Combat Guide
Combat Guide
Combat in Root and Stem uses the same graduated five-tier roll as everything else. This guide explains how to fight effectively.
The Attack Roll
Attack Roll = [DEX or STR] + [weapon skill] + PROF_MOD + GRACE + bonuses
Compute your SRC, pick the die, roll, and compare to the target's Defense tier:
- Unarmored: Tier 3
- Armored: Tier 4
- Heavily armored: Tier 5
Dealing Damage
Damage = Weapon damage + STR mod + Achievement bonuses
Apply by tier:
- Tier 5 (Critical): double weapon dice
- Tier 4 (Success): full damage
- Tier 3 (Partial): half damage
- Tier 2 (Failure): no damage, −1 Grace
- Tier 1 (Critical Failure): no damage, drop weapon or fall prone
Wounds
When damage exceeds your wound threshold (CON + min(Level, 15), floor 3), you suffer a wound. Roll on the Wound Table (d100) for severity.
Wound Caps: 3 Minor, 2 Major, 1 Critical. Exceeding a cap escalates to the next tier.
Magical Combat
Spells deal damage based on tier:
- Cantrip: 1d4
- Tier 1: weapon die +1 per 2 caster levels
- Tier 2: weapon die +1 tier +1 per 2 caster levels
- Tier 3: weapon die +2 tiers +1 per 3 caster levels
- Tier 4: weapon die +3 tiers +1 per 4 caster levels
- Tier 5: weapon die +4 tiers +1 per 5 caster levels
Casting Escalation: MP cost increases within a single encounter (×1, ×1, ×1.5, ×2, ×2.5). Resets after a short rest.
Spiritual Combat
Spirits are immune to physical damage unless enchanted with Healing, Light, or Magicule elements. Use magical attacks or Soul Attunement against them.
Spiritual Damage bypasses HP entirely, reducing Soul Density directly. If Soul Density reaches 0, the spirit is destroyed.
Tactical Tips
- Know your Defense tier. Armored characters need Tier 4 to hit; heavily armored need Tier 5.
- Manage your resources. STM for physical, MP for magical, HP for survival.
- Use terrain. High ground, cover, and chokepoints matter.
- Coordinate with allies. Combined Actions (ch 12) boost effectiveness.
- Watch your Grace. Failed attacks cost −1 Grace. Keep it above 0.