combat
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combat [2019/12/08 15:36] – dave | combat [2020/01/11 00:12] – [Disembodied Spirits, General Notes] andrew | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **IMPORTANT QUESTION: | + | |
+ | ====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 | ||
+ | |||
+ | A player who draws a Joker can go whenever they want, but may not interrupt another player' | ||
==== Mounted Combat ==== | ==== Mounted Combat ==== | ||
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* 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. | ||
+ | * 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. | * A prone target is attacked with advantage in melee, but with disadvantage in ranged combat. | ||
- | * An unconscious or incapacitated target is automatically in melee (not ranged) | + | |
+ | | ||
* 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. | ||
* 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 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. | * 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. | ||
+ | * If someone is scaling a wall, fence, or stockade, | ||
==== Ranged Attacks ==== | ==== Ranged Attacks ==== | ||
- | * Maximum Range for ranged attacks is 300'. This is essentially the width/ | ||
- | * Base rules have no provision for thrown weapons. | ||
- | * 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 and thrown weapons are noted as such in their descriptions. | * 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. | * 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"). | * 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. | * Targets with cover also impose disadvantage on ranged or thrown attacks. | ||
- | * A target in a roofed area through a window, is automatically AC 17. | + | * In addition to the targeting disadvantage, |
- | * A target behind an arrow slit is automatically AC 21. | + | * In addition to the targeting disadvantage, |
- | ==== Spiritual Attacks | + | * 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. | * 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 | + | * Arcane Magic that does physical damage do not generally |
* 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' | ||
+ | |||
+ | ----- | ||
+ | ====== Design Notes ====== | ||
+ | |||
+ |
combat.txt · Last modified: 2021/01/26 13:13 by dave