Combat Mechanics
Combat in ELDRA is fast-paced and reactive, with attack rolls and defend rolls happening in real-time exchanges. Every combatant has a choice to react to incoming attacks, making each encounter dynamic and engaging.
Attack and Defend rolls
In ELDRA, attacks are resolved through opposed skill checks:
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Melee Combat: The attacker rolls using their Fight skill, and the defender may respond with either their Fight or Reflex skill to evade or parry.
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Ranged Combat: The attacker rolls with their Shoot skill. The defender must respond with their Reflex skill.
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Magic Attacks: defend rolls against spells are dependent on the specific spell’s mechanics, which are described in the Spellcasting and Magic System section.
Damage Calculation
Damage in ELDRA is determined based on the margin of success during an attack roll. If the attack is successful, the damage is calculated as follows:
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Melee Damage: The attacker deals damage equal to the margin of success plus their Might skill bonus, plus any weapon modifiers.
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Ranged Damage: The attacker deals damage equal to the margin of success plus Perception skill bonus, plus any weapon modifiers.
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Magical Damage: In addition to the spell’s effects, the attacker deals damage equal to the margin of success plus their Focus skill bonus, plus any modifiers.
Critical Hit
When you roll the maximum possible Fate result (four + on 4dF, or five + on 5dF with Advantage), the attack is a Critical Hit. A standard Critical Hit adds +2 to your final result and doubles damage. An Advantage Critical Hit adds +4 to your final result and triples damage.
Critical Hit applies to all kinds of rolls and the damage multiplications apply for all kinds of damage types.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second attack with your off-hand in addition to your attack once per turn. When you do so, you make your second attack with a -2 penalty to your attack roll. You can not add your Might to the damage calculation for the off-hand attacks.
Size Categories
Creatures and characters in ELDRA are described by one of six size categories. Size affects movement, reach, what spaces a creature can occupy, and how some weapon techniques and abilities scale.
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Tiny: under 30 cm
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Small: 30 cm–1 m
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Medium: 1–2 m (the default for most player characters)
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Large: 2–4 m
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Huge: 4–8 m
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Gargantuan: 8 m and larger
When an ability refers to a creature being “one size category larger” or similar, it counts the steps in this list (for example, Large is one size category larger than Medium).
Damage Types
In ELDRA, damage is categorized into different types, each with its own unique effects and interactions. Below are the defined damage types and their specific mechanics:
Physical Damage Types
Physical damage in ELDRA comes in three types: Bludgeoning, Slashing, and Piercing. Each type interacts with creature resistances and vulnerabilities as described in individual creature entries. Physical damage is reduced by Physical Defense granted by armor and shields.
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Bludgeoning: Crushing, concussive, or impact-based damage from hammers, maces, fists, and falling objects.
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Slashing: Cutting and sweeping damage from swords, axes, claws, and bladed weapons.
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Piercing: Puncturing and penetrating damage from spears, arrows, rapiers, and fangs.
A weapon’s physical damage type determines which Weapon Techniques and Mastery abilities are available to its wielder. See the Equipment and Weapon Techniques sections for full details.
Some weapons deal multiple physical damage types (e.g., a Halberd deals Slashing, Piercing, or Bludgeoning — the wielder chooses when attacking).
Armor Pierce
Some attacks, weapon techniques, abilities, and potions grant Armor Pierce. When you deal damage with an attack that has Armor Pierce, reduce the target’s Physical Defense by the Armor Pierce value for the purpose of calculating damage from that attack. Armor Pierce cannot reduce Physical Defense below 0.
Example: An attack with Armor Pierce 3 against a target with Physical Defense 7 treats the target’s Physical Defense as 4 for that attack only.
Elemental Damage
— When you cast an Elemental spell, choose one of the following elemental types. The spell deals that type of damage and also applies a corresponding effect:
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Fire: The target takes an additional 2d4 elemental damage.
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Frost: The target takes an additional 1d4 elemental damage, and loses movement equal to the elemental damage it receives from this attack.
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Lightning: The target takes an additional 1d4 elemental damage, and suffers a -1 penalty to its next action for every 3 Lightning Damage it receives from this attack.
Radiant Damage
Radiant damage is reduced by Elemental Defense but bypasses Physical Defense. Undead creatures have Vulnerability against Radiant damage.
When a creature takes Radiant damage, it emits a faint glow for 1 round. While glowing, the creature cannot benefit from invisibility, Stealth, or concealment of any kind. Attack rolls against a glowing creature do not suffer penalties from darkness or obscurement.
