ScariksGPC Combat

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All Combat[edit]

Tied Attack Rolls

  • If the attack roll is a normal success for both combatants and both roll the same number then it counts as a success for both. Each deals normal damage to the other and gains the benefit of their shield (if any).
  • Swords still disarm non-swords as usual.

Tied Crits

  • A tied crit occurs whenever both combatants roll a crit regardless of the number showing on the die.
  • This is not counted as a Tied Attack (as above) unless the number rolled on the die is the same and both fighters crit. In that case resolve as a normal tied attack.
  • If it is not an exact tie then both fighters suffer 1d6 damage that bypasses non-magical armor.
  • New Rule (p194): a double crit is regular damage not crit damage. You only get the crit if your opponent's roll is low enough to not be a crit.

Critical hits

  • A critical hit occurs when one fighter scores a crit and the other only scores a normal success or worse. The winner deals normal damage +4d6.

Inspiration

  • Inspiration applies to a small group of linked skills appropriate to the task at hand such as all weapons when fighting or Horsemanship+Hunting when pursuing or Compose+Singing/Play/Orate for a story. Ask the GM in any specific case where it is not clear.
  • In combat the bonus also applies as if it were a directed trait to your Valorous. This may be expanded to other traits in situations where the GM deems it appropriate (Cruel when you are inspired by Hate, Just by Fealty or Chaste by Amor et al)
  • Additionally in combat when inspired a character can try to fight on even when their body gives way. Add the inspiration bonus to your HP when making a remain consciousness roll. When below the UNC threshold instead of immediately falling unconscious the inspired character may take 1 point of damage from aggravation and attempt a remain consciousness roll (adding the bonus as normal) to fight on for another round. This must be attempted each round before other actions are resolved and deals the damage each time. Remember, damage from aggravation cannot be healed with first aid!

When does an enemy surrender?

  • Few enemies fight to the death intentionally. Whenever one of the following things occurs the enemy should roll Valorous.
    • They take a major wound
    • Are under half HP and are knocked down
    • Are at less than 150% of their UNC threshold since this means death is likely from another hit.
  • Valorous -5 for each additional thing that is true. Note an Inspired enemy always adds their inspiration bonus to their Valorous. Some enemies ignore or modify these guidelines but that will always be spelled out in the combat post.
  • If the Valorous roll fails an enemy worthy of ransom will surrender to a knight. An unworthy enemy (or one who expects to be killed) will attempt to flee instead. An enemy who attempts to flee and is forced to roll valorous again surrenders. If at any point they Crit a valorous roll they will fight to the end and automatically pass any further Valorous checks, if they fumble they will throw down their weapons and flee regardless of the consequences.

Mounted Combat[edit]

Charge Damage

  • With a lance use higher of your or your mount's damage value.
  • With any weapon add +1 per die of your mount's damage value instead of the usual +1d6 for charging. (EX. +4 for a rouncey, +5 for a courser, +6 for a charger, +7 for a large charger, etc)

Superior Horse

  • Compare the damage value of the combatant's horses. For each die one has more than the other apply a +1/-1 reflexive modifier. (EX. a knight on a charger (6d6) vs a cavalryman on a rouncey (4d6) gets +2 to his skill and the cavalryman gets -2).

Defending Skill

  • To defend against a lance charge, use your own lance skill.


Ranged Combat[edit]

Who can I shoot?

  • When the enemy is within 50yards (ie no to hit penalty, you can shoot them. If the enemy is a massed formation you may shoot at longer range but a singular target has to be at least this close.
  • A mounted enemy typically covers 25 yards per turn so you have 2 turns to act before melee.
  • An unmounted enemy can run at most 10yds per turn so you have 5 rounds before melee.
  • If you take 1 round to rearm and stow your bow you can fight in melee without a penalty when they reach you.

Modifiers to hit

  • For a bow or crossbow you get -5 to hit for each third of the range you make the attack at. A normal bow has a maximum range of 150yds so targets beyond 50yds are -5 to hit and beyond 100 ate -10.
  • For a thrown weapon the penalty is -5 for each half of the range. A Javelin that can normally go 30yds has -5 to hit an enemy beyond 15.

Can I dodge?

  • If you aren't mounted you may oppose a ranged attack roll using your DEX as if Evading in melee. You can only move forward at your normal MOV if you do this though, not at your full running speed. So while the chance of being hit by any single attack is lowered you will face more attacks if the enemy has sufficient ammunition.
  • If you are mounted you may only oppose a ranged attack by charging. Resolve this as if it was a normal melee attack for both combatants. If you are too far away to complete a charge then you can't dodge at all.