Combat
Combat
In the Digital World, combat is all but inevitable. In a realm where survival of the fittest often takes the most literal form imaginable, encounters can quickly turn into a matter of life or death. Conflict is what drives many Digimon, and even the most devoutly pacifist Digimon is at least capable of defending itself should the need arise. To support such a world, Digimon: Digital Monsters contains a system with which players and enemies can clash head-to-head in combat.
How Does Combat Work?
In Digimon: Digital Monsters, Combat is a turn-based system, determined by all involved characters rolling Initiative to determine their turn order. Initiative is determined by rolling 3D6+Digimon's Agility Stat.
This means that Digimon-Tamer teams work off the Digimon's Agility, going on the same turn during a round.
During your turn, each Digimon and each Tamer has a number of Actions they can use, either a single use of a Complex Action, or two Simple Actions.
Both Tamer and Digimon may use both of these, meaning a Tamer and Digimon have more actions than a solitary Digimon does. Try to use this to your advantage in combat.
The following is a general list of Actions any Digimon or Tamer can make. Some Qualities may have an Action type as a prerequisite, but any Digimon or any Tamer can use this list.
Attack (Simple Action): The Digimon or Tamer may use an Attack.
Clash (Simple Action): The Digimon or Tamer may initiate a Clash (see below).
Digivolve (Simple Action): The Digimon may Digivolve to a higher stage. The Digimon must meet the campaign's prerequisites to do so.
Direct (Simple Action): The Tamer may direct their Digimon partner, giving orders to help coordinate their tactics. This grants the Digimon a bonus to their next Dodge or Accuracy roll equal to the Tamer's Charisma Attribute score to the Digimon's next Dodge or Accuracy check.
Move in Difficult Terrain (Complex Action): If a Digimon or Tamer has to traverse Terrain that is unstable or hazardous, or that it's simply not used to, it takes a Complex Action over a Simple Action to move through. Consult your GM about whether or not there is Difficult Terrain involved on the map.
Use a Skill (Simple Action): The Tamer or Digimon makes a Skill Check in Combat. This could be a check to move a hazardous object, a check to persuade a villain to stop, or a simple perception check to get information about the area.
Use an Item (Complex Action): The Digimon or Tamer may use an item to support their team. This action may vary wildly in what you can and cannot use depending on the setting.
Bolster (Special): The Digimon or Tamer may turn a Simple Action type into a Complex Action type in order to add +2 to the potency of the action.
For example, a Tamer could Bolster their Direct in order to add an additional +2 to the bonus of Directing, at the expense of making Direct a Complex Action. The chosen action must be a Simple Action and have a numerical value to add to in order to be Bolstered. Bolstering does not take up a Action slot on its own.
Move (Simple Action): The Digimon or Tamer may move a number of Squares equal to a chosen Movement Score (Movement, Fly, Swim, etc), terrain allowing.
In addition to the two Simple Actions or Complex Action, the player has a choice of taking an Interrupt Action once per round. An Interrupt Action can either be used to make a Skill Check for free, or for a character to attempt an Intercede Action. Intercede Actions are detailed below.
Once every character in combat has had their turn, the round loops back to the top of the turn order established previously with the Initiative rolls. Combat ends once one side either surrenders or is knocked out.
Initiative
Initiative, as stated previously, is determined by 3D6+The Digimon's Agility score. Tamers do not roll Initiative unless they have no Digimon partner, in which case they use their Dexterity mod + Fight score to determine the Initiative for themselves alone. Tamers and their partner Digimon act on the same turn.
In the event of an Initiative tie, the Digimon with the higher Agility Score should go first. If the tie still persists, the GM should give the player characters the higher turn order.
There are several situational modifiers for Initiative. If the Tamers are being particularly cautious and planning out things ahead of time instead of rushing right in, their Digimon add their Tamer's Intelligence Stat to their Initiative Roll.
If the party manages to entirely sneak up on some unsuspecting Digimon before attacking, they have successfully initiated a Surprise Round. A Surprise Round is an incredibly useful tool for the party to use. Not only does it add +5 to their Initiative Roll, but it gives them a free round where the opposing party cannot attack them back. Attacks used in a Surprise Round qualify as Surprise Attacks. If a Digimon has the Combat Awareness Quality, the Surprise Round counts as the first Round of Combat.
Range and Movement
During combat, space is divided into several interconnected zones which will help to determine the Digimon's ability to move towards and away from various enemies. The most common method of dividing up range is by measuring the distance in squares.
When using an Attack, a [Melee] tagged Attack may only be used on an enemy who is adjacent to the user. [Ranged] and [Area] tagged Attacks are a different matter, however. A [Ranged] Attack may be fired at any distance, but if the primary target of the Attack is adjacent to the user, the Attack takes an Accuracy penalty equal to 1 + the number of stages the user is above Rookie.
