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combat [2020/03/02 16:19] – [Two-Weapon Combat] andrewcombat [2021/01/26 13:13] (current) 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's then Hearts, Diamonds, and lastly Clubs. When a player's
-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's turn. They may reroll one die of their choice during the round (attackssavesor damage)! After a round where one or more Jokers are dealt, the deck is reshuffled for the next round's initiative. +A player who draws a Joker can go whenever they want, but may not interrupt another player's turn. They add +2 to all skillability check, attack, magic, damage, heal dice or morale roll made during the turn by all units acting on that initiative card! After a round where one or more Jokers are dealt, the deck is reshuffled for the next round's initiative.  
 + 
 +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/stealth. (Does not apply to PCs)   * A group is attacked by surprise/stealth. (Does not apply to PCs)
-  * The leader or a group is killed, captured, disabled or flees. (Does not apply to PCs)+  * The leader of a group is killed, captured, disabled or flees. (Does not apply to PCs)
   * Half of the group's numbers have been defeated. (Does not apply to PCs)   * Half of the group's numbers have been defeated. (Does not apply to PCs)
   * 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 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=====
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   * 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,  he will attack at Disadvantage and be attacked with Advantage.  Also, when scaling he may attack (no two-handed weapons) or use a shield, not both.+  * If someone is scaling a wall, fence, rampart or stockade,  he will attack at Disadvantage and be attacked with Advantage.  Also, when scaling he may attack (no two-handed weapons) or use a shield, not both.  Scaling a fortification wall, tower or building requires a ladder or pile of something.  Scaling a fence or rampart doesn't require a ladder, but does require an athletics/str check to succeed.  Horses cannot scale walls, fences, ramparts, walls, towers or buildings.
   * 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), 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.   * 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 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.1583165948.txt.gz · Last modified: 2020/03/02 16:19 by andrew