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COMBAT RULES AND RULINGS

Initiative

IMPORTANT QUESTION: ARE WE DOING “BY THE BOOK” or “SAVAGE WORLDS INITIATIVE?

If we are going OSR why not use 5TD initiative? I love LOH initiative, though. We could try this? I think we've gone far beyond OSR purity by this point, I don't like the fixed cycle. I'd like to do Straight Savage World playing cards–I love the speed of it and the unpredictability, ignoring DEX (it already has so many other benefits) maybe give 2 draws as a Special Feature card. Jokers giving +2 to all dice rolled for the turn (attacks, saves, damage). I looked at the Professor Dungeon master video, but it didn't really float my boat. I like me some turn based wargamey action, although I am not unwilling to try it as an experiment at some point, it might change my mind.

Mounted Combat

  • You need 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.
  • Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill.
  • A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse.
  • A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill.
  • A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack.
  • 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.

Tactical Advantages

  • A prone target is attacked with advantage in melee, but with disadvantage in ranged combat.
  • An unconscious or incapacitated target is hit automatically in melee (not ranged)
  • 2 or more attackers gain advantage if they attack a lone footman.
  • 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back.
  • 2 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 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.

Ranged Attacks

  • 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.
  • 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.
  • A target in a roofed area through a window, is automatically AC 17.
  • A target behind an arrow slit is automatically AC 21.

Disembodied Spirits, General Notes

  • Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. No weapons, even magical ones can do any damage to them. Holy Blessed weapons (see the 5th level Divine spell Holy Weapon) are the only exception.
  • Spells that do physical damage do not effect Spirits. Examples:
  • Divine Magic spells that do points of damage, however, do inflict damage on non-corporeal spirits.
  • When they attack, they attack their target's INT, WIS or CHA. When a character's INT is reduced to 0, he becomes feeble minded. When a character's WIS is reduced to 0, he becomes stark-raving mad. When a character's CHA is reduced to 0, he has been possessed by the Spirit, who now controls his body.
  • Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits.

Spiritual Attack Procedure

  1. Spiritual Attacker rolls an attack using his Strong modifier. The defender rolls a check with his Wis/Int/or Cha modifier depending on what is being attacked, no proficiency bonus, at disadvantage. If the attacker wins, he inflicts the listed damage to the defenders ability score.
  2. The defender's disadvantage is negated if he has been baptized, or is a circumcised Jew, or is carrying Muslim prayer beads or wearing a hammer of Thor amulet. The defender gets his proficiency bonus if he has been confirmed in the Church or undergone Bar Mitzvah. The defender gets advantage to defense if he has undergone Communion in the last week.
combat.1576346502.txt.gz · Last modified: 2019/12/14 18:01 by dave