combat
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combat [2019/11/30 14:15] – dave | combat [2019/12/27 21:33] – dave | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **Mounted Combat**: | + | |
- | * You need Riding | + | ====Initiative==== |
+ | |||
+ | Grab a deck of standard playing cards (make sure to | ||
+ | leave both Jokers in) and deal one to each player including the GM. | ||
+ | Now count down from the Joker to the Ace and on | ||
+ | down from there. To resolve ties, Spades come first, | ||
+ | then Hearts, Diamonds, and lastly Clubs. When a player' | ||
+ | card comes up, they may take a turn for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters. | ||
+ | |||
+ | A player who draws a Joker can go whenever they want, but may not interrupt another player' | ||
+ | |||
+ | ==== Mounted Combat | ||
+ | * You need Knightly Combat | ||
* All characters suffer Disadvantage when making a ranged attack from a moving horse. | * All characters suffer Disadvantage when making a ranged attack from a moving horse. | ||
* Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | * Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | ||
- | * A proficient | + | * A rider proficient in Knightly Combat |
- | * A proficient | + | * A rider proficient in Knightly Combat |
- | * A proficient | + | * A rider proficient in Knightly Combat |
+ | * A riding horse, mule, pony or draft horse must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight. | ||
+ | * A warhorse will attack with its hooves (trample) when the rider makes a charge, and will strike out with its hooves any combat round when it does not move. | ||
+ | * Mounting a horse takes a full turn's action. Dismounting from a horse takes a move action. | ||
- | **Tactical Advantages** | + | ==== Tactical Advantages |
+ | * A prone target is attacked with advantage in melee, but with disadvantage in ranged combat. | ||
+ | | ||
+ | | ||
* 2 or more attackers gain advantage if they attack a lone footman. | * 2 or more attackers gain advantage if they attack a lone footman. | ||
* 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | * 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | ||
- | * If footmen make a formation that is at least 4 men wide and 2 men deep, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | + | |
+ | | ||
- | **Spiritual Attacks** | + | ==== Ranged Attacks ==== |
- | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | + | |
+ | | ||
+ | | ||
+ | | ||
+ | * In addition to the targeting disadvantage, | ||
+ | * In addition to the targeting disadvantage, | ||
+ | * Shooting into a melee that includes an ally is at disadvantage, | ||
+ | ==== Disembodied Spirits, General Notes ==== | ||
+ | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | ||
+ | * Spells that do physical damage | ||
+ | * Divine Magic spells that do points | ||
* When they attack, they attack their target' | * When they attack, they attack their target' | ||
+ | * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits. | ||
+ | |||
+ | ====Spiritual Attack Procedure==== | ||
+ | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
+ | - The defender' | ||
+ | |||
+ | ----- | ||
+ | ====== Design Notes ====== | ||
+ | |||
+ | //Question: Does shooting ranged weapons into melee impose any disadvantage? |
combat.txt · Last modified: 2021/01/26 13:13 by dave