# Combat
Many conflicts evolve into combat. Glorantha provides plenty of opportunities for combat, whether formal challenges between groups or individuals, skirmishes between small groups, or fullscale battles between much greater numbers of combatants.
Combat can be brutal and confusing, increasingly so the more parties are involved. Combatants press together and withdraw, side-step and maneuver for positions from which to strike or avoid harm. Attackers and defenders move back and forth on uncertain footing, made more perilous by the bodies of the fallen. Visibility might be limited by helmets, and armor often causes loss of mobility and grace. Every moment requires decisions based on the flow of combat, each loss and victory causing an instant reassessment about whether—or how—to act. Some hesitate, while others act decisively.
The main kinds of weapons used are melee and missile. These weapons differ in concept: melee weapons can be used to parry as well as attack, while missile weapons are normally used only beyond weapon-length range and are unsuitable for parrying.
# Combat Terms
Armor Points: Armor and some magic spells can reduce damage. Armor absorbs an amount of damage equal to the armor points present.
Damage Done: Once armor points and the effects of any parry has been subtracted from points of damage, the remaining damage, if any, is the damage done to the target.
Damage Points: When dice are rolled to determine damage, their total, plus any additions for weapon type or magic, are the damage points.
Strike Rank Modifiers: Individual modifiers based on an adventurer’s DEX, SIZ, and weapon length are totaled to determine the strike rank in which a melee weapon can be used. Missile and thrown weapon strike ranks depend only on the adventurer’s DEX. Spell strike ranks normally depend on the DEX of the adventurer and the number of magic points powering the spell.
# The Melee Round
The melee round is the primary unit of time for individual and small group combat. A melee round is an intensely chaotic, organic, and highly situational affair. To keep things organized, all melees are divided into four phases: Statement of Intent; Movement of Unengaged Characters; Resolution of Melee, Missiles, and Spells; and Bookkeeping. Although these phases are taken in turn, the action is usually simultaneous.
These are described in further detail below:
Statement of Intent: All participants in the melee round declare their actions. These intentions do not need to be precise but should be clear. Consult strike ranks to see who goes first, if there’s any question.
Movement of Unengaged Characters: Everyone not engaged in melee may move up to their total MOV. Those moving up to half of their mov may also participate in melee, cast a spell, etc. Every 3 meters of movement adds +1 to their strike rank.
Resolution of Melee, Missiles, and Spells: Attacks are resolved in strike rank order, lowest first. The defender may try to parry or dodge. Unless otherwise indicated, the effects of damage from missiles, spells, or melee weapons take place immediately. If one opponent disables their foe (death or other means) before the other can attack, the victim gets no attack at all. If both have the same strike rank, their DEX characteristics are compared and the highest DEX strikes first. If DEXs are the same, the strikes are simultaneous, and damage is not taken until both attacks have been rolled and all damage assessed.
Bookkeeping: After all attacks are resolved, players and the gamemaster record all changes in status such as magic or Rune points spent, damage taken, healing performed, any spell effects expiring, etc.
Once a melee round has been resolved and all phases are complete, play continues with the next melee round, until the combat is resolved one way or another.
# Surviving Combat
RuneQuest combat is deadly and presents risk to every participant. Adventurers can be killed easily, and combat should never be lightly entered. Here are some useful tips:
Always prepare before a melee. Cast defensive and weapon-enhancing spells before combat if possible.
Missile weapons are deadly. Missile weapons are useful against foes, as they cannot be parried; only blocked by a shield (if the target was prepared for the attack). This goes both ways!
Armor saves lives. Even light armor can greatly increase the chance of survival. Defensive magic is equally useful.
Casting 3 points of the Shield spell is the equivalent of wearing heavy armor!
. Magic—especially Rune magic—is a game changer in combat. Whether used offensively or defensively, magic spells can change battlefield conditions and take foes out of combat, and greatly boost one’s own capabilities.
Consider fleeing a fight. If a combat goes poorly, always be willing to sound the retreat and run away!
Almost everyone wants to live. Not every fight need be to the death. Most wild animals flee when wounded, and intelligent foes might surrender. Ransoming a captured foe is inevitably more lucrative than looting a corpse.
