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combat [2019/12/23 18:19] โ€“ [Spiritual Attack Procedure] andrewcombat [2020/01/11 00:12] โ€“ [Disembodied Spirits, General Notes] andrew
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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 โ€” 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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   * 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,  he will attack at disadvantage and be attacked with advantage.  Also, when scaling he may attack (no 2-handed weapons) or use a shield, not both.
  
 ==== Ranged Attacks ==== ==== Ranged Attacks ====
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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. 
 +
 +====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), neither weapon may be a spear.  Only one of the weapons may be a martial weapon.  This technique cannot be used on horseback.
 +  * 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' damage ratings and which of the two damage types (piercing, slashing or bludgeoning) might be more advantageous.
 +
 +
 ==== 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.
-  * Spells that do physical damage do not effect Spirits.  Examples:+  * Arcane Magic that does physical damage do not generally effect Spirits. 
   * Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits.   * Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits.
   * When they attack, they attack their target's INT, WIS or CHA.  When a character's INT is reduced to 0, he becomes feeble minded.  When a character's WIS is reduced to 0, he becomes stark-raving mad.  When a character's CHA is reduced to 0, he has been possessed by the Spirit, who now controls his body.   * When they attack, they attack their target's INT, WIS or CHA.  When a character's INT is reduced to 0, he becomes feeble minded.  When a character's WIS is reduced to 0, he becomes stark-raving mad.  When a character's CHA is reduced to 0, he has been possessed by the Spirit, who now controls his body.
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 ====== Design Notes ====== ====== 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 ยท Last modified: 2021/01/26 13:13 by dave