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combat [2019/12/28 15:01] – [Design Notes] andrewcombat [2020/01/19 16:22] – [Disembodied Spirits, General Notes] andrew
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 =====COMBAT RULES AND RULINGS===== =====COMBAT RULES AND RULINGS=====
  
 +====Time=====
 +Combat is measured in Rounds of a handful of seconds each.  Each round Initiative is drawn (see below) and all active combatants have an opportunity to act. 
 +
 +A Turn is a period of 10 minutes, which is used to measure movement and actions of exploring a dungeon or building. Many spells have a duration of 1 turn, representing the amount of time a single fighting encounter.  If a spell description or monster attack description refers to "1 turn","single fight" or "per battle" or "per fight" this refers to a single 10-minute turn.  Unless there is fresh pursuit or extreme haste, every fighting encounter is considered to last a full 10-minute exploration turn, allowing for time to catch one's breath, adjust equipment, bind up smaller scratches.
 +
 +Downtime, overland travel and other character interactions are measured in regular seconds, minutes and hours.
  
 ====Initiative==== ====Initiative====
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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's then Hearts, Diamonds, and lastly Clubs. When a player's
-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 do the actions for the round for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters.  
 + 
 +A player who draws a Joker can go whenever they want, but may not interrupt another player's turn. They may reroll one die of their choice during the round (attacks, saves, or damage)! After a round where one or more Jokers are dealt, the deck is reshuffled for the next round's initiative.  
 + 
 +====Morale==== 
 +A morale check is a test to determine whether a group of monsters or characters will stand and fight or give up.  A morale check is rolled in the following circumstances: 
 +  * A Group is attacked by surprise/stealth. (Does not apply to PC's) 
 +  * The leader or a group is killed, captured, disabled or flees. (Does not apply to PC's) 
 +  * Half of the group's numbers have been defeated. (Does not apply to PC's) 
 +  * A spell, magic item or monster description calls for a morale check. (Does apply to PC's) 
 + 
 +__The Roll:__  The check is rolled with 1d20+Wisdom modifier and Proficiency (for PC's) or with 1d20 plus Morale number (NPC's and monsters).  Some monsters never check morale (such as many undead, all constructs). 
 + 
 +__The Effect__:  if the total of the roll is 11+, the check is passed and the characters/monsters suffer no effect from the roll.   If the total of the roll is 10-, the check is failed.  Those who fail gain the "Routed" condition, i.e., the must find the nearest, safest way to flee.  If they cannot escape, they gain the 'Frightened" and will fight back with disadvantage, if the enemy they are fighting is known for showing mercy and taking live prisoners, the Frightened opponents will surrender. 
 + 
 +__Rally__:  a character or monster that has not failed a Morale Check, may attempt to return Routed or Frightened allies to normal.  He must use an active action, and rolls a Charisma Check.  If he scores 11 or better, the routing or frightened allies may re-roll their morale check (at disadvantage if they are Frightened).  If the one attempting to rally other is not normally their leader, his CHA check is at disadvantage.
  
-A player who draws a Joker can go whenever they want, but may not interrupt another player's turn. 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's initiative.  
  
 ==== 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.
   * 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.  You can attempt to mount or dismount from a horse as a quick action, but must make a Riding or Acrobatics check.  If you fail the check you fall prone and forfeit the rest of your turn.+  * Mounting a horse takes a full round's action. Dismounting from a horse takes a move action.  You can attempt to mount or dismount from a horse as a quick action, but must make a Riding or Acrobatics check.  If you fail the check you fall prone and forfeit the rest of your round.
  
 ==== 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/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 round'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 round 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.Maybe+  * 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.   * 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.+  * 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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 ==== 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, unless specifically noted in the spell description
   * 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 disembodied spirits attack, they remove 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. 
 +  * Spiritual attacks are not ranged attacks, the spirit must move into contact with the target. 
 +  * If a spiritual attack is made against a creature that does not have the Ability Score rated such as a monster or NPC, rate the creature as having a score equal to 7 plus its modifier (for damage purposes only.)
   * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits.   * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits.
 +  * If a disembodied spirit is brought to 0 hit points, it is not killed. Demons are sent back to Hell, other spirits are dissipated, both for a number of days equal to 100 divided by their HD, round up.
  
 ====Spiritual Attack Procedure==== ====Spiritual Attack Procedure====
combat.txt · Last modified: 2021/01/26 13:13 by dave