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dangerousdungeons:chapter13 [2019/05/29 20:19] – created robertfreemandaydangerousdungeons:chapter13 [2019/09/27 18:16] (current) – Starting TOC robertfreemanday
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 ====== CHAPTER XIII: Combat ====== ====== CHAPTER XIII: Combat ======
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 //"This day you become knights!" he laughed fiercely, pointing with his dripping sword toward the hillmen's horses, herded nearby. "Mount and follow me to hell!"// //"This day you become knights!" he laughed fiercely, pointing with his dripping sword toward the hillmen's horses, herded nearby. "Mount and follow me to hell!"//
  
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-**SCALEMAIL: Shorthand Rules for Mass Battles** +===== SCALEMAIL: Shorthand Rules for Mass Battles =====
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-**OVERVIEW **+==== OVERVIEW ====
  
-     In the course of conducting a long-term campaign, mass melees, skirmishes, battles and even entire wars are natural occurrences. As the number of combatants involved is beyond the scope of the usual __OSRIC__ combat rules, the following procedure is intended to offer a quicker method for resolving these contests. This system presents the results of group conflicts with additional rules for generating the outcomes of individual Player Character or NPC actions.  +In the course of conducting a long-term campaign, mass melees, skirmishes, battles and even entire wars are natural occurrences. As the number of combatants involved is beyond the scope of the usual __OSRIC__ combat rules, the following procedure is intended to offer a quicker method for resolving these contests. This system presents the results of group conflicts with additional rules for generating the outcomes of individual Player Character or NPC actions.  
  
-     Each mass combat is divided into a number of Battle Turns.  For each turn the GM will determine the progress of the battle that turn and any immediate effects on individuals involved in the hostilities. Each Battle Turn the GM should roll a 1d00 for each side in the battle, and after applying the indicated modifiers, the high roll indicates the winning side that turn. Casualties and other results are dealt with and the battle continues until a victor emerges or daylight fades. After the battle, victors enjoy the spoils of victory and losers taste the bitter fruits of defeat. +Each mass combat is divided into a number of Battle Turns.  For each turn the GM will determine the progress of the battle that turn and any immediate effects on individuals involved in the hostilities. Each Battle Turn the GM should roll a 1d00 for each side in the battle, and after applying the indicated modifiers, the high roll indicates the winning side that turn. Casualties and other results are dealt with and the battle continues until a victor emerges or daylight fades. After the battle, victors enjoy the spoils of victory and losers taste the bitter fruits of defeat. 
  
  
  
-**THE FORCES**+==== THE FORCES ==== 
  
 **Army Points**: The opposing troops that take part in the battle are rated in Army Points (AP). To calculate the number of army points for a particular force use the following procedure: **Army Points**: The opposing troops that take part in the battle are rated in Army Points (AP). To calculate the number of army points for a particular force use the following procedure:
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-|  **Army Point Modifiers **  ||||+=== Army Point Modifiers === 
 |  **ARMOUR**  |  **AP MOD**  |  **ATTACKER/DEFENDER**  |  **AP MOD**  | |  **ARMOUR**  |  **AP MOD**  |  **ATTACKER/DEFENDER**  |  **AP MOD**  |
 |  Unarmoured (AC 10)  |  -2  |  >1: |  -10  | |  Unarmoured (AC 10)  |  -2  |  >1: |  -10  |
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 +==== 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. 
  
 +==== THE BATTLE ====
  
- 
- 
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- 
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- 
- 
- 
- 
- 
- 
-**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.  
- 
- 
- 
-**THE BATTLE ** 
  
 **Length of the Battle Turn: **To calculate the length in minutes for each Battle Turn, divide the total number of troops involved in the battle by 10 rounding up to the nearest 5. //Example: The 46 humans led by Sir Nhutsack battle a tribe of 25 Lioness Amazons. Resulting in 46+25/10=7.1 rounded to 10 minutes per Battle Turn //(or equivalent to one standard __OSRIC__ turn).// // **Length of the Battle Turn: **To calculate the length in minutes for each Battle Turn, divide the total number of troops involved in the battle by 10 rounding up to the nearest 5. //Example: The 46 humans led by Sir Nhutsack battle a tribe of 25 Lioness Amazons. Resulting in 46+25/10=7.1 rounded to 10 minutes per Battle Turn //(or equivalent to one standard __OSRIC__ turn).// //
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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.   
  
