Ground Combat Guide
| Free Actions |
|---|
| Drop an object |
| Speak |
| Drop prone |
| Simple Actions |
| 5-foot step |
| Draw/Holster Weapon |
| Picking up an Item (at feat) |
| Get Item in Quick Access Slot |
| Open Unlocked Door |
| Standard Move Actions |
| Move (Walk/Run) |
| Climb, Crawl, Swim (Half Speed) |
| Reload Weapon |
| Switch Weapons |
| Standard Attack Actions |
| Attack (Melee Weapon) |
| Attack (Ranged) |
| Attack with Item |
| Standard Technique Actions |
| Perform any Technique |
| Perform Class/Path Trick/Talent |
| Utilize/Perform Feat |
| Standard Item Use Actions |
| Use Item (not targeting enemy) |
| Use a Skill |
| Bonus Actions |
| Bonus Move (via Standard Move) |
| Bonus Attack (via Standard Attack) |
For an overview of Ground Combat and its Phases, go to the Combat page. This page lists all the default and/or common Actions that can be performed during the Action Phase of Combat.
Each round represents roughly 3 seconds of in-game time. The table below helps break down the Action Types that are part of the Action Phase.
| ---- Time (~3 seconds) ---- | ||||
|---|---|---|---|---|
| ACTIONS | ||||
| Simple Action |
Standard Action (Move/Attack/Technique/Use Item Action) |
Simple/Bonus Action | ||
| Free Action | ||||
Free Actions
A free action is anything that can be quickly done in less than a second if necessary or can be done while performing other actions. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions. Free actions that are earned by Characters as they level are not unlimited use and are restricted to one Free action per Character's action in a Group's turn.
- Drop an Object
- Anything that is not connected in any other way except by a single directly accessible method of release. Whether that is simply releasing your hold on the item, or it's on an easy-release clip. This also implies that it holds even in low or zero gravity. As long as the character does not care about the direction that the object is sent or the lack of motion of the object. For example, you may be very concerned about a grenade as it would simply float around you. You would need to throw the object, as you care about the direction. However, if you simply wanted to leave the grenade there and flee the area, then letting go of the grenade becomes a free action.
- Speak
- Words should be limited to only a few seconds' worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more than ~3 seconds per round. Thus, your conversation during combat must be quick, and it is likely to take multiple turns to convey complex ideas. This is a role-playing game, and combat is supposed to be fast and intense. At least it should seem that way to your characters. Pausing for out-of-game player conversation is always a nice feature of a strategy game, but it can also be abused. GMs should ensure that players do not bring information from beyond the 4th wall into their characters' knowledge. In other words, knowledge gained from Player communication that is considered outside of the actual gameplay should never mix with in-game Character knowledge without time for the Characters to share that Knowledge.
- If you have your characters role-play a complex discussion in battle, it must take a Standard Action dedicated to the conversation. Like people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them, but they do not have to react unless they are hit, which breaks the conversation directly.
- It is up to the GM to enforce rules around speaking between players during combat. Just remember that role-playing is fun because it is a game of the imagination, and overcoming these imagined barriers can be both challenging and exciting. But for some people, having too many restrictions can ruin the fun. So the party as a whole should decide how to handle conversations between Characters in-game.
- One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be made at the same time someone moves, talks, or attacks with a single-handed weapon. You can role-play the hand singles or simply speak what you intend without it taking away from some words you can say.
- Going Prone
- Simply going Prone or 'hitting the dirt' is a Free action as long as the Character is not in Low or Zero Gravity.
Simple Actions
Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the Quick Reload feat. There are many examples of when Simple actions can gain more utility.
- 5-foot step
- The 5-foot step is a Simple Move action that is also the declaration of the end of the Character's turn. It must be done as the last action in a Player's Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.
- Draw Weapon Holster
- If the Weapon is in a quick access slot or quick access item, such as a holster, then reading the weapon for us (as in drawing it) is a Simple Move Action. Simple Move Actions do not grant Bonus actions of any kind by default.
- Switching Positions
- Standing up from a Sitting, Kneeing, Prone, or lying down position is considered a Simple action.
Move Rules
Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.
- Character Placement
- Future Path uses squares to help visualize combatants' locations and who they can see and hit. You do not need a square mat to play, as some groups prefer to imagine the whole thing and may feel that visual aids hamper their imagination. However, it is also nice for at least the GM to have some scratch graph paper to help ensure that the rules are followed.
