combat
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combat [2020/03/02 16:19] – [Two-Weapon Combat] andrew | combat [2021/01/26 13:09] – dave | ||
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down from there. To resolve ties, Spades come first, | down from there. To resolve ties, Spades come first, | ||
then Hearts, Diamonds, and lastly Clubs. When a player' | then Hearts, Diamonds, and lastly Clubs. When a player' | ||
- | card comes up, they may do the actions for the round for their character and all NPC retainers. The GM may choose to draw different cards for different individuals or groups of monsters. | + | card comes up, they may do the actions for the round for their character and all NPC retainers. |
+ | The GM may choose to draw different cards for different individuals or groups of monsters. | ||
- | A player who draws a Joker can go whenever they want, but may not interrupt another player' | + | A player who draws a Joker can go whenever they want, but may not interrupt another player' |
+ | |||
+ | A player may decide to hold their action by flipping their card over. They may hold from round to round in which case they are not dealt a new card. A player with a held action may choose to take their turn after any subsequent round. However, they may not interrupt another initiative unless they have drawn a Joker. | ||
=====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/ | * A group is attacked by surprise/ | ||
- | * The leader | + | * The leader |
* Half of the group' | * Half of the group' | ||
* A spell, magic item or monster description calls for a morale check. (Does apply to PCs) | * 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 Roll**: |
- | **The Effect**: | + | **The Effect**: |
- | **Rally**: | + | **Rally**: |
=====Armor and Armor Class===== | =====Armor and Armor Class===== | ||
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* Two 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 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 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, |
* An attacker has Advantage if they are unseen by their target through either stealth or magic. | * An attacker has Advantage if they are unseen by their target through either stealth or magic. | ||
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* 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 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 gains a +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. | + | * The dual wielder gains a +1 bonus to attack. On a successful hit, the 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