# Strike Ranks
In combat, someone has the edge—the opportunity to strike first and set the pattern for the combat. Strike rank (SR) determines who gets the first chance to make a successful attack, and is based on SIZ, DEX, weapon length, magic points being spent, and can be modified by surprise and movement. A parry does not take any strike ranks.
Each attack of whatever type is attempted in strike rank order, lowest to highest. 1 is the lowest, and 12 is the highest. The being—adventurer or monster—with the lowest total strike rank always attacks first.
An easy way to keep track of strike ranks is to use the D12 included in the RuneQuest Starter Set (opens new window), or the Strike Rank Tracker sheet with a token of some sort.
When using a D12 to keep track of strike ranks, place the dice with the 1 side facing on top. Announce to the players that all actions on 1 should be resolved at this time, including any from non-player characters. When everyone has completed their actions for strike rank 1, move on to 2, and repeat the process through 12, at which point, the melee round starts over.
When using the Strike Rank Tracker to track strike ranks, the gamemaster should put a token on strike rank 1, announcing each new strike rank. When everyone that can act on that strike rank is done, the gamemaster should move the token to the next strike rank space. A melee round begins at strike rank 1 and ends at 12. A new melee round starts if the combat is unresolved. Strike ranks determine the order of attacks in a melee round, and do not represent each second of that melee round. The strike rank modifiers below are applied when applicable.
# Strike Rank Modifiers
Action | Strike Ranks |
---|---|
Augmenting with a Rune or Passion | 0 |
Augmenting with a skill | 0* |
Using a weapon | As per weapon |
Preparing a new spell or weapon | +5 |
Preparing a weapon, spell, or missile | +5 |
Surprised by foes within 3 meters | +3 |
Surprised by foes within 4–9 meters | +1 |
Movement: each 3 meters | +1 |
Magic points used: each +1 point after the 1st, which is free. | +1 |
* If the skill is a complex or physical one, the gamemaster may determine it takes additional strike ranks, or cannot be accomplished within combat.
# Magical Attacks and Strike Rank
To determine the strike rank for spirit magic spells, add the strike modifier for the magic points used in the spell to the adventurer’s DEX strike rank modifier.
The first magic point used in the spell has no strike rank modifier. Later spells require +5 strike ranks to prepare, even if the same spell is being used again.
Most spirit magic spells need at least one hand free to either point, touch the focus of the spell, make the sign of the Rune, etc. Because of this, +5 additional strike ranks must be added to an adventurer’s normal strike rank for a spell if they are switching from a weapon to the use of a spell in that melee round. This requirement does not apply to Rune spells.
Casting a spell such as Bladesharp or Fireblade on a weapon held in the hand only involves adding the normal strike rank for casting the spell to the normal strike rank for that weapon for that melee round.
Rune magic spells always take effect at strike rank 1. If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, add +1 strike rank for each additional magic point after the first.
For more details, got to the Spirit Magic, and Rune Magic sections.
# Missile Weapons
Strike ranks for missile weapons (bows, missile weapons, etc.) are determined differently than for melee weapons. On the adventurer sheet, consult the SR entry for its rate of fire:
1/MR: One missile per melee round can be thrown/shot, launched on the DEX strike rank.
S/MR: As many missiles as can be fired as the DEX strike rank permits, assuming 5 strike ranks to reload.
# Strike Rank Limits Per Melee Round
No action or combination of actions may be performed in one melee round if the total strike ranks necessary add up to more than 12. If an action requires more than 12 strike ranks (including strike ranks for magic points spent, DEX strike rank, unprepared spell, and any additional magic or Rune points), more than one melee round is needed to cast the spell.
A spell requiring 17 strike ranks takes one full melee round and 5 additional strike ranks to cast and takes effect on strike rank 5 of the second melee round (17–12=5).
# Multiple Activities Outside of Melee
An adventurer not involved in melee can conceivably do many things in one round, always keeping in mind that there are only 12 strike ranks to work with. When combining actions, use the higher strike rank.
An adventurer with DEX 11 (with a DEX strike rank of 3) could cast a Firearrow spell, taking 4 strike ranks. They could then move 9 meters (3 more strike ranks) and draw a bow and arrow (5 strike ranks for readying a weapon). This is 12 strike ranks. The adventurer is then stuck because loosing the arrow would take another 3 strike ranks and there are no more strike ranks left in the melee round.
