combat
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combat [2019/11/30 14:15] – dave | combat [2020/01/19 20:56] – dave | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **Mounted Combat**: | + | ====Time===== |
- | * You need Riding | + | Combat is measured in Rounds of a handful of seconds each. Each round Initiative is drawn (see below) and all active combatants have an opportunity to act. |
+ | |||
+ | A Turn is a period of 10 minutes, which is used to measure movement and actions of exploring a dungeon or building. Many spells have a duration of 1 turn, representing the amount of time a single fighting encounter. | ||
+ | |||
+ | Downtime, overland travel and other character interactions are measured in regular seconds, minutes and hours. | ||
+ | |||
+ | ====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 do the actions for the round 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' | ||
+ | |||
+ | ====Morale==== | ||
+ | A morale check is a test to determine whether a group of monsters or characters will stand and fight or give up. A morale check is rolled in the following circumstances: | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | * A demon, ghost or spirit that has been driven out of a person by divine means. (Does not apply to PCs) | ||
+ | |||
+ | __The Roll:__ The check is rolled with 1d20+Wisdom modifier and Proficiency (for PC's) or with 1d20 plus Morale number (NPC's and monsters). | ||
+ | |||
+ | __The Effect__: | ||
+ | |||
+ | __Rally__: | ||
+ | |||
+ | |||
+ | ==== 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 round' | ||
- | **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. | ||
+ | * 4 or more human attackers gain advantage when attacking a large monster, the size of a horse, grizzly bear, hooger or ogre. | ||
+ | * Human sized attackers cannot gain advantage from numbers alone when attacking huge monsters such as dragons or titans. Neither do numbers grant advantage when fighting Constructs. | ||
* 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. | + | |
+ | | ||
+ | * If someone is scaling a wall, fence, or stockade, | ||
+ | |||
+ | ==== Ranged Attacks ==== | ||
+ | * Ranged and thrown weapons are noted as such in their descriptions. | ||
+ | * Thrown weapons have a maximum range of 50' (10") while ranged weapons may reach the entire battlefield. | ||
+ | * Ranged attacks are at disadvantage at 150' (30"), while thrown attacks are at disadvantage at 25' (5" | ||
+ | * Targets with cover also impose disadvantage on ranged or thrown attacks. | ||
+ | * In addition to the targeting disadvantage, | ||
+ | * In addition to the targeting disadvantage, | ||
+ | * Shooting into a melee that includes an ally is at disadvantage, | ||
+ | |||
+ | ====Two-Weapon Combat==== | ||
+ | * Instead of fighting with a shield or two-handed weapon, some fighters use a weapon in each hand. | ||
+ | * Neither weapon may be a two-handed weapon (obviously), | ||
+ | * With the exception of a few class archetype features and special feature abilities, two weapon fighting usually does not grant a second attack. | ||
+ | * The dual wielder, instead, gains +1 to attack and gets to use the better of the two weapons' | ||
+ | |||
+ | |||
+ | ==== Disembodied Spirits, General Notes ==== | ||
+ | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. No weapons, even magical ones can do any damage to them. Holy Blessed weapons (see the 5th level Divine spell Holy Weapon) are the only exception. | ||
+ | * Arcane Magic that does physical damage do not generally effect Spirits, unless specifically noted in the spell description. | ||
+ | * Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits. | ||
+ | * When disembodied spirits attack, they remove their target' | ||
+ | * If a possessing spirit is driven out of a person, that person returns to 1 CHA, but is Frightened until healed to 3 points of Charisma or higher. | ||
+ | * Spiritual attacks are not ranged attacks, the spirit must move into contact with the target. | ||
+ | * If a spiritual attack is made against a creature that does not have the Ability Score rated such as a monster or NPC, rate the creature as having a score equal to 7 plus its modifier (for damage purposes only.) | ||
+ | * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits. | ||
+ | * If a disembodied spirit is brought to 0 hit points, it is not killed. Demons are sent back to Hell, other spirits are dissipated, both for a number of days equal to 100 divided by their HD, round up. | ||
+ | |||
+ | ====Spiritual Attack Procedure==== | ||
+ | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
+ | - The defender' | ||
+ | |||
+ | ----- | ||
+ | ====== Design Notes ====== | ||
- | **Spiritual Attacks** | ||
- | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | ||
- | * When they attack, they attack their target' |
combat.txt · Last modified: 2021/01/26 13:13 by dave