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combat [2020/01/14 18:49] davecombat [2020/01/19 20:56] dave
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 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.  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 "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.+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. Downtime, overland travel and other character interactions are measured in regular seconds, minutes and hours.
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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)
 +  * A demon, ghost or spirit that has been driven out of a person by divine means. (Does not apply to PCs)
 +
 +__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.  Routed characters/monsters may recheck morale every exploration turn once they have escaped the vicinity of their defeat to attempt to return to normal, but DM may rule them to be Demoralized if the defeat was especially severe.
 +
 +__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.
 +
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
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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.
-  * Arcane Magic that does physical damage do not generally effect Spirits.  +  * 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.  Holy Water also affects Demons, Ghosts and Spirits, as long as their are in the open, but cease to do so once they've possessed a body
-  * 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. 
 +  * If a possessing spirit is driven out of a person, that person returns to 1 CHA, but is Frightened until healed to 3 points of Charisma or higher.  People driven Stark-Raving Mad or Feeble-minded by Spiritual attack are useless and under DM control unit they have been healed to 3+ Wisdom or Intelligence. 
 +  * 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