Combat System
Key Concept: Battles in Tales & Tails are exciting, story-driven adventures β not just numbers on paper. Every fight is a chance for heroes to be brave, work together, and free creatures from darkness. You're not trying to destroy enemies; you're trying to save them.
Overview
Tales & Tails uses a d20 combat system built on familiar D&D-style mechanics, simplified for fast and fun play. Combat flows in rounds, each hero gets a turn, and the dice decide whether your dramatic leaps and magical blasts land true.
1. Turn Order (Initiative)
At the start of every combat encounter, everyone rolls for Initiative to determine who acts first.
Initiative Roll = 1d20 + Swift bonus
- Highest result goes first.
- Work down from highest to lowest.
- Tied initiative: Break ties by cuteness β the narrator decides who seems more adorably determined in that moment. Kids love this rule.
Narrator Tip: Use a "you-go, they-go" alternating pattern (heroes β enemies β heroes β enemies) for younger groups or fast-paced sessions. It keeps energy high and prevents long waits.
2. Player Turn Structure
On their turn, each hero can take three things:
| Action Type | What It Is | Examples |
|---|---|---|
| 1 Action | Your main move | Attack, cast a spell, use an ability, use an item |
| 1 Move | Travel up to your speed | Walk, run, climb, swim β usually 30 ft |
| 1 Quick Action | A small free thing | Draw an item, shout a message, open a door, interact with the environment |
You can split your Move before and after your Action (move 15 ft, attack, move 15 ft more).
3. All Actions
| Action | Roll | Effect |
|---|---|---|
| Attack | 1d20 + Attack Bonus vs Target Dodge | Hit = roll damage β target's Mettle (min 1 HP lost) |
| Cast a Cantrip | 1d20 + Clever bonus vs DC (or auto) | Cantrips are always available, no spell slot needed |
| Cast a Spell | 1d20 + Clever bonus vs Target DC | Spell succeeds; on failure, many spells still have partial effect |
| Use an Item | No roll (unless magical) | Use a potion, snack, or tool β takes your Action |
| Defend | No roll | Add +2 Dodge until the start of your next turn |
| Help | No roll | Give one ally Advantage on their next roll this turn |
| Break DP | Special β see darkness-points.md | Calling abilities remove Darkness Points from corrupted creatures |
Key Concept: Spells use your Clever bonus as their attack modifier. Physical attacks use Might (melee) or Swift (ranged). Some Calling abilities use Warm for charm effects.
4. Enemy Turns
Enemies follow the same structure as heroes. Each creature has:
- A basic attack they use every turn
- A special ability they can use once per fight (or once per 2β3 rounds for powerful foes)
- They move toward heroes, toward objectives, or according to their nature
Corrupted creatures also have Darkness Points (DP) β see darkness-points.md for how those work in combat.
5. Damage, Mettle, and Damage Types
When an attack hits, roll the damage dice and add the relevant stat bonus. Then subtract the target's Mettle β the result is the actual HP lost. A hit always deals a minimum of 1 HP damage, no matter how high the Mettle score.
Damage Roll = Damage Dice + Stat Bonus (Might for melee, Swift for ranged, Clever for spells)
HP Lost = Damage Roll β Target's Mettle (minimum 1)
Example: A sword hits for 7 damage against a Knight with Mettle 3. The Knight loses 4 HP. A weak crossbow bolt hits for 2 damage against the same Knight β they still lose 1 HP (the minimum).
| Damage Type | Description | Common Source |
|---|---|---|
| Blunt | Smashing, bashing, crushing | Hammers, claws, rocks, stomps |
| Sharp | Cutting or piercing | Swords, daggers, arrow tips, claws |
| Elemental | Fire, Ice, Lightning, Water, Earth, Air | Spells and magical attacks |
| Holy / Radiant | Pure light magic | Cleric abilities, Luminarch powers |
| Shadow | Dark energy | The Unwritten's influence, shadow spells |
Some creatures are weak to certain damage types β they take double damage from that type. Check creature entries in the bestiary.
