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

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Initiative & Round Order
Initiative & Round Order


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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)
  • 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
  • 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.
  • 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