combat
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combat [2020/02/04 15:15] – [Initiative] andrew | combat [2020/03/02 16:19] – [Disembodied Spirits, General Notes] andrew | ||
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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' | ||
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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, forfeiting | + | * Mounting a horse takes a full round, forfeiting |
===== Tactical Advantages ===== | ===== Tactical Advantages ===== | ||
- | * A prone target is attacked with advantage | + | * A prone target is attacked with Advantage |
- | * 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 [[conditions# |
- | * 2 or more attackers gain advantage | + | * Two or more attackers gain Advantage |
- | * 4 or more human attackers gain advantage | + | * Four or more human attackers gain Advantage |
- | * Human sized attackers cannot gain advantage | + | * Human sized attackers cannot gain Advantage |
- | * 5 or more attackers gain advantage | + | * Five or more attackers gain Advantage |
- | * 2 or more horsemen or footmen with Long Spears or Bills get advantage | + | * Two or more horsemen or footmen with Long Spears or Bills get Advantage |
- | * 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 ===== | ||
* 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 | + | * Ranged attacks are at disadvantage at 150' (30"), while thrown attacks are at Disadvantage |
- | * Targets with cover also impose | + | * Targets with cover also impose |
- | * In addition to the targeting | + | * In addition to the targeting |
- | * In addition to the targeting | + | * In addition to the targeting |
- | * 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]] |
=====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), |
- | * With the exception of a few class archetype features and special feature abilities, two weapon fighting | + | * 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, | + | * The dual wielder gains a +1 bonus to attack. On a successful hit, they dual wielder rolls the damage |
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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