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 [2020/03/02 16:11] – [Tactical Advantages] andrewcombat [2020/03/03 14:24] – [Morale] andrew
Line 28: Line 28:
   * 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 WIS 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 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 'Frightenedand 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.+**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 become [[conditions#frightened|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 the GM may rule them to be [[conditions#Demoralized|Demoralized]] if the defeat was especially severe.
  
-**Rally**:  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.+**Rally**: 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=====
Line 67: Line 67:
   * 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.
  
  
Line 89: Line 89:
   * 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