For example, an Ultimate level Digimon using a [Ranged] Attack on an adjacent enemy would take a -3 penalty to their Accuracy for the Attack. A Human who has access to a [Ranged] Attack of some type will as such only ever take a -1 penalty for using that Attack in melee range.
[Ranged] Attacks may be fired at any distance, but take an Accuracy penalty of 1 for every 5 squares the opponent is further than 10 squares from your Digimon (rounded down). For example, if you are attacking a target who is 25 squares away, the Attack would take a -3 Accuracy penalty.
When using an [Area] Tagged Attack, the user takes a -1 penalty to Accuracy for each target caught up in the area of the used Attack past the second. For example, if a Digimon would be attempting to hit four enemies at once with an [Area] Attack, they would take a -2 Accuracy penalty. An [Area] Attack used by a Digimon without the Selective Targeting Quality takes a further -2 Accuracy penalty if an ally is caught up in the Attack.
However, sometimes a grid or a heavily tactical combat system isn't easy to work with and a GM would prefer something simpler to work with. In this case, simply use "Zones" labeled Close, Long, and Far. Close Range is essentially [Melee] Range, Long Range is a Range where [Ranged] Attacks take no penalty, and Far Range has [Ranged] Attacks take a flat -2 Penalty no matter the distance. A Digimon may move between one Range using a Simple Action to move. However Digimon with a Movement of 15 or higher may traverse 2 Zones with a single Simple Action to move.
But even with this simplified method of measuring distance, be sure to specify how they're apart. A Digimon still needs the proper method of movement in order to move closer to an enemy in the air, or underground.
Attack
When using an Attack, you roll 3D6 + Accuracy. For Tamers you roll 3D6 + Dex Mod + Fighting. The target (or in some cases, targets) of the Attack then roll their Dodge, 3D6 + Dodge. For Tamers 3D6 + Dex Mod + Dodge, If the number of Accuracy check is equal to or greater than the number of Dodge, then the Attack has hit.
If the Dodge roll his higher than Accuracy roll, then the Attack has missed.
Digimon Damage
When calculating Damage on a successful Attack, The Digimon roll a number of d6's equal to half their damage score (Rounded Down). Then subtract the target's Armor stat from the total. This final number is the Damage that the target takes, which is directly subtracted from their Hit Points. Even if the opponent's Armor would negate all the Damage taken, they take 1 point of Damage from a successful Attack. Once an opponent's Hit Points go down to 0 or lower, they are defeated.
Tamer Damage
When calculating Damage on a successful attack for a tamer, It is based on the item or weapon the tame uses. If the tamer is using no weapons or items the deal damage equal to 1 + Strength Mod + Fighting/3 rounded down. If a tamer is using a weapon or item as a weapon it does 1D6 + Strength Mod + Fighting/3 rounded down. Then subtract the target's Armor stat from the total. Even if the opponents Armor would negate all the Damage taken, they take 1 point of Damage from a successful Attack.
Dodge Penalty
Whenever a character is attempting to dodge more than one Attack per round, they take a stacking -1 penalty to their Dodge for every Attack past the first. This penalty disappears at the start of a new round.
For example, if a Digimon were to be targeted by 6 Attacks in a single round, their Dodge takes a -5 penalty by the time the final Attack is fired.
Digivolving in Combat
When a Digimon Digivolves to a higher stage in the middle of combat, as detailed earlier in the previous Digivolving Section, it removes all damage taken to its Hit Points, essentially coming in as a new Digimon.
Digivolving in combat is, as stated previously, a Simple Action.
Interceding
Once per round a character may take an extra type of Action called an Intercede Action, explained earlier to be a type of free Action. Interceding allows the Digimon to move a number of squares equal to its Movement capability and move between an ally who is about to be hit by an Attack, and the Attacker. Doing so makes the character the new target of the Attack. This does not change the Accuracy or the Damage (besides the new Armor stat that the Digimon would sport), simply the target of the Attack. A character who Intercedes does not roll Dodge.
If the character who is Interceding is attempting to block an [Area] Attack, characters behind them will still take half of the normal Damage, but are not allowed a Dodge roll.
If the Digimon or Tamer cannot reach the targeted character with their normal Movement, they cannot Intercede. Remember, Enemies can Intercede too.
Attack Effects
Immobilize (N): The target takes a penalty to their Movement equal to the user's Bit Value x2 for the duration of the Effect.
Knockback (N): The target is forcibly pushed away from the user a number of squares equal to the user's CPU Value x2. This Effect has no Duration.
Taunt (N): The target is takes an Accuracy penalty for attacking anyone who is not the user of the Taunt Effect equal to the user's CPU Value x5 for the duration of this Effect.
Poison (N): The target takes a set amount of unalterable Hit Point Damage equal to the user's Bit Value x2. This Effect has triple the normal Duration of other Effects.
