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combat [2019/12/22 21:25] davecombat [2019/12/27 21:39] 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 with a Joker can go whenever they want — even automatically interrupting another player'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 dealt, the deck is reshuffled for the next turn. +A player who draws a Joker can go whenever they want, but may not interrupt another player'turnThey 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 for the next turn's initiative
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
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   * 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.   * 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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   * In addition to the targeting disadvantage, a target in a roofed area through a window, is automatically minimum AC 17.   * In addition to the targeting disadvantage, a target in a roofed area through a window, is automatically minimum AC 17.
   * In addition to the targeting disadvantage, a target behind an arrow slit is automatically minimum AC 21.   * In addition to the targeting disadvantage, a 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