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combat [2019/12/14 18:00] davecombat [2019/12/27 21:39] 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]]thoughWe 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.  
 + 
 +A player who draws a Joker can go whenever they want, but may not interrupt another player's turnThey 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's initiative 
 ==== 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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   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.
   * 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.  You can attempt to mount or dismount from a horse as a quick action, but must make a Riding or Acrobatics check.  If you fail the check you fall prone and forfeit the rest of your turn.
  
 ==== 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.
 +  * Getting up from a prone position, while carrying combat arms, takes an entire turn's actions. If one leaves one's weapons/shield on the ground, it only takes an active action.  You can attempt to leap to one's feet fully armed as a quick action, but must make an Acrobatics check; but if you fail, you forfeit your turn and remain prone.
   * An unconscious or incapacitated target is hit automatically in melee (not ranged)   * An unconscious or incapacitated target is hit 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.Maybe 
 +  * 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.
   * 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.
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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
 +  * Shooting into a melee that includes an ally is at disadvantage, and roll of a 1 hits the ally
 ==== 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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   - 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.
 +
 +-----
 +====== Design Notes ======
 +
 +//Question: Does shooting ranged weapons into melee impose any disadvantage? For example, does it count as cover if an ally is standing between the shooter and the target? Does it count as cover even if the ally is on the far side of the target? --AHS//
combat.txt · Last modified: 2021/01/26 13:13 by dave