Difference between revisions of "Combat (Arden-Vul)"
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Revision as of 22:44, 20 March 2024
Surprise
Flight & Evasion
Initiative & Round Order
Natural Weapons | Ranged | Melee | Magic / Abilities | Modifiers |
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- Natural Weapons
- Tiny: 0
- Small / Medium: 3
- Large: 6
- Huge: 9
- Gargantuan: 12
- Weapons (reduce by weapon's enhancement bonus)
- Ranged
- Dart : 2
- Javelin: 4
- Longbow: 8 (7 for composite)
- Shortbow: 7 (6 for composite)
- Sling: 6
- Light Crossbow: 7
- Heavy Crossbow: 10
- Melee
- Dagger: 2
- Shortsword: 3
- Club, staff, warhammer, handaxe: 4
- Longsword
- Spear: 6
- Battleaxe, flail, mace, pick: 7
- Polearms: 9
- Greatsword: 10
- Ranged
- Abilities / Magic
- Spell / Scroll: casting time (full round goes last)
- Spell-like Ability: 3
- Breath Weapon: 1
- Potion: 4
- Ring, Wand, Misc: 3
- Rod: 1
- Staff: 2
- Modifiers
- Hasted: -2
- Slowed: -2
- Higher Ground: -1
- Set vs Charge: -2
- Wading / Poor Footing: +2
- Deep Wading: +4
- Underwater: +6 (non-aquatic)
- Hindered: +3 (tangled, climbing, held)
Actions
Casting Spells
Movement
- You can use movement freely between other actions during your side's turn (e.g. moving, attacking, and moving again).
- A combatant may have different movement types, sometimes with different Speeds (e.g. flying 60' and walking 30, walking 30' and swimming 30', etc).
- They can switch between them during your movement, keeping track of total distance moved. When you swap types, subtract the total distance from that type's Speed. If it's 0 or less, you can't continue moving with that type.
- Difficult Terrain
- Every foot of movement across difficult terrain costs multiple points of movement (usually +1x).
- Particularly bad difficult terrain may have a higher cost, or even require a skill check as well, to make progress.
- Examples: deep mud, uneven rubble, underbrush, shifting sand, cluttered furniture, slippery slime, etc.
- A space with another creature in it, friendly or not, always counts as difficult terrain.
- Every foot of movement across difficult terrain costs multiple points of movement (usually +1x).
- Obstacles
- Trees, statues, pillars, etc. Obstacles cannot be moved through (or may require a skill check, etc).
- A combatant may choose to be an obstacle to another combatant's movement, or not. A space with another creature in it, friendly or not, always counts as difficult terrain.
- You cannot halt in the same space as another character unless they are 2+ Sizes larger or smaller than you, or prone.
- Provoking & Shifting
- Moving 5' within or out of (but not into) a combatant's threatened area provokes. Movement can provoke multiple times.
- Forced movement and teleportation do not provoke.
- You can convert 6' of normal movement into 1' of shifting, which does not provoke.
- It may take multiple turns to actually move between 5' spaces).
- Moving 5' within or out of (but not into) a combatant's threatened area provokes. Movement can provoke multiple times.
- Prone
- You can drop Prone as a free action any time you can move. Rising provokes and costs half your movement or 15', whichever is more.
- You can move by crawling, with +1x movement cost. You cannot shift. You do not obstruct movement but do still count as difficult terrain.
- Squeezing
- A creature can fit into a volume suitable for 1 Size smaller by squeezing.
- When squeezing, movement costs +1x, and the creature is Exposed and have +D on attack, effect, and most other actions.
Attacks of Opportunity
Morale
Melee Combat
Ranged Combat
Circumstances