- Each square is considered 5ft. Each player, Medium or smaller, occupies at least 1 square as their personal space. A combatant cannot move through an enemy's square, unless they attempt an Overrun or if the combatant is considered helpless. Each combatant has a 5ft melee attack radius known as the Threat Range. Basically, every square adjacent to them. Diagonal squares are considered adjacent.
- When moving, a character can move in any of the eight directions. Forward, Backwards, Left, Right, as well as the diagonal directions. There is also up and down, and so on, for flying or ships in space.
- Movement
- A character has a certain amount of range they can run during combat. The default range is set by their Species, but the most common speed is a Base Speed (Walk) of 15ft. The 3 speeds of movement in combat is Walk/Run x2/Sprint x4. By default, while in the Combat Character's move at Run speed. Speed is always calculated in increments of 5ft. Each square is 5ft. So 30ft of movement means 6 squares in any direction, including diagonal. You also do not have to have things line up perfectly. For example, a wall can end in the middle of a square, so that the distance between walls in a corridor is 2.5 squares. The half square is still a valid space.
- Difficult Terrain
- Terrain only affects how a character moves. GMs can use discretion on whether the terrain they describe/imagine has any credible effect on the character's movement. By default, all movement speed is reduced by half. However, in some cases, such as uneven Terrain, the GM may instead give a -X ft movement speed reduction. Difficult Terrain means a Character cannot Sprint, Withdrawn, Charge, or Overrun without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually means a character trips and falls, unable to complete their action, and becomes prone. Usually, about halfway through doing what they were trying to do.
Move Actions
- Standard Move
- The default move speed in combat is Run, which usually implies 30ft or 6 squares. Using the standard move action provides a bonus move action, which allows for options like Sprint and Dash. Normally, movement doesn't require a roll and is resolved before other actions, such as attacking. However, circumstances such as difficult terrain may require a roll to confirm success.
- Climb, Crawl, Swim
- These are other move actions that require additional skill or simply hinder the speed at which you can move. The speed is reduced by half. This still grants the Bonus Move Action, which can increase your total movement per turn; however, a Character cannot Climb, Crawl, or Swim with a Bonus Action and stay Stealthed.
- Withdrawl
- This is a special move action that doesn't grant a Bonus Move Action. It allows the combatant to carefully disengage from the enemy (s) without getting a Tactical Opportunity. This cannot be done if the combatant is on difficult terrain or otherwise has their movement restricted, hindered, or penalized in any way.
- Reload
- Loading a weapon with Ammo is a Standard Move action by default. However, it can change based on weapon specifications. A weapon specifies its Ammunition amount and its Reload Speed. This tells you how many times you can use the item before it needs to be reloaded. The Quick Reload feat can also be learned to change this from Standard to Simple.
- Move an object
- Moving any object requires a Strength or Athletics check. Ability and Skill checks are considered part of Standard Use Item Actions; however, this involves moving objects and the Character around. This action counts as a Standard Move Action, but in case Order Resolution it resolves as a Use Item Action. If a character has a Strength of 3 or below, they are unable to even move. Strength can determine how much a character can lift over their head, to their waist, and drag on the ground. It also indicates how much weight a character can carry during a journey or adventure without becoming encumbered.
- Moving any medium-weight or heavier object starts out at 1/2 speed. If a Character chooses to use their Bonus Move Action to continue to move the object, they must roll another Strength/Athletics check to do so.
- Open a door slowly
- Normally, opening an unlocked door is a Simple Action. However, doing it cautiously or slowly is considered a Standard Move Action. Standard Move Action's grant Bonus Move Action, and since the Character has not moved from their 5ft, instead manipulated the movement of the door, the Bonus Action is considered a Dash or a quick split-second movement of the Character's base Walk speed.
- Get Weapon/Item from Pack
- If the Weapon is in the Backpack or container or some other not-so-easily-accessible space, then this is considered a Standard Move Action. This does grant a Bonus Move Action, but because the Character hasn't actually moved locations, only moved around in their 5ft square, the base movement starting speed is 0ft.
Attack Rules
The most standard Attack action is to use a Weapon to attempt to hit and damage a target. The device must first be ready and held by the Character for an Attack to start. A Character needs to make an Accuracy Check depending on the Weapon or type of Attack:
- Melee Attack
- Accuracy Check: d20 + Advantage Die + Strength Modifiers + Misc Mod.
- Range Attack
- Accuracy Check: d20 + Advantage Die + Dextarity Modifiers + Misc Mod.
The value of the Accuracy Check is compared against the target's AC. This AC may change depending on the nature of the attack.
