Wednesday, November 24, 2010

Combat Maneuvers and Modifiers

Mostly traditional, with a few tweaks and additions. Along with a borrowing or three from 3e. The following list is geared toward my LL/AEC Houserules. 

The Following is declared Open Game Content.

Combat Maneuvers and Modifiers

Attacking Invisible Enemies: Attacks against invisible opponents are -4 to hit and they will receive a +4 bonus to any saving throws. The attacker must have an approximate idea of where the invisible creature may be, to even attempt an attack. More experienced/powerful PC’s, NPC’s and Monsters, have a chance, based upon Intelligence and/or other abilities, to approximately locate an invisible opponent.

Charging: A creature who is more than 10’ away from their target, may Charge one time per Turn, moving at double their normal movement rate and attacking in the same round. They receive a +2 bonus to hit, but suffer a -1 penalty to their AC and lose any Dexterity bonus to AC when charging. If the defender has a weapon which is longer than that of the attacker’s, then the defender will attack first. Certain weapons (spears, lances and halberds) may be “set” against a charge, and will inflict double damage if a hit is scored upon a charging attacker. A rider upon a warhorse and wielding a lance, will do double damage for the weapon, on a charge. A creature may not charge if they are at their maximum amount of encumbrance, unless they are on a warhorse which is not at its maximum encumbrance. When Charging while on a mount, the Character must be at least 60’ away at the beginning of the Charge.

Close To Attack: Unless charging, a Character may close to within melee range (10’) and then attack on the next round.

Defensive Fighting: A Fighting-man, Paladin or Ranger may opt to fight defensively, lowering their AC by -2 but sacrificing a -2 to hit. Attack rate is halved, when fighting defensively.

Firing Missile Weapons into Melee: If a ranged weapon is fired into a melee in which an ally is involved, the attacker will be at a -4 penalty to hit as his ally is providing cover for his enemy. If he misses his target by 1 - 4, he will hit the ally instead. The attacker may reduce this penalty to -2, by taking the time to carefully study the situation and wait for an opportune moment. This will reduce his rate of fire by half. He will then only hit an ally if he misses by 1 - 2.

Flanking: If two attackers manage to flank a single opponent, the attackers receive a +1 bonus to hit.

Mounted Attack: A mounted Fighter, Paladin or Ranger, attacking enemies on foot, receives a +1 bonus to their to hit rolls and to their AC. If attacking while riding a trained Warhorse, or similar creature, the bonuses are at +2.

Prone Defenders: Attacks made against a prone defender are at +3 to hit and the defender loses any Dexterity bonus to AC. Attacks made from a prone position are at -2 to hit.

Frenzied Attack*: A Fighter or Ranger may launch an all-out attack during a round, putting themselves in harm’s way in an attempt to damage their opponent. They will attack at +2 to hit, but will suffer an AC penalty of 3. A Critical Hit or Miss, made during a Reckless Attack, might be truly awesome or utterly disastrous.

*At the LL's discretion, the first time a Fighter or Ranger uses this combat option, he may be required (or allowed) to roll a percentile check. On a result of 05% or lower, the Character is a Berserker! 

Retreat: If a creature is moving away at greater than one third his movement rate, opponents will get a free attack at +2 to hit and no AC adjustment from Dexterity or a shield may be used by the defender. A character may perform a Fighting-retreat at one-third his movement rate, but his rate of attack will be halved. This may be combined with Defensive Fighting, with no further penalty to the rate of attack.

Rear Attacks: Attacks from the rear are at +2. The defender loses any Dexterity bonus to AC and no protection from a shield is possible.

Spears and Halberds: These weapons, wielded by attackers in the second rank of a battle formation, can attack past the first rank.

Stunned Opponents: A Stunned opponent is at +4 to hit and loses any Dexterity or shield adjustments to AC. His rate of attack will be halved.

Terrain and Cover: Some terrain, such as high and low ground can give a bonus or penalty to attacks. (Usually +/- 1.) Cover will provide a bonus to AC of 2 to 10, depending upon the amount of cover.

Two-weapon Fighting: A Fighting-man, Ranger, Paladin, Thief or Halfling Hero with a Dexterity of 13+ may fight using two one handed weapons, the secondary weapon being no larger than a shortsword. Fighting with two weapons does not grant an extra attack, due to the abstract nature of combat rolls in D&D. Instead, a +1 to hit, or a -1 bonus to AC is given. The Player may choose which bonus he wishes and it will be assumed to go towards his attacking abilities, unless he states otherwise. In two-weapon fighting, the off-hand weapon is used as a parrying device, more often than to make attacks. When a hit is scored, the player rolls a d6. On a 1 or 2, the off-hand weapon scored the damage.

Weaponless Defenders: A character being attacked by an enemy wielding a melee weapon, who is not wielding one himself, or otherwise equipped, such as in the case of natural weaponry is at +2 to hit.

1 comment:

  1. Hey James. Got your message. Sending you all the good wishes I have. Wait, there's another one hiding behind the desk. I got him. Sending him along as well.

    Hope you get to have Turkey with your dad, today.

    ReplyDelete