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combat [2020/01/11 00:12] – [Disembodied Spirits, General Notes] andrewcombat [2020/01/14 18:49] dave
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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 a "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 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. +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. 
  
 ==== 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.   * 2 or more attackers gain advantage if they attack a lone footman.
combat.txt · Last modified: 2021/01/26 13:13 by dave