Necrotic Damage
Necrotic damage is reduced by Elemental Defense but bypasses Physical Defense. All living creatures have Vulnerability against Necrotic damage. Undead are healed by it instead.
When a creature takes Necrotic damage, its capacity for recovery is impaired. Until the end of its next turn, the creature cannot recover Physical Stress points from any source (potions, spells, abilities, or class features).
Fall Damage
You take 1d4 Physical damage for every 2 meters you fall. This damage ignores Physical Defense.
Armor, Shields, and Resistance
Armor and shields in ELDRA grant both Physical Defense and Elemental Defense. These defenses reduce incoming damage of the appropriate type, making it easier to withstand assaults in combat.
Resistance means that a creature takes only half damage (rounded down) from a specific type of attack, while Vulnerability means they take double damage.
Initiative and Turn Order
At the start of every combat, each participant rolls a Perception check. The highest result goes first, with turns proceeding in descending order of results. Ties are resolved by the highest base Perception value; if still tied, players may decide or roll off.
Cover, Advantage, and Disadvantage
In the chaos of combat, positioning matters. When a creature has Full Cover, it cannot be targeted by attacks or spells that require line of sight. If a creature is behind Half Cover, any attack rolls against it are made with Disadvantage.
Advantage and Disadvantage are mechanics that reflect situational superiority or difficulty. When you have Advantage on a roll, you roll one additional die and discard the lowest result. When you have Disadvantage, you roll one additional die and discard the highest result.
You can have multiple stacks of Advantage or Disadvantage; however, if you have both, they cancel each other out one by one. For example, if you have two sources of Advantage and one source of Disadvantage, you would roll with one Advantage.
Stealth in Combat
During structured scenes, a creature may attempt to enter Stealth by spending 1 AP and making a Stealth skill check. The creature must meet one of the following conditions:
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It is heavily obscured (e.g., in darkness, fog, or behind full cover).
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It is invisible.
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No hostile creature has line of sight to it at the moment it attempts to hide.
The result of the Stealth check becomes the detection difficulty. A hostile creature may use its action or Perception skill (passively or actively) to contest the Stealth result. If a creature’s Perception meets or exceeds the Stealth result, the hidden creature is detected and Stealth ends.
Stealth ends immediately when the hidden creature:
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Makes an attack (unless an ability states otherwise).
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Casts a spell that targets a creature or produces a visible effect.
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Moves into a space where it is no longer obscured and an enemy has line of sight to it.
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Makes a loud noise or otherwise draws attention.
Attacking from Stealth: When a hidden creature makes an attack against a target that is unaware of it, the attack is made with Advantage. After the attack resolves, Stealth ends unless a feature explicitly allows it to continue.
Attack and Defend Rolls
In ELDRA, attacks are resolved through opposed skill checks:
- Melee Combat
- The attacker rolls using their Fight skill, and the defender may respond with either their Fight or Reflex skill to evade or parry.
- Ranged Combat
- The attacker rolls with their Shoot skill. The defender must respond with their Reflex skill.
- Magic Attacks
- Defend rolls against spells are dependent on the specific spell's mechanics, which are described in the Spellcasting and Magic System section.
Damage Calculation
Damage in ELDRA is determined based on the margin of success during an attack roll. If the attack is successful, the damage is calculated as follows:
- Melee Damage
- The attacker deals damage equal to the margin of success plus their Might skill bonus, plus any weapon modifiers.
- Ranged Damage
- The attacker deals damage equal to the margin of success plus Perception skill bonus, plus any weapon modifiers.
- Magical Damage
- In addition to the spell's effects, the attacker deals damage equal to the margin of success plus their Focus skill bonus, plus any modifiers.
Critical Hit
When you roll the maximum possible Fate result (four + on 4dF, or five + on 5dF with Advantage), the attack is a Critical Hit. A standard Critical Hit adds +2 to your final result. An Advantage Critical Hit adds +4 to your final result.
Critical Hit applies to all kinds of rolls.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second attack with your off‐hand in addition to your attack once per turn. When you do so, you make your second attack with a -2 penalty to your attack roll. You can not add your Might to the damage calculation for the off-hand attacks.
Size Categories
Creatures and characters in ELDRA are described by one of six size categories. Size affects movement, reach, what spaces a creature can occupy, and how some weapon techniques and abilities scale.
- Tiny: under 30 cm
- Small: 30 cm–1 m
- Medium: 1–2 m (the default for most player characters)
- Large: 2–4 m
- Huge: 4–8 m
- Gargantuan: 8 m and larger
When an ability refers to a creature being ``one size category larger'' or similar, it counts the steps in this list (for example, Large is one size category larger than Medium).
