Combat (Red Age)

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Red Age > Rules > Combat

Order of Combat

Surprise

  • A Wits bonus check can be used to spot ambushes or notice approaching creatures before blundering into their midst.
    • If successful, the potential threat is noticed before encountering it, potentially allowing you to backtrack, avoid it, prepare, or try to sneak up on it yourself (if you haven't also been noticed).


??? Once the two sides meet, characters not yet aware can roll a Wits Save vs target's Stealth DC (if actively sneaking) or Dex mod. On success, roll initiative with +D. It's too late to do any last-minute maneuvering before contact. On failure, you are surprised. Fail initiative and be Stunned. Enemies are hidden from you until their actions reveal them. These effects last until they you take your first turn.


Initiative Round

  • Enemies generally have a single, group Initiative DC. If there is a particularly fast subgroup of enemies, they may have their own, separate DC.
  • Each PC rolls initiative (1d6 + DEX) vs Initiative DC.
    • PCs who equal or exceed the Fast DC (if any) get a Party Turn, then the fast enemies get an Opposition Turn, then any other PCs that beat the main group DC get a Party turn, then the remaining opposition.
    • Unless all members are able to act during the initiative round, the party cannot choose to immediately flee before combat (although faster members could choose to flee independently of their slower comrades).
  • Proceed to normal rounds.

Round Order

  • Start of Round
    • Every combatant gains 1 main action, 1 bonus action, 1 reaction, movement equal to their Speed, and 1 Opportunity Attack (OA).
  • Turns
    • The Party takes a turn, then the Opposition.
      • At the start of the Party Turn, the party can decide to flee (see Fleeing), instead of acting normally.
    • When a side takes its turn, all members can act in any order, intermingling their actions and movement freely or acting simultaneously, as long as it makes sense.
    • Things that happens at the start or end of "your turn" do so at the start or end of your entire side's turn.
  • End of Round
    • Unused actions are discarded.

Actions

You can use main actions and bonus actions only during your side's turn. Reactions and OAs can be used on either turn. 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. If something deprives you of your ability to take actions, you cannot take bonus actions either, but can move unless also denied that. Certain conditions can render you "Unreactive", meaning you cannot take reactions or make OAs. Circumstances will not always offer a way to use your bonus action, reaction, or OAs. You can include a reasonable number of supplemental actions in a turn, usually without cost. The DM may limit them to your side's turn ("on-turn" actions), charge a bonus action or reaction, or deny them, based on the fictional circumstances. Supplemental actions include: speech, dropping prone, dropping a held item, drawing a Readied item, grabbing a nearby item, passing an item to someone in reach, pulling a level, opening or closing a door, etc. Certain enemies have one or more Legendary Actions. Any time action is passed from one party-member to another, the enemy may choose to interrupt with a single Legendary Action. Legendary actions can't be used until an enemy has had at least one turn. Thus if the party wins initiative, a creature can't use legendary actions during the Initiative Round unless they are part of a fast group, and then only after the fastest party-members have finished acting. Some actions, such as many skill checks (first aid, lockpicking, etc) are Prolonged, representing an extended process. Once you begin a Prolonged action, you must remain in position and keep working until the start of your next turn (some actions might even require multiple turns worth of actions). If you move away, or suffer damage and fail to maintain Concentration (as for a spell), your progress is spoiled, at least for this turn. Most Prolonged actions provoke, and many give you disadvantage on defense and Dex saves, as your movement is restricted. When threatened or targeted, you may choose to abandon your work and defend yourself normally, or keep going.

