combat
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combat [2019/12/03 17:25] – dave | combat [2019/12/14 15:38] – dave | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **Mounted Combat**: | + | **IMPORTANT QUESTION: |
- | * You need Knightly Combat proficiency (all Knights and Military Order Zealots | + | |
+ | ==== Mounted Combat ==== | ||
+ | * You need Knightly Combat proficiency (all Knights and Templars | ||
* 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 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 cannot be used for lance attacks, and must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight. | + | * 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. | * 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. | ||
- | **Tactical Advantages** | + | ==== Tactical Advantages |
+ | | ||
+ | | ||
* 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. | ||
* 2 or more horsemen or footmen with Long Spears or Bills get advantage attacking a lone horseman. | * 2 or more horsemen or footmen with Long Spears or Bills get advantage attacking a lone horseman. | ||
- | * 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 footmen make a close formation that is at least 4 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. |
- | **Ranged Attacks** | + | ==== Ranged Attacks |
- | * Maximum Range for ranged attacks is 300'. This is essentially the width/ | + | * Ranged and thrown weapons are noted as such in their descriptions. |
- | * Base rules have no provision for thrown | + | * Thrown weapons have a maximum |
- | * I propose that any time a target is in cover (behind tree, another guy, horse, wagon, box, fighting from a wall or stockade), the shooter is at disadvantage. | + | * Ranged attacks |
- | + | * Targets with cover also impose disadvantage on ranged | |
- | **Spiritual Attacks** | + | * A target in a roofed area through a window, is automatically AC 17. |
+ | * A target | ||
+ | ==== 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. | * 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. | ||
* Spells that do physical damage do not effect Spirits. | * Spells that do physical damage do not effect Spirits. | ||
* Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits. | * Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits. | ||
* 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' |
combat.txt · Last modified: 2021/01/26 13:13 by dave