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combat [2019/12/27 21:33] davecombat [2019/12/28 00:21] dave
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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 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.    * 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.
combat.txt · Last modified: 2021/01/26 13:13 by dave