(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.
● 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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