At the gamemaster’s discretion, the 5 strike ranks it took to ready the bow and arrow could have been combined with the 3 strike ranks of movement, as it is perfectly reasonable to assume the adventurer can do both simultaneously. The higher strike rank value is 5 in this case, making the total 12 (4 strike ranks for Disruption, 5 strike ranks moving and re-arming while moving, and then shooting an arrow for 3 strike ranks). This would give the adventurer the time necessary to loose an arrow.
Note that an adventurer with average DEX could loose two arrows in one melee round (strike rank 3 for the first arrow, then 5 to ready a new arrow and then 3 for shooting the new arrow, for a total of 11).
The gamemaster always has the final say on what activities can be performed in a melee round.
# Multiple Activities within Melee
When engaged in melee, the adventurer must spend their time attacking and defending. While an adventurer might throw a spell at an oncoming foe and then engage that foe in combat within the same round, an adventurer cannot, while engaged in melee combat, attack both physically and magically.
An adventurer that starts a round engaged in melee may either attack and defend normally or defend normally and attack magically, but not both.
An adventurer’s strike rank indicates when they may initiate an attack. However, the adventurer is performing that attack for the entire round and can do little else except parry or dodge.
# Attacking
A melee (hand-to-hand) weapon or missile (ranged) weapon skill determines the chance of success with an attack. If the player rolls equal to or less than the skill chance on D100, the adventurer has succeeded and managed to hit their opponent. The defender may still manage to avoid damage by parrying or dodging the blow, trusting their armor, or through magic.
See the Attack & Parry Results Table for results, consulting the attack roll on the left vertical column vs. the parry result on the top horizontal row.
Each weapon has a damage rating described as a dice roll. The adventurer may add or subtract a damage modifier if they have one. Armor and magic can further modify the damage.
A broadsword does 1D8+1 damage, which means the user rolls a 1D8 and adds 1 to the result to determine the damage points done.
It is possible that a successful weapon hit does no damage at all, because of the target’s armor or some other form of protection, such as magic.
# Attack and Parry Results Table
Critical Parry | Special Parry | Normal Parry | Failed Parry | Fumbled Parry | |
---|---|---|---|---|---|
Critical attack vs. | Attacker rolls normal damage. Defender’s parrying weapon takes 1 HP damage if rolled damage is greater than its current HP.Any excess damage goes to affected hit location. | Attacker rolls special damage. Defender’s parrying weapon takes 1 HP damage if rolled damage is greater than its current HP. Any excess damage goes to adjacent hit location, with no armor protection. | Attacker rolls special damage. Defender’s parrying weapon HP reduced by the damage rolled. Any excess damage goes to adjacent hit location, with no armor protection. | Attacker does maximum special damage. Defender takes damage, with no armor protection. | Attacker automatically hits, does maximum special damage Defender takes damage, with no armor protection, and rolls on Fumbles table. |
Special attack vs. | Attack parried or deflected. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP is reduced by 1 HP if damage over its current HP. | Attacker rolls normal damage. Defender’s parrying weapon takes 1HP damage, if damage more than its current HP. Any excess damage goes to the affected hit location. | Attacker rolls special damage. Defender’s parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location. | Attacker rolls special damage. Defender takes damage. | Attacker causes special damage. Defender takes damage and rolls on Fumbles table. |
Normal attack vs. | Attack parried or deflected. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP is reduced by any damage over its current HP. | Attack parried or deflected. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP is reduced by 1 HP if damage over its current HP. | Attacker rolls normal damage. Defender’s parrying weapon takes 1HP damage, if damage more than its current HP. Any excess damage goes to the affected hit location. | Attacker rolls normal damage. Defender takes damage. | Attacker rolls normal damage. Defender takes damage and rolls on Fumbles table. |
Failed attack vs. | Attack parried or deflected. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by the damage rolled. | Attacker parried or deflected. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by any damage over its current HP. | Attacker parried or deflected. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP reduced by 1 HP if damage over its current HP. | Attacker misses. Defender misses. | Attacker rolls normal damage. Defender takes damage and rolls on Fumbles table. |
Fumbled attack vs. | Attacker rolls on Fumbles table. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by the damage rolled. | Attacker rolls on Fumbles table. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by the damage over its current HP. | Attacker rolls on Fumbles table. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP reduced by 1 HP if damage over its current HP. | Attacker rolls on Fumbles table. Defender misses. | Attacker rolls on Fumbles table. Defender rolls on Fumbles table. |
# Fumble Table
D20 | Result |
---|---|
01–04 | Cannot parry next melee round. |
05–08 | Cannot attack next melee round. |
09–12 | Cannot attack or parry next melee round. |
13–15 | Cannot attack, parry, or dodge next round. |
16–18 | Loses one piece of armor (roll hit location). |
19–20 | Drop weapon and/or shield, taking 5 SR to recover. |
# Parrying
A defender armed with a weapon or shield may parry an attack with a relevant weapon or shield skill. If successful, the parry partially or completely blocks the attack. The parry should be rolled whether the attack succeeded or not, for some successful parries can affect a weapon used in an unsuccessful attack. Generally, only a shield can parry ranged attacks such as thrown daggers or javelins.
