12 KiB
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HOSR Core Rules: Combat | 2023-04-22T16:42:00-04:00 | 2023-05-18T10:16:00-04:00 | rules | feature | rhc |
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:
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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.
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Declare Spells, Defending, and Retreats - Players declare if they will cast a spell, defend, or retreat this round (and which type of retreat).
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Roll Initiative - Each side that can attack rolls 1d20, highest roll attacks first.
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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.
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Change Sides - Opposing side becomes active.
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Slow Weapons - Resolve any slow weapons or end-of-round abilities.
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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).
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From Behind - +2 bonus to hit
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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.
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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.
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
Weapon | Damage | Properties |
---|---|---|
Battleaxe | 1d8 | Versatile (1d10) |
Club | 1d4 | Blunt, Light |
Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
Flail | 1d6 | |
Greatsword | 1d10 | Slow, Two-handed |
Greatclub | 1d8 | Blunt, Two-handed |
Handaxe | 1d6 | 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 | |
Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
Quarterstaff | 1d4 | Blunt, Two-handed |
Rapier | 1d8 | |
Scimitar | 1d6 | |
Sickle | 1d4 | Light |
Shortsword | 1d6 | |
Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (!d8) |
Warhammer | 1d8 | Versatile (1d10) |
Whip | 1d4 | Reach |
[Melee Weapon Table]
Ranged Weapons
Weapon | Damage | Range | Properties |
---|---|---|---|
Blowgun | 1 | 25' / 50' / 100' | Reload |
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 Weapon Table]
Weapon Properties
- Blunt: Can be wielded by cleric.
- Charge: Doubles any damage done after moving at least 60' while mounted before attacking.
- Light: May be used in an off-hand to dual-wield.
- Reach: Grants a extra 5' reach for determining melee range.
- Reload: Takes a round to reload, can only be fired every other round.
- Slow: Always attacks last.
- Thrown: May be used as ranged weapon (short and medium range indicated).
- Two-handed: Requires two hands to use.
- Versatile: May gain Slow and Two-handed to deal indicated damage.
Legal Information
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.
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Free Attack - Attempt another hit with same weapon ↩︎
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Target Fumble - Target must roll on fumble table ↩︎
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Target Blinded - Blood or debris blinds target for 1d4 rounds ↩︎
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Armor Damaged - Reduce target's AC by 1 until armor repaired / healed ↩︎
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Target Amputation - Target loses an appendage. ↩︎
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Target Stunned - Blow stuns target for 1d6 rounds ↩︎