Sync rule and code versions at 11.0

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2023-05-22 17:50:03 -04:00
parent ed6df271d4
commit e061586cdb
13 changed files with 55 additions and 26 deletions

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@@ -1,8 +1,8 @@
---
title: "HOSR Core Rules: Combat"
description:
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
date_upd: 2023-05-18T10:16:00-04:00
date_upd: 2023-05-21T17:37:00-04:00
section: rules
content_type: feature
short_code: rhc
@@ -21,7 +21,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- 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).
2. **Declare Spells, Defending, Retreats, and Versatile Weapons** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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.
@@ -83,8 +83,8 @@ Melee attack rolls are modified based on the character's Strength.
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.
- When using 2 Light weapons, may make an attack with each one.
- When using a one-handed weapon and a Light weapon, may only make one attack, but attack gets +1 to the attack and damage rolls.
#### Missile Attacks
@@ -213,24 +213,26 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Greatsword | 1d10 | Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Two-handed |
| Handaxe | 1d6 | Light, Thrown (10' / 20' / 30') |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d6 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
| Mace | 1d6 | Blunt |
| Morningstar | 1d8 | |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
| Quarterstaff | 1d4 | Blunt, Two-handed |
| Quarterstaff | 1d4 | Blunt, Versatile (1d6) |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Shortsword | 1d6 | Light |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (!d8) |
| Warhammer | 1d8 | Versatile (1d10) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Reach |
[Melee Weapon Table]
@@ -260,11 +262,11 @@ Engaged characters that wish to move away can either make a fighting retreat, or
- **Blunt**: Can be wielded by cleric.
- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
- **Light**: May be used in an off-hand to dual-wield.
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants a extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- **Slow**: Always attacks last.
- **Thrown**: May be used as ranged weapon (short and medium range indicated).
- **Slow**: Always attacks last in a round.
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.