dangerousdungeons:chapter13
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dangerousdungeons:chapter13 [2019/05/30 16:03] – robertfreemanday | dangerousdungeons:chapter13 [2019/05/30 16:08] – Removed indentions that made formatting changes to "code" robertfreemanday | ||
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| Defending a well-fortified position | | Defending a well-fortified position | ||
| Defending a heavy fortification | | Defending a heavy fortification | ||
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**PREPARING FOR BATTLE** | **PREPARING FOR BATTLE** | ||
- | Initial maneuvers and preparations take 1d3-1 Battle Turns. No important activity can happen during these turns, including combat or active scouting of the enemy. Once the preparation time has passed, the real battle begins. | + | Initial maneuvers and preparations take 1d3-1 Battle Turns. No important activity can happen during these turns, including combat or active scouting of the enemy. Once the preparation time has passed, the real battle begins. |
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**THE BATTLE ** | **THE BATTLE ** | ||
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**1.** **Determining Results**: The results of each Battle Turn are decided by each side rolling 1d100. The higher roll is considered to have the initiative that turn and are **WINNING**. The side with the lower result is **LOSING**. If the results are equal, the two sides are considered **DEADLOCKED**. | **1.** **Determining Results**: The results of each Battle Turn are decided by each side rolling 1d100. The higher roll is considered to have the initiative that turn and are **WINNING**. The side with the lower result is **LOSING**. If the results are equal, the two sides are considered **DEADLOCKED**. | ||
- | Both sides' AP may be modified by circumstantial conditions that may shift from turn to turn or remain in effect throughout the entire battle. These modifiers are described below: | + | Both sides' AP may be modified by circumstantial conditions that may shift from turn to turn or remain in effect throughout the entire battle. These modifiers are described below: |
**Situational Factors**: The GM may assign additional AP modifiers based on careful consideration of the situation. These modifiers can be used to represent various intangible factors such as morale, advantageous terrain and weather. The GM should decide which modifiers last throughout the entire battle or just one Battle Turn. A side that has just suffered a LOSING result is considered demoralized for the next Battle Turn only. | **Situational Factors**: The GM may assign additional AP modifiers based on careful consideration of the situation. These modifiers can be used to represent various intangible factors such as morale, advantageous terrain and weather. The GM should decide which modifiers last throughout the entire battle or just one Battle Turn. A side that has just suffered a LOSING result is considered demoralized for the next Battle Turn only. | ||
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**4. Victory and Defeat**: Any army reduced to zero AP or less is considered the Loser. The other side is the Victor. If BOTH sides are reduced to zero AP on the same Battle Turn, the battle is considered a Draw with no clear winner. A battle will also end in a Draw if three or more consecutive Battle Turns are Deadlocked. | **4. Victory and Defeat**: Any army reduced to zero AP or less is considered the Loser. The other side is the Victor. If BOTH sides are reduced to zero AP on the same Battle Turn, the battle is considered a Draw with no clear winner. A battle will also end in a Draw if three or more consecutive Battle Turns are Deadlocked. | ||
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**THE END OF THE BATTLE** | **THE END OF THE BATTLE** | ||
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A battle ends when one of four things occurs: | A battle ends when one of four things occurs: | ||
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*A total deadlock has occurred | *A total deadlock has occurred | ||
*Nightfall. This is defined as the end of the sixth Battle Turn. | *Nightfall. This is defined as the end of the sixth Battle Turn. | ||
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After a battle is concluded, and if both sides are still in relatively good form, the battle may commence again the following day. Alternatively, | After a battle is concluded, and if both sides are still in relatively good form, the battle may commence again the following day. Alternatively, | ||
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**CASUALTIES** | **CASUALTIES** | ||
