Initiative
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D&D 5E: Roll a d20 and add your Dexterity modifier. Higher result goes first, then proceed in descending order.
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Cyberpunk Red: Roll a d10 and add your Reflex attribute and any relevant skills or bonuses. Highest result goes first, then proceed in descending order.
Attack Rolls
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D&D 5E: Roll a d20, add your attack bonus (usually proficiency bonus + Strength/Dexterity modifier). If the result equals or exceeds the target’s Armor Class (AC), the attack hits.
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Cyberpunk Red: Roll a d10, add your relevant weapon skill, and add the associated attribute (usually Reflex). Compare the result to a Difficulty Value (DV) that varies based on distance and other factors. If the result equals or exceeds the DV, the attack hits.
Damage
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D&D 5E: If an attack hits, roll the damage dice for the weapon or spell. Add any relevant modifiers (usually Strength for melee attacks). Subtract the result from the target’s hit points.
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Cyberpunk Red: If an attack hits, roll the weapon’s damage dice. Subtract the target’s armor value (if any) and their Body Type Modifier (based on the character’s Body stat). Subtract the result from the target’s hit points.
Cover
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D&D 5E: Cover provides a bonus to the target’s AC and Dexterity saving throws. The bonus depends on whether the cover is half (+2 to AC), three-quarters (+5 to AC), or full (can’t be targeted directly).
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Cyberpunk Red: Cover has its own SP (Stopping Power), acting as a form of armor. It absorbs damage until its SP is depleted. The amount of cover (partial, half, mostly, full) affects the DV to hit a target.
Health and Death
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D&D 5E: When a character’s hit points reach 0, they fall unconscious and make death saving throws. Three successes stabilize the character, while three failures mean death.
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Cyberpunk Red: When hit points reach 0, the character falls unconscious and enters a state called “Death State”. Every turn, they roll a Death Save (a d10). If the roll is above their current negative hit points, they stabilize. If not, they move one step closer to death.
Healing
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D&D 5E: Characters can heal through magic, resting, or using hit dice during short rests. Healing spells and potions provide immediate recovery.
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Cyberpunk Red: Healing is more gradual and primarily done outside of combat. Characters heal their BODY stat in hit points per day of complete rest, or half that with light activity. Medtechs and certain drugs can expedite this process.
Morale
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D&D 5E: The game doesn’t have a specific morale system, but Dungeon Masters may decide that certain enemies flee or surrender based on circumstances.
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Cyberpunk Red: Certain NPCs have a Morale score. When they lose 50% of their hit points, a Cool check against their Morale score is made. If they fail, they’ll attempt to flee, surrender, or cease hostile actions.
Remember, these are simplified explanations of the combat systems in both games. For comprehensive rules, refer to the official rulebooks. Enjoy the excitement and strategy that both combat systems have to offer!