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combat [2019/12/03 18:55] davecombat [2019/12/08 14:58] dave
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 =====COMBAT RULES AND RULINGS===== =====COMBAT RULES AND RULINGS=====
  
-**Mounted Combat**:  +==== Mounted Combat ====
   * You need Knightly Combat proficiency (all Knights and Templars automatically have this) or else suffer Disadvantage when making melee attacks from horseback.      * You need Knightly Combat proficiency (all Knights and Templars automatically have this) or else suffer Disadvantage when making melee attacks from horseback.   
   * 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.  
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   * 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/length of our table (except on the diagonal).  I thought there was a disadvantage to long-range shots, but can't find it anymore in the text.  Shall we say shots are at disadvantage at 150' (30') on the table?+  * Maximum Range for ranged attacks is 300'. This is essentially the width/length of our table (except on the diagonal).  I thought there was a disadvantage to long-range shots, but can't find it anymore in the text.  Shall we say shots are at disadvantage at 150' (30") on the table?  //Sounds good to me!//
   * Base rules have no provision for thrown weapons.  I've put a range of 50' (10") in the gear book.   * Base rules have no provision for thrown weapons.  I've put a range of 50' (10") in the gear book.
-  * 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.  Furthermore, if target is in a roofed area through a window, he is automatically AC 17, and if he's behind an arrow slit, he's AC 21.+  * 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.  Furthermore, if target is in a roofed area through a window, he is automatically AC 17, and if he's behind an arrow slit, he's AC 21.  //I'll buy that for a dollar!//
  
-**Spiritual 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. 
 +  * A target in a roofed area through a window, is automatically AC 17. 
 +  * A target behind an arrow slit is automatically AC 21. 
 +==== Spiritual Attacks ====
   * 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.  Examples:   * Spells that do physical damage do not effect Spirits.  Examples:
   * 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's INT, WIS or CHA.  When a character's INT is reduced to 0, he becomes feeble minded.  When a character's WIS is reduced to 0, he becomes stark-raving mad.  When a character's CHA is reduced to 0, he has been possessed by the Spirit, who now controls his body.   * When they attack, they attack their target's INT, WIS or CHA.  When a character's INT is reduced to 0, he becomes feeble minded.  When a character's WIS is reduced to 0, he becomes stark-raving mad.  When a character's CHA is reduced to 0, he has been possessed by the Spirit, who now controls his body.
combat.txt · Last modified: 2021/01/26 13:13 by dave