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 [2020/01/21 17:10] davecombat [2020/02/04 00:47] – [Spiritual Attack Procedure] andrew
Line 1: Line 1:
-=====COMBAT RULES AND RULINGS=====+====== Combat Rules ======
  
-====Time=====+ 
 +===== 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.  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. 
  
Line 8: Line 9:
 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
Line 19: Line 20:
 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====+=====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/stealth. (Does not apply to PC's)   * A Group is attacked by surprise/stealth. (Does not apply to PC's)
Line 33: Line 34:
 __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====+=====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.
Line 39: Line 40:
   * However, no creature or character's Armor Class can ever exceed AC 22.   * However, no creature or character's Armor Class can ever exceed AC 22.
  
-==== 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.  
Line 50: Line 51:
   * 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.  If you fail the check you fall prone and forfeit the rest of your round.   * 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.  If you fail the check you fall prone and forfeit the rest of your 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's actions. If one leaves one's weapons/shield on the ground, it only takes an active action.  You can attempt to leap to one's feet fully armed as a quick action, but must make an Acrobatics check; but if you fail, you forfeit your round and remain prone.   * Getting up from a prone position, while carrying combat arms, takes an entire round's actions. If one leaves one's weapons/shield on the ground, it only takes an active action.  You can attempt to leap to one's feet fully armed as a quick action, but must make an Acrobatics check; but if you fail, you forfeit your round and remain prone.
Line 62: Line 63:
   * If someone is scaling a wall, fence, or stockade,  he will attack at disadvantage and be attacked with advantage.  Also, when scaling he may attack (no 2-handed weapons) or use a shield, not both.   * If someone is scaling a wall, fence, or stockade,  he will attack at disadvantage and be attacked with advantage.  Also, when scaling he may attack (no 2-handed weapons) or use a shield, not both.
  
-==== 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.
Line 71: Line 72:
   * Shooting into a melee that includes an ally is at disadvantage, and roll of a 1 hits the ally.    * Shooting into a melee that includes an ally is at disadvantage, and roll of a 1 hits the ally. 
  
-====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 spear.  Only one of the weapons may be a martial weapon.  This technique cannot be used on horseback.   * Neither weapon may be a two-handed weapon (obviously), neither weapon may be a spear.  Only one of the weapons may be a martial weapon.  This technique cannot be used on horseback.
Line 78: Line 79:
  
  
-==== 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. 
Line 90: Line 91:
  
 ====Spiritual Attack Procedure==== ====Spiritual Attack Procedure====
-  - Spiritual Attacker rolls an attack using his Strong modifier.  The defender rolls a check with his Wis/Int/or Cha modifier depending on what is being attacked, no proficiency bonus, at disadvantage.  If the attacker wins, he inflicts the listed damage to the defenders ability score.   
-  - The defender's disadvantage is negated if he has been baptized, or is a circumcised Jew, or is carrying Muslim prayer beads or wearing a hammer of Thor amulet.  The defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah.  The defender gets advantage to defense if he has undergone Communion in the last week. 
  
------ +  Spiritual Attacker rolls an attack using his Strong modifier.  The defender rolls a check with his WIS, INT, or CHA  modifier depending on what is being attacked, no proficiency bonus, at disadvantage.  If the attacker wins, he inflicts the listed damage to the defenders ability score.   
-====== Design Notes ======+  The defender's disadvantage is negated if at least one of these things is true: 
 +    * 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, the defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah.  The defender gets advantage to defense if he has undergone Communion in the last week.
  
 +{{ :ghosts.jpg?direct&600 |}}
combat.txt · Last modified: 2021/01/26 13:13 by dave