Difference between revisions of "Dungeons&D6:Mechanics"

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(Combat Round Sequence)
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[[Dungeons%26D6s:Main_Page|Main Page]]
 
[[Dungeons%26D6s:Main_Page|Main Page]]
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=== Overview ===
 
=== Overview ===
  
 
Combat ensues whenever it has been determined that an encounter is turning hostile.  Combat is adjudicated in combat Rounds.  Each Round is the time necessary for both sides to maneuver, posture, adjust, and exchange blows.  As such, there is no predetermined length of time for a Round.  It could be as short as several seconds and as a long as a minute.  During each Round, both sides will get a chance to do damage to the other.  If it is determined that the combat will continue after a Round of combat, then another Round will begin at that point.
 
Combat ensues whenever it has been determined that an encounter is turning hostile.  Combat is adjudicated in combat Rounds.  Each Round is the time necessary for both sides to maneuver, posture, adjust, and exchange blows.  As such, there is no predetermined length of time for a Round.  It could be as short as several seconds and as a long as a minute.  During each Round, both sides will get a chance to do damage to the other.  If it is determined that the combat will continue after a Round of combat, then another Round will begin at that point.
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=== Combat Round Sequence ===
 
=== Combat Round Sequence ===
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Repeat steps 1. through 8. until the combat is decided.
 
Repeat steps 1. through 8. until the combat is decided.
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=== Order Determination Phase ===
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For most situations a single roll for each side is sufficient.  However, there may be times when subgroups for each side each roll individually.  It is the Referee's decision as to when special situations occur here.  In no case though should the followers of a character ever act a different time than the character.
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=== Movement Phase(s) ===
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In combat 1" = 10'.  Each character may move up to their full movement during Phase 2 of combat, under control and able to fighter at the end.  Characters may move up to double their movement at a full sprint for one Round, but may not engage during that time.  In addition, any character who does not do any other action in combat, may make an additional move during Phase 7.
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Any character that has the ability to split-move and attack, may stop at any point during their movement to resolve a missile attack.
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Enemies may fire missiles at any point during this movement.  If the Mover is moving directly towards the firing characters, then the attack is resolved at a range when half the units movement has occurred by default.  A player character may wait and attack at any point, but followers must make an immediate Morale check to hold their fire until the enemy approaches closer.  Failure on this Morale check only indicates that followers fire at the above specified distance.  If the Mover moves across the field of fire of enemy units, those units may fire at any time they desire.
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All wounds due to missile fire during movement are considered to be simultaneous.  Those taken out of the fight during this segment may still resolve their ranged attacks.
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Units from either side may fire during Phase 2 or 3, but not both.  For the details of how to resolve missile attacks, see below.
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=== Missile Fire Phase ===
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Any units who have not fired missiles above, may now resolve attacks.  Units with throwing weapons may throw these at short range against an enemy that has just come adjacent to them as a prelude to melee.  Units that have just moved adjacent to enemy units may also throw hand weapons at them.
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Missile attacks are resolved by rolling 2d6 and comparing to the enemy's armor class.  A roll equal or higher than armor class indicates a hit.  Roll damage for a successful hit.  Unless otherwise specified, damage is 1d6 hit points.
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 +
The to-hit roll may be modified by the situation.  Some typical modifiers:
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* -1 Medium Range
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* -2 Long Range
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* +1/-1 Exceptional Dexterity
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* +1 shooting such that the shield doesn't protect
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* Combat Bonuses for Characters
 +
 +
Note on firing into melee:  any missile fire into melee results in equal chances of hitting anyone involved in that melee.  The character rolls normally to-hit.  Then the Referee rolls to determine who in the melee was hit.  If the character's roll beast the AC then the person in melee takes damage as usual. 
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=== Combat Magic Phase ===
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Any characters wishing to cast magic or perform miracles may now do so.  The character may not have moved earlier this round.  The player declares intent to cast and the specific spell they intend to cast.  The spell is rolled for.  If the total is 9+, the effect of the spell is immediate.  If the total is 7 or 8, the caster must continue to concentrate on the spell until Phase 5 of the next round.  Any hit on the character will destroy the spell.  If the spell fails, the caster will know immediately.
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=== Melee Attacks Phase ===
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All melee attacks are consider simultaneous by default.  They should be resolved in whatever logical manner the Referee prefers.  However, it should be noted that frequently Fighters will be able to seize the initiative and resolve their attack before an opponent.  All of those attacks should be resolved completely before other melee combat.
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Melee attacks are resolved by rolling 2d6 and comparing to the enemy's armor class.  A roll equal or higher than armor class indicates a hit. Roll damage for a successful hit.  Unless otherwise specified, damage is 1d6 hit points.
 +
 +
The to-hit roll may be modified by the situation.  Some typical modifiers:
 +
* +1 for (significant) height/high-ground advantage
 +
* +2 for a flanking attack, such that the enemy cannot turn to meet the attack
 +
* +1 when attacking an enemy equipped with a shield such that the enemy cannot effectively bring the shield to bare, such as behind or the right side
 +
* +4 attacking a completely unaware enemy, such as sneaking up on them successfully
 +
* Character combat bonuses
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 +
Enemies attacked from behind grant a flanking attack, the (lack of) shield bonus, and may not return the attack
 +
 +
 +
=== Missile Fire Two Phase ===
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Units armed with short bows, long bows, and slings, who have not moved and have not engaged in melee, may now fire a second time if they desire and have a target.  All resolution is simultaneous.
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=== Morale Phase ===
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Player characters never check morale.  Retainers of player characters never check morale in combat.  Everyone else, friend and foe, is subject to Morale checks at the end of every combat round.
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When to check Morale:
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* Before battle unless the side has a clear advantage
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* When one side has lost 25% of it's units
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* Check a second time when it goes past 50%
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* When the enemy has revealed a previously unknown power
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To check Morale, roll 2d6.  If the total is equal or higher than the unit's morale it continues the fight.  On an adjusted 12, it will not need to check morale again during the battle.  On a 2, it immediately routs from the battlefield, regardless of modifiers.  A unit that rolls the exact number required, will not route but will immediately start a defensive withdraw from combat.  All morale checks are simultaneous, such that is possible for both sides to run from battle.  Typical modifiers to the Morale roll:
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* +1 for a clear advantage in numbers or power
 +
* -1 for a clear disadvantage in numbers or power
 +
* -1 if the unit is past 50% casualties
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* bonus due to character classes/level/abilities or magic
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 +
Units that fail morale will take the first opportunity to disengage and leave battle.  That will typically be during the next Round of combat.

