die.

It establishes:

  • Hit Points and death
  • Damage calculation
  • Armor systems (Ablative and Deflection)
  • Healing and recovery
  • Conditions (buffs and debuffs)

This document builds upon Document 3 (Resolution), Document 5 (Action Taxonomy), Document 6 (Action Economy), and Document 7 (Abilities). Resolution determines if you hit. This document determines what happens when you do.

The Combat Truth

In TDGS, damage is absolute. One point of damage to a dragon is one point of damage to a peasant. The dragon simply has more hit points to lose.

This means a peasant CAN hurt a dragon. Not easily. They probably can't even land a hit given the stat differential. But if that desperate spear thrust lands? The dragon bleeds. Every hit matters. Even gods bleed.

What separates heroes from peasants isn't magical durability. It's:

  • Higher stats (from training, items, investment)
  • Better armor (evasion to avoid, absorption to reduce)
  • Better skills (active defense, damage mitigation)

Catch a hero sleeping naked? They're just as tender as anyone else.

"I have never lost a fight. I have also never been hit. These two facts are not unrelated. But I assure you, my armor is magnificent regardless."

Sir Critsalot
Sir CritsalotD20

Hit Points

Hit Points (HP) represent how much punishment an entity can sustain before death.

HP Formula

HP = Apparent CON × 5

Apparent CON is your base Constitution plus all bonuses from items, gear, skills, effects, and narrative sources.

EntityBase CONBonusesApparent CONHP
Peasant8+0840
Peasant with Amulet8+41260
Soldier12+01260
Barbarian18+523115
Dragon40+1050250
God80+20100500

HP Does Not Scale With Level

A Level 50 warrior with CON 12 has the same HP as a Level 1 peasant with CON 12: 60 HP.

Experience doesn't make you physically tougher. Training might increase your CON. Gear might add CON bonuses. But your body is your body. Level doesn't magically create more blood.

Veterans survive longer because they hit harder, dodge better, and wear superior armor. Not because they have inflated hit point pools.

"Same flesh. Same bones. Same amount of blood. A veteran just knows how to keep theirs inside."

Decimancer
DecimancerD10

Knockout Threshold

When an entity reaches 5% of their maximum HP (rounded down), they fall unconscious.

Max HPKnockout At
402 HP
603 HP
1005 HP
20010 HP
50025 HP

Knockout is a warning. The next hit might kill.

Death

When an entity reaches 0 HP, they die.

No death saves. No bleeding out timers. No dramatic last words while the cleric scrambles for a heal. Zero is zero. Dead is dead.

This is intentional. TDGS combat is lethal. When HP gets low, the stakes are real. Every hit in that danger zone between knockout and death could be the last.

Combat Lethality: Consistent Across Tiers

At parity (equal power), combat takes ~4–5 hits to kill — from peasants to gods. HP and damage scale together.

HP = Apparent CON × 5

Damage = Stat + Weapon Bonus

Design Goal

Same feel at all tiers. Scale changes, lethality doesn't.

Note: This assumes parity. A peasant vs a dragon is one-sided — but two dragons fighting each other still takes ~4–5 hits.

Damage

When an attack hits, it deals damage. Damage reduces the target's HP.

Damage Formula

Melee:
Damage = Apparent STR + Weapon Damage Bonus
Ranged:
Damage = Apparent DEX + Weapon Damage Bonus
Spells:
Damage = Apparent INT (Arcane) or WIS (Divine) + Spell Damage Bonus

Examples

AttackerStatWeaponBonusDamage
PeasantSTR 8Fists+08
SoldierSTR 12Sword+214
BarbarianSTR 18Greatsword+523
ArcherDEX 14Longbow+317
WizardINT 15Fire Bolt+318
DragonSTR 40Claws+545
GodSTR 80Divine Fist+1090

Damage Scales With Power

At parity (similar-powered entities fighting each other), combat takes roughly 4-5 hits to kill. This remains consistent across all power tiers because both HP and damage scale with stats.

FightDamageHPHits to Kill
Peasant vs Peasant~8~405
Soldier vs Soldier~14~604-5
Dragon vs Dragon~45~2505-6
God vs God~90~5005-6

Lethality is consistent. Scale is different.

