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*If your mount is stationary, you do not take any penalties to attack rolls made from the back of your mount. | *If your mount is stationary, you do not take any penalties to attack rolls made from the back of your mount. | ||
− | *By using a [[Combat Passive]], one can remove the negative penalty to attack rolls. For example: Cavalier: When fighting from horseback, Ahellion takes no penalty to attack rolls, and instead gains + | + | *By using a [[Combat Passive]], one can remove the negative penalty to attack rolls. For example: Cavalier: When fighting from horseback, Ahellion takes no penalty to attack rolls, and instead gains +1 to his attack rolls. |
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Revision as of 08:56, 22 June 2019
Combat typically involves a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. These rules organize the chaos of combat into a cycle of rounds and turns.
Contents
Initiative
Before the first round of combat, you roll initiative to determine the order of turns for every combatant. To figure out what your initiative is, roll a D20 and add modifiers based on your speed.
- If your speed is Low, add +1 to your initiative roll
- If your speed is Medium, add +2 to your initiative roll
- If your speed is High, add +3 to your initiative roll
The DM rolls initiative for your enemies. Throughout a battle, combatants act in order, from highest initiative result to lowest. The order in which combatants take their turns is called the initiative order. The initiative order remains the same from round to round, although a combatant’s position in the order can change if they delay their turn.
Rounds
A combat round is made up of actions taken by every combatant. Firing an arrow, casting a spell, running across a room, opening a door—each of these activities, along with many others, is considered an action. Each round is approximately 6-10 seconds long in-game. In real time, a round could take a few minutes or more as you calculate attacks, defenses, and other actions.
When it is your turn, you have two action types available to you:
- Major Action: Use a combat ability
- Minor Action: Move, use an item, or do something utilitarian
You can use two Minor actions OR one Major and one Minor action on your turn.
Fleeing and Movement
Ilisara’s particular flavor of turn-based combat was designed to be used without a grid or miniatures in order to accommodate friends playing with each other long-distance. Despite this, there are rules regarding movement to help provide structure to combat.
All characters and monsters have a Low, Medium, or High movement speed which is tied to the Dexterity attribute. Although there is no grid system to track movement by feet/yards, there are approximations for how far you can travel with the different movement speeds to aid in RP.
Required Dexterity | Level of Movement Speed | Approximate Distance Traveled in One Move Action |
---|---|---|
0 Dexterity | Low | 20 feet |
4 Dexterity | Medium | 25 feet |
8 Dexterity | High | 30 feet |
Snaring, slowing, or crippling a character reduces their movement speed by one level. A character with High movement speed who is snared, for example, will move at Medium movement speed.
Fleeing From a Slower Foe
To flee from a battle without contest, a character’s movement speed must be higher than the monster’s movement speed. DM discretion on when the character is able to get out of line of sight / range of ranged attacks / etc.
Fleeing From a Foe Whose Speed Matches Yours
If a character is fleeing from a monster and their speed is equal to the monster’s, the monster and the fleeing character roll off with a d20 once per round to determine whether the monster catches up or not (assuming both of them are using their Major and Minor actions to run each turn). If the monster wins three contested rolls before the fleeing character does, they catch up. If the fleeing character wins three contested rolls before the monster, they can maintain a lead and outrun the monster.
Fleeing From a Faster Foe
If a character’s movement speed is lower than the monster’s, the monster will catch up after 1 round spent pursuing the character. This allows all creatures to get a single round of immunity for fleeing, regardless of speed. For example, take a look at the following rounds:
1. Character uses her Major and Minor action to flee
2. Monster uses its Major and Minor action to pursue
3. Character uses her Major and Minor action to flee
4. Monster uses its Minor action to pursue, catches up, and can attack with its Major action
To prevent an enemy from fleeing, one can grapple their foe using a Strength check. The DC to successfully grapple a monster is set by the DM. Against other players, the Strength check is a contested roll-off. If the grapple is successful, a creature’s movement becomes none.
Attacking and Defending
As explained in the Three Golden Rules, every creature in the Ilisara RPG can attack in combat by rolling a d20. Depending on the outcome, attacks deal no damage, some damage minus 1d4, or full damage. The basic chart for attacking a target with no Defense is:
Attack Roll | Damage |
---|---|
1 | Critical Fail |
2-10 | Full Damage -1d4 |
11-19 | Full Damage |
20 | Maximum Damage |
Wearing armor or using a Combat Stance grants a bonus to Defense. Defense provides a chance for an attack to miss. For example, wearing a Common Heavy Armor set provides +4 Defense. This changes the outcome for those rolling an attack:
Attack Roll | Damage |
---|---|
1 | Critical Fail |
2-4 | No Damage |
5-13 | Full Damage -1d4 |
14-19 | Full Damage |
20 | Maximum Damage |
The Basic Equipment page provides detailed information about different types of armor and their Defense values.
Attack Modifiers
Attack modifiers are rare. You can get attack modifiers (bonuses) through Character Passives, items, or a conditional for a caster basic attack.
As a special note for area of effect or multi-target attacks: Roll to attack once, and all targets will roll separate Defense rolls against that attack.
Mounted Combat
Characters may fight from the back of mounts, such as horses or bears. Trained mounts can be ridden by any character, and can be bought or rented in towns from stablemasters. Taming and riding a wild animal requires a series of skill checks revolving around the Animal Handling skill.
In combat, a character riding a mount should follow these rules:
- The mount will, by default, act on its rider’s turn and does not have a separate place in the Initiative order
- The mount has two Minor actions which it can use independently of the rider
- The mount can take actions before or after the rider’s actions
- The mount can attack if the rider spends a Major action commanding the mount to do so
- Mounts have a separate Defense from their rider, and have their own HP and other stats with which to perform skill checks or attacks
On your turn, you can direct your mount to use two Minor actions, and still use your own Minor action and Major actions. If the mount has an attack, the rider can use the mount’s attack in place of their Major action during their turn.
Attacking
- Attacking from the back of a mount can only be done with one-handed weapons, with the exception of a bow or lance.
- You will receive a -2 penalty to your attack roll if your mount takes a single Minor action to move on the same turn.
- You will receive a -5 penalty to your attack roll if your mount takes two Minor actions to move on the same turn.
- If your mount is stationary, you do not take any penalties to attack rolls made from the back of your mount.
- By using a Combat Passive, one can remove the negative penalty to attack rolls. For example: Cavalier: When fighting from horseback, Ahellion takes no penalty to attack rolls, and instead gains +1 to his attack rolls.
Defending
- Attackers can choose to target a rider or their mount.
- If a ground-mount dies to the attacker’s strike, the rider falls from the mount and suffers d10 damage for a small or medium sized mount, and 2d10 damage for a large or giant mount.
- If the mount is moving, the attackers' attack rolls attempted against the rider have Disadvantage.
Large Scale Combat
Rules intended for army vs. army combat! Still a WIP