Revision as of 00:21, 20 February 2014

Main Page


Overview

Combat ensues whenever it has been determined that an encounter is turning hostile. Combat is adjudicated in combat Rounds. Each Round is the time necessary for both sides to maneuver, posture, adjust, and exchange blows. As such, there is no predetermined length of time for a Round. It could be as short as several seconds and as a long as a minute. During each Round, both sides will get a chance to do damage to the other. If it is determined that the combat will continue after a Round of combat, then another Round will begin at that point.


Combat Round Sequence

  1. Each side rolls a die. The side with the higher roll elects to either move first (Mover) or move second (Counter-mover).
  2. The Mover moves all units that wish to move during combat. Any pass-through or split-move missile attacks are resolved at this point.
  3. The Counter-mover moves all their units now. Any pass-through or split-move attacks are resolved at this point. Units may not fire if they fired in 2.
  4. Missile fire is taken for any units that desire and did not fire in 2. or 3.
  5. Combat magic is resolved.
  6. Melee attacks are resolved.
  7. Missile fire is resolved for any units able to take a second shot during the round are resolved.
  8. Morale is checked.

Repeat steps 1. through 8. until the combat is decided.


Order Determination Phase

For most situations a single roll for each side is sufficient. However, there may be times when subgroups for each side each roll individually. It is the Referee's decision as to when special situations occur here. In no case though should the followers of a character ever act a different time than the character.

Movement Phase(s)

In combat 1" = 10'. Each character may move up to their full movement during Phase 2 of combat, under control and able to fighter at the end. Characters may move up to double their movement at a full sprint for one Round, but may not engage during that time. In addition, any character who does not do any other action in combat, may make an additional move during Phase 7.

Any character that has the ability to split-move and attack, may stop at any point during their movement to resolve a missile attack.