Damage Variance

The damage bonus from weapons, spells, and abilities can be:

  • Flat: +5 (always adds 5)
  • Dice: +1d6 (adds 1-6, rolled each time)
  • Both: +2 + 1d6 (adds 2 + 1-6)

Content defines which format each effect uses. A simple dagger might be +1. A volatile magic sword might be +1d8.

This applies to ALL damaging effects: weapons, spells, natural weapons, abilities, traps, environmental hazards. If it deals damage, the bonus can include dice.

Flat bonuses are predictable. Dice add drama. Choose based on the feel you want.

Minimum Damage

Every hit that lands deals at least 1 damage, regardless of armor. (See Document 17: Damage for the sole exception: Immunity.)

You hit? You scratch the paint. No attack is completely negated. Even the peasant poking a god with a pointy stick draws a single drop of divine blood.

"Every cut counts. Every bruise adds up. I've seen dragons brought low by a thousand tiny wounds. Patience beats power if power can't catch patience."

Tetrahex the Obscure
Tetrahex the ObscureD4

Weapon Properties

Weapons have two separate properties that affect combat. For full item structure including slot costs and carrying rules, see Document 15 (Equipment & Slots).

Hit Bonus

Adds to the resolution roll (d20 + mods). Each +1 equals approximately 5% better chance to hit.

Damage Bonus

Adds to damage dealt on a successful hit. Can be flat (+3), dice-based (+1d6), or both (+2 + 1d4). Content defines which.

Range

Weapons have a range band indicating optimal engagement distance.

Range TypeOptimal BandExtended (-2)Maximum
MeleeAdjacent—Adjacent
ReachAdjacent, Near—Near
ThrownNearFarFar
RangedFarDistantDistant
Long RangeDistant—Distant
  • Optimal: No penalty. This is where the weapon is designed to work.
  • Extended: -2 to hit. One band beyond optimal. Pushing the weapon's limits.
  • Beyond Maximum: Cannot hit. Out of range entirely.

Melee weapons have no extended range. You're in arm's reach or you're not.

Reach weapons threaten both Adjacent AND Near ranges. This is their advantage—zone control without sacrificing close combat. Opportunity attacks trigger from either range for reach weapons.

See Document 14 (Movement & Positioning) for range band definitions: Adjacent (0-1 squares), Near (2-4 squares), Far (5-10 squares), Distant (11+ squares).

Example Weapons

These properties are completely separate. A weapon can have any combination:

WeaponHit BonusDamage BonusRangeNotes
Dagger+0+2MeleeSimple, concealable
Longsword+1+4MeleeBalanced, reliable
Spear+0+3ReachKeeps enemies at distance
Throwing Knife+0+2ThrownExpendable
Shortbow+1+3RangedQuick, accurate
Longbow+0+4Long RangePowerful, slow
Chaotic Blade+1+2d4MeleeUnpredictable but exciting

This separation honors our principle: Resolution and Magnitude Never Mix. What makes you more likely to hit is independent of what makes you hit harder.

Armor

Armor protects you from damage. TDGS has two types of armor absorption: Ablative and Deflection. For armor as equipment (slot costs, wearing rules), see Document 15 (Equipment & Slots).

Ablative Armor (Pool-Based)

Ablative armor has a damage pool. It absorbs incoming damage until depleted.

ABLATIVE ARMOR: Has a pool of HP Absorbs damage until pool is empty Once depleted: no protection until restored/replaced
Example: Energy Shield (Pool: 100)
Hit for 30 damage → Shield absorbs 30, pool now 70. You take 0. Hit for 30 damage → Shield absorbs 30, pool now 40. You take 0. Hit for 60 damage → Shield absorbs 40, depleted. You take 20. Shield is now empty.

Ablative armor is your buffer. It takes the hits so you don't have to. Until it runs out.

Durability: Each ablative item defines whether it:

  • Destroyed when depleted (consumable barriers, one-use shields)
  • Recharges between scenes (energy shields, regenerating barriers)

This is a property of the item, not a universal rule.

Cap: There is no cap on ablative pool values. A divine barrier could have 10,000 HP. Content defines what exists; the engine defines how it works.

