Rules reference
Combat in Hunter: The Reckoning 5th Edition
Turn flow, actions, and common combat rules. Hunter: The Reckoning 5th Edition is a tabletop RPG where you play as ordinary humans who have been "Imbued" with supernatural awareness, allowing you to see and hunt the monsters that prey on humanity. As part of the Vigil, you track your Conviction, manage your Edges, and work with your cell to protect the innocent.
Key points
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
- 5 Creeds: Entrepreneurial, Faithful, Inquisitive, Martial, Underground
- Edge system: Supernatural abilities granted by the Imbuing
- Conviction mechanics: Fuels Edges, represents commitment to Vigil
- Cell system: Hunters work in groups for safety
- Monster hunting focus: Investigate, prepare, hunt
- Human vulnerability: Still human, powerful but fragile
Hunter H5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, with criticals on paired 10s. Desperation dice add power when the cell is stretched thin, and risk overreach or despair.
- Build your pool (Attribute + Skill); add Desperation dice when you push beyond your limits.
- Roll d10s and count successes (6+).
- Interpret Desperation outcomes (overreach, despair) as escalating stakes for the hunt.
Instead of “I attack,” state the goal: “I push them back from the door” or “I buy time for the escape.” This makes outcomes clearer.
Once the winner is clear, wrap it. Don’t grind out the last 10% if it doesn’t change the story.
- Mistake: Unclear turns and slow decisions. Fix: State intent, pick one action, resolve fast, and move on.
- Mistake: Grinding after the outcome is obvious. Fix: End scenes early and narrate the final advantage.