COMBAT & RULE OF ENGAGEMENT.   Posted by Caladin.Group: 0
Caladin
 GM, 138 posts
 Nothing Lasts Forever
 Strive For Greatness
Fri 8 May 2020
at 17:10
COMBAT & RULE OF ENGAGEMENT
Order of Events in One Game Turn

  1. Encounter is in play

  2. The Party/Group takes an action (moves, enters room, listens, and/or searches, etc).
    • If monsters are not encountered, the turn ends.
    • If monsters are encountered, the DM rolls for the below.

  3. The DM rolls 2d6 to check the distance between the monsters and the party, unless that is already been establish by the encounter

  4. The DM rolls 1d6 for both the monsters and the party to check for surprise.

  5. The DM roll a 1d6 or for initiative (both encounter and for the party) to see who moves first.

  6. The DM rolls 2d6 for the Monster Reaction (if needed).

  7. The party and the monsters react:
    • If both sides are willing to talk, the DM rolls for monster reactions and initiative, as necessary.
    • If one side runs away, the DM will check the chance of Evasion and Pursuit.

  8. End of Turn.
    *At the end of each turn, OOC: posting of the following where necessary, the character's remaining hit points, whether or not they need rest, any changes in the party's marching order, or possessions, their encumbrance if its applies, their sources of light, the duration of any spells in progress, and if needed the total time the party has spent in the dungeon/encounter.
When combat begins, the DM will use the Combat Sequence to handle combat.

This message was last edited by the GM at 19:17, Mon 13 July 2020.

Caladin
 GM, 140 posts
 Nothing Lasts Forever
 Strive For Greatness
Fri 8 May 2020
at 20:24
COMBAT & RULE OF ENGAGEMENT
Combat Sequence
  1. DM rolls initiative for each side (1d6).

  2. The side that wins the initiative acts first (Order of actions is based on order of posts ie. he who posts first, acts first):

     A. Morale checks, if needed.

     B. Movement per round, melee opponents may only move defensively (spell casters may not move and cast spells).

     C. Missile fire combat:
         a. choose  (or be attacked by)targets
         b. roll ld20 to hit; adjust result by Dexterity adjustment, range, cover, and magic
         c. rolls damage

     D. Magic spells (roll saving throws, as needed: 1d20).

     E. Melee or hand-to-hand combat:
         a. choose (or be attacked by) opponents
         b. roll ld20 to hit; adjust result by Strength adjustment and magic weapons
         c. rolls damage; adjust result by Strength adjustment and magic weapons

  3. The side with the next highest initiative acts second, and so on using the order given above, until all sides have completed melee.

  4. The DM handles any surrenders, retreats, etc. as they occur.

This message was last edited by the GM at 14:07, Fri 15 May 2020.

Caladin
 GM, 143 posts
 Nothing Lasts Forever
 Strive For Greatness
Mon 11 May 2020
at 15:46
Combat Information
SURPRISE

After finding the number of monsters appearing and their distance from the characters, the DM will then determine whether or not each side has been surprised. It is possible for both parties to be surprised! Sometimes there will be no surprise, due to the situation.

  Examples: A party is not likely to surprise a monster behind a closed door if the party has just fought a battle near that door. A party will not surprise that monster if the attempt to open the door fails (even once). Surprise is only checked once per turn when a monster is first encountered.

If surprise is possible, the DM should roll 1d6 for each side in the encounter. A result of 1 or 2 for either side indicates that the side is surprised (unless given otherwise in the monster description).
  • If both sides are surprised, the surprise cancels out, and neither side moves nor fights that round.
  • If one side surprises the other, those not surprised may move and attack the first round, and the surprised enemy may not.
  • If neither side is surprised, it is necessary to determine which side takes the initiative for that round and acts first.

After the surprise round it is necessary to determine each round which side will react the fastest and thus move and attack first. This is called gaining the initiative.

This message was last edited by the GM at 20:29, Tue 12 May 2020.

