Monday, October 15, 2012

Fantasy Core RPG--Combat Rules

FANTASY CORE RPG 
(c) Jerry Harris, 2012
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

COMBAT

Time:
A Turn equals about 10 minutes.  A Round (rd) is an exchange of combat attacks. An Encounter is a complete combat encounter, which is considered ended when there is 1 turn of rest following it.  A Turn or an Encounter may be considered equivalent for spell duration purposes.  Spells lasting multiple Turns however will only last for one Encounter.  Combat spells will last for the entire length of an Encounter.  (If you need a justification for that, high-adrenaline, stressful events exhaust magical effects or are the required trigger to activate in combat situations.)

Sequence of Combat
● Surprise: One side catches the other by Surprise.  This may require a successful Stealth roll or a failed Detection roll to execute, or the situation itself may automatically grant Surprise.  The attackers may act without a counterattack from the other side.

● Initiative: First, anyone with a +3 or more in Dex bonus will act first in every rd.  (Assume most monsters have a 0 Dex bonus unless the Ref rules a monster has high Dex.)  Have a roll off, if there are multiple high-speed combatants, and rank them in order.  

Next, group the other combatants and roll for each on a d20.  (For example, the characters will be one group, Orcs another, their Ogre leader another.  Just logical groupings, not necessarily by species.)  Have a roll off between any ties.  The groups will then be ranked from high roll to lowest and attack, in order, each rd. 

Attack Rolls:
Melee: For characters and NPC's, add attack bonus + Str bonus.
Ranged: For characters and NPC's, add attack bonus + Dex bonus.  This includes thrown weapons. 
An attack roll must always be made, regardless of the bonuses.  A Natural 1 is always a miss.

Armor Class (AC): For characters and NPC's, add Dex bonus to AC.

Disadvantaged:
Combatants who are knocked down may not take any major action until standing (1 rd). 
Disarmed combatants require 1 rd to re-arm themselves if another weapon is in reach. 
Blinded combatants cannot make directed attacks.  Their AC is 10 in this condition. 
Blinded or deafened combatants are DC 10 on any Stealth check against them, including Surprise attacks. 
Deafened combatants cannot cast spells. 
Unaware combatants attacked from behind will take maximum damage.  A Stealth check is required before the attack (DC 12 lower or equal HD, DC 18 higher HD). 
A stunned combatant cannot take any action in that condition, except to defend themselves.  Their AC is 10 until hit, after which it reverts to their normal AC.
A Coup de Grace is full rd single attack on a completely helpless foe.  Their AC is 5 and double maximum damage is done. 

Subdual: Must be called before rolling attack and must be using a non-edged weapon (like a club) or brawling.  Defender takes non-lethal damage to hp.  At 0 hp, the victim is knocked out for a Turn.  All subdual hp damage healed is healed during that time.   A knockout may also occur on a hit with a where maximum damage is scored.  A DC 12 Fort Save is required to stay standing, DC 18 on succeeding attempts.

Grapple (singular)/Swarm (multiple):
Works as a special Stunt attack (as listed below).  The attacker declares that they are Grappling before making the attack.  They make an attack roll.  If successful, the grappled may attempt to break the hold with a Str check or Escape Artist skill.  If the attack is unsuccessful, the attacker may not move or attack the next rd, but can still defend themselves.

The grappler must have strength at least roughly equal the grappled.  One DC 12 Str check or Escape Artist skill can be made to escape for roughly equal combatants in terms of their fighting skill.  DC 18 is the grappler is significantly more experienced.  If successfully grappled, the defender may not try to escape again until a turn has passed or the situation otherwise changes.  Also, the attacker cannot defend themselves until the grappled is bound, or let go, or the attacker is assisted.  A large creature may Grapple (instead of doing dam) with a successful attack roll.  One DC 18 Str check or Escape Artist skill can be made to break loose.

In a Swarm, up to three additional attackers may join in.  Make one attack roll with the best combatant and add +1 to the attack for every participant with +1 and up Str bonuses.  One DC 18 Str check or Escape Artist skill can be made to break loose.  A Swarm or Grapple attack may also be used to pull down a mounted rider.  Grappling or Swarming larger creatures is unlikely unless they are very weak. 

Called Shot: Attacking a certain area or spot or attempting a disarming attack with either a ranged or melee weapon.  Must be called before roll.  For the attack to succeed, it must be at least a Natural 12 for a fairly easy to hit target, a Natural 18 for very hard one.  Otherwise it is only a normal hit if the attack is successful versus target's AC.

Bow/Crossbow: Neither may be used by combatants engaged in direct melee (close combat).

Combat Horsemanship:
Characters without the Mounted Archery skill can still shoot from horseback, but will do so without any BAB or Dex bonus. 
Characters without the Charge skill can still make that attack, but will do so without any BAB or Dex bonus. 
All adventurers are more or less assumed to have some riding skills, including combat, even without the Charge or Mounted Archery abilities.  Any combatant without those skills is un-horsed on any hit, and will take 1d10 damage on the fall, 1d8 if wearing a helmet.
It is a Called Shot to specifically hit either horse or rider while they are moving.

