combat
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combat [2019/12/14 18:01] – dave | combat [2019/12/21 21:19] – [Initiative] andrew | ||
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====Initiative==== | ====Initiative==== | ||
- | **IMPORTANT QUESTION: | ||
- | //If we are going OSR why not use 5TD initiative? I love [[http:// | + | 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's | ||
+ | card comes up, it gets to act. | ||
+ | |||
+ | * Joker: A 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 | ||
==== 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