pvgttm-web/src/pages/rules/combat.md

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---
title: 'HOSR Core Rules: Combat'
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
section: rules
content_type: feature
short_code: uhc
---
[[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. **Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _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.
- **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- After 2 successes in a fight, no further checks.
- When to check morale:
- After the first death on a side, and
- When a side is half killed or incapacitated.
- **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, must make a _fighting retreat_ or enemy gets free attack.
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
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
- 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).
- +2 bonus to hit from behind.
- 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 also be destroyed to prevent a hit from inflicting damage.
<div class="dividedTableWrapper">
| Armor Type | AC |
| :-------------: | :-: |
| None | 10 |
| Padded / Hide | 11 |
| Leather | 12 |
| Studded Leather | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
[Armor AC]
</div>
#### 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 |
[Strength 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.
- 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 +1 to the attack and damage rolls.
#### Ranged Attacks
Ranged attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
<div class="dividedTableWrapper">
| DEX | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
[Dexterity Modifier]
</div>
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">
| Range | Mod |
| :----: | :-: |
| Short | +1 |
| Medium | -- |
| Long | -1 |
[Range Modifier]
</div>
#### 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 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
#### Melee Weapons
<div class="dividedTableWrapper">
| Weapon | Damage | [Properties](#weapon-properties) |
| :----------: | :----: | :---------------------------------------------------: |
| Battleaxe | 1d8 | Versatile (1d10) |
| Blackjack | 1d2 | Blunt, Stealth |
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Garotte | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d4 | 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 | |
| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm | 1d10 | Reach, Slow, Two-handed |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Staff | 1d4 | Blunt, Versatile (1d6) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Entangle, Reach |
[Melee Weapons]
</div>
#### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round.
- **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
<div class="dividedTableWrapper">
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 1 | 25' / 50' / 100' | Reload |
| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
| Great Bow | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
| Longbow | 1d6 | 70' / 140' / 210' | Two-handed |
| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapons]
</div>
#### Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
#### Weapon Properties
!!!include(rules/weapon-properties.md)!!!
!!!include(license/wotc-cc-by.md)!!!