See the Attack & Parry Results Table for results.
With a readied weapon or shield, an adventurer can attempt to parry one specific attack on any strike rank of the melee round at no modifier. Additional parries that melee round are at a cumulative –20% penalty for each additional parry or dodge. If the chance to parry is reduced to 0% or less, the defender cannot parry any more.
# Shields
Shields can be used to parry or attack. One cannot normally be used while using a two-handed weapon or projectile weapon other than the sling or a thrown missile weapon.
See the Attack & Parry Results Table, treating a shield like a weapon. If the shield is reduced to 0 hit points, it is entirely broken apart and useless, beyond repair.
When used against missile weapons, a small shield protects only the shield arm, a medium shield protects the shield arm and one adjacent hit location (player’s choice), and a large shield protects the shield arm and two other hit locations contiguous with each other (for example, torso and head, or torso and abdomen). These locations are always determined by the player.
When attacking with a shield, the attacker gives up all chance of parrying that round with the shield. The chance to attack is identical as parrying: training to use a shield includes knowing how to strike with it as well as using it to deflect blows.
# Dodging
Use the Dodge skill to avoid a melee attack instead of parrying. Dodge may be used against all attacks from one source but must be rolled separately against each attack, with each subsequent Dodge roll after the first modified by –20%. If the chance to Dodge is modified to 0% or lower, the defender cannot dodge any more.
See the Dodge Results Table for more information, referencing the rolled Dodge result on the left vertical column vs. the attack result on the top horizontal row.
A successful Dodge against a successful melee attack means the attack missed. A special success is necessary against a special success, a critical to avoid a critical. A fumbled Dodge gives an attacker an automatic normal hit, unless their attack rolls better or they also fumble.
# Dodge Results Table
Critical Success | Special Success | Normal Success | Failure | Fumble | |
---|---|---|---|---|---|
Critical Dodge vs. | Attack is dodged. | Attack is dodged. | Attack is dodged. | Attack misses. | Attacker rolls on Fumbles table. |
Special Dodge vs. | Attack does special success damage. | Attack is dodged successfully. | Attack is dodged. | Attack misses. | Attacker rolls on Fumbles table. |
Normal Dodge vs. | Attack does special success damage, ignores armor. | Attack does special success damage. | Attack is dodged. | Attack misses. | Attacker rolls on Fumbles table. |
Failed Dodge vs. | Attack does maximum special success damage, ignores armor. | Attack does special success damage. | Attack does normal damage. | Attack misses. | Attacker rolls on Fumbles table. |
Fumbled Dodge vs. | Attack does maximum special success damage, ignores armor. Defender rolls on Fumbles table. | Attack does special success damage. Defender rolls on Fumbles table. | Attack does normal damage. Defender rolls on Fumbles table. | Attack does normal damage. Defender rolls on Fumbles table. | Attack fails and Attacker rolls on Fumbles table. Defender rolls on Fumbles table. |
# Disengaging from Melee
To disengage from combat, even when the attacker is still fighting, one can: retreat (spend one melee round to disengage, doing nothing but parrying and Dodging), knockback (see here), and flee (turn and run, in which the attacker gets one attack against the fleeing character which cannot be parried or Dodged).