Movement

Each point of movement is one foot (1'). 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. 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. 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). 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). Sometimes barriers will have a movement cost to get over (e.g. a low wall that costs 10' to climb). Obstacles Trees, statues, pillars, etc. Obstacles cannot be moved through (or may require a skill check, etc). Combatants 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. Mixing Movement Types A creature may have different movement types, sometimes with different Speeds (e.g. flying 60' and walking 30, walking 30' and swimming 30', etc). You can switch back and forth 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. Shifting Any time you can move, you can spend 30' of movement to shift 5'. Shifting does not provoke. If your base Speed is less than 30', but at least 15', you can shift 5' by spending all your movement. Difficult terrain still costs extra movement, so you usually can't shift through a space of it, unless you get 60' of movement (such as by Dashing) and shift 5' twice. Provoking Moving within or out of (but not into) a combatant's threatened area provokes. Shifting, forced movement, and teleportation do not provoke. Prone You can drop Prone as a free action any time you can move. Rising costs half your movement or 15', whichever is more. You move by crawling, with +1x movement cost. You can't convert movement into a shift. You do not obstruct movement. Squeezing A creature can fit into a volume suitable for 1 Size smaller by squeezing. When squeezing, movement costs +1x, and the creature has +D on attack, defense, and Dex saves.

Actions

Main Actions

Common Actions Attack You may make an attack with a wielded weapon at any time during your side's turn. You may choose: Fight Aggressively: +A on one attack or martial effect, but +D on defense and Dex saves until the start of your next turn. Fight Defensively: +A on one defense (but not Dex saves) against one threats you can perceive (may apply after seeing the first roll), but +D on attacks and martial effects until the start of your next turn. Charge Requires at least 20' straight line movement across clear terrain to your target. Make a melee attack with +A. As a bonus action, gain (Speed / 2) movement to use in the Charge. If you Strike, deal +A damage + 1d for each Size you are larger than the target (if mounted, use your mount's Size). If your movement is impaired, halted by an OA, or affected by forced movement or similar effects, the Charge benefits are lost. Dash Gain an extra (Speed) movement this turn. If your base speed is altered, it affects this as well. As a bonus action, you may turn 5' of movement into a 5' shift away from a target that threatens you. Dodge Take +A on defense and Dex saves against threats you can perceive until the start of your next turn. You may opt to use your Dex save in place of defense. If you do, you can't attack, threaten, or oppose movement. You may gain the benefit of a shield, even if you are not proficient. As a bonus action, you may turn 5' of movement into a 5' shift away from a target that threatens you. Cast Cast a spell with a casting time of 1 action (some spells cost a bonus action, reaction, or no action instead). Spells with ranges other than Touch or Self provoke. Touch spells actually have a reach of a foot or two, and don't count as unarmed attacks. If you take damage while trying to cast (such as from an OA), you must make Concentration check (Vigor or Spirit save, DC 6 + damage taken) to continue casting. If hit multiple times, save once using the sum of all damage.

Specialty Actions Ready You prepare to take action during the opposition turn in response to some trigger. Declare what the trigger will be, and what your main action will be in response. You can commit your remaining movement and/or bonus action to a readied action as well, declaring how they will be used. E.g. Take a shot when a target comes into view. Cast healing on an ally who becomes injured. Dash away if enemies try to close with you. Interpose and attack enemies who try to get past your position. If the trigger happens during the opponent's turn, you may respond. If the trigger is an action, you may take your readied action just before or just after it, as you prefer. You can only respond once, so if the condition can trigger multiple times, choose which one to respond to. If your turn comes around again, the readied action is wasted. If you need to move to get into position, the timing of your action may be determined by whether you can get there before / after the triggering situation has resolved. Overwatch When you Ready a shot with a range weapon with which you are proficient (and which is already drawn, and loaded, if it has the Loading tag) and don't move, you can spend a bonus action to enter Overwatch. You are considered to be Aiming as long as you remain in position (and meet the other criteria of Aiming), but don't have to declare a specific Aim target. Your trigger condition is very lax, basically "when you see a target you want to shoot". Assess You spend time looking around the battlefield and taking things in. This may be necessary to learn details otherwise lost in the chaos of battle, spot hidden enemies, choose the best escape route, etc. Try asking what you want to know, and the DM may just tell you, or may decide it requires an Assess to learn and charge a main or bonus action, or reaction. Paying the action cost may be enough to get what you want, or it may simply permit a WIT+Perception or similar check. Hide When you try to hide, roll DEX+Stealth (to slip out of sight) or WIT+Guile (for a misdirection) against the passive WIT+Perception of potential observers. You can't begin hiding from any creature that can perceive you clearly, with whatever suitably accurate senses it uses. Against normal sight, you must have at least light obscuration, dim light, or 3/4 cover to try to hide. People in communication can readily point out presence, if some have spotted you and others haven't. Overt action (attacks, casting, shouting, knocking things over, etc) can reveal you, as does being directly perceived (moving out of cover, into bright light, etc).

