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HOSR Core Rules: Combat 2023-04-22T16:42:00-04:00 2023-04-26T23:02:00-04:00 rules feature rhc

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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. 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.

    • 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, and Retreats - Players declare if they will cast a spell, defend, or retreat this round (and which type of retreat).

  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
      • 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.
      • 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.

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).

  • From Behind - +2 bonus to hit

  • 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

Melee Attacks

Melee attack rolls are modified based on the character's Strength.

STR Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18+ +3

[Melee Attack Modifier]

  • 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.

  • If using 2 Light weapons, can make an attack with each one.
  • If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls.

Missile Attacks

Missile attack rolls are modified based on the character's Dexterity.

DEX Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18+ +3

[Missile Attack Modifier]

The range of missile attacks are usually determined by the type of missile used.

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.

1d20 Effect
1-2 Max Damage
3 Max Damage + Free Attack1
4 Max Damage + Target Fumble2
5 Max Damage + Target Blinded3
6 Double Damage
7 Double Damage + Free Attack1
8 Double Damage + Target Fumble2
9 Double Damage + Target Blinded3
10 Double Max Damage
11 Triple Damage
12 Triple Damage + Free Attack1
13 Triple Damage + Target Fumble2
14 Triple Damage + Target Blinded3
15 Triple Max Damage
16 Quadruple Max Damage
17 Max Damage + Armor Damaged4
18 Max Damage + Target Amputation5
19 Max Damage + Target Stunned6
20 Save vs. Death or die

[Critical Hit Table]

Fumbles

A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.

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 damage1
8 Stumble, hit self for regular damage1
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]

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 while still taking 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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


  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 ↩︎