combat
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combat [2019/12/21 21:19] – [Initiative] andrew | combat [2019/12/27 21:33] – dave | ||
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down from there. To resolve ties, Spades come first, | down from there. To resolve ties, Spades come first, | ||
then Hearts, Diamonds, and lastly Clubs. When a player' | then Hearts, Diamonds, and lastly Clubs. When a player' | ||
- | card comes up, it gets to act. | + | card comes up, they may take a turn for their character and all NPC retainers. The GM may choose |
- | * Joker: | + | A player |
- | want — even automatically interrupting | + | |
- | 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 ==== | ||
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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. | * 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. | ||
* 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. | ||
==== 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/ | ||
* 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. | ||
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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. | ||
- | * A target in a roofed area through a window, is automatically AC 17. | + | * In addition to the targeting disadvantage, |
- | * A target behind an arrow slit is automatically AC 21. | + | * In addition to the targeting disadvantage, |
+ | * Shooting into a melee that includes an ally is at disadvantage, | ||
==== 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. | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
- The defender' | - The defender' | ||
+ | |||
+ | ----- | ||
+ | ====== Design Notes ====== | ||
+ | |||
+ | //Question: Does shooting ranged weapons into melee impose any disadvantage? |
combat.txt · Last modified: 2021/01/26 13:13 by dave