- +==== THE END OF THE BATTLE ====
- +
-**THE END OF THE BATTLE** +
  
  
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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. 
- 
- 
  
 After a battle is concluded, and if both sides are still in relatively good form, the battle may commence again the following day. Alternatively, one or both sides may attempt to parley, engage in other forms of intrigue and subterfuge or withdraw during the night. The GM should adjudicate these on a case by case basis.  After a battle is concluded, and if both sides are still in relatively good form, the battle may commence again the following day. Alternatively, one or both sides may attempt to parley, engage in other forms of intrigue and subterfuge or withdraw during the night. The GM should adjudicate these on a case by case basis. 
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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**: If the battle is to commence again the following day, each side will recover some of their APs, which represents lightly wounded or shell-shocked troops returning to active duty. The amount of returning wounded casualties is equal to 25%, rounded up.  **Reinforcements & Returning Casualties**: If the battle is to commence again the following day, each side will recover some of their APs, which represents lightly wounded or shell-shocked troops returning to active duty. The amount of returning wounded casualties is equal to 25%, rounded up. 
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-**CHARACTERS IN A BATTLE**+==== CHARACTERS IN A BATTLE ==== 
  
 Depending on the circumstances of the battle, player characters may find themselves willing or unwilling participants. Any PC may choose to act as a fighter, and this can be a respectable way to gain experience and treasure or a quick death. Untrained or unqualified classes may choose to hang back and provide support or perform duties more suited to their individual abilities - clerics may tend to the sick while thieves may perform scouting missions.  Depending on the circumstances of the battle, player characters may find themselves willing or unwilling participants. Any PC may choose to act as a fighter, and this can be a respectable way to gain experience and treasure or a quick death. Untrained or unqualified classes may choose to hang back and provide support or perform duties more suited to their individual abilities - clerics may tend to the sick while thieves may perform scouting missions. 
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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**: A character who is taking a Heroic stance in Battle Turn may opt to make a personal challenge against a particular enemy champion or leader. An NPC enemy will accept a challenge 50% of the time. If not accepted, the PC may force a confrontation 10% of the time. These one-on-one battles should be resolved using normal __OSRIC__ melee combat rules. Whatever the results of the challenge, proceed to resolve the Battle Turn normally. +**Personal Challenges**: A character who is taking a Heroic stance in Battle Turn may opt to make a personal challenge against a particular enemy champion or leader. An NPC enemy will accept a challenge 50% of the time. If not accepted, the PC may force a confrontation 10% of the time. These one-on-one battles should be resolved using normal __OSRIC__ melee combat rules. Whatever the results of the challenge, proceed to resolve the Battle Turn normally. 
  
  
  
-**PLAYER CHARACTERS IN COMMAND**+==== PLAYER CHARACTERS IN COMMAND ==== 
  
 In certain circumstances a PC may find themselves in a leadership role during a battle. This could be the result of them being appointed a general by a liege lord or when a higher level PC decides to lead their own followers into battle. In these cases, the PC's own level, Intelligence and Charisma should be used to determine their Leadership Bonus. As a Leader, the PC must still choose a stance to take each turn of the battle as any other PC. Leaders will roll for results of their actions each turn on the **Battle Results** table using the **Leaders** column. Leaders who command a victorious army will receive an XP bonus equal to the starting AP of the defeated enemy forces.  In certain circumstances a PC may find themselves in a leadership role during a battle. This could be the result of them being appointed a general by a liege lord or when a higher level PC decides to lead their own followers into battle. In these cases, the PC's own level, Intelligence and Charisma should be used to determine their Leadership Bonus. As a Leader, the PC must still choose a stance to take each turn of the battle as any other PC. Leaders will roll for results of their actions each turn on the **Battle Results** table using the **Leaders** column. Leaders who command a victorious army will receive an XP bonus equal to the starting AP of the defeated enemy forces. 
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-**PLAYER CHARACTERS IN SUPPORTING ROLES**+==== PLAYER CHARACTERS IN SUPPORTING ROLES ==== 
  
