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Mechanics

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 TypeWhat It IsExamples
1 ActionYour main moveAttack, cast a spell, use an ability, use an item
1 MoveTravel up to your speedWalk, run, climb, swim β€” usually 30 ft
1 Quick ActionA small free thingDraw 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

ActionRollEffect
Attack1d20 + Attack Bonus vs Target DodgeHit = roll damage βˆ’ target's Mettle (min 1 HP lost)
Cast a Cantrip1d20 + Clever bonus vs DC (or auto)Cantrips are always available, no spell slot needed
Cast a Spell1d20 + Clever bonus vs Target DCSpell succeeds; on failure, many spells still have partial effect
Use an ItemNo roll (unless magical)Use a potion, snack, or tool β€” takes your Action
DefendNo rollAdd +2 Dodge until the start of your next turn
HelpNo rollGive one ally Advantage on their next roll this turn
Break DPSpecial β€” see darkness-points.mdCalling 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 2–3 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 βˆ’ 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 TypeDescriptionCommon Source
BluntSmashing, bashing, crushingHammers, claws, rocks, stomps
SharpCutting or piercingSwords, daggers, arrow tips, claws
ElementalFire, Ice, Lightning, Water, Earth, AirSpells and magical attacks
Holy / RadiantPure light magicCleric abilities, Luminarch powers
ShadowDark energyThe 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.

ConditionShort Effect
StuckCan't move until freed
SleepySkip next turn
CharmedWon't attack the charmer
FrozenSkip movement this turn
BlindedAttack 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 DifficultySpark Points Earned
Easy25
Normal50
Boss100

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

ThingRule
Initiative1d20 + Swift
Attack1d20 + Attack Bonus vs Dodge
Spell1d20 + Clever vs DC
DamageDice + Stat Bonus βˆ’ Mettle (min 1)
HP β†’ 0Gain 1 Shadow Speck, HP resets to 1d6, roll Hold Fast
Short Rest1d6 HP + remove 1 Shadow Speck
Long RestFull HP, all abilities reset, all Shadow Specks removed
Level UpEvery 250 Spark Points
Hope TokensMax 5 Β· carry between sessions Β· earned by brave/kind roleplay
Easy DC10
Normal DC12
Hard DC15
Heroic DC18

Tags

mechanics combat initiative actions damage resting XP leveling

mechanicscombatinitiativeactionsdamagerestingXPleveling