Caladin
 GM, 144 posts
 Nothing Lasts Forever
 Strive For Greatness
Mon 11 May 2020
at 16:04
Combat Information
INITIATIVE

To determine initiative, each side rolls Id6 (the DM rolls for the monsters). The side with the higher roll may move first and attack first in combat for that round. If both sides roll the same number, combat for both sides to occur at the same time (known as simultaneous combat).

The side "with the initiative" has the first choice of actions. Members of that side may choose to fight, run, throw a spell, take defensive positions and wait to see what the other side does, start talking, or do anything else that the players or DM can imagine.

If combat occurs, the side with the initiative always strikes first in that round. Both sides should roll for initiative each round. If both sides tie on their initiative rolls, and combat is simultaneous, it is possible for both sides to be killed!

Single Combat (Player's option)

The player may chose to roll individual initiative for each encounter he or she is fighting instead of for each side. If this is done, character's Dexterity scores are used to adjust the initiative die rolls. The DM can adjust the Encounter's initiative rolls for monsters which are very fast.

Simultaneous Combat

* For this game the GM(s) will roll and state the encounter's intent in OOC. Based on the results the player(s) will be allowed to freely post the results in IC matching the intent in OOC for both the player and encounter.

This message was last edited by the GM at 14:51, Fri 15 May 2020.

Caladin
 GM, 145 posts
 Nothing Lasts Forever
 Strive For Greatness
Mon 11 May 2020
at 16:17
Combat Information
MOVEMENT

Encounter Movement

Movement during encounters is usually very quick. This movement speed cannot be kept up for more than 60 rounds. To find the movement rate of creatures during a round, divide the base movement rate by 3 (for example, a character who moves at 6O'/turn would move at 20'/round)

Running

Running characters may move at up to three times their normal movement rate (per round). No mapping is allowed while running. Characters may only run for half of a turn (30 rounds), and must then rest for three complete turns. If forced to fight before they are fully rested, the characters will fight with a -2 penalty on their "to hit" and damage rolls, and their opponents will gain a bonus of + 2 on their "to hit" rolls. These penalties will remain until the characters have fully rested. Any successful hit by a character will still do at least 1 point of damage, whatever the adjustments.

Evasion

Sometimes one side wishes to evade (avoid) an encounter. If the evading side has a faster movement rate than the other and combat has not yet begun, evasion is automatic as long as the evading side is not forced to stop. If monsters wish to evade and are slower, the characters must decide among themselves whether or not to chase them. If characters wish to evade and are slower than the monsters, the DM will decide what the monsters will do.

* Optional: DM will use the Monster Reactions table to find the actions of the monsters. A low score means that the monsters will pursue, and a high score means that the monsters will let the party escape.

Pursuit

If either side wants to pursue the other, time is counted in rounds, and both sides are Running. Monsters will chase evading characters only as long as the characters are in sight. Evading characters may be able to slow this pursuit by dropping things. Unintelligent monsters will stop to eat food half the time (a result of 1-3 on 1d6). Intelligent monsters will stop to pick up treasure half of the time. Burning oil or similar actions will usually (but not always) slow or stop monsters pursuing the characters.

This message was last edited by the GM at 20:13, Wed 13 May 2020.

Caladin
 GM, 146 posts
 Nothing Lasts Forever
 Strive For Greatness
Mon 11 May 2020
at 16:27
Combat Information
DEFENSIVE MOVEMENT

Movement in combat is handled per round, as explained before. However, only the following special forms of movement are possible once opponents are engaged in melee. These types of defensive movement may be used by both characters and monsters. A character who wants to use one of these forms must say so before the initiative roll for the round. Melee creatures who slay all their opponents are no longer in melee.

Fighting Withdrawal

A fighting withdrawal may be used in combat if the defender wishes to back up slowly. Movement backwards is limited to half the normal movement rate per round (or less). There must be enough room to back up. In crowded situations, characters or monsters behind a creature attempting to use a fighting withdrawal will prevent this form of defensive movement.

Retreat

Any movement backwards at more than half the normal movement rate is a retreat. If a creature tries to retreat, the opponent may add + 2 to all "to hit" rolls, and the defender is not allowed to make a return attack. In addition to the bonus on "to hit" rolls, the attacks are further adjusted by using the defender's Armor Class without a shield. (Any attacks from behind are adjusted in the same manner.)