Enemies may fire missiles at any point during this movement. If the Mover is moving directly towards the firing characters, then the attack is resolved at a range when half the units movement has occurred by default. A player character may wait and attack at any point, but followers must make an immediate Morale check to hold their fire until the enemy approaches closer. Failure on this Morale check only indicates that followers fire at the above specified distance. If the Mover moves across the field of fire of enemy units, those units may fire at any time they desire.

All wounds due to missile fire during movement are considered to be simultaneous. Those taken out of the fight during this segment may still resolve their ranged attacks.

Units from either side may fire during Phase 2 or 3, but not both. For the details of how to resolve missile attacks, see below.


Missile Fire Phase

Any units who have not fired missiles above, may now resolve attacks. Units with throwing weapons may throw these at short range against an enemy that has just come adjacent to them as a prelude to melee. Units that have just moved adjacent to enemy units may also throw hand weapons at them.

Missile attacks are resolved by rolling 2d6 and comparing to the enemy's armor class. A roll equal or higher than armor class indicates a hit. Roll damage for a successful hit. Unless otherwise specified, damage is 1d6 hit points.

The to-hit roll may be modified by the situation. Some typical modifiers:

  • -1 Medium Range
  • -2 Long Range
  • +1/-1 Exceptional Dexterity
  • +1 shooting such that the shield doesn't protect
  • Combat Bonuses for Characters

Note on firing into melee: any missile fire into melee results in equal chances of hitting anyone involved in that melee. The character rolls normally to-hit. Then the Referee rolls to determine who in the melee was hit. If the character's roll beast the AC then the person in melee takes damage as usual.


Combat Magic Phase

Any characters wishing to cast magic or perform miracles may now do so. The character may not have moved earlier this round. The player declares intent to cast and the specific spell they intend to cast. The spell is rolled for. If the total is 9+, the effect of the spell is immediate. If the total is 7 or 8, the caster must continue to concentrate on the spell until Phase 5 of the next round. Any hit on the character will destroy the spell. If the spell fails, the caster will know immediately.


Melee Attacks Phase

All melee attacks are consider simultaneous by default. They should be resolved in whatever logical manner the Referee prefers. However, it should be noted that frequently Fighters will be able to seize the initiative and resolve their attack before an opponent. All of those attacks should be resolved completely before other melee combat.

Melee attacks are resolved by rolling 2d6 and comparing to the enemy's armor class. A roll equal or higher than armor class indicates a hit. Roll damage for a successful hit. Unless otherwise specified, damage is 1d6 hit points.

The to-hit roll may be modified by the situation. Some typical modifiers:

  • +1 for (significant) height/high-ground advantage
  • +2 for a flanking attack, such that the enemy cannot turn to meet the attack
  • +1 when attacking an enemy equipped with a shield such that the enemy cannot effectively bring the shield to bare, such as behind or the right side
  • +4 attacking a completely unaware enemy, such as sneaking up on them successfully
  • Character combat bonuses

Enemies attacked from behind grant a flanking attack, the (lack of) shield bonus, and may not return the attack


Missile Fire Two Phase

Units armed with short bows, long bows, and slings, who have not moved and have not engaged in melee, may now fire a second time if they desire and have a target. All resolution is simultaneous.


Morale Phase

Player characters never check morale. Retainers of player characters never check morale in combat. Everyone else, friend and foe, is subject to Morale checks at the end of every combat round.

When to check Morale:

  • Before battle unless the side has a clear advantage
  • When one side has lost 25% of it's units
  • Check a second time when it goes past 50%
  • When the enemy has revealed a previously unknown power

To check Morale, roll 2d6. If the total is equal or higher than the unit's morale it continues the fight. On an adjusted 12, it will not need to check morale again during the battle. On a 2, it immediately routs from the battlefield, regardless of modifiers. A unit that rolls the exact number required, will not route but will immediately start a defensive withdraw from combat. All morale checks are simultaneous, such that is possible for both sides to run from battle. Typical modifiers to the Morale roll:

  • +1 for a clear advantage in numbers or power
  • -1 for a clear disadvantage in numbers or power
  • -1 if the unit is past 50% casualties
  • bonus due to character classes/level/abilities or magic

Units that fail morale will take the first opportunity to disengage and leave battle. That will typically be during the next Round of combat.