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2023-06-26 16:42:24 -04:00
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@@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Combat"
title: 'HOSR Core Rules: Combat'
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
date_upd: 2023-05-21T17:37:00-04:00
section: rules
content_type: feature
short_code: rhc
@@ -16,25 +15,20 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
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.
1. **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.
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
- 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, 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.
- **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
- **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.
- **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.
4. **Change Sides**: Opposing side becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.
### Readying Weapons
@@ -45,15 +39,15 @@ That having been said, fights do occur, and when they do, the following steps ar
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
- +2 bonus to hit from behind.
- **Mounted** - +1 bonus to hit most foes on foot.
- When 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
- Can also be destroyed to prevent a hit from inflicting damage.
#### Melee Attacks
@@ -71,7 +65,7 @@ Melee attack rolls are modified based on the character's Strength.
| 16-17 | +2 |
| 18+ | +3 |
[Melee Attack Modifier]
[Strength Modifier]
</div>
@@ -88,7 +82,7 @@ PCs with DEX 13+ can dual wield certain weapons.
#### Missile Attacks
Missile attack rolls are modified based on the character's Dexterity.
Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
<div class="dividedTableWrapper">
@@ -102,11 +96,26 @@ Missile attack rolls are modified based on the character's Dexterity.
| 16-17 | +2 |
| 18+ | +3 |
[Missile Attack Modifier]
[Dexterity Modifier]
</div>
The range of missile attacks are usually determined by the type of missile used.
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- The range of missile attacks are usually determined by the type of missile used.
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">
| Range | Mod |
| :----: | :-: |
| Short | +1 |
| Medium | -- |
| Long | -1 |
[Range Modifier]
</div>
#### Critical Hits
@@ -138,12 +147,12 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[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
[^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>
@@ -178,7 +187,7 @@ A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what
[Fumble Table]
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.
</div>
@@ -190,16 +199,15 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.)
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.
- **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 and take 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.
- **Fighting Retreat**: Can move backwards at 1/2 their normal movement rate and take 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.
### Weapons