combat
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combat [2020/02/04 15:07] – style andrew | combat [2020/02/11 19:35] – [Tactical Advantages] 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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* 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. | ||
- | * Magic items and spells can add additional points of Armor class, see the Magic Item's description. | + | * Magic items and spells can add additional points of Armor Class, see the Magic Item's description. |
* However, no creature or character' | * 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 ===== | ||
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* 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 unconscious or incapacitated target is hit automatically in melee (not ranged) | ||
- | * 2 or more attackers gain advantage if they attack a lone footman. | + | * Two or more attackers gain advantage if they attack a lone footman. |
- | * 4 or more human attackers gain advantage when attacking a large monster, the size of a horse, grizzly bear, hooger or ogre. | + | * Four or more human attackers gain advantage when attacking a large monster, the size of a horse, grizzly bear, hooger or ogre. |
* Human sized attackers cannot gain advantage from numbers alone when attacking huge monsters such as dragons or titans. Neither do numbers grant advantage when fighting Constructs. | * Human sized attackers cannot gain advantage from numbers alone when attacking huge monsters such as dragons or titans. Neither do numbers grant advantage when fighting Constructs. | ||
- | * 5 or more attackers gain advantage if they attack | + | * Five or more attackers gain advantage if they attack |
- | * 2 or more horsemen or footmen with Long Spears or Bills get advantage attacking a lone horseman. | + | * Two or more horsemen or footmen with Long Spears or Bills get advantage attacking a lone horseman. |
- | * 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 ===== |
combat.txt · Last modified: 2021/01/26 13:13 by dave