Thursday, February 3, 2011

Things to remember in combat

These are as much for my own benefit as anyone else's...

Surprise (d6): 1 = surprised for one segment; 2 = surprised for two segments; 3-6 = not surprised. Dexterity can negate surprise segments for individual characters.

Attacking into Melee: If an attacker has multiple adjacent opponents, the target is determined randomly. The same applies when attacking at range against "engaged" opponents.

Charge: A charging character gains +2 to hit, but if the defender's weapon is longer than the attacker's, the defender can attack first. A character can only "charge" once/10 rounds.

Fleeing: Fleeing characters immediately draw an additional attack from adjacent opponents at +4 to hit.

Parrying: A character who parries cannot attack, but may subtract his or her "to hit" bonus from his or her opponent's attack roll.

Invisible Opponent:
An invisible opponent can only be attacked if the general location is known, and the attack is at –4 to hit.

Prone Opponent: Attacks against a prone opponent negate the benefit of a shield, negate dexterity bonuses, and are made at +4 to hit.

Concealment: Concealment is anything that obscures an opponent’s vision, such as tree limbs or smoke, but does not physically block incoming attacks. The GM must decide whether the defender is about a quarter (-1 to AC), half (-2 to AC), three-quarters (-3 to AC), or nine-tenths (-4 to AC) concealed.

Cover: Cover is protection behind something that can actually block incoming attacks, such as a wall or arrow slit. Cover bonuses are as follows:

  • 25% cover: -2 AC
  • 50% cover: -4 AC
  • 75% cover: -7 AC
  • 90% cover -10 AC

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