Sync rule and code versions at 11.0
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---
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title: "HOSR Core Rules: Combat"
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description:
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description: The rules for running combat in HOSR.
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date_pub: 2023-04-22T16:42:00-04:00
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date_upd: 2023-05-18T10:16:00-04:00
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date_upd: 2023-05-21T17:37:00-04:00
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section: rules
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content_type: feature
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short_code: rhc
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@@ -21,7 +21,7 @@ That having been said, fights do occur, and when they do, the following steps ar
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- Parties carrying an active light source typically can not have stealth.
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- The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other.
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2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat).
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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.
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3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first.
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4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first.
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@@ -83,8 +83,8 @@ Melee attack rolls are modified based on the character's Strength.
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PCs with DEX 13+ can dual wield certain weapons.
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- If using 2 Light weapons, can make an attack with each one.
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- If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls.
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- When using 2 Light weapons, may make an attack with each one.
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- 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.
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#### Missile Attacks
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@@ -213,24 +213,26 @@ Engaged characters that wish to move away can either make a fighting retreat, or
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| Club | 1d4 | Blunt, Light |
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| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Flail | 1d6 | |
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| Greatsword | 1d10 | Slow, Two-handed |
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| Greatclub | 1d8 | Blunt, Two-handed |
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| Handaxe | 1d6 | Light, Thrown (10' / 20' / 30') |
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| Greatsword | 1d10 | Reach, Slow, Two-handed |
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| Greatclub | 1d8 | Blunt, Slow, Two-handed |
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| Hand Axe | 1d6 | Light, Thrown (10' / 20' / 30') |
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| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
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| Lance | 1d6 | Charge |
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| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
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| Longsword | 1d8 | Versatile (1d10) |
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| Mace | 1d6 | Blunt |
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| Morningstar | 1d8 | |
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| Nunchaku | 2d4 | Blunt, Two-handed |
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| Pickaxe | 1d8 | Slow, Two-handed |
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| Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
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| Quarterstaff | 1d4 | Blunt, Two-handed |
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| Quarterstaff | 1d4 | Blunt, Versatile (1d6) |
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| Rapier | 1d8 | |
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| Scimitar | 1d6 | |
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| Sickle | 1d4 | Light |
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| Shortsword | 1d6 | |
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| Shortsword | 1d6 | Light |
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| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
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| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (!d8) |
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| Warhammer | 1d8 | Versatile (1d10) |
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| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
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| Warhammer | 1d6 | Blunt, Versatile (1d8) |
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| Whip | 1d4 | Reach |
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[Melee Weapon Table]
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@@ -260,11 +262,11 @@ Engaged characters that wish to move away can either make a fighting retreat, or
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- **Blunt**: Can be wielded by cleric.
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- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
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- **Light**: May be used in an off-hand to dual-wield.
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- **Reach**: Grants a extra 5' reach for determining melee range.
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- **Reload**: Takes a round to reload, can only be fired every other round.
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- **Slow**: Always attacks last.
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- **Thrown**: May be used as ranged weapon (short and medium range indicated).
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- **Slow**: Always attacks last in a round.
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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