COMBAT ------ * DEX bonuses lower AC by the bonus amount. * DEX bonuses are not applied to the defender's AC if they are not in combat, moving rapidly, trying to dodge the shot, etc(i.e. if they are relatively stationary). * Melee Attack: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, and Hobbits)** add STR bonus to to-hit rolls. Thieves add DEX bonus to to-hit rolls. ** Fighters(ONLY) who are wearing light armor and using one- handed weapons (swashbuckler types) may use DEX bonus instead. * Melee Damage: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, and Hobbits)** add STR bonus to damage rolls. Thieves add DEX bonus to damage rolls. ** Fighters(ONLY) who are swashbuckler types may use DEX bonus instead. * Ranged Attack: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, and Hobbits) add STR or DEX bonus to to-hit rolls for thrown/slung weapons, whichever is greater. All others add DEX bonus to to-hit rolls. * All characters add DEX bonus to to-hit rolls for bows. * For ranged attacks: +1 to-hit at short range and -1 to-hit at long range. * See Shields * Ranged Damage: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, and Hobbits) add STR or DEX bonus to damage rolls for thrown/slung weapons. All others add DEX bonus to damage rolls. * All characters add DEX bonus to damage rolls for bows. MISC COMBAT RULES ----------------- * All PC's/NPC's get a number of attacks against 'Normal Men'(goblins, kobolds, dwarves, orcs, elves, gnomes, giant rats, etc) equal to their level each round. So a 3rd level character would have 3 attacks/round against these. An easier way to do this is simply to roll a die corres- ponding to the character's level for how many 'normal men' are killed each round. So, for example, a 6th level Fighter would roll a D6 to determine how many orcs are killed that round (since the orcs will have an average of 3-4 hp(D6) and a normal weapon which does D6 damage will do that much damage on average). * At 4th level, a PC/NPC can hit creatures which would normally require a +1 magic weapon to hit. At 8th level, they can hit creatures which normally require +2 weapons or better to hit. * A natural 1 always indicates a Miss. A D6 can be rolled afterwards, and if the roll is a 1 or 2, then the miss is also a Critical Fumble (see table). * A natural 20 is always a Critical Hit UNLESS the creature could only be hit by rolling a natural 20. In that case, it would simply count as a normal hit. For opponents that could not possibly be hit - like a high level, magically armored fighter with DEX bonus being attacked by a 1st level fighter with no bonuses at all - a Natural 20 shall count as a 'hit'. However, for every number over '20' needed to hit, 1 point will be subtracted from the damage die. For example, if the opponent required a 22 to be hit, and a Natural 20 was rolled. The hit would count, but 2 points would be subtracted from the damage total. It is therefore possible to be hit and accrue no damage. Then again, some creatures that may be 'hit' by a Natural 20, or otherwise, may require a special type of weapon or magical artifact to do any damage to them at all. * Flanking and Surprise Attacks: if a creature/character is engaged by more than two opponents, the third attacker can automatically flank the opponent, and a fourth attacker can auto- matically attack from the rear. Unless the opponents are fighting in formation. Flanking opponents attack with Advantage (roll 2 D20 and take the highest roll). Shield bonuses of those being flanked are ignored if attack comes from the non- shielded side. Those that are flanked can respond but at Disadvantage (roll 2 D20 and take the lowest roll) Opponents Attacking From Behind attack with Extreme Advantage (roll 3 D20 and take the highest roll). Shield and DEX bonuses are ignored. On the first round, the defenders get no attack. On the following round, those attacking from behind attack with Advantage while those defending attack with Disadvantage. Surprise Attacks work as Attacking From Behind. See below: * Surprise Attacks: This will translate to attacking at Extreme Advantage (roll a D20 THREE TIMES and take the highest to-hit roll). Surprise attacks ignore any shield or DEX bonuses and Defenders are unable to attack on that round. On the following round, those attacking from behind attack with normal Advantage (roll 2 D20 and take the highest roll) while those those defending attack with Disadvantage (roll 2 D20 and take the lowest roll). * Melee Weapon Reach: Combatants using any weapon with a sufficient reach