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combat [2019/12/14 18:00] davecombat [2019/12/22 17:43] dave
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 ====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]]though. We could try [[https://youtu.be/y_mxYKzEjms|this]]?//  **I think we've gone far beyond OSR purity by this pointI don't like the fixed cycle I'd like to do Straight Savage World playing cards--I love the speed of it and the unpredictability, ignoring DEX (it already has so many other benefits)  maybe give 2 draws as Special Feature card Jokers giving +2 to all dice rolled for the turn (attacks, saves, damage).   I looked at the Professor Dungeon master videobut it didn't really float my boat.  I like me some turn based wargamey action.**+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 upthey may take a turn for their character and all NPC retainersThe GM may choose to draw different cards for different individuals or groups of monsters.  
 + 
 +  * Joker: A player with Joker can go whenever they want — even automatically interrupting another player's action if they wishBetter 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 dealtthe deck is reshuffled for the next turn.  
 ==== 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.   
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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.
combat.txt · Last modified: 2021/01/26 13:13 by dave