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
combat [2020/07/05 13:33] davecombat [2021/01/26 13:13] (current) dave
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/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)
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,  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.
  
Line 80: Line 80:
   * 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.
  
  
combat.1593955990.txt.gz · Last modified: 2020/07/05 13:33 by dave