  Example: Huxley (a fighter) wears plate mail armor and shield, for an Armor Class of 2. He opens a door and is surprised by a gargoyle. He doesn't have a magic weapon, so he can't hurt it. He tries to use a fighting withdrawal to let the other fighter get into the' battle. Although the new fighter has a magic weapon, the gargoyle keeps attacking Huxley; he gets hit again. He decides to retreat. If the gargoyle attacks him again, his Armor Class is 3, and the gargoyle may add + 2 to its "to hit" rolls.

This message was last edited by the GM at 18:20, Mon 11 May 2020.

Caladin
 GM, 154 posts
 Nothing Lasts Forever
 Strive For Greatness
Tue 12 May 2020
at 17:08
Combat Information
CHARACTER ATTACK TABLE
A/C Level 0 Level 1-3 Level 4+
9 11 10 8
8 12 11 9
7 13 12  10
6 14 13 11
5 15 14 12
4 16 15 13
3 17 16 14
2 18 17 15
1 19 18 16
0 20 19 17
-1 20 20 18
-2 20 20 19
-3 20 20 20

Whenever a two-handed weapon is used (including pole arms), the attacker
cannot use a shield (this may reduce the Armor Class of the attacker) and
will always lose the initiative in Simultaneous Combat.

This message was last edited by the GM at 21:22, Thu 14 May 2020.

Caladin
 GM, 158 posts
 Nothing Lasts Forever
 Strive For Greatness
Tue 12 May 2020
at 17:43
Combat Information
MONSTER ATTACK TABLE
A/C Hit Dice -1 Hit Dice 1+ Hit Dice 2+ Hit Dice 3+ Hit Dice 4+
9 10 9 8 7 6
8 11 10 9 8 7
7 12 11  10 9 8
6 13 12 11 10 9
5 14 13 12 11 10
4 15 14 13 12 11
3 16 15 14 13 12
2 17 16 15 14 13
1 18 17 16 15 14
0 19 18 17 16 15
-1 20 19 18 17 16
-2 20 20 19 18 17
-3 20 20 20 19 18

This message was last edited by the GM at 17:24, Fri 15 May 2020.

Caladin
 GM, 173 posts
 Nothing Lasts Forever
 Strive For Greatness
Thu 14 May 2020
at 02:56
Combat Information
TIME IN ENCOUNTERS

"Normal" time in this game is measured in turns of 10 minutes each. Characters could actually do many things in one turn. In an encounter, the action is more detailed and is handled in "slow motion", so that the characters may have a chance to do many of the things that they want to. Time in encounters is measured in rounds of 10 seconds each. To help prevent confusion, the word turn should always be used for normal movement, while the word round should only be used for encounters and combat.

Since a round is ten seconds long and a turn is ten minutes long, there are 60 rounds to a turn. An encounter rarely takes as long as 60 rounds. When figuring out the amount of time spent in a dungeon, consider any encounter (including combat) of 60 rounds or less to have lasted one full turn. The additional time, if any, is spent resting sore muscles, recovering one's breath, cleaning weapons, and binding wounds.
Caladin
 GM, 189 posts
 Nothing Lasts Forever
 Strive For Greatness
Fri 15 May 2020
at 17:58
Combat Information
WEAPON DAMAGE
Damage Weapon Type
1D4
1-4
Torch Melee
1D4
1-4
Dagger Melee/Missile
1D4
1-4
Sling Stone Melee
1D4
1-4
Club Melee
1D6
1-6
Arrow Missile
1D6
1-6
Hand Axe Melee/Missile
1D6
1-6
Mace Melee
1D6
1-6
Quarrel Missile
1D6
1-6
Short Sword Melee
1D6
1-6
Spear Melee/Missile
1D6
1-6
War Hammer Melee
1D8
1-8
*Battle Axe Melee
1D8
1-8
Sword Melee
1D10
1-10
*Pole Arm Melee
1D10
1-10
*Two-handed Sword Melee
(*) Two-handed weapon

This message was last edited by the GM at 19:54, Fri 15 May 2020.