combat
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combat [2020/01/19 16:22] – [Disembodied Spirits, General Notes] andrew | combat [2020/02/04 15:07] – style andrew | ||
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- | =====COMBAT RULES AND RULINGS===== | + | ====== Combat Rules ====== |
- | ====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. | + | ===== Time ===== |
+ | Combat is measured in Rounds of six seconds each (10 rounds per minute). 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. | 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. | ||
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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. | ||
- | ====Initiative==== | + | =====Initiative===== |
Grab a deck of standard playing cards (make sure to | Grab a deck of standard playing cards (make sure to | ||
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A player who draws a Joker can go whenever they want, but may not interrupt another player' | A player who draws a Joker can go whenever they want, but may not interrupt another player' | ||
- | ====Morale==== | + | =====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 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/ | + | * A group is attacked by surprise/ |
- | * The leader or a group is killed, captured, disabled or flees. (Does not apply to PC's) | + | * The leader or a group is killed, captured, disabled or flees. (Does not apply to PCs) |
- | * Half of the group' | + | * Half of the group' |
- | * A spell, magic item or monster description calls for a morale check. (Does apply to PC's) | + | * A spell, magic item or monster description calls for a morale check. (Does apply to PCs) |
+ | * 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). | + | **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). |
- | __The Effect__: if the total of the roll is 11+, the check is passed and the characters/ | + | **The Effect**: if the total of the roll is 11+, the check is passed and the characters/ |
- | __Rally__: a character or monster that has not failed a Morale Check, may attempt to return Routed or Frightened allies to normal. | + | **Rally**: a character or monster that has not failed a Morale Check, may attempt to return |
+ | =====Armor and Armor Class===== | ||
+ | * Monster Armor Class is determined by adding one of the 3 modifiers to 10, as determined by monster type. | ||
+ | * Player Character and NPC Armor Class is determined by taking base number of the [[equipment|armor worn]] (10 for no armor, 12 for non-magic light armor, or 14-17 for various grades of Heavy Armor) and adding DEX bonus if you are wearing either no or light armor, and +2 if you are wielding a shield in one hand. | ||
+ | * Magic items and spells can add additional points of Armor class, see the Magic Item's description. | ||
+ | * However, no creature or character' | ||
- | ==== Mounted Combat ==== | + | ===== Mounted Combat |
* You need Knightly Combat proficiency (all Knights and Templars automatically have this) or else suffer Disadvantage when making melee attacks from horseback. | * You need Knightly Combat proficiency (all Knights and Templars automatically have this) or else suffer Disadvantage when making melee attacks from horseback. | ||
* All characters suffer Disadvantage when making a ranged attack from a moving horse. | * All characters suffer Disadvantage when making a ranged attack from a moving horse. | ||
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* Mounting a horse takes a full round' | * Mounting a horse takes a full 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 round' | * Getting up from a prone position, while carrying combat arms, takes an entire round' | ||
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* If someone is scaling a wall, fence, or stockade, | * If someone is scaling a wall, fence, or stockade, | ||
- | ==== Ranged Attacks ==== | + | ===== Ranged Attacks |
* Ranged and thrown weapons are noted as such in their descriptions. | * Ranged and thrown weapons are noted as such in their descriptions. | ||
* Thrown weapons have a maximum range of 50' (10") while ranged weapons may reach the entire battlefield. | * Thrown weapons have a maximum range of 50' (10") while ranged weapons may reach the entire battlefield. | ||
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* Shooting into a melee that includes an ally is at disadvantage, | * Shooting into a melee that includes an ally is at disadvantage, | ||
- | ====Two-Weapon Combat==== | + | =====Two-Weapon Combat===== |
* Instead of fighting with a shield or two-handed weapon, some fighters use a weapon in each hand. | * Instead of fighting with a shield or two-handed weapon, some fighters use a weapon in each hand. | ||
* Neither weapon may be a two-handed weapon (obviously), | * Neither weapon may be a two-handed weapon (obviously), | ||
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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, unless specifically noted in the spell description. | * 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' |
* When disembodied spirits attack, they remove their target' | * When disembodied spirits attack, they remove their target' | ||
+ | * 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. | ||
* Spiritual attacks are not ranged attacks, the spirit must move into contact with the target. | * 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.) | * 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.) | ||
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====Spiritual Attack Procedure==== | ====Spiritual Attack Procedure==== | ||
- | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
- | - The defender' | ||
- | ----- | + | |
- | ====== Design Notes ====== | + | |
+ | * He has been baptized | ||
+ | * He is a circumcised Jew | ||
+ | * He has spoken the Islamic Shahada aloud in Arabic read directly from the Quaran | ||
+ | * He has participated in a pagan sacrificial feast and is wearing a hammer of Thor amulet. | ||
+ | Furthermore, | ||
+ | {{ : |
combat.txt · Last modified: 2021/01/26 13:13 by dave