Add Encounters
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---
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title: "HOSR Core Rules: Combat"
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title: 'HOSR Core Rules: Combat'
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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: 2023-05-21T17:37:00-04:00
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section: rules
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content_type: feature
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short_code: rhc
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@@ -16,25 +15,20 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
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That having been said, fights do occur, and when they do, the following steps are performed:
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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.
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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.
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2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
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3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
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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, 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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- **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.
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- **Move** - Move up to full speed
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- **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.
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- **Move**: Move up to full speed
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- If prone, use 1/2 movement to stand up.
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- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
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- **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
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- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
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- Spellcasters can't move after casting a spell.
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5. **Change Sides** - Opposing side becomes active.
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6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities.
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7. **Repeat** - Return to step 2 and repeat until only one side remains.
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4. **Change Sides**: Opposing side becomes active.
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5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
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6. **Repeat**: Return to step 2 and repeat until only one side remains.
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### Readying Weapons
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@@ -45,15 +39,15 @@ That having been said, fights do occur, and when they do, the following steps ar
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Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).
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- **From Behind** - +2 bonus to hit
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- +2 bonus to hit from behind.
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- **Mounted** - +1 bonus to hit most foes on foot.
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- When mounted, +1 bonus to hit most foes on foot.
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#### AC
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- Character AC is usually determined by type of **armor** worn.
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- **Shields** grant +1 AC when used.
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- Can be destroyed to prevent a hit from inflicting damage
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- Can also be destroyed to prevent a hit from inflicting damage.
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#### Melee Attacks
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@@ -71,7 +65,7 @@ Melee attack rolls are modified based on the character's Strength.
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| 16-17 | +2 |
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| 18+ | +3 |
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[Melee Attack Modifier]
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[Strength Modifier]
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</div>
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@@ -88,7 +82,7 @@ PCs with DEX 13+ can dual wield certain weapons.
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#### Missile Attacks
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Missile attack rolls are modified based on the character's Dexterity.
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Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
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<div class="dividedTableWrapper">
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@@ -102,11 +96,26 @@ Missile attack rolls are modified based on the character's Dexterity.
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| 16-17 | +2 |
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| 18+ | +3 |
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[Missile Attack Modifier]
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[Dexterity Modifier]
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</div>
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The range of missile attacks are usually determined by the type of missile used.
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- -1 to -4 penalties may apply when attacking targets behind partial cover.
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- Targets behind total cover cannot be hit.
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- The range of missile attacks are usually determined by the type of missile used.
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- Attacks beyond long range are not possible.
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<div class="dividedTableWrapper">
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| Range | Mod |
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| :----: | :-: |
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| Short | +1 |
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| Medium | -- |
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| Long | -1 |
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[Range Modifier]
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</div>
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#### Critical Hits
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@@ -138,12 +147,12 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
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[Critical Hit Table]
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[^1]: **Free Attack** - Attempt another hit with same weapon
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[^2]: **Target Fumble** - Target must roll on fumble table
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[^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds
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[^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed
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[^5]: **Target Amputation** - Target loses an appendage.
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[^6]: **Target Stunned** - Blow stuns target for 1d6 rounds
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[^1]: **Free Attack**: Attempt another hit with same weapon
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[^2]: **Target Fumble**: Target must roll on fumble table
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[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds
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[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
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[^5]: **Target Amputation**: Target loses an appendage.
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[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds
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</div>
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@@ -178,7 +187,7 @@ A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what
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[Fumble Table]
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[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
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[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.
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</div>
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@@ -190,16 +199,15 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.)
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Most characters can move 40' in a combat round.
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- **When Engaged** - Can't move away from foe without retreating.
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- **When Prone** - Use 1/2 movement to stand up.
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- **When Engaged**: Can't move away from foe without retreating.
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- **When Prone**: Use 1/2 movement to stand up.
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### Retreating
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Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
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- **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.
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- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
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- **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.
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- **Full Retreat**: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
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### Weapons
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