Confuse (N): The target takes a penalty to Accuracy and Dodge equal to the target's CPU value or Bit value (whichever is higher), x2 for the duration of the Effect.
Stun (N): The target may not take Actions for the duration of this Effect. If the target was Clashing, the Clash ends.
Fear (N): The target takes an Accuracy penalty for attacking the user of this Effect equal to the user's Bit Value x5 for the duration of this Effect.
Lifesteal (P): This Attack heals a number of the user's Hit Points equal to the user's CPU value. If the Attack deals damage less than the user's CPU value, it instead heals for that amount instead. You may use this Attack multiple times per round, but may only activate the Effect once per round. However, you may use this Attack as a Complex Action in order to double the Lifesteal Effect's potency. Lifesteal has no Duration.
Vigor (P): The target gains a bonus to their Dodge and Movement scores equal to the user's Bit value x2 for the duration of this Effect.
Charm (N): The user takes control of the target's actions for the duration of this Effect.
Fury (P): The target gains a bonus to their Accuracy and Damage scores equal to the user's Bit value x2 for the duration of this Effect.
Cleanse (P): The user may reduce the duration of a number of Effects equal to their Bit value by their CPU value.
Haste (P): The target of the Attack gains an additional Simple Action to use for one round. This Effect has no Duration. An Attack with the Haste Effect must be used as a Complex Action.
Blind (N): The target takes a penalty to their Accuracy, Dodge, and Movement equal to the user's Bit Value x5. Additionally, the target automatically fails Perception checks for the duration of this Effect.
Paralysis (N): The target cannot move for the duration of the effect and takes a penalty to their Dodge and Armor equal to the user's Bit value x3. If the target was Clashing, the Clash ends.
Weaken (N): The target takes a penalty to all stats (excluding Health) equal to the user's Bit Value x4 for the duration of this Effect.
Strengthen (P): The target gains a bonus to all stats (excluding Health) equal to the user's Bit Value x4 for the duration of this Effect.
Heal (P): The target gains an amount of Temporary Hit Points equal to the user's Bit value x5. You cannot use a Heal Effect more than once per Round, but may increase the potency to your Bit value x7 by making an Attack with [Heal] a Complex Action instead for that round.
Regenerate (P): The target regains Hit Points at the start of each round equal to the user's Bit Value x2 for the duration if this Effect. While under the effects of Regenerate, the target is also treated as if they had Resistant Rank 2.
Effect Duration
Sometimes a Digimon uses an Attack with an [Effect] Tag instead of a [Damage] Tag. [Effect] Tags have a set Attack Effect purchased from the Attack Effect Quality, each with a different effect and use.
Each [Effect] Tag has a separate, scaling potency which will decide how strong the Effect itself is. Effects have a Duration of X turns, where X is half the RAM value.
If a Digimon would use the same [Effect] Tag on a Digimon already effected by the [Effect], they simply increase the duration back to half the RAM value. If another Digimon applies the same [Effect] Tag on a target who is effected by the same [Effect] Tag, but the original [Effect] was applied by a different Digimon, it adds to the duration as normal, but the Potency of the [Effect] is changed to match the newest instance of an [Effect]. If an Effect would be applied, it cannot have a Duration below 1.
If an [Effect] would alter Stats, it does not alter Derived Stats. Allies still have to roll Dodge on an [Effect]. Allies do not have to roll Dodge at all for Positive Effects. Positive Effects are marked (P) while negative Effects are marked (N).
Clashing
Sometimes Attacking isn't all that simple, and you want to get up close and personal, overwhelming and locking down your opponent's movements, often a type of grapple or wrestling maneuver, but sometimes it can be something a bit more subtle, whether it's trying to tie up the opponent, trip them up, or keep them locked down with a mystical, invisible force.
Upon one party Initiating a Clash, both participants immediately make a check using the following rules, and then make another check using the same rules at the start of each round following):
Both participants make a Skill Check of their Body Score (3D6+Body) with a TN equal to their opponent's Agility Score. The participant with the larger Size Tag, gains a bonus to their roll equal to the difference in sizes, while the other participant takes a penalty equal to that bonus. For example, if one Digimon were in the Huge Size category and another simply in the Medium Size category, the Huge Digimon would gain a bonus of +4 to a Clash Check, while the Medium Digimon would take a -4 Penalty.
If one participant rolls equal to or higher than the previously mentioned TN, but one does not, they Control the Clash. If both participants match or exceed the TN, the Digimon who exceeded it by the greater margin Controls the Clash. If a tie still continues, the Digimon with the higher Body Stat Controls the Clash. In the event of a total tie where everything matched up perfectly, the Player Controls the Clash. The character who Controls the Clash may use any of the following options as a Clash Action (Actions Allowing). The character who does not Control the Clash may not take any actions.