advantage over their opponent(spear vs dagger for example) strike first regardless of who has the initiative(assuming they aren't surprised of course). This only applies to the first round of combat even if initiative is rerolled each round. * Mounted opponents get a +1 to-hit against unmounted opponents. Unmounted opponents attack mounted at -1 to-hit. Bonuses and penalties cancel out if unmounted opponents are using polearms/long spears. * High Ground: Opponents fighting from a higher place (a ledge above, for instance) gain a +1 to-hit. While those fighting against them from lower ground have a penalty of -1 to their attacks. * Florentine fighting: Roll with Advantage. Role 2 to-hit rolls and take the larger number. If there is a size difference in the weapons being used (sword and dagger, for example), roll to see which one hit, then roll for damage. Foes melee attack at -1 to-hit. * A spear or pike can be set against a charging attack. It will get first hit, regardless of who has initiative(foes on horseback charging with lance will strike at the same time). A spear will do double damage. A lance will do double damage(2D6) to approximately man-sized foes and 3D6 to large creatures(if mounted and charging). * Melee combatants may parry - gives +2 to defense on that round but no attacks are possible. * A fighting withdrawal may be used in combat. PCs withdrawing will move at only 1/2 speed. If a combatant turns and flees(instead of withdrawing), their opponent gets a free attack at +4 to hit and shields cannot be used. * Monsters with more than 1HD will attack 'Normal Men' multiple times depending upon their HD. For instance, a Troll with 6HD+3 would attack a group of Normal Men 6 times in a round. * Crossbows fire every other round. * Cover Penalty to-hit: 25% cover = -2, 50% cover = -4, 75% cover = -6 * Firearms: Any character race or class can learn to use firearms. * Up to 4 combatants of around human size can surround and attack a human-sized character in melee without getting in each other's way. For every combatant over 1, all get a bonus of +1 on their to-hit rolls against that character and +1 on damage rolls. So, if there are 4 attackers to 1, each will get a +3 bonus to hit and to damage. Larger creatures can be surrounded by more opponents. Smaller creatures can be surrounded by fewer opponents. A shield may only be used against 2 attackers. * Pummeling attacks (empty hand attacks OR weapon attacks designed to subdue) do mostly stun damage. Only 1/4 of the damage done is 'real damage'. When a combatant is reduced to zero health, he is unconscious. * Grappling attacks: - Roll to-hit normally for each foe surrounding the character. A successful attack means that that foe has 'grappled' our hero. - Each foe who has successfully grappled rolls a number of D6's corresponding to each of their Hit Dice. The hero also rolls a number of 6-sided die equal to his HD. If the defender's score is less than his attackers', he has been pinned helplessly. If his score matches theirs, he is still on his feet and struggling, but is unable to defend himself with his weapon. If the defender rolls higher, he has thrown off his attackers and they are stunned for a number of rounds equal to the roll of the hero minus the combined rolls of his attackers. For instance, 5 orcs(1 HD creatures) try to grapple a character of xp level 3(3 HD). 2 orcs make successful attack rolls and have now grappled our hero. Now, each orc rolls a D6 - say the results are 2 and 5 for a combined roll of 7. The character now rolls 3D6 and the result is 11. This means that both orcs have been thrown off and are stunned and unable to resume their attack for 4 rounds (11-7 = 4). And now, since the hero is free, initiative is rolled again (if there are more attackers) and battle continues. ---------------------------------------------------------------------------- ENCOUNTER ORDER --------------- 1) DM rolls for wandering monsters 2) If WM are encountered, DM rolls to see how many (unless a specific number is stated) 3) DM rolls for both party and monsters to see if either are surprised. A roll of 1-2 normally indicates that group is surpised. The surprising party gets a free round of action and the surprised party can not respond that round. If both sides are surprised, it cancels out and the encounter proceeds normally. Distance between parties will be from 10 - 30 feet indoors or underground or 10 - 30 yards outdoors. See SURPRISE TABLE BELOW. SURPRISE(examples) ------------------ 1) Party A surprises on a 1-5 Party B is surprised on a 1-2(normal) = Party A surprises on a 1-5 2) Party A surprises on a 1-5 Party B is surprised on a 1 = Party A surprises on a 1-4 3) Party A surprises on a 1-5 Party B surprises on a 1-4 = Party A surprises on a 1-3 * Surprise: (if called for) normally 1-2 on D6 4) If no surprise, DM rolls 2D6 (x 10 ft indoors or 10 yds outdoors) to find the distance between the two groups if distance is uncertain. 