Support Actions Aim Choose a target in range to aim at. You have advantage on your next ranged attack against that target before the end of your next turn (including ranged spell attacks). If you are threatened or become so, choose either to end the benefit or provoke. If you take damage, can no longer perceive the target, become Unreactive, or move vigorously (including riding a mount, Dash, Dodge, etc), the benefit ends. Focus Spells that require Concentration (action), require this action each round. Spells that require only Concentration, without an additional action cost, gain +A on Concentration checks to avoid interruption until the start of your next turn. Help You assist an ally with a skill check. To aid in attack, see Ganging Up. Recover You take action to recover from a condition or affliction, or help another character do so, as circumstances permit (gasping in air after being suffocated, dousing flames, etc). Recovery can be automatically successful, partially or fully, or require a check, rerolled save, etc, as the DM decides. Rally A leader can try to restore their followers' morale. See Morale.

Miscellaneous Actions Bonus Take a bonus action. Some bonus actions may only be possible once a turn, but others can be repeated. Reaction Grant yourself an extra reaction. Use / Act Using some items or skills requires time, sometimes even actions over multiple turns. Often they provoke, and many are Prolonged actions. Unearth A Stowed Item Roll 1d6 - (DEX or WIT), min 0. This is the additional number of Actions it will take to unearth the item from your gear. If you empty your bags on the ground, cut through binding cords, and paw through the heap, halve the actions it will take, rounding down. Other This list isn't exhaustive. Some abilities or battlefield options may specify how long they take, and new actions can be adjudicated as necessary.

Bonus Actions

Draw / Stow You draw or put away a Readied weapon or other item. If already holding something, you must either drop it (free action) or stow it (a separate bonus action). Minor Focus Spells that require Concentration (bonus), require this action each round. Readied Movement Much like a the main action Ready, but you prepare only movement in response to a trigger, not a main (or bonus) action. This may be used to position yourself to permit a reaction (moving to block a path with an OA, moving to interpose to protect an ally), provided circumstances allow you to get there in time. Command Quick shouts, orders, etc are free actions. Giving more complex or numerous orders to followers may require a bonus action (or even a main action). Other Some spells, abilities, etc require a bonus action.

Reactions

Opportunity Attack Make an opportunity attack. Interpose When an adjacent ally comes under attack by weapon, spell, or other threat, you can use your reaction to swap your positions and become the target of the attack, which then resolves normally. If the danger was an area of effect, the ally may still be in its area of effect but gets 3/4 cover (+5 defense or Dex save). If you can use circumstances or the environment (dragging them into a hole or behind cover), you may be able to give them (and maybe yourself) the benefit of Evasion. Failing that, you can give them Evasion by deciding to take double damage before rolling your defense of Dex save with disadvantage, shielding them fully with your body. Set Against Charge If you are wielding a piercing Polearm, you may set it against a Charge as a reaction. This state lasts until you move or do something that moves you or your weapon out of position (attacking, etc). If a target Charges, leaps, Dashes, or otherwise uses enhanced movement (other than teleportation) to get into melee with you, make a free OA against it when it would move *into* your threatened area. If you halt it, it stops at the extent of your reach (possibly unable to complete its attack). If it Charged, gain +A on the OA. If you hit, gain the damage bonus it would have gotten against you, and it has +D on attacks and effects against you, and on attempts to bypass you, until the start of its next turn. Other Some spells, abilities, etc require a reaction.


