BASIC RULES
Here are some rules for conducting combat in a Cthulhu's Tabletop role-playing game.
Determine initiative
At the start of combat, the GM will determine the order in which characters and creatures will act. This is usually done by rolling dice to see who goes first.
Take actions
On a character's turn, they can take a variety of actions, such as attacking, moving, or using an item. The character's skills and attributes will determine their success or failure at these actions.
Roll dice
Whenever a character attempts an action that has an uncertain outcome, they will need to roll the dice to see if they succeed or fail. Roll a d20 and add the attack bonus provided by cover. The result must be greater than the target's defense bonus.
Determine damage
If a character's attack hits its target, the GM will determine the amount of damage dealt. This is usually based on the weapon being used, the character's strength, and any special abilities or effects.
Check for death
If a character or creature takes damage equal to or greater than their maximum hit points, they are considered killed or incapacitated.
End combat
Combat ends when all the enemies are defeated or the players decide to retreat. The GM may also decide to end combat if it is no longer feasible or interesting.
COVER SYSTEM
A cover system is a way of representing the protection that characters or creatures have during a combat encounter. It can be used to add an extra layer of strategy and realism to combat, as characters can use cover to take shelter from enemy attacks and gain an advantage.
Determine cover
The game master (GM) should decide which objects or areas in the environment provide cover. This could include walls, doors, barrels, trees, etc. The GM should also assign a cover value to each object, ranging from light cover (provides a small bonus to defense) to heavy cover (provides a significant bonus to defense).
Use cover
When a character is behind an object that provides cover, they can use it to gain a bonus to their defense roll. The character's cover value is added to their defense roll, making it more difficult for enemies to hit them.
Break cover
Characters can leave cover to attack or move, but they will lose the cover bonus until they can take cover again. Characters can also choose to remain in cover and attack, but they may have a penalty to their attack roll depending on the cover value.
Cover and ranged attacks
Characters in cover are less vulnerable to ranged attacks, but they may still be able to be hit if the attacker has a clear line of sight to them. The GM can decide if the cover provides any benefit to the character's defense roll against ranged attacks.
Cover and melee attacks
Characters in cover may be more vulnerable to melee attacks, as the enemy can move around the cover to attack them. The GM can decide if the cover provides any benefit to the character's defense roll against melee attacks.