User Tools

Site Tools


combat

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
combat [2019/12/14 16:07] – [Initiative] andrewcombat [2019/12/21 21:19] – [Initiative] andrew
Line 3: Line 3:
  
 ====Initiative==== ====Initiative====
-**IMPORTANT QUESTION:  ARE WE DOING "BY THE BOOK" or "SAVAGE WORLDS INITIATIVE?** 
  
-//If we are going OSR why not use 5TD initiative? I love [[http://lordsofhack.com/gloomwrought/doku.php?id=house_rules|LOH initiative]]thoughWe could try [[https://youtu.be/y_mxYKzEjms|this]]?//+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 thereTo resolve tiesSpades come first, 
 +then Hearts, Diamonds, and lastly ClubsWhen a player'
 +card comes up, it gets to act. 
 + 
 +  * JokerA player with a Joker can go whenever they 
 +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, or damage)! After a turn where one or more Jokers are dealt, the deck is reshuffled 
 ==== 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.   
combat.txt · Last modified: 2021/01/26 13:13 by dave