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combat [2020/01/14 18:49] davecombat [2020/01/17 14:26] dave
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 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.  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.
 +
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
combat.txt · Last modified: 2021/01/26 13:13 by dave