6. Conditions
Status effects use kid-friendly names and simple effects. See conditions.md for full entries.
| Condition | Short Effect |
|---|---|
| Stuck | Can't move until freed |
| Sleepy | Skip next turn |
| Charmed | Won't attack the charmer |
| Frozen | Skip movement this turn |
| Blinded | Attack rolls at Disadvantage |
| Inspired | +2 to next roll |
Conditions last for their listed duration or until removed by an ability, spell, or narrative action.
7. Resting and Recovery
Heroes need rest to recover HP and recharge powerful abilities.
Short Rest β The Snack Break
Time: A few minutes between encounters. Effect: Regain 1d6 HP. Limit: Up to 2 Short Rests per Long Rest.
Encourage kids to take rests in character β find a cozy mossy log, share cookies from their pack, or sit by a glowing stream while the narrator describes the forest sounds.
Long Rest β The Story Rest
Time: A full night's sleep or a proper rest at an inn. Effect: Full HP recovery + all Calling abilities reset. Requirement: At least 6 hours of rest in a safe location.
Long Rests are story moments too β great for dreams, flashbacks, campfire conversations between heroes, or waking up to find someone has left a mysterious gift.
8. Victory and Rewards
After a battle ends, heroes celebrate and collect their prizes.
Currency
Divide any Drops, Shards, or Gems found evenly among the party. See core-rules.md for the full currency system (10 Drops = 1 Shard, 10 Shards = 1 Gem).
Bonus Loot
Roll 1d20 + Luck (or just 1d20 if no Luck stat is used). On a 15+, something extra appears β a trinket, a magical berry, a note, or a curiosity.
Spark Points
Spark Points are the measure of a hero's growing story β the accumulated weight of every battle, every freed creature, every moment of courage. They replace what other games call "experience points."
| Encounter Difficulty | Spark Points Earned |
|---|---|
| Easy | 25 |
| Normal | 50 |
| Boss | 100 |
Leveling Up
Heroes level up every 250 Spark Points. Each level gained:
- +1 to one stat of the player's choice
- Unlocks a new Calling ability (or enhances an existing one, per Calling)
- +2 maximum HP
Narrator Tip: Make leveling up feel like a big moment! Have the other creatures in Talestria notice β maybe a friendly spirit whispers "You're getting stronger" or flowers bloom under the hero's feet.
Hope Tokens
At the end of a battle, the narrator may award Hope Tokens to players who acted bravely, creatively, or kindly during the fight. Freeing a corrupted creature always earns a Hope Token. See hope-tokens.md for the full system.
9. Optional Story Enhancements
These optional rules add cinematic flair and encourage creative play.
Dynamic Environments
Let the terrain join the fight! Slippery honey floors can cause the Stuck condition, crystal mirrors can redirect spells, windy ledges can add Disadvantage to jump checks. Ask players: "What does the environment around you look like? How could you use it?"
Team Combos
If two players describe working together in a dramatic, specific way, they both gain +2 on that action. The description has to make sense β "I flip off your back and blast the enemy!" earns the bonus. "We both attack" does not.
Hero Moves
Once per session, each player can declare a Hero Move. If the action is dramatic, heroic, creative, or genuinely funny, it is an automatic success β no roll needed. The narrator narrates it gloriously. Hero Moves are earned once per session and cannot be saved across sessions.
Key Concept: Hero Moves exist to reward storytelling, not to bypass danger unfairly. Encourage players to save them for moments that feel truly legendary.
Quick Reference Card
| Thing | Rule |
|---|---|
| Initiative | 1d20 + Swift |
| Attack | 1d20 + Attack Bonus vs Dodge |
| Spell | 1d20 + Clever vs DC |
| Damage | Dice + Stat Bonus β Mettle (min 1) |
| HP β 0 | Gain 1 Shadow Speck, HP resets to 1d6, roll Hold Fast |
| Short Rest | 1d6 HP + remove 1 Shadow Speck |
| Long Rest | Full HP, all abilities reset, all Shadow Specks removed |
| Level Up | Every 250 Spark Points |
| Hope Tokens | Max 5 Β· carry between sessions Β· earned by brave/kind roleplay |
| Easy DC | 10 |
| Normal DC | 12 |
| Hard DC | 15 |
| Heroic DC | 18 |
Tags
mechanics combat initiative actions damage resting XP leveling