# Range
Missile weapons have an effective range, as described below:
Composite bows have a 100 meter range, self bows 80.
Slings, thrown javelins, axes, etc. have a 20 meter range.
Medium range is 1.5 as far as the effective range. At medium range, an adventurer’s skill is halved. Long range is between medium and twice effective range: the skill is quartered. Thrown weapons have no effective value beyond 20 meters.
# Damage
Adventurers can suffer many kinds of injury: cuts and concussions from weapons, burns from fires, falls, etc. This is called damage, and points of damage are subtracted from hit points. Damage bonus is added to damage rolls. Armor protects its wearer by subtracting its value from that damage. The rest gets through, subtracted from the hit points of the hit location struck, as well as the adventurer’s total hit points.
Better rolls do more damage.
A special success does double damage (roll twice).
A critical success does double maximum damage and ignores armor.
The damage bonus is rolled but not doubled, and any modifiers are added normally, or doubled for a critical.
Record all damage taken and keep track of each separate injury to each hit location!
Hit points can be restored over time, with magic, or with the First Aid, but when a location’s or total hit points are exceeded, bad things can happen.
# Hit Locations
Bodies are divided into hit locations. Humans have seven. Physical damage usually occurs to a specific hit location and is subtracted from that location as well as from total hit points.
Generally, the attacker should roll to determine what hit location is struck with an attack. To determine this, roll D20 and consult the hit location table (on the adventurer sheet). Do the same for non-player characters or monsters, though they may not have the same hit locations and results.
# Armor
Armor is the last barrier between an adventurer and an incoming weapon, fang, or claw, absorbing damage and keeping the wearer intact. Different hit locations may have different forms of armor. Magic may improve the amount of armor.
Unlike weapons and shields, armor points for armor rarely change, even if a blow exceeds the armor points on the location struck. Armor points are never reduced by normal damage, but may be reduced by fire, acid, or other such conditions.
# Results of Damage
Anyone taking enough damage to reduce their total hit points to 0 or less dies at the end of the melee round unless stabilized and brought to 1+ hit points through healing. The sum of hit points in all hit locations add up to more than the total hit points; meaning that someone can be disabled or killed by many small wounds.
A character (adventurer or other) falls unconscious if only 1 or 2 total hit points remain. They die at the end of the melee round if the total hit points are equal to or less than 0. An individual hit location can take damage beyond the actual hit points in the location. The severity of the damage has different effects, depending on the hit location, as described below. Note that these are the effects of damage on living humanoid characters: undead or some non-humanoids may suffer injuries less severely.
# Damage Equals or Exceeds Location’s Hit Points
Limbs: They become useless. Anything held in the arm is dropped. Usually the character falls to the ground. See Fighting While Prone.
Abdomen: The character drops to the ground but can continue to fight, but they will bleed to death if not healed or treated with First Aid within ten minutes.
Chest: The character cannot fight. Bleeding must be stopped by First Aid or they will die in ten minutes.
Head: The character is unconscious. They must be healed or treated with First Aid within five minutes or they die.
# Damage Equals or Exceeds Double Hit Points
The character is incapacitated, in shock, falls prone, and can no longer fight until healed. They may try to heal themselves.
Head, Chest, or Abdomen: If any of these locations suffers more than twice as much damage as the character has hit points in that location, the character loses consciousness and begins to lose 1 hit point per melee round unless healed or treated with First Aid.
Limbs: A living being cannot take more than twice the possible points of damage in an arm or leg from a single blow: the rest have no effect. Further blows to that limb affect the overall hit points of the character.
# Location Equals or Exceeds Triple Hit Points
Limbs: A limb hit for three times more points than it can take in a single blow is severed or irrevocably maimed. The character is functionally incapacitated.
Head, Chest, or Abdomen: A head, chest, or abdomen hit for three times as much damage as the character has hit points in that location results in instant death.
# Severed and Maimed Limbs
Only a 6-point Healing spell (or Heal Wound stacked with 6 magic points) applied within ten minutes can restore a severed limb, if all parts are available. Otherwise, healing magic specifically described as capable of regrowing limbs (such as the Regrow Limb Rune spell) may be used to restore a severed limb.
However, any healing magic which restores hit points can cure a maimed limb, if all the hit points are restored within ten minutes. If that time limit is passed, the limb is useless, even though the hit points can be restored.
