combat
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combat [2019/12/13 19:34] – dave | combat [2019/12/21 21:19] – [Initiative] andrew | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **IMPORTANT QUESTION: ARE WE DOING "BY THE BOOK" | + | |
+ | ====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, it gets to act. | ||
+ | |||
+ | | ||
+ | want — even automatically interrupting another unit’s | ||
+ | action if it wants. Better still, they may reroll one die of their choice during the turn (attacks, saves, | ||
==== Mounted Combat ==== | ==== Mounted Combat ==== | ||
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* 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 Attack Procedure==== | ||
- Spiritual Attacker rolls an attack using his Strong modifier. | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
- The defender' | - The defender' |
combat.txt · Last modified: 2021/01/26 13:13 by dave