312 lines
12 KiB
Markdown
312 lines
12 KiB
Markdown
---
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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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section: rules
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content_type: feature
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short_code: uhc
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---
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[[toc]]
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### Combat Procedure
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Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
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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. **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.
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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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- **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.
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- Roll 2d6 under morale score or the monsters surrender / flee.
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- After 2 successes in a fight, no further checks.
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- When to check morale:
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- After the first death on a side, and
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- When a side is half killed or incapacitated.
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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, must make a _fighting retreat_ or enemy gets free attack.
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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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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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- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
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- Stowing held weapons takes a full action.
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### Attacking
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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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- +2 bonus to hit from behind.
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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 also be destroyed to prevent a hit from inflicting damage.
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<div class="dividedTableWrapper">
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| Armor Type | AC |
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| :-------------: | :-: |
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| None | 10 |
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| Padded / Hide | 11 |
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| Leather | 12 |
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| Studded Leather | 13 |
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| Chainmail | 14 |
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| Half-Plate | 15 |
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| Full Plate | 16 |
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[Armor AC]
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</div>
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#### Melee Attacks
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Melee attack rolls are modified based on the character's Strength.
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<div class="dividedTableWrapper">
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| STR | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Strength Modifier]
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</div>
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- Melee attacks are usually limited to 5' range.
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- Characters in melee combat with each other or other monsters are said to be **engaged**.
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- Unarmed attacks do 1d2 damage by default.
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##### Dual Wielding
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PCs with DEX 13+ can dual wield certain weapons.
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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 +1 to the attack and damage rolls.
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#### Ranged Attacks
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Ranged 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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| DEX | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Dexterity Modifier]
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</div>
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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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- 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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A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
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<div class="dividedTableWrapper">
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| 1d20 | Effect |
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| :--: | :--------------------------------: |
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| 1-2 | Max Damage |
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| 3 | Max Damage + Free Attack[^1] |
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| 4 | Max Damage + Target Fumble[^2] |
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| 5 | Max Damage + Target Blinded[^3] |
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| 6 | Double Damage |
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| 7 | Double Damage + Free Attack[^1] |
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| 8 | Double Damage + Target Fumble[^2] |
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| 9 | Double Damage + Target Blinded[^3] |
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| 10 | Double Max Damage |
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| 11 | Triple Damage |
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| 12 | Triple Damage + Free Attack[^1] |
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| 13 | Triple Damage + Target Fumble[^2] |
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| 14 | Triple Damage + Target Blinded[^3] |
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| 15 | Triple Max Damage |
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| 16 | Quadruple Max Damage |
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| 17 | Max Damage + Armor Damaged[^4] |
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| 18 | Max Damage + Target Amputation[^5] |
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| 19 | Max Damage + Target Stunned[^6] |
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| 20 | Save vs. Death or die |
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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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</div>
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#### Fumbles
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A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
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<div class="dividedTableWrapper">
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| 1d20 | Effect |
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| :--: | :----------------------------------------------------: |
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| 1 | Stumble, weapon breaks |
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| 2 | Stumble, automatic hit on closest ally within 10'[^1] |
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| 3 | Stumble, next attack against is automatic critical hit |
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| 4 | Stumble, can't attacks until end of next round |
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| 5 | Stumble, can't attack until next round |
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| 6 | Stumble, next attack against is automatic hit |
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| 7 | Stumble, hit self for maximum damage[^1] |
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| 8 | Stumble, hit self for regular damage[^1] |
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| 9 | Stumble, all rolls next round get -2 |
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| 10 | Stumble, go last in initiative next round |
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| 11 | Fall down (prone) and drop weapon 30' away |
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| 12 | Fall down (prone) and drop weapon 20' away |
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| 13 | Fall down (prone) and drop weapon 10' away |
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| 14 | Fall down (prone) and drop weapon nearby |
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| 15 | Fall down (prone) |
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| 16 | Drop weapon 30' away |
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| 17 | Drop weapon 20' away |
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| 18 | Drop weapon 10' away |
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| 19 | Drop weapon at feet |
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| 20 | Fumble weapon, but maintain hold |
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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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</div>
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### Defending
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Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**.
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### Movement
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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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### 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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### Weapons
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#### Melee Weapons
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<div class="dividedTableWrapper">
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| Weapon | Damage | [Properties](#weapon-properties) |
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| :----------: | :----: | :---------------------------------------------------: |
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| Battleaxe | 1d8 | Versatile (1d10) |
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| Blackjack | 1d2 | Blunt, Stealth |
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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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| Garotte | 1d4 | Entangle, Stealth, Two-handed |
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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 | 1d4 | 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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| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
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| Nunchaku | 2d4 | Blunt, Two-handed |
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| Pickaxe | 1d8 | Slow, Two-handed |
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| Polearm | 1d10 | Reach, Slow, Two-handed |
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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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| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
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| Staff | 1d4 | Blunt, Versatile (1d6) |
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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 | Entangle, Reach |
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[Melee Weapons]
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</div>
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#### Melee Weapon Details
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- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
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- **Garotte**: While target is entangled, inflicts damage automatically each round.
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- **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
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- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
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- **Whip**: On a successful hit, may either inflict damage OR entangle.
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#### Ranged Weapons
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<div class="dividedTableWrapper">
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| Weapon | Damage | Range | [Properties](#weapon-properties) |
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| :-------------: | :----: | :---------------: | :------------------------------: |
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| Blowgun | 1 | 25' / 50' / 100' | Reload |
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| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
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| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
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| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
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| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
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| Great Bow | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
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| Longbow | 1d6 | 70' / 140' / 210' | Two-handed |
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| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
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| Sling | 1d4 | 40' / 80' / 160' | Blunt |
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[Ranged Weapons]
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</div>
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#### Ranged Weapon Details
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- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
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#### Weapon Properties
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!!!include(rules/weapon-properties.md)!!!
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!!!include(license/wotc-cc-by.md)!!!
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