- Target AC
- 10 + Armor Bonus + Dextarity Modifiers + Size Modifier + Natural Armor + Miscellaneous Modifiers
- Touch AC
- (This removes Armor and Natural Armor Bonuses) 10 + Dexterity Modifiers + Size Modifier + Miscellaneous Modifiers
- Flat-Footed AC
- (This removes Dextarity Bonuses) 10 + Armor Bonus + Size Modifier + Natural Armor + Miscellaneous Modifiers
Once a hit is confirmed, the Damage Die is rolled. The Damage Die is based on the Weapon's Level, which is between 1d2 and 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage.
- Melee Attack Damage
- Damage Roll: Weapon's Damage Die + Strength Mod + Misc Modifiers
- Ranged Attack Damage
- Damage Roll: Weapon's Damage Die + Misc Modifiers
- Accounting for Damage Reduction (DR)
- A target may have Damage Reduction also referred simply as DR. DR removes damage from the damage total, all the way down to zero if possible. DR usually states a damage type. The default damage type for weapons is Kinetic, but all DR must specify a type; if it doesn't, it is assumed to be (ALL). More about Damage Types here. So if a combatant rolls a successful attack against a target with a DR2 and the Player rolls a total of 10 for damage, then the target receives 8 damage. DR is always calculated at the very end after all damage has been totaled. DR stacks by half for Extra Damage. If a combatant gets off a 'Major Hit' with Extra Damage, then for every Extra Damage applied, the DR increases by 1/2 the starting DR, rounded up. If you take the previous example again, but say that the combatant had 1 Extra Damage and the Player still rolls a total of 10 damage against the target with DR2, then the total damage received would be 7. DR2 + (2 / 2).
- Minor Hit
- An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as "1d6+1," still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.
- Extra Damage (Major Hit)
- An Accuracy Check that beats the AC of the target by 2 or more is considered a Major Hit. However, a Character cannot take advantage of this until they have earned at least one Extra Damage or has some other special Talent/Ability. As a Character levels up, they periodically gain an Extra Damage. This just means that the Character gets to roll their Weapon's Damage Die again, but not additional bonus effects. So the target cannot be stunned again or get even more on fire than they already were, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own AC value that the Player's Accuracy roll needs to beat. The first Extra Damage AC is equal to the Target's AC + 2. Every Extra Damage has to beat the previous value AC by more than 1. Example: The opponent's AC is 15, and the Hero is a Strong Hero level 5. He has 1 Extra Damage. If the player rolls a 15 or 16, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 17+, then they get to roll the Weapon's damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 19+, then the Player can roll the Weapon's damage dice 3 times.
- Critical Success/Failure
- This is when a Natural Twenty is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the Character has Extra Damage, then all that is successful as well. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. A Critical Failure means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.
Attack Actions
- Standard Attack
- The follows the rules as discribed above. The Character must have a readied weapon, must have a target within range, and must not have more than 3 disadvantages to attacking the target. If all these conditions are met, then the Player rolls an Accuracy Check against the target's AC. If successful, then the damage dice is rolled, also taking into account if the Character has Extra Damage, or a critical success. Once the damage and side effects are determined, then the DR of the target is subtracted from the total damage. If the target has a special ability to react to the attack, they can do so after damage is applied. This grants a Bonus Attack action as an option after the Standard Attack. Most Standard Attack actions do this unless specified otherwise.
- Touch Attack
- This is a special version of the Standard Attack that is often mentioned. When doing a Touch Attack, simply ignore the Target's Armor when calculating their AC. All other rules are the same. Normally, a Touch Attack has no reach and implies that the Character is physically adjacent to the target. However, some attacks or special abilities will state 'Ranged Touch Attack', which effectively gives reach to the Touch. The reach range is specified. IE: Ranged (60ft) Touch Attack.
- Natural Attack
- This is usually for Animal Companions, Monsters, or Characters with mutant abilities. This simply implies that the weapon of choice is physically part of the Character in a natural or innate way. All Natural Attacks can be used in Bonus Attacks or in special reactions, and if used as in the Standard action, they grant a Bonus Attack as per usual. They also do not necessarily have to follow the Weapon leveling rules.
- Throw an Object (Grenade)
- Throwing an object, any small and light object, like a grenade or similar explosive device, requires a particular set of rules. A list of grenades and explosives as well as rules for crafting and buying them, can be found here. The target is considered a 5ft area, not a combatant.
- Max range is determined by combining both Strength and Dexterity modifiers. Max throw-able range is 30ft + 5ft per Str Mod and Dex Mod. The Character can choose how far they want to throw the object, just not any further than their max range.
