combat
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| combat [2020/03/18 14:57] – [Initiative] andrew | combat [2021/01/26 13:13] (current) – dave | ||
|---|---|---|---|
| Line 19: | Line 19: | ||
| The GM may choose to draw different cards for different individuals or groups of monsters. | 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. | 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. | ||
| Line 26: | Line 26: | ||
| 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) | ||
| Line 63: | Line 63: | ||
| * Five or more attackers gain Advantage if they attack two 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. | ||
| * 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. It takes half of one's move allowance to form or maintain a shield wall. |
| - | * 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. | ||
| Line 80: | Line 80: | ||
| * 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. |
combat.1584543455.txt.gz · Last modified: by andrew
