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Dice System FAQ

How do turns work?
Mhirdrun uses a turn based system, which means there is an initiative order established at the beginning of the fight and everyone gets their turn. A turn consists of 1 Standard Move, 1 Interrupt move and optionally (if available) 1 Single Bonus Action.

  • Standard Move: Your main action. This one can only be done when it's your turn.

    • Examples: Hack & Slash, Cast A Spell, Arcane Arts, Volley, Hex, Curse, etc.

  • Interrupt Move: Those can be used as a reaction to another player's Standard move to influence its outcome.

    • Examples: Defend, Counterspell, Elder Power, Help from Beyond, etc.

  • Free Move: You can these moves whenever you please, only once per fight.  The description of the move will often have a condition (you cannot Counterspell unless someone casts a spell in your presence, for example).

    • Examples: Last Gasp, Health Potion, My God Protects Me, Armory Mastery, Shed, etc.


Can I heal myself in combat?  
You can only heal your allies. There is no self healing in combat (sole exception to that is the Witch' move Life Steal).

How do control spells/channeled spells work?
You roll for your cast as part of your standard move, the person targeted by it is required to roll a Saving Throw (each spell tells you which stat is relevant in its Saving Throw). If the target fails the roll, they are under the influence of the spell and can't use either of their moves on their turn until the conditions of the spell breaking are fulfilled, a saving throw has been successful (every turn for the victim) or the caster decides to no longer maintain the spell. While the caster maintains the spell, he cannot make use of any other moves either.

  • Examples: Polymorph, Hold, Sleep, Charm person, etc


How do minion spells work?
They provide you with a +1dX damage bonus while they are active (as they can be destroyed, if their HP reaches 0). Whenever your character is the victim of a chenneled spell, your minion can act in your place and execute basics moves (like: Hack & Slash, Defend, etc.) until it is destroyed.

  • Examples: Animate Dead, Summon Monster.

    • Note: The ranger's animal companion cannot be defeated and it does not act independently if its master is under the influence of a control spell. If someone attempts to damage a Ranger's animal companion, the Ranger him or herself takes that damage.

 

When can I attack someone?

You can attack someone and do damage whenever you like, but there are some caveats:

  • If you outnumber your opponents by more than 2 to 1 they have the option to flee automatically.

  • If you have a group of 5 or more people, or seek to destroy another group or faction, you must organize with your opponents OOCly for a good time. When you're ready, then you must be supervised by a DM.


 Can I flee combat?
 When you want to flee, you choose the Run Away! move on your turn; if it is successful you flee, if not, your turn is ended and you will have to try again until you're either successful or your opponents managed to defeat you.

What does it mean to be 'vulnerable'?
The vulnerable status means that the next incoming attack against you will ignore any armor points you have. It either disappears, because you have been attacked or at the start of your next turn.

What is a debility?
A debility means you get -1 to the stat it concerns.

  • Example: Someone gives you a debility by attacking you while you're vulnerable with a weapon that has the Messy tag. He chooses to give you a -1 Str debility. That means any rolls on strength you make going forwards, you will have to lower your actual Strength stat by one until it is being removed.


What happens when I reach 0 Hit Points?
You will be required to use the Last Gasp move. If you Last Gasp twice in the same encounter, the second Last Gasp automatically fails.

  • Last Gasp

    • On a 10+ roll you succeed; you will get back to 1 HP and can either keep fighting or flee (Run Away! move). Should you decide to keep fighting, the next time you are at or below 0 HP, you are automatically unconscious.

    • On a 7-9 you stay conscious, but are taken out of commission as far as fighting is concerned. Fleeing is your only option. (Run Away! move)

    • On a 6 or lower, you are unconscious and your fate is in the hand of the or those people who have defeated you.

If I've reduced someone to 0 Hit Points, does that mean I can just kill them?

This is not a consent-based sim, which means characters have no protection from what happens to them. While this includes things like death, it also includes things like dismemberment, torture, abuse, and other forms of cruelty—don't forget that these options exist. Reducing someone to 0 HP is not cart blanche to simply kill them unless it is for a particularly good and specific reason, like they killed someone else, or committed wanton abuses of their own, marauding or generally being a menace. Killing should itself be a consequence of proportionate in-character actions, and the decision to kill should always be weighed heavily.


How does changing weapons work?
Changing weapons requires you to spend one Standard Move in your turn to do it, using the Switch It Up move.

  • Examples: Pulling a bow to fire at a fleeing opponent, having ones arm smashed in by a Barbarian and switching weapon arms to keep fighting.


How do scrying (divination/spying) spells work?
If cast successfully, the person targeted will have to roll a Saving Throw. If their saving throw fails, the target will have to post the last full round of posts to the caster doing the scrying. Their characters do not know they've been observed through magical means, unless they made the saving throw, in which case they do not know who it was but know someone has scryed them.

  • Examples: Divination, Alert, Crystal Ball.

 

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