User Tools

Site Tools


combat

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
combat [2020/01/19 20:42] davecombat [2020/01/21 17:10] dave
Line 2: Line 2:
  
 ====Time===== ====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. +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.  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. 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.
Line 25: Line 25:
   * Half of the group's numbers have been defeated. (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 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 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.+__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. __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.
  
 +====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's Armor Class can ever exceed AC 22.
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
combat.txt · Last modified: 2021/01/26 13:13 by dave