combat
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combat [2019/12/21 21:21] – [Initiative] andrew | combat [2019/12/30 11:39] – dave | ||
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card comes up, they may take a turn for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters. | card comes up, they may take a turn for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters. | ||
- | * Joker: | + | A player |
==== 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. | ||
+ | * 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. Neither do numbers grant advantage when fighting Constructs. | ||
* 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. | ||
* If footmen make a close formation that is at least 4 men wide, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | * If footmen make a close formation that is at least 4 men wide, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | ||
+ | * If someone is scaling a wall, fence, or stockade, | ||
==== Ranged Attacks ==== | ==== Ranged Attacks ==== | ||
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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, | ||
+ | |||
+ | ====Two-Weapon Combat==== | ||
+ | * Instead of fighting with a shield or two-handed weapon, some fighters use a weapon in each hand. | ||
+ | * Neither weapon may be a two-handed weapon (obviously), | ||
+ | * With the exception of a few class archetype features and special feature abilities, two weapon fighting usually does not grant a second attack. | ||
+ | * The dual wielder, instead, gains +1 to attack and gets to use the better of the two weapons' | ||
+ | |||
==== 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 ====== | ||
+ | |||
+ |
combat.txt · Last modified: 2021/01/26 13:13 by dave