Combat Rules
Combat will be determined by a single roll by player with a target number for NPC or on rare occasions opposed rolls for player vs player or a special or boss NPC.
Combat Roll: Attacker rolls a d20 + Weapon Bonus + Stat Modifier against defender. If you hit their target number, you deal damage. If you do not, they damage you.
Opposed roll: Attacker rolls a d20 + Weapon Bonus + Stat Modifier against defender. The defender rolls a d20 + Weapon Bonus + Stat Modifier against the attacker. Whoever rolls highest gets the hit.
Magic will use staffs or other implements and will use the same bonuses (spellcasting will be open to user description) but basic combat rolls will be the same.
Combat outcome: Player or NPC with the higher number will deal 1 point minimum damage to the opponent. Otherwise check your class for damage.
You may describe your attacks, including magical, in any way that you like. Just be aware that you should state what ability you're using plainly so that it's clear on what it does.
For example; if you're a Wizard you could describe Fireball as being a stream of cold ice that freezes the opponent. Flavor is always up to you.
Characters and NPCs have set attack styles which either melee or ranged and have the following effects:
Melee vs Melee: Rolls are calculated as normal.
Ranged vs Ranged: Rolls are calculated as normal.
Ranged vs Melee: if the opponent does not have ranged combat they cannot deal damage to you on a failed combat roll.
Melee vs Ranged: the opponent has no Melee combat -2 to combat Roll.
Types of Magic
Divine Magic - Twice per combat you may heal yourself or an ally 2 points of hp. Your attacks hit with Wisdom instead of Strength or Dexterity.
Arcane Magic - Attacks are made with Intelligence instead of Strength or Dexterity, and twice per combat you may target two enemies instead of one.