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combat [2020/02/04 15:10] – [Mounted Combat] andrewcombat [2020/03/02 16:19] – [Disembodied Spirits, General Notes] 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'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 [[sills|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.
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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, 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.+  * Mounting a horse takes a full round, forfeiting your [[actions|Quick, 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 =====
-  * 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 failyou 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, or was not holding anything in their hands to begin with, it only takes an [[actions|Active action]].  One can attempt to leap to one's feet fully armed as a quick action, but must make an Acrobatics or Athletics check. On a failurethe attempt fails and one remains prone. 
-  * An unconscious or incapacitated target is hit automatically in melee (not ranged) +  * An [[conditions#unconscious|unconscious]]  or [[conditions#incapacitated|incapacitated]] target is hit automatically in melee (not ranged). 
-  * or more attackers gain advantage if they attack a lone footman. +  * Two or more attackers gain Advantage if they attack a lone footman. 
-  * 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. 
-  * or more attackers gain advantage if they attack footmen who are side-by-side or back-to-back. +  * Five or more attackers gain Advantage if they attack two footmen who are side-by-side or back-to-back. 
-  * 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 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,  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 two-handed weapons) or use a shield, not both
 +  * 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.
-  * Ranged attacks are at disadvantage at 150' (30"), while thrown attacks are at disadvantage at 25' (5"). +  * Ranged attacks are at disadvantage at 150' (30"), while thrown attacks are at Disadvantage at 25' (5"). 
-  * Targets with cover also impose disadvantage on ranged or thrown attacks. +  * Targets with cover also impose Disadvantage on ranged or thrown attacks. 
-  * In addition to the targeting disadvantage, a target in a roofed area through a window, is automatically minimum AC 17. +  * In addition to the targeting Disadvantage, a target in a roofed area through a window, is automatically minimum AC 17. 
-  * In addition to the targeting disadvantage, a target behind an arrow slit is automatically minimum AC 21. +  * In addition to the targeting Disadvantage, a target behind an arrow slit is automatically minimum AC 21. 
-  * 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 any [[core_mechanic|critical failure]] hits the ally instead of the target
  
 =====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), and neither weapon may be a spear or lance.  Only one of the weapons may be a martial weapon.  This technique cannot be used on horseback. 
-  * With the exception of a few class archetype features and special feature abilities, two weapon fighting usually does not grant a second attack. +  * With the exception of a few class archetype features and special feature abilities, two weapon fighting does not grant a second attack. 
-  * The dual wielder, instead, gains +1 to attack and gets to use the better of the two weapons' damage ratings and which of the two damage types (piercing, slashing or bludgeoning) might be more advantageous.+  * The dual wielder gains +1 bonus to attack. On a successful hit, they dual wielder rolls the damage of both weapons, but chooses which one to use based on which roll was better and/or which of the two damage types (piercing, slashing or bludgeoning) might be more advantageous.
  
  
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   * If a spiritual attack is made against a creature that does not have the Ability Score rated such as a monster or NPC, rate the creature as having a score equal to 7 plus its modifier (for damage purposes only.)   * If a spiritual attack is made against a creature that does not have the Ability Score rated such as a monster or NPC, rate the creature as having a score equal to 7 plus its modifier (for damage purposes only.)
   * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits.   * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits.
-  * If a disembodied spirit is brought to 0 hit points, it is not killed. Demons are sent back to Hell, other spirits are dissipated, both for a number of days equal to 100 divided by their HD, round up.+  * If a disembodied spirit is brought to 0 hit points, it is not killed. Demons are sent back to [[cosmology|Hell]], other spirits are dissipated, both for a number of days equal to 100 divided by their HD, round up.
  
 ====Spiritual Attack Procedure==== ====Spiritual Attack Procedure====
combat.txt · Last modified: 2021/01/26 13:13 by dave