Threat & Opportunity Attacks

  • You "threaten" the area around you that is within reach of your normal melee attacks. Usually this is the space you're in and the surrounding 5' radius, but it may be larger for big creatures, tentacles, Reach weapons, etc.
    • Combatants with ranged weapons don't threaten their surroundings, and generally can't make OAs.
    • Unreactive combatants and those who "cannot obstruct movement" do not threaten.
    • If wielding a Short melee weapon, you do not threaten an opponent with greater reach who threatens you.
  • When a combatant you threaten takes an action that "provokes", you may make an OA against them.
    • An OA is a single melee attack with a melee weapon you're wielding. It resolves before the provoking action continues.
    • Making an OA against a target you have Marked does not cost an OA. An OA marks its target as well.
    • If you hit a moving target with an OA, it halts without leaving the space in which it provoked, and loses all remaining movement.
      • Amorphous, insubstantial, and swarm targets are immune to this.
  • Common actions that provoke: moving out of a threatened space, casting ranged spells, making ranged attacks w/ 2h weapons, standing from prone, and skill actions that prevent you from fully defending yourself.

Attacks

Melee Attacks

Marking When you make a melee attack with a proficient weapon, hit or miss, you Mark your target until the start of your next turn. You have advantage on OAs against a target you have Marked, and don't have to spend an OA to attack if they provoke.

Melee Attack Types

Strike A normal, damage-dealing attack. Make an attack with Vigor (for forceful weapons) or Dex (for finesse weapons) against the target's Defense. Clubbing: you can deal crushing damage with a melee weapon that doesn't normally do it (with a pommel strike, flat of blade, etc) by taking -2 attack and dealing -1 damage step (non-finesse) or -2 damage steps (finesse, or a ranged weapon being used as an improvised club). Unarmed Strikes: without special training or natural weapons, if unarmed, you have +D to melee attacks and defense against an armed opponent.


Inflict Condition This covers a variety of actions to apply Conditions on a target. Possibilities include: throwing sand to Blind, bellowing to Frighten, flinging oil to cause an enemy to slip and fall Prone, striking an enemy's helm to Daze them, etc. Make an attack, effect, or skill check against defense, save, or skill of the target (DM defines what is appropriate). If success is implausible but not completely unreasonable, take +D. Repeating the exact same Inflict Condition more than once in a fight gives it +D the second time. If it already had +D (because it's implausible or the third time), it doesn't work. Try a different vector or look for significantly changed circumstances. Conditions usually last until the end of the target's next turn, but circumstances may dictate otherwise.


Force You try to throw, sweep, shove, or body check the target. You cannot normally Force an amorphous, insubstantial, or swarm target. Choose what you are attempting to do: Knock them Prone. Push them up to 10', then if successful, repeat the check to knock them Prone. Slide them 5' (you may swap positions with them), then if successful, repeat the check to knock them Prone. Roll Vigor effect against the target's choice of Vigor or Dex save. If the target evades with a Dex save, succeed or fail, they cannot obstruct your movement. A creature gets +A to resist per Size larger, or +D per Size smaller. Shoving a heavy object into someone (a bookshelf, wagon, etc) gains this bonus according to the object's size. Forcing or resisting a Force with a shield grants +2 to the check. If you Charged into the Force, take +A on the check (only the first, in case of multiple checks). You may Tackle as part of your Force, gaining +A on the initial roll and falling Prone. If they remain standing, you are also Incapacitated and Immobile until the start of your next turn. if you successfully Force a target, your movement does not provoke OAs from them until the end of your turn. If a target is forced into a solid object, they halt and take 1d6 crushing damage.