Deflection Armor (Percentage-Based)

Deflection armor reduces incoming damage by a percentage. It persists until destroyed or removed.

DEFLECTION ARMOR: Reduces damage by a percentage Always active while worn Degrades only on critical magnitude (rare)
Example: Plate Armor (50% Deflection)
Hit for 30 damage → Reduced by 50% to 15. You take 15. Hit for 30 damage → Reduced by 50% to 15. You take 15. Hit for 100 damage → Reduced by 50% to 50. You take 50. Armor still works.

Deflection armor is reliable. It always helps. But it never fully protects you.

Deflection Cap: 75%

No matter how much deflection you stack, you always take at least 25% of incoming damage. True invincibility doesn't exist in TDGS.

GMs can override this cap for their setting. Want 100% deflection armor in your world? Your game, your rules. But understand: true invincibility breaks combat math. If nothing can hurt someone, why roll? We provide the physics. You decide if you want to break them.

Deflection Degradation

Deflection armor degrades when hit by a critical hit (natural 20) with maximum magnitude (4 on the magnitude die).

Trigger: Crit (nat 20) + Magnitude 4 Effect: -10% deflection for rest of scene Resets between scenes (assumed repaired/maintained) Probability: ~1.25% per attack

Most crits don't damage armor. Only the most devastating blows (mag 4) punch through. When they do, your armor is compromised. But only until you can tend to it.

Stacking: Ablative First

When you have both ablative and deflection armor, ablative absorbs first, then deflection reduces the remainder.

Example: Shield (Ablative 50) + Plate (Deflection 50%)
Hit for 80 damage: → Shield absorbs 50, depleted → 30 remains, plate reduces by 50% → You take 15 Next hit for 80 damage: → Shield depleted, no ablative → Plate reduces 80 by 50% → You take 40

Your ablative buffer goes first. Once it's gone, you're down to base armor.

Evasion

Some armor also provides Evasion: a bonus to REF that makes you harder to hit in the first place.

EVASION: Adds to Apparent REF for defense Light Leather: +2 Evasion, 10% Deflection Chain Mail: +0 Evasion, 30% Deflection Full Plate: -2 Evasion, 50% Deflection

Light armor helps you dodge. Heavy armor helps you tank. Choose your survival strategy.

"THERE ARE TWO KINDS OF WARRIORS. THOSE WHO DANCE AROUND BLADES, AND THOSE WHO LET BLADES BREAK AGAINST THEM. BOTH LIVE. BOTH DIE. THE DIFFERENCE IS HOW MUCH NOISE THEY MAKE DOING IT."

Hundröd the Uncountable
Hundröd the UncountableD100

The Three Layers of Survival

Survival in TDGS has three layers:

LayerWhat It DoesSource
1. REF (Avoid)Determines if hit lands at allBase REF + Evasion
2. Absorption (Reduce)Reduces damage takenAblative pools, Deflection %
3. HP (Survive)How much you can takeApparent CON × 5

A hit must pass through all three layers:

  • Does it beat your REF? (Resolution)
  • How much gets through armor? (Ablative → Deflection → Minimum 1)
  • Can your HP absorb what's left? (HP)

Master all three and you're hard to kill. Neglect any one and you have a weakness to exploit.

Healing

HP can be restored through rest and healing effects.

Rest

Short Rest (minutes):
Recover 25% of maximum HP Requires: Brief pause, no combat, catching breath
Long Rest (hours/sleep):
Recover to full HP Requires: Extended rest, typically overnight

Healing Effects

Spells, potions, and abilities that restore HP use flat values, not percentages. The healing formula mirrors the damage formula exactly.

Healing = Apparent Healer Stat + Spell Healing Bonus Divine Healing: Apparent WIS + Spell Healing Bonus Arcane Healing: Apparent INT + Spell Healing Bonus

Why flat values? Damage is flat. A soldier with STR 12 and a +2 sword deals 14 damage whether they hit a peasant or a dragon. Healing follows the same logic. What the healer can do depends on the healer's capability, not the patient's body.

SpellTierWIS 10 HealerWIS 20 Healer
Minor Heal (WIS + 0)110 HP20 HP
Heal (WIS + 5)215 HP25 HP
Greater Heal (WIS + 10)320 HP30 HP
Divine Restoration (WIS + 20)430 HP40 HP

This means low-tier heals remain minor regardless of target. High-tier heals feel earned. Healer stats matter because WIS investment directly improves output, just as STR investment improves a fighter's damage.