Damage Types
In ELDRA, damage is categorized into different types, each with its own unique effects and interactions. Below are the defined damage types and their specific mechanics:
Physical Damage Types
Physical damage in ELDRA comes in three types: Bludgeoning, Slashing, and Piercing. Each type interacts with creature resistances and vulnerabilities as described in individual creature entries. Physical damage is reduced by Physical Defense granted by armor and shields.
- Bludgeoning
- Crushing, concussive, or impact-based damage from hammers, maces, fists, and falling objects.
- Slashing
- Cutting and sweeping damage from swords, axes, claws, and bladed weapons.
- Piercing
- Puncturing and penetrating damage from spears, arrows, rapiers, and fangs.
A weapon’s physical damage type determines which Weapon Techniques and Mastery abilities are available to its wielder. See the Equipment and Weapon Techniques sections for full details.
Some weapons deal multiple physical damage types (e.g., a Halberd deals Slashing, Piercing, or Bludgeoning—the wielder chooses when attacking).
Elemental Damage
When you cast an Elemental spell, choose one of the following elemental types. The spell deals that type of damage and also applies a corresponding effect:
- Fire
- The target takes an additional 2d4 elemental damage.
- Frost
- The target takes an additional 1d4 elemental damage, and loses movement equal to the elemental damage it receives from this attack.
- Lightning
- The target takes an additional 1d4 elemental damage, and suffers a -1 penalty to its next action for every 3 Lightning Damage it receives from this attack.
Radiant Damage
Radiant damage is reduced by Elemental Defense but bypasses Physical Defense. Undead creatures have Vulnerability against Radiant damage.
When a creature takes Radiant damage, it emits a faint glow for 1 round. While glowing, the creature cannot benefit from invisibility, Stealth, or concealment of any kind. Attack rolls against a glowing creature do not suffer penalties from darkness or obscurement.
Necrotic Damage
Necrotic damage is reduced by Elemental Defense but bypasses Physical Defense. All living creatures have Vulnerability against Necrotic damage. Undead are healed by it instead.
When a creature takes Necrotic damage, its capacity for recovery is impaired. Until the end of its next turn, the creature cannot recover Physical Stress points from any source (potions, spells, abilities, or class features).
Fall Damage
You take 1d4 Physical damage for every 2 meters you fall. This damage ignores Physical Defense.
Armor, Shields, and Resistance
Armor and shields in ELDRA grant both Physical Defense and Elemental Defense. These defenses reduce incoming damage of the appropriate type, making it easier to withstand assaults in combat.
Resistance means that a creature takes only half damage (rounded down) from a specific type of attack, while Vulnerability means they take double damage.
Some attacks, weapon techniques, abilities, and potions grant Armor Pierce. When you deal damage with an attack that has Armor Pierce, reduce the target's Physical Defense by the Armor Pierce value for the purpose of calculating damage from that attack. Armor Pierce cannot reduce Physical Defense below 0.
Example: An attack with Armor Pierce 3 against a target with Physical Defense 7 treats the target's Physical Defense as 4 for that attack only.
Initiative and Turn Order
At the start of every combat, each participant rolls a Perception check. The highest result goes first, with turns proceeding in descending order of results. Ties are resolved by the highest base Perception value; if still tied, players may decide or roll off.
Cover
In the chaos of combat, positioning matters. When a creature has Full Cover, it cannot be targeted by attacks or spells that require line of sight. If a creature is behind Half Cover, any attack rolls against it are made with Disadvantage.
Stealth in Combat
During structured scenes, a creature may attempt to enter Stealth by spending 1 AP and making a Stealth skill check. The creature must meet one of the following conditions:
- It is heavily obscured (e.g., in darkness, fog, or behind full cover).
- It is invisible.
- No hostile creature has line of sight to it at the moment it attempts to hide.
The result of the Stealth check becomes the detection difficulty. A hostile creature may use its action or Perception skill (passively or actively) to contest the Stealth result. If a creature's Perception meets or exceeds the Stealth result, the hidden creature is detected and Stealth ends.
Stealth ends immediately when the hidden creature:
- Makes an attack (unless an ability states otherwise).
- Casts a spell that targets a creature or produces a visible effect.
- Moves into a space where it is no longer obscured and an enemy has line of sight to it.
- Makes a loud noise or otherwise draws attention.
Attacking from Stealth: When a hidden creature makes an attack against a target that is unaware of it, the attack is made with Advantage. After the attack resolves, Stealth ends unless a feature explicitly allows it to continue.