When the party runs into a group of monsters, the least sneaky member of the party should make a Stealth test to see if they get surprised.
If one side gets surprised the other may take a free round of attack.
If the party don’t immediately attack a group of monsters, the character in the lead of the party should roll 1d20+Reaction:
At the start of each round of combat, all players should roll 1d20+Initiative. Anyone who rolls 15+ goes before the referee. Everyone who doesn’t goes after.
At the start of a fight, the referee will lay out zones. Zones are distinct areas of roughly 20x20 feet.
You may make a melee attack against anyone in the same zone, and ranged weapons can hit targets within a certain number of zones.
As a combat action you may move to an adjacent zone instead of attacking.
Spells with an area of effect hit all targets in a zone.
When trying to harm someone, roll 1d20+melee/ranged depending on what kind of weapon you’re using. If you beat their Defence+10, you hit them, roll the weapon damage.
On a crit, deal double damage. On a fumble with a melee weapon, your grip slips and your weapon drops out of reach. On a fumble with a ranged weapon, you are on your last shot before needing to reload.
When someone is trying to harm you, roll 1d20+defence. If you beat their HD+10, you manage to block or dodge the attack.
On a crit, you may immediately make a free attack against them. On a fumble, either a piece of armor is destroyed, or you take damage straight to flesh.
Instead of dealing damage, on a melee attack, you may do something fancy, such as: Shove, trip, disarm, grapple, that sort of thing.
There are two halves to performing a Maneuver:
If an enemy in range does something besides attack on their action, or moves into range for any reason, you may immediately make an attack against them. You may do this once per level.
Whenever you take Flesh damage, make a Charisma test. If you fail, your hirelings run away, surrender, or faint.