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combat [2019/12/13 19:34] davecombat [2019/12/22 17:43] dave
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 =====COMBAT RULES AND RULINGS===== =====COMBAT RULES AND RULINGS=====
  
-**IMPORTANT QUESTION ARE WE DOING "BY THE BOOK" or "SAVAGE WORLDS INITIATIVE?**+ 
 +====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 or groups of monsters.  
 + 
 +  JokerA player with a Joker can go whenever they want — even automatically interrupting another player's action if they wish. Better still, they may reroll one die of their choice during the turn (attacks, saves, or damage)! After a turn where one or more Jokers are dealt, the deck is reshuffled for the next turn. 
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
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   * 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.
-  * target in a roofed area through a window, is automatically AC 17. +  * In addition to the targeting disadvantage,target in a roofed area through a window, is automatically minimum AC 17. 
-  * target behind an arrow slit is automatically AC 21.+  * In addition to the targeting disadvantage,target behind an arrow slit is automatically minimum AC 21.
 ==== Disembodied Spirits, General Notes ==== ==== 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.
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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'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.
 +  * 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.  The defender rolls a check with his Wis/Int/or Cha modifier depending on what is being attacked, no proficiency bonus, at disadvantage.  If the attacker wins, he inflicts the listed damage to the defenders ability score.     - Spiritual Attacker rolls an attack using his Strong modifier.  The defender rolls a check with his Wis/Int/or Cha modifier depending on what is being attacked, no proficiency bonus, at disadvantage.  If the attacker wins, he inflicts the listed damage to the defenders ability score.  
   - The defender's disadvantage is negated if he has been baptized, or is a circumcised Jew, or is carrying Muslim prayer beads or wearing a hammer of Thor amulet.  The defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah.  The defender gets advantage to defense if he has undergone Communion in the last week.   - The defender's disadvantage is negated if he has been baptized, or is a circumcised Jew, or is carrying Muslim prayer beads or wearing a hammer of Thor amulet.  The defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah.  The defender gets advantage to defense if he has undergone Communion in the last week.
combat.txt · Last modified: 2021/01/26 13:13 by dave