Combat

Combat is the meat of the Ethos system. Nonetheless, it strives to be simple.

5a. Dice Rolling and the Step Table All attributes in Ethos have a rank, numerical score, what have you. Whenever you use this attribute, you roll dice according to your rank, add them, and use that as your total. When you roll attributes against each other, subtract the defender's roll from the attackers.

The Step Chart

Step Dice
1 d2
2 d4
3 d6
4 d8
5 d10
6 d12
7 2d6
8 d8+d6
9 d10+d6
10 d10+d8
11 2d10
12 d12+d10
13 2d12
14 3d8
15 d10+2d8
16 2d10+d8
17 3d10
18 d12+2d10
19 2d12+d10
20 3d12
21 4d10

5b. Standard Combat Rolls

Order of actions: Initiative vs. Initiative (highest goes first)
Physical Attack: Accuracy vs. Evade (success hits)
Physical Attack Damage: Battle Power vs Defense (margin of success damage)
Magic Effect: [color] Magic vs. Block (margin of success effect)
Magic Effect (Unresisted): [color] Magic (roll is effect)

5c. Round Sequence Combat proceeds in the following order.

1) Roll for initiative
2) Highest Roller Declares action
3) If that action is a physical attack, roll Acc vs Evd. If attacker wins, attack hits. If defender wins, it is a miss.
4) Roll for effect.
5) Effect takes place.
6) Go to 2, repeat with next highest initiative
7) End of the round: Jump Attacks land, poison damage, etc.

5d. Damage, Dying, and Death If your HP drops below zero, you drop unconscious and begin to bleed out. If you are healed by White Magic to above zero HP, you stop bleeding out but remain unconscious unless you receive a spell such as Awaken or Raise. [Bleeding Out Rules Go Here] If you ever reach negative HP equal to Stamina * 5, you die. [may I suggest changing this to Sta * 3?)