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 time purposes.
Sequence of Personal
Combat
Surprise
One
side catches the other by Surprise. This
may require a successful Stealth roll (see the Skills Section) 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.
Figure out the initiative order before the attack anyway.
Initiative
First,
anyone with a +3 or +4 in Dex bonus will act first in every rd. (In HTH
combat, those with the HTH Trained
skill will go first over untrained.) If
there are multiple high-speed combatants, have a roll off with a d20 and rank
them in order. No ties.
Next,
the rest of the combatants roll a d20. Similar
combatants may share the same roll as a logical grouping. Have a roll off between any ties. The combatants will then be ranked from high
roll to lowest and attack, in order, each rd.
Attack Rolls
Roll
1d20 + BAB + Str or Dex bonus against the opponent’s AC. If it is equal or more, it’s a hit.
● Melee: add BAB attack
bonus + Str bonus.
● Ranged: add BAB attack
bonus + Dex bonus. This includes thrown
weapons.
● Unlike other D20
games, Natural 1’s and 20’s are not automatic misses and hits.
● Personal Armor
Class (AC): 10
+ Dex bonus + ½ level + any worn armor bonus
Damage
Roll
for damage according to the weapon type.
For melee (hand-to-hand) weapons, add the attacker’s Str bonus to the
damage. Subtract the damage from the
opponent’s HP total. At 0 HP, a
combatant is dead, but see the Recovery section.
FP and XP
Characters
and important NPC’s who have FP may choose to use them here to negate any
damage taken from the attack. Characters
out of FP might use their XP, but there will be Ref-decided consequences for
doing so. See the FP and XP section for
usage.
Additional Personal
Combat Rules
Combat Ranges
L-Long:
Barely in visual range with binoculars or sniper scope, in range of L range
weapons
M-Medium:
In identifiable visual range, in range of M range weapons
S-Short:
Engaged in close firearm combat
C-Close:
Engaged in hand-to-hand combat
Disadvantaged
● Combatants who are
knocked down have to give up their action for the rd to stand up.
● Disarmed combatants
require 1 rd to re-arm themselves.
● Blinded combatants
cannot make directed attacks. Any initial
attack against them will be from Surprise and detection of Stealth always
fails. Deafened combatants may attack as normal, but will be unable to detect
anyone sneaking up behind them.
● A stunned combatant
cannot take any action in that condition, except to defend themselves.
● A Coup de Grace is an attack on an
immobile opponent at Close range. No
attack or damage roll is needed. It is
assumed to be an automatic, lethal shot to the head or a throat-cutting. Characters and important NPC’s are allowed a
DC 18 Fort Sv. If successful (or if FP
or XP are used to make the Save successful), the victim is still alive (at 0
hp), but left for dead. They are
unconscious and will recover to 1 hp in 1 hour.
Non-Lethal Melee
For
a typical bar or fist fight, perhaps even including some blunt weapons, after
the loss of half of a combatant’s hp, they must make a DC 12 Will Save each rd
to keep fighting. If firearms or edged
weapons are used or displayed, this doesn’t apply. If the intent of the attack is to take
captives, they will likely have to be knocked out or shown lethal or
overwhelming force before surrendering.
Knockout (KO)
Those
with the HTH Trained skill can
potentially knockout an opponent with their fists with at least an 18 (roll
plus modifiers) on a successful melee attack roll. With a blunt weapon, it can occur with any
max damage hit also. A DC 18 Fort Save
is required for the opponent to stay standing or they are knocked out for 1
turn.
For
an untrained attacker under the same conditions, they must roll a Natural 18
and hit for a possible KO. A DC 12 Fort
Save is required for the opponent. Blunt
weapon attacks are the same.
Unaware opponents not
engaged in combat can possibly be knocked out with a Surprise Attack. This would require a Stealth Check and a
successful attack with a blunt object.
For the Stealth Check figure DC 12 for someone completely unaware, DC 18
for someone generally alert. With a
successful attack, the victim must make a DC 12 Fort save to remain conscious,
otherwise they are out for 1 turn. Such
an attack can be tried on an opponent once
per encounter. If the Stealth check is
failed, then it is just a normal attack.
Assume
that a combatant who is bound or otherwise restrained can be knocked out at
will. Anyone wearing a helmet is immune
to being knocked out in melee.
Grapple
The
attacker must make a successful melee attack roll and a Str check to pin their
opponent. A grappler will always go last
in the initiative order. The Str check
is DC 12 + defender’s Str. Failing
either means the attack has totally failed.
If other attackers, who delayed their action in the rd, are assisting
(up to three more), add their Str scores to the Str check.
The
grappled opponent has to make a successful Str check to throw off the
grappler(s). The DC rating is DC 12 +
the attackers’ Str. Those with the Escape
Artist skill need to make a check with the same DC to get free. (Whichever chance is better.) A defender who is unable to get free is
pinned, where they can be bound or even knocked out (or negotiated with under
duress).
It
should be noted that everyone involved in the grapple is functionally immobile
and are vulnerable to Called Shots from a distance or even Coup de Grace or
Point Blank shots.
Withdrawal
If
orderly, the retreating cannot attack, but their opponent gains no advantage. If routed, the retreating gives up their
attack and their opponent will instead get an extra attack on them. This also applies if someone disengages from
an opponent they are fighting in melee/close combat.
Stunt Attack
An
attacker engaged in melee can
announce a Stunt attack before rolling.
They are giving up any potential damage to instead cause an effect on
their opponent. This can include
knocking them down, disarming them (HTH weapons only), grabbing an item away
from them, and anything else physical.
The attacker rolls an attack roll (BAB) modified by the ability that
applies (Str to knock down and Dex to grab or disarm for example) against
defender’s AC. If the attack is
successful, the attacker can narrate the result.
An
attacker can also attempt a psychological attack to stun an opponent. The Player or Ref will actually have to say
something, say they’re showing a picture, or perform a gesture or something. This would be an Appeal roll, as detailed in
the Social Interaction section. This
would be a DC 12 or 18 (or something in-between) Appeal. The DC is set by mutual agreement as to how
good the “burn” or “Truth bomb” was. It
can also be laughed off as lame and waved off without a roll.
No comments:
Post a Comment