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combat [2020/02/04 00:33] andrewcombat [2020/02/04 15:15] – [Initiative] andrew
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 =====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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 =====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 PCs
-  * 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's numbers have been defeated. (Does not apply to PC's+  * Half of the group's numbers have been defeated. (Does not apply to PCs
-  * 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).  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 "Routedcondition, 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.+**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 or less, the check is failed.  Those who fail gain the [[conditions#Routed|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 GM 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 [[conditions#Routed|Routed]] or [[conditions#Frightened|Frightened]] allies to normal.  He must use an active action, and rolls a Charisma check.  If he scores 11 or better, the affected 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=====
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 ===== 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 [[skills#proficiencies|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.  
-  * Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill.+  * Men on foot suffer Disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill.
   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.
   * 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.  If you fail the check you fall prone and forfeit the rest of your round.+  * Mounting a horse takes a full round, forfeiting both [[actions|move and active actions]]. 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 [[conditions#prone|Prone]] and forfeit the rest of your round.
  
 ===== Tactical Advantages ===== ===== Tactical Advantages =====
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 ====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.   
 +  - 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.
  
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combat.txt · Last modified: 2021/01/26 13:13 by dave