Update to use HOSR

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---
title: "Core Rules: Combat"
description:
date_pub: 2023-04-22T16:42:00-04:00
section: rules
content_type: feature
short_code: rhc
---
[[toc]]
### Combat Procedure
Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
That having been said, fights do occur, and when they do, the following steps are performed:
1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted.
- Parties carrying an active light source typically can not have stealth.
- The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other.
2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat).
3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first.
4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first.
- **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee.
- **Move** - Move up to full speed
- If prone, use 1/2 movement to stand up.
- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
- **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
5. **Change Sides** - Opposing side becomes active.
6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities.
7. **Repeat** - Return to step 2 and repeat until only one side remains.
### Readying Weapons
- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
- Stowing held weapons takes a full action.
### Attacking
Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).
- **From Behind** - +2 bonus to hit
- **Mounted** - +1 bonus to hit most foes on foot.
#### AC
- Character AC is usually determined by type of **armor** worn.
- **Shields** grant +1 AC when used.
- Can be destroyed to prevent a hit from inflicting damage
#### Melee Attacks
Melee attack rolls are modified based on the character's Strength.
<div class="dividedTableWrapper">
| STR | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
[Melee Attack Modifier]
</div>
- Melee attacks are usually limited to 5' range.
- Characters in melee combat with each other or other monsters are said to be **engaged**.
- Unarmed attacks do 1d2 damage by default.
##### Dual Wielding
PCs with DEX 13+ can dual wield certain weapons.
- If using 2 Light weapons, can make an attack with each one.
- If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls.
#### Missile Attacks
Missile attack rolls are modified based on the character's Dexterity.
<div class="dividedTableWrapper">
| DEX | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
[Missile Attack Modifier]
</div>
The range of missile attacks are usually determined by the type of missile used.
#### Critical Hits
A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
<div class="dividedTableWrapper">
| 1d20 | Effect |
| :--: | :--------------------------------: |
| 1-2 | Max Damage |
| 3 | Max Damage + Free Attack[^1] |
| 4 | Max Damage + Target Fumble[^2] |
| 5 | Max Damage + Target Blinded[^3] |
| 6 | Double Damage |
| 7 | Double Damage + Free Attack[^1] |
| 8 | Double Damage + Target Fumble[^2] |
| 9 | Double Damage + Target Blinded[^3] |
| 10 | Double Max Damage |
| 11 | Triple Damage |
| 12 | Triple Damage + Free Attack[^1] |
| 13 | Triple Damage + Target Fumble[^2] |
| 14 | Triple Damage + Target Blinded[^3] |
| 15 | Triple Max Damage |
| 16 | Quadruple Max Damage |
| 17 | Max Damage + Armor Damaged[^4] |
| 18 | Max Damage + Target Amputation[^5] |
| 19 | Max Damage + Target Stunned[^6] |
| 20 | Save vs. Death or die |
[Critical Hit Table]
[^1]: **Free Attack** - Attempt another hit with same weapon
[^2]: **Target Fumble** - Target must roll on fumble table
[^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds
[^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation** - Target loses an appendage.
[^6]: **Target Stunned** - Blow stuns target for 1d6 rounds
</div>
#### Fumbles
A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
<div class="dividedTableWrapper">
| 1d20 | Effect |
| :--: | :----------------------------------------------------: |
| 1 | Stumble, weapon breaks |
| 2 | Stumble, automatic hit on closest ally within 10'[^1] |
| 3 | Stumble, next attack against is automatic critical hit |
| 4 | Stumble, can't attacks until end of next round |
| 5 | Stumble, can't attack until next round |
| 6 | Stumble, next attack against is automatic hit |
| 7 | Stumble, hit self for maximum damage[^1] |
| 8 | Stumble, hit self for regular damage[^1] |
| 9 | Stumble, all rolls next round get -2 |
| 10 | Stumble, go last in initiative next round |
| 11 | Fall down (prone) and drop weapon 30' away |
| 12 | Fall down (prone) and drop weapon 20' away |
| 13 | Fall down (prone) and drop weapon 10' away |
| 14 | Fall down (prone) and drop weapon nearby |
| 15 | Fall down (prone) |
| 16 | Drop weapon 30' away |
| 17 | Drop weapon 20' away |
| 18 | Drop weapon 10' away |
| 19 | Drop weapon at feet |
| 20 | Fumble weapon, but maintain hold |
[Fumble Table]
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
</div>
### Defending
Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**.
### Movement
Most characters can move 40' in a combat round.
- **When Engaged** - Can't move away from foe without retreating.
- **When Prone** - Use 1/2 movement to stand up.
### Retreating
Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate while still taking an attack or defend action, while avoiding giving enemies a free attack.
- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.