combat
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combat [2020/01/20 12:08] – dave | combat [2020/03/02 16:11] – [Tactical Advantages] andrew | ||
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- | =====COMBAT RULES AND RULINGS===== | + | ====== Combat Rules ====== |
- | ====Time===== | + | |
+ | ===== Time ===== | ||
Combat is measured in Rounds of six seconds each (10 rounds per minute). | Combat is measured in Rounds of six seconds each (10 rounds per minute). | ||
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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 | + | We'll use standard Lords of Hack card initiative for this game. Use a deck of standard playing cards (make sure to |
leave both Jokers in) and deal one to each player including the GM. | leave both Jokers in) and deal one to each player including the GM. | ||
Now count down from the Joker to the Ace and on | Now count down from the Joker to the Ace and on | ||
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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) | * 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 | + | * You need [[skills# |
* 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. | ||
- | * Men on foot suffer | + | * Men on foot suffer |
* A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse. | * A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse. | ||
* A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | * A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | ||
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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 round's action. Dismounting from a horse takes a move action. You can attempt to mount or dismount from a horse as a quick action, but must make a Riding or Acrobatics check. | + | * Mounting a horse takes a full round, forfeiting your [[actions|Quick, |
- | ==== Tactical Advantages ==== | + | ===== Tactical Advantages |
- | * A prone target is attacked with advantage | + | * A prone target is attacked with Advantage |
- | * 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' |
- | * An unconscious or incapacitated target is hit automatically in melee (not ranged) | + | * An [[conditions# |
- | * 2 or more attackers gain advantage | + | * Two or more attackers gain Advantage |
- | * 4 or more human attackers gain advantage | + | * Four or more human attackers gain Advantage |
- | * Human sized attackers cannot gain advantage | + | * Human sized attackers cannot gain Advantage |
- | * 5 or more attackers gain advantage | + | * Five or more attackers gain Advantage |
- | * 2 or more horsemen or footmen with Long Spears or Bills get advantage | + | * Two or more horsemen or footmen with Long Spears or Bills get Advantage |
- | * If footmen make a close formation that is at least 4 men wide, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | + | * If footmen make a close formation that is at least four men wide, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with Disadvantage. |
- | * If someone is scaling a wall, fence, or stockade, | + | * If someone is scaling a wall, fence, or stockade, |
+ | * An attacker has Advantage if they are unseen by their target through either stealth or magic. | ||
- | ==== 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. | ||
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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