Difference between revisions of "Combat (Arden-Vul)"

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Initiative & Round Order
Initiative & Round Order
Speed Factor
{| class=wikitable style="text-align: left;"
|+
|-
! Natural Weapons !! Ranged !! Melee !! Magic / Abilities !! Modifiers
|-
|
* Tiny: 0
* Small / Medium: 3
* Large: 6
* Huge: 9
* Gargantuan: 12
|
* Dart : 2
* Javelin: 4
* Longbow: 8 (7 for composite)
* Shortbow: 7 (6 for composite)
* Sling: 6
* Light Crossbow: 7
* Heavy Crossbow: 10
|
* Dagger: 2
* Shortsword: 3
* Club, staff, warhammer, handaxe: 4
* Longsword
* Spear: 6
* Battleaxe, flail, mace, pick: 7
* Polearms: 9
* Greatsword: 10
|
* 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
|
* 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
Actions
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====Movement====
====Movement====


* Each point of movement is one foot (1').
* You can use movement freely between other actions during your side's turn (e.g. moving, attacking, and moving again).
** Generally, movement is dealt with in 5' chunks (1 space, either in a square or hex grid), with combatants commanding up one space, and able to reach out and attack or act on the adjacent spaces.
* A combatant may have different movement types, sometimes with different Speeds (e.g. flying 60' and walking 30, walking 30' and swimming 30', etc).
** You can spend movement primarily during your side's turn, but sometimes will be given the option to use movement during the opponent's turn.
** You can use movement freely between other actions during your side's turn (e.g. moving, attacking, and moving again).
*** Some movement-related actions consume an amount of movement, rather a type of action.
** 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.
** 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
* Difficult Terrain
** 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).
** 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.
*** Particularly bad difficult terrain may have a higher cost, or even require a skill check as well, to make progress.
** There may be ways to traverse an area that avoid the difficult terrain and its surcharge on movement (e.g. acrobatically leaping from stone to stone across a muddy bog).
** Examples: deep mud, uneven rubble, underbrush, shifting sand, cluttered furniture, slippery slime, etc.
** Sometimes barriers will have a movement cost to get over (e.g. a low wall that costs 10' to climb).
*** A space with another creature in it, friendly or not, always counts as difficult terrain.
**  


* Obstacles
* Obstacles

Latest revision as of 22:47, 20 March 2024

Surprise

Flight & Evasion

Initiative & Round Order

Speed Factor

Natural Weapons Ranged Melee Magic / Abilities Modifiers
  • Tiny: 0
  • Small / Medium: 3
  • Large: 6
  • Huge: 9
  • Gargantuan: 12
  • Dart : 2
  • Javelin: 4
  • Longbow: 8 (7 for composite)
  • Shortbow: 7 (6 for composite)
  • Sling: 6
  • Light Crossbow: 7
  • Heavy Crossbow: 10
  • Dagger: 2
  • Shortsword: 3
  • Club, staff, warhammer, handaxe: 4
  • Longsword
  • Spear: 6
  • Battleaxe, flail, mace, pick: 7
  • Polearms: 9
  • Greatsword: 10
  • 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
  • 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.
  • 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).
  • 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