Attack (Complex Action): The Controller may use a [Melee] Attack on the opponent. The target cannot roll to Dodge. All other effects still come into play.
End the Clash (Simple Action): The Controller ends the Clash and both participants are removed from the Clash. They are now adjacent to each other.
Pin (Complex Action): Make contested Body checks. The controller of the clash gains a +4. On a success, the opponent cannot roll to control the Clash on their next turn.
Throw (Complex Action): The Controller may throw the target a number of squares equal to their Body Stat, or the Far Zone. The Controller of the Clash deals Damage to the target digimon equal to its Damage Stat, reduced by Armor as normal. If the thrown Digimon would hit a group of enemies, consider it a basic [Ranged] Attack, with a bonus to the Damage and Accuracy equal to the thrower's CPU Value times three.
While Clashing, neither Digimon can make Dodge rolls or move away from each other (they may still spend Movement Actions if they wish to reposition themselves, but they must always be in contact with their opponent.) However, despite not being able to Dodge, opponents who target the Clash from outside of the Clah take a penalty to the Damage dealt equal to the Clashing Digimon's Bit Values combined. For example if one Digimon has a Bit Value of 2 and another of 5, they both take a 7 less Damage from Digimon who are not part of the Clash.
If the opponent is airbone and is Pinned, both parties fall to the ground immediately, and the Pinned Digimon takes damage equal to the number of squares fallen, reduced by their Bit Value. Stronger Digimon can take more punishment. If you're using the more general, covering distance Zones, the Digimon who was Pinned takes damage equal to the number of Zones it's fallen times five, reduced by its Bit Value. The Controller does not take any damage from falling.
If a Digimon has the Reach Quality, it can start Clashes at a Range equal to its Reach value. While this can be safe, it can also drag things out. A Digimon attempting to Clash at a Range takes a penalty to all Clash Rolls equal to the number of squares it is away from the target (for ways to negate this penalty, see the Multi-Grappler Quality. If the opponent does not also have the Reach Quality, they may make Attacks and Actions if they Control the Clash, but they only deal half of the normal Damage.
Tamers in Combat
Not every Tamer is content just sitting on the sidelines and directing the flow of battle, some want to dive right in and get into the fray personally. A few derived Combat Stats for Tamers has been gone over a bit before, but this should be the go-to reference page if you want your Tamer to be directly involved.
Hit Points: Constitution Stat + Endurance (Minimum of 2)
Accuracy: Dexterity Mod + Fight Stats
Damage: Strength Mod + Fight Stat/3
Dodge: Dexterity Mod + Dodge Stats
Armor: Constitution Mod + Endurance Stats (Cannot go below 0)
Movement: Dexterity Stat + Survival Stats
Tamers in combat, once their derived combat stats are in place, function the same way Digimon do. They however lack Qualities, and without any outside assistance may only make basic [Melee] Attacks. Tamers may be able to upgrade their combat capabilities with gear or other items.
Tamers in combat are a really tricky back and forth game that you need to be careful with how you dive into the fray. Unlike Digimon, you're significantly more vulnerable in general due to not having Qualities to back up your stats. However, if a Tamer really invests in combat, they could have a whole lot of Stats to work with. An Adult Tamer who's fully invested into all of their Stats for Combat would have a total of 100 stat points and 20 Movement points, that's something that could keep up with a newly made Burst level Digimon. But be careful there too: at that point in the game odds are the opponents have a lot of Bonus DP to utilize as well.
Sometimes things don't go as planned, and you and your Digimon are often in real danger of being defeated. This occurs when your Hit Points would hit 0. This scenario is harshest on Tamers, who are in the more immediate danger. If a Tamer is brought to 0 Hit Points or less, they're rendered unconscious for the rest of combat and must make a Death Saving Throw. This is a simple roll of 3D6 where a roll of 3 is a failure. The TN goes up by 1 for every two points the Tamer is below 0 in their Hit Points/ If a Tamer would be brough below the value of their Max Hit Points below 0 (for example, a Tamer with 8 Hit Points at a total Hit Point number of -8 or lower), they do not make the Death Saving Throw and are instead killed outright.
Digimon have a much safer time in combat. If they are brought to 0 Hit Points, they are not always instantly destroyed if they're partnered with a Tamer. In this instance they're instead brought down to their lowest Default Stage and set to 1 Hit Point instead. Digimon in such a state are often apologetic they weren't strong enough. If a Digimon would be set to their Maximum Hit Point number as a negative value instead (or are brought to 0 or below from their Default Stage), they bypass this and become Digitama, or Digi-Egg. As a Digitama, Digimon are incredibly frail and have 1 Hit Point and 0 points of Armor. If they're destroyed in this state, their data may be lost forever.
Critical Success Dice
When you roll a 6 on a dice roll, it is determined as a critical success dice. When you get a roll of a 6, you then get to roll an additional 6.