To get the use of the limb back, the adventurer must receive magic capable of regrowing limbs, such as from the healers of Chalana Arroy.
# Death
At the end of a melee round, anyone still with 0 hit points is dead. An initiate of a god may call for divine intervention but if unsuccessful, they die.
Upon death, the soul separates from the body, to travel for seven days through the Underworld to the Court of Silence, the gateway to the afterlife. Once there, the Judge of the Dead determines the soul’s fate, and it departs to whatever afterlife it is assigned. Prior to judgment, it is possible to resurrect an adventurer with powerful magic. After this judgment, only a magical ritual called a heroquest can bring the dead back to life.
# Healing
Hit points can be restored by magic, First Aid, or by natural healing.
# “I Need Healing!”
At some point, your adventurer (or non-player character) needs healing after taking damage. These are the options:
A Lot of Healing Fast: Cast Heal Wound (a common knowledge 1-point Rune spell) stacked with as many magic points as can be spared. Or cast Heal Body (a 3-point Rune spell).
A Little Healing Fast: Cast the spirit magic Healing spell. It might not be enough to fix a deadly wound, but it might be enough to restore use of an incapacitated limb. Or drink a healing potion if one is available.
A Little Healing Slowly: Use the First Aid skill. It takes five full melee rounds and only heals a small amount of damage but has no magical cost. Each use can fix one specific injury.
You Need Healing But Aren’t in a Rush: Get some bed rest and let natural healing take care of it, regaining hit points equal to your healing rate per week.
# Healing Magic
A healing spell can be used any number of times to cure any injury. Thus, if an adventurer has taken a 7-point wound, and uses magic to cure 4 points of damage, they can then cure the other 3 points in the next melee round.
Heal is a useful spirit magic spell, and many people know it.
Heal Wound is a common knowledge Rune spell, so any initiate of any major cult is taught how to use the spell.
# First Aid
This skill is used to stop bleeding, restore lost hit points, revive unconscious characters, etc. One use of First Aid treats a single injury to a specific hit location. It takes one melee round to stop bleeding or dying of their wounds. If unsuccessful, the user may try again in the next round at no penalty.
A successful roll heals 1D3 damage to one hit location.
A special success heals 2D3 damage points.
A critical success heals 1D3+3.
A fumbled First Aid causes a further 1D3 damage.
First Aid can only be used successfully once against an injury to a specific hit location, but it may be tried again and again on different injuries to the same hit location.
It is not possible to heal more points of damage to a hit location or the total hit points than was taken.
It takes five full melee rounds of First Aid to heal damage. If anything else is done during the five melee rounds in which the user performs this skill, the recipient loses 2 hit points.
An injury that immediately kills an adventurer cannot be treated with First Aid.
# Natural Healing
All living creatures heal naturally with time. An adventurer’s healing rate dictates how many hit points are recovered in each location at the end of each game week. For natural healing, it is the location that matters, not the number of wounds. As a location recovers lost hit points, the level of injury improves. An adventurer cannot engage in strenuous activity—rest is necessary for healing!
# Healing and Death
In Glorantha, healing magic is commonplace—most everyone can do it. Even revival from death is not uncommon, as the priestesses of Chalana Arroy can cast Resurrect and bring dead adventurers back to life. However, no sentient being really enjoys being killed and brought back from the dead. It is painful, expensive, inconvenient for everyone involved, and to some, humiliating. So, every fight does not have to end in fatality. Clever use of Fast Talk and Intimidate might impress a foe enough to halt combat, convincing them that violence is not necessary.
Adventurers might offer parley or surrender to their opponents, and even the most despicable of foes may not want to kill the adventurers—offering them the chance to ransom themselves. Alternatively, they may be content with wounding the adventurers as a warning against worse harm to come. Wild animals, on the other hand, often run away if wounded, unless in the most desperate situations.
As a gamemaster, having an adventurer die in the middle of an adventure can be frustrating to all involved, particularly if they are far away from the Chalana Arroy temple in Jonstown or elsewhere. If a fight is going to be particularly brutal early in a session of play and threatens to derail the course of the adventure, it is advised to think of how a foe’s goals might be better served than by killing someone. There should always be more than one way to end a conflict.