Grapple You try to grab hold of a target and control or limit their freedom of movement and action. There are multiple levels of Grapple, called Hold. Further Grapples against a target you have grappled can "advance" your Hold. You can't advance Hold more than once per turn with multiple attacks, but could make repeated attacks until you succeed in advancing it. "Reducing" Hold moves it to a lower level (or ends if if it drops below Grappled). Breaking Hold immediately ends it. You can reduce or break your Hold as a free action on your turn, or as a reaction. Grapple effects end immediately when the Hold is reduced or broken. Roll Vigor effect vs target's choice of Vigor or Dex save. Grappling attacks don't suffer penalties to attack or defense due to being Prone. If you don't yet have Hold on the target, they have +A on Dex saves if 2+ sizes smaller than you. Otherwise, the grappler gets +A for each Size larger, or +D if one size smaller (see Hanging On for even larger targets) If successful, choose (margin) effects to impose. Options with parentheses require you have at least that level of Hold on a target. Advance your Hold one level. Reduce their Hold on you by one level. Control the target's grip on something, preventing them from using it or causing them to drop it. If no one has Hold on you, you may instead seize the object for yourself and break the grapple. (Restrained) Strain them, dealing unarmed strike damage. (Restrained) Choke them, causing suffocation. Levels of Hold (higher levels include the effect of lower levels) Grappled They are Immobilized. You can drag them with you at +1x movement cost (no extra cost if they are 2+ sizes smaller). Long weapon attacks are made with +D, and their wielders have +D on defense against Short weapons. Reach weapons can't be used at all (treat wielders as unarmed). To advance to this level, you must have a free hand to grab with. Restrained You move into the target's space. Both you and the target are Restrained, but you may make attacks against it without penalty. They have +D on Vigor saves to resist Grapples (in addition to Dex saves, from Restrained). You can use your reaction to Interpose your target to protect yourself. To advance to this level, you must have two free hands. You both fall Prone, unless circumstances allow otherwise. Stunned They may still act to Break Free, with +D. If you advance your Hold 3 more times during which the remain Stunned, they are entirely pinned, and can no longer try to escape for the immediate future. To advance to this level, you must be free anyone else's Hold. Breaking Free As a main action, a Grappled target can try to wriggle free, rolling a Dex save against the grappler's Vigor effect. A margin 1 success reduces the grapple; margin 2+ breaks it. Grapple them in return, using success to reduce or break their Hold instead of gaining your own. Forced movement (including from a Force attack) may tear the grappler or the target away from the other. Roll a grapple check using the forced movement's effect, and the "reduce hold" option for the outcome. If the grapple is maintained, the DM rules whether both or neither of you experience the forced movement. Hanging On If the target is 2+ size larger than you, if you Grapple it, you have grabbed on an are clinging. You move into its space, and are carried with it as it moves. You can climb around on it with suitable checks. You don't impose any limits on it, and can't advance your Grapple. You might be able to Grapple and Hold individual parts of it (head, hand, tail, etc). It does not get any size modifier to shake you off, and you get none to hold on. It can attack by trying to crush you against nearby objects, or the ground.

Ranged Attacks

Range & Mobility

Ranged attacks have a series of range bands, denoted as the longest range within that band (e.g. 20 / 40 / 80). The first range band is called "close range". Attack rolls at this range are made normally. For each range band farther out, take -4 to attack. The final range listed is the weapon's maximum range. For each size larger than Medium, decrease 1 range band. For each size smaller, if not at close range, increase one range band. When shooting at a group of enemies with a range penalty, you can use the Size of the group, but if so, you attack a random target in the group. If not at close range, if the target is Dashing or Dodging, increase 1 range band. Direct (non-arched) fire with ranged weapons is possible only in the first two range bands. Most spells can direct fire out to their maximum range. In many indoor conditions, non-direct fire is blocked by the ceiling. Take +A to hit immobile targets. This is already reflected by being an unseen attacker, and Conditions like Paralyzed and Stunned, but also applies to shots against inanimate targets.

Firing In Close Combat

One-handed (thrown, hand crossbow) weapon attacks take +D but do not provoke. Ranged attacks with spells or two-handed weapons (bow, crossbow) take +D and provoke. If hit by an OA, make a Concentration check to avoid an automatic miss / losing the spell.

Firing Into Melee A direct shot with a clear view to the target only hits the wrong target only on a natural 1 (DMs choice, it there are multiple options). An indirect shot, or one with an interposing combatant providing cover, has a chance to hit the wrong target on a miss. Reroll the attack (against a randomized target, if there are multiple options). If using group size to offset range penalties (at any range), your target is always randomized.

Ranged Attack Types

Ranged Strike A normal, damage-dealing attack. Make a Vigor (thrown), Dex attack (thrown, missile), or Magic (spells) against the target's Defense.