Healing Potions and Items

Healing items that have no caster use a fixed flat value with no stat component.

Potion Healing = Fixed Value (defined by item) Minor Healing Potion: 10 HP Healing Potion: 25 HP Greater Healing Potion: 50 HP

Content defines specific items and values. The engine defines that item healing is flat.

"Healing is a mirror of harm. A novice cleric mends what a novice cleric can mend, whether the patient is a mouse or a mountain. You want to close bigger wounds? Become a bigger healer."

Nyxara Tidelight
Nyxara TidelightD12

Conditions

Conditions are temporary states that affect an entity's capabilities. They include both Debuffs (negative effects) and Buffs (positive effects).

Condition Framework

Every condition follows this structure:

NAME: What it's called TYPE: Buff or Debuff EFFECT: What it does mechanically DURATION: Rounds / Scene / Day / Until Removed STACKING: Yes or No SOURCE: What can apply it

Applying and Removing Conditions

Conditions can be applied by:

  • Weapons (poison blade causes Poisoned)
  • Spells (fear spell causes Frightened)
  • Abilities (grapple action causes Grappled)
  • Narrative (GM applies Burning when you fall in lava)

Conditions can be removed by:

  • Duration expiring
  • Specific actions (standing removes Prone)
  • Healing/cleansing effects
  • Narrative resolution

Core Debuffs

These are the standard negative conditions in TDGS.

Grappled

Type: Debuff Effect: Cannot move. Actions limited to: Attack grappler, Attempt escape (STR vs STR) Duration: Until escaped or grappler releases Stacking: No Source: Grapple action, certain abilities

Prone

Type: Debuff Effect: -2 to REF vs melee (easier to hit up close) +2 to REF vs ranged (smaller profile) Standing up costs your Action Duration: Until you stand (costs Action) Stacking: No Source: Shove action, knockdown effects, voluntary

Stunned

Type: Debuff Effect: Cannot take Actions, Instants, or Interrupts REF reduced to 0 (auto-hit on anything but nat 1) Duration: Rounds (defined by source) Stacking: No (duration refreshes) Source: Massive damage, head trauma, certain spells/abilities

Frightened

Type: Debuff Effect: -2 to all rolls while source of fear is visible Cannot willingly move closer to source of fear Duration: Scene or Until source removed/defeated Stacking: No Source: Intimidate action, terror abilities, narrative

Poisoned

Type: Debuff Effect: -2 to STR, DEX, and REF (body weakened) May deal damage over time (defined by poison source) Duration: Scene or Until treated Stacking: No (but different poisons can stack) Source: Poison weapons, venomous creatures, traps, ingested

Bleeding

Type: Debuff Effect: Lose X HP at start of each round (X defined by source) Duration: Until treated or Scene ends Stacking: Yes (multiple bleeds add together) Source: Slashing/piercing crits, certain weapons, abilities

Blinded

Type: Debuff Effect: -4 to attacks and REF (can't see incoming) Auto-fail sight-based WIS checks Duration: Rounds or Until removed Stacking: No Source: Darkness, flash effects, eye damage, spells

Deafened

Type: Debuff Effect: Auto-fail hearing-based WIS checks Cannot benefit from verbal commands/warnings Duration: Rounds or Until removed Stacking: No Source: Loud explosions, ear damage, spells

Unconscious

Type: Debuff Effect: Cannot take any actions REF reduced to 0 (auto-hit on anything but nat 1) Unaware of surroundings Duration: Until awakened (damage, allies, time) Stacking: No Source: Knockout (5% HP), sleep effects, head trauma, spells

Paralyzed

Type: Debuff Effect: Cannot move or take physical actions REF reduced to 0 (auto-hit on anything but nat 1) Mental actions still possible (if any) Duration: Rounds or Until removed Stacking: No Source: Paralysis poison, certain spells, nerve damage

Slowed

Type: Debuff Effect: MOV halved Cannot take Step as free action (must use Move action) -2 to REF Duration: Rounds or Until removed Stacking: No Source: Encumbrance, cold effects, certain spells, exhaustion