5) DM makes a Reaction Roll (2D6 see Reaction Table) for Monster Reaction 6) The party and the monsters react. They can parley, fight, or flee. If one side takes flight see EVASION AND PURSUIT further down. If combat happens, continue to #7 just below: 7) Declare actions. (Actions can be changed in mid-round, but that may mean that they cannot occur until the end of the round). 8) Each combatant rolls a D6 for initiative. Combat proceeds in order, highest roll to lowest. If two or more roll the same, movement/combat is simultaneous(This means that creatures killed in that round get an answering blow). ** One initiative roll can be used for each group of opponents instead of each individual (all characters vs all monsters or all goblins, all orcs, all trolls). ** Optional rule -> reroll initiative each round ** A spellcaster hit during the round by an attack that occurs before the spellcasters move, or simultaneously, must make a Save vs Paralysis (add PSY bonus to roll) to see if their spell goes off as intended. Failure indicates that the spell was interrupted, or that it was miscast (See Spell Miscast Table). (Note that: Magically hasted creatures, Archers with nocked and aimed arrows**, and/or Magical Casters with spells readied always go first regardless of which side has initiative (If there are Hasted or Readied Archers/Casters on both sides, they will attack simultaneously). Also, opponents with a severe reach advantage (spear vs dagger for example) will attack first in melee regardless of who has the higher initiative. This applies ONLY to the first round those adversaries are joined in melee combat). ** Archers with knocked and aimed arrows may attack a 2nd time at the end of the round if not engaged in melee. This only applies to the first round of combat. ## NOTE: Check monster morale (roll 2D6 see table) after first death, when 50% are dead or incapacitated, or when any big upset occurs. Monsters who save make their morale roll twice will fight to the death. EVASION AND PURSUIT -------------------- * If characters decide to flee, roll on Monster Reaction Table to see if they will pursue. A low score means they will, a high score means they will not. Pursuit time is measured in rounds and dunning at RUNNING SPEED. * Monsters will usually chase characters only as long as they are in sight. Unintelligent monsters will often stop to eat food thrown down by the fleeing party. Intelligent monsters will often stop for treasure flung away by the fleeing party. (1-5 chance on D6) * Running around a corner, up/down stairs, through a doorway, monsters will continue pursuit on 1-2(D6). Passing through a secret door will lower chance of continuing pursuit to a 1 in 6. -------------------------------------------------------------------- Mass Combat ----------- It will become necessary from time to time to split up larger groups of beings for combat purposes . For example, ten player characters and a hundred of their hired troops meet three hundred bandits! To roll hit dice, etc . for each man would take far too much time. Nonplayer characters may thus be grouped into sets of five or ten (or even larger) men and "fought" as one man. If, for example, such troops are divided into units of ten, the referee rolls ten 6-sided dice and totals the score. One of the players then rolls ten dice for his ten nonplayer troops and totals that score. Only one "hit" throw is made per group. A miss indicates that all ten have missed or done no significant damage. If a hit is made, a single 6-sided die is thrown, and its score is multiplied by 10 and subtracted from the target unit's total hit dice points. When either side has lost all of its hit points, the unit is considered slain to a man. The victors then divide their original hit points by 10 (the number of men in the unit) and compare this with the unit's remaining points . For each tenth of the original total left, one man is left alive . Fractions are rounded upwards . E .g . if the total original hit points for the group had been 40, then 4 points remaining after the melee would indicate one man left alive, 8 points would indicate 2 men, etc .