Circumstances

Ganging Up Outnumbering In melee, enemies get +2 to attack you per ally of theirs that threatens you. Each of your allies can nullify the bonus from one target they threaten. E.g. Three orcs threaten you, each getting +4 to attack. If an ally of yours threatens one of the orcs, they can nullify it, meaning each orc only gets +2 to attack you. Flanking When at least two enemies threaten a target at the same time, they Flank it if they themselves are not Flanked and they... (on a battlemap) have at least 1 face or corner (for grid) or hex face (for hexes) of the target between them. (in abstract positioning) have no obstacles to spreading out around the target they are attacking. When a target is Flanked, attacks and direct effects against it gain +A. A target can be both Flanked and Outnumbered. These bonuses apply to Grapples, Forces, OAs and other kinds of attacks as well as basic Strikes.


Unseen Attackers / Targets If you think you know where an unseen target is (they are hidden or invisible, you are blinded or heavily obscured, etc) and are correct, attack with +D. If you guessed wrong, you simply miss (the DM doesn't say which is the case). If a target is on the alert, an unseen attacker gains +A to attack and deals +1d6 sneak attack damage on a hit. If a target is completely unaware, the attack may gain +1 margin, or even directly inflict damage to Life.


Cover / Concealment Degree 1/2 Cover / Lightly Obscured: +2 to defense and Dex saves 3/4 Cover / Moderately Obscured: +5 to defense and Dex saves Total Cover / Heavily Obscured: cannot be targeted (equivalent to blindness or an invisible target) Cover grants its bonus to Dex saves against AoE blasts, concealment does not. What constitutes cover, and its degree, varies with a target's Size. A Creature between you and your target provides 1/2 cover if of equal Size to the target, or 3/4 if larger. If you miss the target due to the penalty from cover, roll an attack against the cover. Multiple covering creatures may stack up to a greater degree of cover.


Size Size Classes Diminutive: 1' x 1', reach 0' (only inside its own 5' space), 1 lbs or less, 1' height/length Tiny: 2.5' x 2.5', reach 0', 1-8 lbs, 1 - 2' height/length Small: 5' x 5', reach 5', 8 - 60 lbs, 2 - 4" height/length Medium: 5' by 5', reach 5', 60 - 500 lbs, 4 - 8' height/length Large: 10' x 10', reach 5', 500 lbs - 2 tons, 8 - 16' height/length Huge: 15' x 15', reach 10', 2 - 16 tones, 16 - 32' height/length Gargantuan: 20' x 20', reach 15', 16 - 125 tons, 32 - 64' height/length Colossal: 30' x 30', reach 20', 125+ tons, 64+' height/length Larger creatures are more like living terrain. Size Effects Weight assumes normal flesh. Height / length assumes bipedal / quadrupedal. The cubic volume offered is the space the creature naturally commands in battle, and the space it needs to fight effectively. +5 DC to Stealth, Grappling, Forcing, and Overrunning per size above Medium, -5 per size below.



??? Special Circumstances Takedowns To attempt a Takedown, you must spend a full minute lining up a shot or drifting closer to an unsuspecting target (sleeping, trusting, oblivious). Any focused attention on you, or even alertness and suspicion, prevents a Takedown from being carried out. Even a sudden sprint into proximity for a strike spoils it (but can still be a surprise attack). You cannot perform a Takedown if the target is Resistant (or better) to the damage you would inflict. With a ranged weapon, make an attack (with advantage if they are not on the move) with all the usual modifiers. Melee attacks have a flat DC of 6. Both kinds of attacks take +5 DC against a target in medium armor, and +10 DC against one in heavy armor. A successful hit bypasses armor points. Treat a hit as a crit, and the target must Vigor Save against your martial effect or immediately drop to 0 hp, suffer 2 Wounds, and become Incapacitated. On a miss, roll a normal attack, treating them as surprised (Stunned). If you use a blunt weapon (fowling arrow, blackjack, etc), you may forgo the Wounds, simply knocking them unconscious with 0 hp, stable and Incapacitated. You can't knock out a target in heavy armor with a helm. If you pull off a unarmed melee Takedown, you may Grapple and immediately advance your hold to Restrained. You may prevent them from speaking as long as they are Restrained. If you pull off a melee Takedown with a stuiable weapon, you may withhold the fatal blow (blade to throat, held at crossbow-point, etc). You can follow through on your strike with full effect at any time. It requires a significant distraction, surprise, or lightning speed for anyone to act before you can.