- Grenades do not explode on contact. Instead, they explode at the end of the target's turn. This gives the combatants within the Area of Effect (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
- A Character can attempt to 'cook' the grenade so that it goes off at the start of the target's turn instead of at the end. This is risky, however, and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmlessly explodes in the air, wasting the grenade and the turn. If the Player critically fails, then the grenade never leaves their hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and is affected without any saving throws.
- Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left to right. Or rolled one at a time. In either case, the first die represents how accurate the throw is from left to right, while the second die represents whether the throw was too short or too long. A 4 through a 7 is a success, while a 3 is 5ft to the left. An 8 is 5ft to the right. This continues by 5ft increments. This is the same for the second d10, except a 3 is 5ft too short, while 8 is 5ft too long. There is a Feat that can improve the chances.
- Attack an Object
- You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Technique/Ranged. The Accuracy Check is unnecessary as long as the target is genuinely an inanimate object that will not move. Learn about Item damage Item Damage. Attacking a helpless Character is like hitting a Flat Footed, but instead of dealing damage to HP, it causes extra Constitution damage. To read more about this go here.
- Attacking a Helpless Oponent (Coup de grace)
- Pronounced "coo day grahs." The chance to fully finish off an opponent. This is only possible if the opponent has the condition Helpless or otherwise is completely unable to defend themselves in any capacity. If a Character has zero HP, and combat is over, then this is instant death; otherwise, the damage counts towards Constitution as noted here. If the Character has HP remaining, this counts as an automatic Critical Success as if the Player rolled a natural d20 when dealing damage.
Other Standard Actions
Technique/Talent/Abilities/Feats Rules
- Combat Technique
- The Character performs a Combat Technique. These are special types of Melee Attacks that are more likely to cause a condition on another opponent than damage. Those Combat Techniques require extra time to perform, and thus, this does NOT grant a Bonus Attack action. Review the Techniques page for the rules on specific Techniques.
- Class Specific Technique
- Techniques specific to certain advanced classes. By default, all Techniques require extra time to perform, and thus, this does NOT grant a Bonus Attack action. However, some Techniques or special class abilities can adjust this rule. Please review the Techniques page for more information.
- Class Specific Attack Talent/Trick/Ability
- Both Classes and Paths can provide Talents, Tricks, or Abilities. These phrases can often be used interchangeably. Some Talents may inflict damage or otherwise affect target opponents in different ways. By default, they do not provide an Attack Bonus Action unless specified otherwise.
Use Item/Skills Rules
- Use Item
- The Item in question needs to already be in one's hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it. The Item may have specific rules for its use in Combat. The default rules are that it takes a Standard Action and does not grant any bonus actions. Items that, when used, deal damage to one or more enemies or affect them in any way are considered an Attack Action instead. Deploying shields, using a scanner, or some other device is a Standard Action with no Bonus Actions.
- Preform Skill
- Many Skills have uses in combat. Some skills are required to overcome an obstacle. For example, Acrobatics is still often used as a Free Action to determine whether the Player can maintain balance while riding in a moving vehicle or Sprint across Difficult Terrain. However, there are also skills like Diplomacy or Intimidation that can be used as Standard Actions to attempt to end combat peacefully. Please review the rules for Skills to learn more about their possible uses in combat. All Skill uses by default do not provide any Bonus Actions.
- Stabilizing Dying Character
- This is considered a Skill check. Characters can die once their Constitution Score hits zero, more on Death Here. While their health is at zero or below, they are considered dying. In this state, they lose health every turn until dead. At which point, a Medic can do no more for the character. However, if the character has not died yet, there is still hope. If a Character hits 0, they start to bleed out. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful, the character gains a single point of HP, and any ill effects that may cause the person to instantly go back to 0 have been removed. However, any constitutional damage is still temporarily in effect.
Bonus Actions
- Bonus Attack/Off Hand Weapon (from Standard Attack)
- Bonus Attacks are possible if the Character is able to wield an Offhand Weapon that they are proficient in. The target of the Bonus Action has to be the same as the Standard Attack action if there was a Target or unless a Feat or Ability says otherwise.
- The Weapon must be considered Light or Levels 0 thru 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.
- The Character must be proficient in the weapon for it to be usable as an Off-Handed weapon.
- By default, a Character cannot gain any Advantage while using an Off-Handed Weapon, this includes the advantage from being proficient in the weapon. This can be changed with the Akimbo Specialist Feat.
