combat
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combat [2020/01/21 17:10] – dave | combat [2020/02/04 00:47] – [Spiritual Attack Procedure] 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 | 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/ | ||
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__Rally__: | __Rally__: | ||
- | ====Armor and Armor Class==== | + | =====Armor and Armor Class===== |
* Monster Armor Class is determined by adding one of the 3 modifiers to 10, as determined by monster type. | * 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. | * 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. | ||
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* However, no creature or character' | * 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. | ||
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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