 Certain Player Characters may choose to spend the battle fulfilling a support role tending to the wounded or rallying the camp followers. These characters will not generally be any grave danger from the battle unless their side is defeated. In this case, roll a single time on the Battle Results column in the Defeated column with no modifiers to determine what happens to them.  Characters in support roles do not receive any Experience Points from their participation.  Certain Player Characters may choose to spend the battle fulfilling a support role tending to the wounded or rallying the camp followers. These characters will not generally be any grave danger from the battle unless their side is defeated. In this case, roll a single time on the Battle Results column in the Defeated column with no modifiers to determine what happens to them.  Characters in support roles do not receive any Experience Points from their participation. 
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-|**1d10**|  **BATTLE RESULTS**  ||||| +=== BATTLE RESULTS === 
-||  **RETREATING**  |  **LOSING**  |  **DEADLOCKED**  |  **WINNING**  |  **LEADER**  |+ 
 +| **1d10** |  **RETREATING**  |  **LOSING**  |  **DEADLOCKED**  |  **WINNING**  |  **LEADER**  |
 |  1  |  WND 3  |  WIND 3  |  WND 2  |  WND 1  |  WND 2  | |  1  |  WND 3  |  WIND 3  |  WND 2  |  WND 1  |  WND 2  |
 |  2  |  1d3 FOE  |  WND 2  |  WND 1  |  1 FOE  |  WND 3  | |  2  |  1d3 FOE  |  WND 2  |  WND 1  |  1 FOE  |  WND 3  |
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-|  **FOE ENCOUNTER LEVEL**  ||||||+=== FOE ENCOUNTER LEVEL === 
 |  **1d6**  |  **PC LEVEL**  ||||| |  **1d6**  |  **PC LEVEL**  |||||
 ||  **1-3**  |  **4-5**  |  **6-7**  |  **8-10**  |  **11+**  | ||  **1-3**  |  **4-5**  |  **6-7**  |  **8-10**  |  **11+**  |
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-**POST-BATTLE : The Thrill of Victory**+==== POST-BATTLE : The Thrill of Victory ==== 
  
 Characters who have fought on a victorious side will gain normal experience for any foes slain during the battle, along with a bonus of 100 x times their Heroism Modifier. Further, there is a possibility for additional plunder - roll 1d20 once on the Battle Honours table adding the Heroism Modifier. Characters who acted in a support role during the battle have a percent chance of Battle Honours equal to their level x 5%. If Honours are indicated, the 1d20 is unmodified.  Characters who have fought on a victorious side will gain normal experience for any foes slain during the battle, along with a bonus of 100 x times their Heroism Modifier. Further, there is a possibility for additional plunder - roll 1d20 once on the Battle Honours table adding the Heroism Modifier. Characters who acted in a support role during the battle have a percent chance of Battle Honours equal to their level x 5%. If Honours are indicated, the 1d20 is unmodified. 
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-|  **Battle Honours**  ||+=== Battle Honours === 
 |  **1d20**  |  **RESULT**  | |  **1d20**  |  **RESULT**  |
 |  1-5  |  Character recovers 1d6 x 100gp in mundane treasure  | |  1-5  |  Character recovers 1d6 x 100gp in mundane treasure  |
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-**POST-BATTLE: The Agony of Defeat**+==== POST-BATTLE: The Agony of Defeat ==== 
  
 Characters unlucky enough to be captured on the losing side of a battle are in potentially dangerous straits. Roll once on the Captured! table to determine their fate.  Leaders who are defeated and captured in battle receive a +3 modifier to their roll.   Characters unlucky enough to be captured on the losing side of a battle are in potentially dangerous straits. Roll once on the Captured! table to determine their fate.  Leaders who are defeated and captured in battle receive a +3 modifier to their roll.  
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-|  **Captured!**  ||+=== Captured! === 
 |  **1d20**  |  **RESULT**  | |  **1d20**  |  **RESULT**  |
 |  1-5  |  Forfeits all treasure, magic items, weapon & armour before escaping with their life  | |  1-5  |  Forfeits all treasure, magic items, weapon & armour before escaping with their life  |
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-**Optional Combat Rules** +===== Optional Combat Rules =====
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-**Shields **+ 
 + 
 +==== Shields ==== 
  