- If the Weapon is Melee then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the Niten Ichi Feat. If the weapon is already a d2 then the damage is just 1 each time.
- If the Weapon is a Ranged weapon then by default the weapon has to take disadvantage when doing accuracy checks. This can be changed with the Gun-Fu Feat.
- Bonus Movement Sprint/Dash (free Standard Move)
- When committed to a Standard Move Action, the Character is granted a Bonus Move Action that can take the place of their Simple Action if they have yet to perform one. This allows the Character to move at the same speed as their Move Action. If they were running, then this is considered Sprinting. Bonus Movement can be granted on any Standard Move Action, even move actions (like reloading) that do not cause the Character to move. Then the Move Action speed is 0ft. This is a Dash. A Dash is considered a quick split-second movement of the Character's base Walk speed. It happens when the Character has a Bonus Move action, but their Character did not physically move during their Standard Move Action. A Dash allows the Character to move their Walk Speed, but it is implied that they do this quickly. Sprinting happens when the Character chooses to use their Bonus Move action after using the Standard Move Action. Dash happens when the Move Action doesn't have the Character's physical move location, like reloading or standing up from Prone.
Other Actions and Situations
While in combat or even outside of combat, countless special situations or actions may arise, where there may be exceptions to the rules. Below is a list of actions or situations that require additional explanation.
Delay/Ready
To delay or ready an action implies the same thing, and the words can be used interchangeably in the combat rules. The Character can ready an action under specific requirements. For example, they can be ready to fire their pistol when the enemy comes around the corner. So the Character sacrifices their turn and cannot take any actions until the next turn. If the enemy comes around the corner, then the Character gets an instant action that resolves immediately. If the enemy is performing an action that requires rolling and will be affected by the instant action, then an Initiative check is rolled to determine who goes first.
An example of a special Ready action is Suppression Fire which is a Weapon Bonus Ability.
Delayed actions can be useful because they allow for more cooperation between Character actions.
Traps/Mines
Mines are just a buried trap. Traps can be encountered in and out of combat. Traps have a Perception DC as well as a Disable Device DC. If a Character isn't actively looking for a Trap, then their Passive Perception is used instead of the actual Skill check. If they succeed at seeing a Trap, they can choose to disable it with a Disable Device check. A critical failure of the check will detonate the Trap. A failure just means that the Trap is still hot. They can attempt again within 20 minutes. However, in combat, if a Trap is detected, the Character can still attempt to Disable it, but they cannot Take 20. Instead, it takes both a Simple and a Standard action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.
Cover
Taking cover, or setting up a position of fire, normally takes a Standard Move Action. If the Character is already in Cover, maintaining that cover is considered a Free Move Action. This is important because the Character briefly exposes themselves while firing from cover. If they are blocked from taking free movement actions or otherwise restricted, the cover no longer counts if they perform a Simple/Standard action that requires physical movement.
The cover provides a disadvantage for accuracy checks done by enemy combatants. There is Partial Cover, which provides x1 disadvantage. Heavy Cover provides x2 disadvantage. Full cover means that the enemy is 'hidden' and cannot be directly shot at. In this case, grenades are useful. However, if a ranged weapon has AP damage, then it can fire through the barrier. Then a percentile is rolled, or a single d10 is rolled. If 6 or higher, the weapon connects; 5 or lower is a miss. If the weapon connects, an Accuracy check with x1 disadvantage is rolled to make sure that the weapon didn't glance their armor.
There are also things that disrupt the line of sight or otherwise blind the enemy. Things like flood lights or a smoke grenade. This acts like Partial Cover, while thick fog can cause Full Cover.
There is a gear that allows characters to do things like see through walls, gain night vision, or infrared vision. These things can remove the negative effects of cover in some cases.
Tactical Opportunity
A Tactical Opportunity temporarily gives an opponent an Advantage to both Accuracy Checks and Damage Die. Gaining Advantage to Damage Die just means the Advantage Die is rolled as a situational bonus to the Weapon's damage inflicted on the target.
- Moving out of Threat Range
- The way a Character can cause this unfortunate circumstance is to move out of a Character's melee Threat Range, which includes reach. If a Character were to move out of or through an enemy's threat range (without attacking first), this creates a Tactical Opportunity temporarily for that enemy against the Character for one round.
If the Character is holding a Ranged weapon, this still counts, but their Threat Range is only 5ft.
A Player can commit to the Withdraw action which is a Full Round Action. This allows the Character to move at normal speed for the terrain they are in but negates this effect. However, this is a Full Round Action and they cannot move faster.