Reach Weapon Set Against Charge: The longest weapon will always have the initiative.  A successful set attack causes maximum damage and dismounts the rider. 

Firing into Melee: To hit a specific target engaged in a fight with someone else is considered a Called Shot.  On a miss, if the roll was a Natural 1 to 10, another combatant is hit.  Randomize the possibilities if necessary.

Cover: A target with cover requires a Called Shot to hit.  The amount of cover determines how hard they are to hit, Natural 12 for partial cover, Natural 18 for full cover.  Those behind cover will be last in initiative against uncovered opponents.

Target Shooting: For bow shots not taken in combat.  Stationary DC 12.  Moving DC 18.  Natural 18 and up, potential bulls eye or a hit to a small target.

Withdrawal: If orderly, the retreating may defend themselves, but not attack.  If routed, the retreating automatically takes a hit for every rd the attacker is with them (at least 1 rd).  This also applies if someone disengages from an opponent they are fighting in melee.

Stunt Attack (Special Attack):
Anyone may make an extra move or action (not an additional attack) or specialized attack in a round.  But the next rd, they may not attack or move, though they can still defend.  Typically works as an ability roll plus an attack roll.  Examples: Bull rush (Str check), Swing from chandelier attack (Dex check).  If the ability roll fails, the attack automatically fails, and the Ref may narrate the results of the failure.  DC 12 normally, DC 18 for a truly outlandish act.  If successful, the Stunt attack works as the attacker intended.  For example, the defender is Knocked Down or Stunned (in addition to damage) or an item is grabbed away from them.   


DAMAGE

Melee: For characters and NPC's, add Str bonus to damage.

Environmental Damage:
When characters are travelling in environments that are excessively hot or cold, the Ref may require a DC 12 Fort Save at the beginning of the day.  The first failed check has the effect of reducing the character to 0 BAB (other bonuses are unaffected) and half movement.  A day of complete rest will cure the condition (depending on the length of exposure).  If the character presses on without that rest, roll again at DC 18 the next day.  On the success, the character stays at the reduced condition.  On failure, they are incapacitated for the day and will require two days rest to return to normal. 

Energy Drain:
With some Undead creatures, their attack diminishes a victim’s Negative hp on a failed Will Save.  These are the hp below 0 that indicate possible lethal damage.  Most every character, important NPC, or special monster only ever has 10 Negative hp, regardless of their positive hp total.  (Regular NPC’s and monsters don’t have any.) 
If all of a character’s 10 Negative hp are drained, they are considered completely soul-drained and unrecoverable, just like receiving more than Negative 10 hp in physical damage means the body has been destroyed beyond recovery. 
Use of XP to change this outcome can be done, but should always come with permanent consequences for the character.  Lost Negative hp are only recovered via 8 hrs of sleep.  Until that time, a character with lessened Negative hp is more vulnerable to complete physical destruction because of it.

Poison: A failed Fort Save vs. lethal poison automatically reduces the character to 0 hp and unconsciousness.  They must be given an antidote (spell or potion) in 1 + Con bonus days or die.


SAVING THROWS

A successful Save negates or halves damage depending on the effect.  The DC for the Save depends on the effect and its power.  Monsters generally save as a Fighter level equal to their HD.  If the monster has magic using abilities or is especially dexterous, they should save as a Wizard or Thief instead.

Fortitude (Fort):
Use class Fort Sv value + any Con bonus against attacks effecting the body, such as poisons and environmental effects.



Reflex (Ref):
Use class Reflex Sv value + any Dex bonus against attacks that can be dodged, such as mechanical traps and breath weapons.

Will:
Use class Will Sv value + any Wis bonus against mental, spiritual, and psychological attacks, such as supernatural charm, energy drain, and domination. 

RECOVERY

First Aid: If applied within 1 Turn of damage and the character has at least 1 hp, they automatically regain 1/2 of lost hp with 1 turn of rest.  One person may be treated by a healer per turn. 

Natural Recovery: With 1 Turn of rest within 1 turn after wounding, a character may regain 1/2 of lost hp with a DC 12 Fort Save.  This does not combine with the First Aid skill.  Regain all lost hp with 8 hours of rest.


DEATH

0 hp:
Unconscious.  Character will naturally recover to consciousness and 1 hp in 1 Turn. 

Below 0:
Dying.  If untreated within a Turn, roll a DC 18 Fort Save to stabilize.  If failed, the character is dead (and entitled to any last words).  If successful, the character is at 0 hp and unconscious and recovers as above.

Stabilizing:
Character is below 0 hp.  If the First Aid skill is applied within a Turn of going below 0 hp, the DC is 12 to the wounded's attempt to regain consciousness.  If failed, the character is dead (and entitled to any last words).  If successful, the character is at 1 hp and conscious and may receive other types of healing.  Any magical healing applied to a character within a turn of going below 0 will bring the character to consciousness and at least 1 hp (even if the amount of healing doesn't add up to positive 1).

Negative Damage Greater Than 10 hp:

Decapitated, disemboweled, cleaved in twain, chopped to bits, blood puddle, vaporized, given up the ghost, gone, no recovery (without divine intervention).  The character-less player is entitled to a round of applause from everyone at the table. 

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