# Advantage, Initiative & Combat

All attribute checks in SRPG use the core mechanic: **roll 1d6; succeed if the result is below the relevant attribute**. Armor Points (AP) reduce damage as usual after a hit is confirmed.

## Advantage and Disadvantage

When a check is easier or harder than usual, the GM calls for Advantage or Disadvantage:

- **Advantage:** roll **2d6** and use the **lower** die (more likely to land below the attribute).
- **Disadvantage:** roll **2d6** and use the **higher** die (less likely to land below the attribute).

Do not stack multiple instances of the same condition. If both would apply, they cancel and you roll a normal 1d6.

## Initiative

If combat breaks out, everyone is sorted into an order so they each get to act and react in turn. Every character checks their DEX. Those that succeed take their turn before their opponents; they then act as a group, deciding their own order for actions. Those that fail their DEX checks go after their opponents.

## Attacks and defense

When a character attacks a creature, they must roll below their STR for a Melee Attack or DEX for a Ranged Attack. Likewise, when a creature attacks, the character must roll below their STR against a Melee Attack and DEX against a Ranged Attack to avoid taking damage. A GM will often name the attribute required for the check. The damage an attack deals is based on the character's class or the number of HD a creature has.

To make a Melee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers Disadvantage.

Creatures deal damage based on their HD. Creatures do not make attribute checks; only characters do (see Game Mechanic).

## Critical success and failure (d6)

Because checks use a d6:

- **Critical hit:** on an attack check, a natural **1** always succeeds and the attacker doubles the result of the damage dice they roll. AP still applies.
- **Critical failure when avoiding:** on a defense check to avoid an attack, a natural **6** always fails and the character takes double damage. AP still applies.

(There is no “natural 20” in SRPG.)

## Harder foes (HD vs level)

For every HD above the character's level, add +1 to every roll the player makes for any attribute check that would determine the outcome of a conflict between them and that NPC or creature. Because success is roll-under, a higher roll is worse. For example, a level 3 character defending against a HD 5 creature's attack adds +2 to their roll.

## Effects, traps and spells

The player should roll an attribute check when any spell, trap or effect would impact them.

| Attribute | Effect |
|-----------|--------|
| STR | Physical harm that cannot be avoided |
| DEX | Physical harm that can be avoided |
| CON | Poison, disease or death |
| INT | Resisting spells and magic |
| WIS | Deception and illusions |
| CHA | Charming effects |

## Out of Action

When a character is reduced to zero Hit Points (HP) they are taken Out of Action (OOA): they are unconscious and cannot make any actions.