Mounted Combat A mount must be at least 1 Size larger than its rider. If it is 1 Size larger, you can attack unmounted targets with a Long melee weapon. If it is 2 Sizes larger, you require a Reach melee weapon. Beyond that, you cannot attack with melee weapons. Mounting or dismounting requires the same movement cost as standing from Prone, and is reduced in the same way by Athletics or Finesse. If your mount suffers forced movement or you are knocked Prone, you must Dex save or DEX+Athletics or Finesse DC 11 or be thrown. Take falling damage (min 10') and land Prone. If your mount is knocked Prone, make the same save or skill check. If successful, you may dismount and land on your feet as a reaction. When a mount moves, you move with it, but get your own normal actions. If a mount provokes, the attacker may target you instead. You can choose to control a mount's movement, in which case it can only spend its action to Dash or Dodge (which only protects it). If you let it act freely, it uses its action as it sees fit. When your mount Forces, you can use your mount's Vigor and/or proficiency, and of course its Size. If you do not have Athletics 1+, you have disadvantage to defense, Dex saves, and melee attacks while mounted and ranged attacks from a moving mount are impossible. With Athletics 1+, on a moving mount, treat ranged attacks (including spells) as being at +2 range bands (even at close range). Casting on a moving mount requires a Concentration check for spells with range beyond Self (or Touch, on yourself). If you lack Athletics 1+, make the check with disadvantage.

Underwater Combat Non-aquatic creatures... Making melee attacks without piercing, short slashing, or natural weapons have disadvantage and deal half damage. Without Athletics 1+ are Unreactive. Without Athletic 2+, can't shift, and aquatic creatures do not provoke them when moving. Ranged (thrown or missile) attacks can be made in their first two range bands, and fail beyond that. Piercing weapons work normally. Slashing weapons have disadvantage. Crushing weapons don't work at all. This applies to ranged attacks into water as well, plus the surface often provides light or heavy obscuration. Fire damage against targets immersed in water is halved (separate from any fire resistance), unless it has the Lightning tag. Spells requiring speech (any, unless Subtle) cannot be cast without some form of water-breathing or aquatic adaptation.


Aerial Combat Mode of Flight On an aerial mount, mounted rules apply. If flying under your own power (by magic or wings), treat ranged attacks as being at +1 range band. Maneuverability Class Perfect: can hover, and has no stall speed. Unlimited turning. Can climb vertically at full speed and descend at 2x speed. Good: can hover and has no stall speed. Can turn 90 degrees every 5' traveled. Can climb vertically at +1x cost and descend at -1x cost. Average: can't hover and has a stall speed of (Speed / 2). Can turn 45 degrees every 5' traveled. Can climb at 60 degrees at +1x cost and descend at -1x cost. Requires 5' level flight after dive, before climbing again. Poor: can't hover and has a stall speed of (Speed / 2). Can turn 45 degrees every 5' traveled, no more than twice per round. Can climb at 45 degrees at +1x cost and descend at -1x cost. Requires 10' level flight after dive, before climbing again. Clumsy: can't hover and has a stall speed of (Speed / 2). Can turn 45 degrees every 10' traveled, no more than once per round. Can climb at 45 degrees at +1x cost and descend at -1x cost. Requires 20' level flight after dive, before climbing again. A flyer may fly linear paths with any valid slope (on a grid map), and can side-slip 5' in place of a turn. A flyer crashes if it is knocked "prone", has Speed 0 and can't hover, exceeds its climb or dive angle, or does not travel distance equal to its stall speed (horizontally or downward). Reduce a flyer's effective height by its current flying Speed before determining falling damage (represents desperate flapping and other crash reduction). For long falls (>500'), if a flyer is still in the air after a round of falling, it can "rise from prone" to regain flight, at half its move cost, min 15'.