 A shield may be sacrificed to negate one hit. The shield is destroyed but no damage is suffered by the user. A magical shield will lose one +1 bonus per sacrifice. (i.e. a +1 shield can negate two hits before being destroyed).  A shield may be sacrificed to negate one hit. The shield is destroyed but no damage is suffered by the user. A magical shield will lose one +1 bonus per sacrifice. (i.e. a +1 shield can negate two hits before being destroyed). 
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-**Polearms **+==== Polearms ==== 
  
 A character may elect to knock prone a target with a pole arm or halberd instead of doing normal damage. On a successful hit the target must make a Saving Throw vs. Paralysation at +4 for a pole arm, +2 for a halberd. If failed the target is knocked prone. In addition a successful hit caused half damage to the target.  A character may elect to knock prone a target with a pole arm or halberd instead of doing normal damage. On a successful hit the target must make a Saving Throw vs. Paralysation at +4 for a pole arm, +2 for a halberd. If failed the target is knocked prone. In addition a successful hit caused half damage to the target. 
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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. 
  
  
-**Crossbows **+ 
 +==== Crossbows ==== 
  
 All heavy crossbows get +4 to hit  All heavy crossbows get +4 to hit 
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-**UNARMED COMBAT** +===== UNARMED COMBAT ===== 
-----+
  
 +==== PUMMELLING ====
  
-**PUMMELLING ** 
  
 The standard unarmed attack of 1d2 is for the untrained brawler.  Monks and Fighters (including Fighter sub-classes) who take a proficiency in unarmed combat do damage as below: The standard unarmed attack of 1d2 is for the untrained brawler.  Monks and Fighters (including Fighter sub-classes) who take a proficiency in unarmed combat do damage as below:
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-**GRAPPLING **+==== GRAPPLING ==== 
  
 A character may attempt to grab hold of an opponent in order to restrain them. If the opponent is much larger than the attacker, then a hold may simply mean that they have succeeded in hanging on to them - a man may grab hold of a dragon, but it is unlikely that the dragon will be impeded!  A character may attempt to grab hold of an opponent in order to restrain them. If the opponent is much larger than the attacker, then a hold may simply mean that they have succeeded in hanging on to them - a man may grab hold of a dragon, but it is unlikely that the dragon will be impeded! 
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 **Grappling weapons**: Some weapons, such as bolas, nets and nunchuku may be used in a grapple. In this case the weapon's die is used as the base wrestling die (unless the attacker already uses a greater sized die due to class), multiplied by the attacker's level. **Grappling weapons**: Some weapons, such as bolas, nets and nunchuku may be used in a grapple. In this case the weapon's die is used as the base wrestling die (unless the attacker already uses a greater sized die due to class), multiplied by the attacker's level.
  
-** ** 
  
 |  **WEAPON**  |  **WRESTLING DICE**  | |  **WEAPON**  |  **WRESTLING DICE**  |
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----- + 
-**SECRETS OF KUNG** **FU** (Optional) +===== SECRETS OF KUNG FU (Optional) =====
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-**1**<sup>**st**</sup>** Chamber**+==== First Chamber ====
  
  
 +=== IRON SHIRT ===
  
-**IRON SHIRT ** 
  
 **Requirement**: Light clothing and no armour  **Requirement**: Light clothing and no armour 
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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's level. Running is not possible with this technique. +The practitioner is able to //Move Silently// without leaving a trace as a Thief of a level three levels less than the practitioner's level. Running is not possible with this technique. 
  
  
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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, through meditation and intense concentration is able to levitate up to 1' per level. On successive rounds they can further levitate in any direction 1'/level. If any other actions are taken or if the practitioner suffers any damage their concentration will be broken and they will immediately fall to the ground.  +The practitioner, through meditation and intense concentration is able to levitate up to 1' per level. On successive rounds they can further levitate in any direction 1'/level. If any other actions are taken or if the practitioner suffers any damage their concentration will be broken and they will immediately fall to the ground.  
  
  
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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's weapon must make a Saving Throw vs. Crushing Blow or be broken. +With this technique the practitioner is capable of breaking an opponents weapon. On a successful to-hit roll, the opponent's weapon must make a Saving Throw vs. Crushing Blow or be broken. 
  
  
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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/chapter13.1559161167.txt.gz · Last modified: 2019/05/29 20:19 by robertfreemanday

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