combat
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combat [2020/01/11 00:12] – [Disembodied Spirits, General Notes] andrew | combat [2020/01/17 14:26] – 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. | ||
+ | |||
+ | 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' | then Hearts, Diamonds, and lastly Clubs. When a player' | ||
- | 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' | ||
+ | |||
+ | ====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/ | ||
+ | * The leader or a group is killed, captured, disabled or flees. (Does not apply to PC' | ||
+ | * Half of the group' | ||
+ | * A spell, magic item or monster description calls for a morale check. (Does apply to PC' | ||
+ | |||
+ | __The Roll: | ||
+ | |||
+ | __The Effect__: | ||
- | A player who draws a Joker can go whenever they want, but may not interrupt another player' | ||
==== 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. | * 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. | ||
* 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. | + | * Mounting a horse takes a full round's action. Dismounting from a horse takes a move action. |
==== 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 | + | * Getting up from a prone position, while carrying combat arms, takes an entire |
* 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