Burning

Type: Debuff Effect: Lose X HP at start of each round (X defined by source) Can spread to flammable materials Extinguish: Action + method (water, roll on ground, etc.) Duration: Until extinguished Stacking: Yes (multiple fire sources add together) Source: Fire attacks, spells, environmental hazards

Charmed

Type: Debuff Effect: Cannot attack or harm the charmer Charmer has +4 to CHA-based actions against you May follow suggestions (WIS to resist harmful ones) Duration: Scene or Until broken (damage from charmer, allies intervene) Stacking: No Source: Charm spells, seduction abilities, certain creatures

Core Buffs

These are the standard positive conditions in TDGS.

Invisible

Type: Buff Effect: Cannot be seen (auto-succeed Hide vs sight) +4 to attacks against targets unaware of you Attackers who can't see you have -4 to hit you Broken: When you attack or interact physically Duration: Rounds / Scene / Until broken Stacking: No Source: Spells, potions, abilities, certain gear

Hasted

Type: Buff Effect: +2 to REF Can take two Actions per turn instead of one Duration: Rounds (defined by source) Stacking: No Source: Spells, potions, certain abilities

Protected

Type: Buff Effect: +2 to REF +10% deflection (stacks with armor, respects 75% cap) Duration: Rounds / Scene (defined by source) Stacking: No Source: Spells, abilities, shields of faith

Regenerating

Type: Buff Effect: Recover X HP at start of each round (X defined by source, flat value) Duration: Rounds / Scene (defined by source) Stacking: No (highest value wins) Source: Spells, potions, abilities, certain creatures (innate)

Stat Buffs

Any stat can have a buff following this pattern:

Type: Buff Effect: +2 to [STAT] Duration: Rounds / Scene (defined by source) Stacking: No (highest value wins) Source: Spells, potions, abilities
NameStat
Strengthened+2 STR
Quickened+2 DEX
Fortified+2 CON
Sharpened+2 INT
Enlightened+2 WIS
Emboldened+2 CHA
Accelerated+2 MOV
Attuned+2 REF

Summary Tables

HP and Death

ThresholdEffect
5% HPKnockout (Unconscious)
0 HPDeath

Damage Formula

Attack TypeFormula
MeleeApparent STR + Weapon Damage Bonus
RangedApparent DEX + Weapon Damage Bonus
Spell (Arcane)Apparent INT + Spell Damage Bonus
Spell (Divine)Apparent WIS + Spell Damage Bonus

Armor Types

TypeHow It WorksCap
AblativePool absorbs damage until depletedNone
DeflectionPercentage reduces all damage75%

Healing

MethodRecovery
Short Rest25% HP
Long Rest100% HP
Spell (Divine)Apparent WIS + Spell Healing Bonus
Spell (Arcane)Apparent INT + Spell Healing Bonus
Potion / ItemFixed flat value (item-defined)

Core Conditions Quick Reference

Debuffs:

ConditionKey Effect
GrappledCannot move, limited actions
Prone-2 REF melee, +2 REF ranged
StunnedNo actions, REF 0
Frightened-2 all rolls, can't approach source
Poisoned-2 STR/DEX/REF
BleedingX damage per round, stacks
Blinded-4 attacks/REF
DeafenedFail hearing checks
UnconsciousNo actions, REF 0, unaware
ParalyzedNo physical actions, REF 0
SlowedHalf MOV, no Step, -2 REF
BurningX damage per round, stacks
CharmedCan't harm charmer

Buffs:

ConditionKey Effect
InvisibleCan't be seen, +4 attack, -4 to be hit
Hasted+2 REF, two Actions
Protected+2 REF, +10% deflection
RegeneratingX HP per round (flat)
[Stat] Buff+2 to specific stat

"Combat is like a campfire, friend! Everyone gathers around, things get heated, and somebody ends up a little singed. The trick is making sure it's not you! Unless you're immune to fire. Then it's all just cozy warmth and screaming."

Flamey Eight-ball
Flamey Eight-ballD8

Document Status

Status: Canonical

This document defines the combat mechanics for TDGS. All damage, armor, healing, and conditions in the system conform to the rules established here.