- | After a battle is concluded, calculate the casualties for each side. The winning side's casualties are considered 50% wounded / 50% dead. The losing side suffers 25% wounded / 75% dead. Wounded casualties may or may not be captured depending on the whims of the victorious leader. | + | After a battle is concluded, calculate the casualties for each side. The winning side's casualties are considered 50% wounded / 50% dead. The losing side suffers 25% wounded / 75% dead. Wounded casualties may or may not be captured depending on the whims of the victorious leader. |
**Reinforcements & Returning Casualties**: | **Reinforcements & Returning Casualties**: | ||
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At the beginning of the next Battle Turn, the player may shift one step to a different stance. //Example: Cowardly to Normal or Normal to Heroic//. Characters that have been consistently Cowardly for 3 Battle Turns are considered to be deserting and may escape from the field of battle. The GM should consider any other, possibly negative, effects of desertion. Characters that have been consistently Cautious for 3 Battle Turns may retire from the field of battle and assume a support or reserve role for the remainder of the battle (see Supporting Roles). | At the beginning of the next Battle Turn, the player may shift one step to a different stance. //Example: Cowardly to Normal or Normal to Heroic//. Characters that have been consistently Cowardly for 3 Battle Turns are considered to be deserting and may escape from the field of battle. The GM should consider any other, possibly negative, effects of desertion. Characters that have been consistently Cautious for 3 Battle Turns may retire from the field of battle and assume a support or reserve role for the remainder of the battle (see Supporting Roles). | ||
- | ** ****Personal Challenges**: | + | **Personal Challenges**: |
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**Prone | **Prone | ||
- | If a character is knocked prone, he will need to take a full round to stand. Anybody attacking a prone character gets +2 to hit. Fighting from a prone position is -2 to hit for all weapons except a crossbow. | + | If a character is knocked prone, he will need to take a full round to stand. Anybody attacking a prone character gets +2 to hit. Fighting from a prone position is -2 to hit for all weapons except a crossbow. |
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**Save: **N/A | **Save: **N/A | ||
- | ** **The practitioner is able to //Move Silently// without leaving a trace as a Thief of a level three levels less than the practitioner' | + | The practitioner is able to //Move Silently// without leaving a trace as a Thief of a level three levels less than the practitioner' |
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**Save**: Negates | **Save**: Negates | ||
- | The practitioner is able to temporarily blind an opponent with an open-hand strike. The intended victim is allowed a Saving Throw vs. Paralysis to resist. If the technique is successful the victim will be blinded for 1d6 rounds. | + | The practitioner is able to temporarily blind an opponent with an open-hand strike. The intended victim is allowed a Saving Throw vs. Paralysis to resist. If the technique is successful the victim will be blinded for 1d6 rounds. |
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**Save**: N/A | **Save**: N/A | ||
- | The practitioner, | + | The practitioner, |
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**Save**: Negates | **Save**: Negates | ||
- | The practioner is able to release a vibration on the victim with an open-hand strike that causes intense agony if the victim fails a Saving Throw vs. Paralysis. The victim must be unarmoured for this technique. If successful, the victim will suffer a -4 to-hit and damage penalty for 1d6 rounds. | + | The practioner is able to release a vibration on the victim with an open-hand strike that causes intense agony if the victim fails a Saving Throw vs. Paralysis. The victim must be unarmoured for this technique. If successful, the victim will suffer a -4 to-hit and damage penalty for 1d6 rounds. |
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**Save**: Negates | **Save**: Negates | ||
- | With this technique the practitioner is capable of breaking an opponents weapon. On a successful to-hit roll, the opponent' | + | With this technique the practitioner is capable of breaking an opponents weapon. On a successful to-hit roll, the opponent' |
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**Save**: See below | **Save**: See below | ||
- | The practitioner is able to snatch missiles from the air before they strike. Only missiles targeting the practitioner can be snatched in this manner. For each missile snatched the practitioner must forfeit one attack for that round. | + | The practitioner is able to snatch missiles from the air before they strike. Only missiles targeting the practitioner can be snatched in this manner. For each missile snatched the practitioner must forfeit one attack for that round. |
dangerousdungeons/chapter13.txt · Last modified: 2019/09/27 18:16 by robertfreemanday