combat
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combat [2019/12/01 13:23] – dave | combat [2020/02/04 15:18] – [Tactical Advantages] andrew | ||
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- | =====COMBAT RULES AND RULINGS===== | + | ====== Combat Rules ====== |
- | **Mounted Combat**: | + | |
- | * You need Knightly Combat | + | ===== Time ===== |
+ | Combat is measured in Rounds of six seconds each (10 rounds per minute). | ||
+ | |||
+ | 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===== | ||
+ | |||
+ | We'll use standard Lords of Hack card initiative for this game. Use 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: | ||
+ | | ||
+ | | ||
+ | * Half of the group' | ||
+ | * A spell, magic item or monster description calls for a morale check. (Does apply to PCs) | ||
+ | * A demon, ghost or spirit that has been driven out of a person by divine means. (Does not apply to PCs) | ||
+ | |||
+ | **The Roll**: | ||
+ | |||
+ | **The Effect**: | ||
+ | |||
+ | **Rally**: | ||
+ | |||
+ | =====Armor and Armor Class===== | ||
+ | * Monster Armor Class is determined by adding one of the 3 modifiers to 10, as determined by monster type. | ||
+ | * Player Character and NPC Armor Class is determined by taking base number of the [[equipment|armor worn]] (10 for no armor, 12 for non-magic light armor, or 14-17 for various grades of Heavy Armor) and adding DEX bonus if you are wearing either no or light armor, and +2 if you are wielding a shield in one hand. | ||
+ | * Magic items and spells can add additional points of Armor class, see the Magic Item's description. | ||
+ | * However, no creature or character' | ||
+ | |||
+ | ===== Mounted Combat ===== | ||
+ | * You need [[skills# | ||
* 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 | + | * Men on foot suffer |
- | * A rider proficient in Knightly Combat scores double damage when charging with a lance. | + | * A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse. |
* A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | * A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | ||
* A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | * A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | ||
+ | * 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, forfeiting your [[actions|Quick, | ||
+ | |||
+ | ===== Tactical Advantages ===== | ||
+ | * A prone target is attacked with advantage in melee, but with disadvantage in ranged combat. | ||
+ | * Getting up from a prone position, while carrying combat arms, takes an entire round' | ||
+ | * An unconscious or incapacitated target is hit automatically in melee (not ranged) | ||
+ | * Two or more attackers gain advantage if they attack a lone footman. | ||
+ | * Four 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. | ||
+ | * Five or more attackers gain advantage if they attack two footmen who are side-by-side or back-to-back. | ||
+ | * Two or more horsemen or footmen with Long Spears or Bills get advantage attacking a lone horseman. | ||
+ | * If footmen make a close formation that is at least four men wide, 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' | ||
+ | * He has been baptized | ||
+ | * He is a circumcised Jew | ||
+ | * He has spoken the Islamic Shahada aloud in Arabic read directly from the Quaran | ||
+ | * He has participated in a pagan sacrificial feast and is wearing a hammer of Thor amulet. | ||
- | **Tactical Advantages** | + | Furthermore, |
- | * 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. | + | |
- | * 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** | + | {{ :ghosts.jpg? |
- | * 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