Twighlight of the Gods
It’s not all hack and slash. Every “combat” encounter presents tactical options and role playing possibilities. Every combat encounter will present all or some of the following options:
Evade. Stealth opposed by monster’s passive perception. Non-Combat Action. There will be times when your party is not ready to engage in combat. Discretion is the better part of valor in these instances and a successful stealth check may permit the party to either go around the monster without detection, or to wait in concealment until the danger has passed. Critical Success-exceeding the DC by 10 or more. In addition to avoiding detection completely, you are able to learn some useful information from the monsters speech or conduct. Failure-combat ensues and each of the party grant combat advantage for the first round.
Surprise. Stealth opposed by monster’s passive perception. Non-Combat Action. Sneaking up on an adversary or rushing in before they know what happens will result in a surprise round benefiting the party, and/or better positioning. Critical Success-exceeding the DC by 10 or more. Each party member receives an additional move action in the surprise round. Failure-Combat ensues.
Scout. Perception, plus Nature/Dungeoneering/Arcana/Religion/Streetwise/Thievery Minor action. The devil is in the detail. You notice some useful terrain feature, hidden item, or concealed threat. Successful perception check reveals the location of an item of interest, an additional knowledge check will reveal the nature of the item or feature. Critical Success-exceeding the DC by 10 or more. Each party member receives an additional move action in the surprise round. Failure-Combat ensues.
Parlay. Diplomacy. Standard Action, before any combat. Reasonable minds will disagree, but compromise is always available. Failure-Combat ensues.
Demand. Intimidate Standard Action. Can only be taken if all enemies are bloodied, or when all controllers or leaders are taken out. In return for their lives, you can demand: stop fighting and walk away (DC +0); surrender of weapons (DC+5); surrender of all valuables (DC+10); or You can demand full surrender as captives (DC+15). Failure-Combat continues.
Retreat. Athletics/Acrobatics/Stealth opposed by Athletics/Acrobatics/Perception For every party member that is bloodied, but conscious (DC +2) For every party member unconscious (DC +5)