Combat rules

Action Options

Below are a few combat related actions a character can take. But please feel free to come up with your own actions on the fly. The below actions are not rules but suggestions.

Climb onto a bigger creature

Grapple as normal for one size category larger than you. A suitable larger opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to the DMs discretion.

The larger creature can dislodge the smaller creature as an action – knocking it off, scraping it against a wall, or grabbing and throwing it – by making a Strength (Athletics) check contested by the smaller creature’s (Athletics) or (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Overrun

When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Tumble

A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn. This action still provokes an opportunity attack.

Combat and Healing

Height advantage…

There will no longer be advantage on ranged attacks from high ground. Melee attacks made from higher ground will continue to have advantage. Low ground will not impose disadvantage.

Creatures & players on high ground may have cover from ranged attacks at low ground. Ranged attacks made at high ground may increase the distance of the ranged attack.

Scenario: a ranged attacker is in a pit, attacking someone on the ledge. The defender on the ledge could have a + 2 cover bonus or + 5 cover bonus if further away from the pit.

Let me know if you have any questions. I will not spell out every situation – instead I will determine what bonuses to grant given the situation.

Simply being bigger does not qualify as height advantage – thus attacking from a mount does not automatically grant melee advantage for height. A feat may grant this ability, however, like:

Mounted Warrior
You are adept at warfare on the back of a mount.
Prerequisite: Animal Handling proficiency

• While mounted, you gain advantage on melee attack rolls against foes that are smaller than your mount.

• You do not suffer disadvantage when making ranged attacks while mounted.

• As a reaction to an attack on your mount, you can make an Animal Handling check and treat this result as your mount’s AC or if you have a shield, you can grant your shield’s AC to your mount as a reaction. You lose your shield bonus until the beginning of your next turn.

Injuries

Lingering injuries will occur because of the following circumstances:

  • When the character takes a critical hit
    * When the character drops to 0 hit points but isn’t killed outright
    * When the character fails a death saving throw by 5 or more
  • When a character falls unconscious you immediately gain a level of exhaustion.

Lingering Injuries table

Exhaustion (reduce one level of exhaustion after a short rest):
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Massive Damage

When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the system shock table.

System Shock table

Healing and Recover

Characters will have the ability to use healing surges – as an action during combat a character can use a healing surge and spend up to half their Hit Dice. For each Hit Dice spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total.

In order to use the ‘healing surge’ a character must be trained in the Medicine, Survival, or Nature skill; or have a healer’s kit on hand. If the character is trained in an appropriate skill and uses a healer’s kit the die rolled has advantage.

A short rest will restore a number of Hit Dice equal to the character’s level divided by four. A long rest will completely restore all spent Hit Dice. However, rest and recovery is gritty realism. A short rest is 8 hours, a long rest is 7 days.

When using Hit Dice to regain hitpoints and the die roll is below the class average you will take the average if you have one of the following:
Training in Survival
Training in Medicine
Use of a Healer’s kit.

If you have both a Healer’s kit and either training in Survival or Medicine you roll Hit dice with advantage to regain hit points (and take the average if both dice aren’t above the class average).

Slow natural healing

Characters do not regain hit points at the end of a long rest, instead a character can spend Hit Dice to heal at the END of a long rest, just as with a short rest.

Madness

Death and Dying

Player characters that fall in battle or succumb to disease can be brought back, albeit rare. Make the right connections and resurrections can be provided – for a fee.

If your character dies and you wish to bring in a new character your level will be 1 less the lowest level character in the party for a single full session – the next session your character will start at the base xp at the same level of the lowest level character in the party.

While unconcious, any hit is a crit.

If the character receives magical healing or stabilizes while rolling death saving throws the death saving throws reset.

h2. Critical hit chart (2x natural 20 on Advantage) – the 2e critical hit chart may be used instead… only used if the lingering injury roll does not make any sense. DM RESERVED

Knockdown

Knockdowns are hits that send the victim flying or put him on the ground, knocking him prone. The ability to cause a knockdown varies from weapon to weapon, and the larger the target, the more resistant he is to knockdown results. Very few attacks have the power to put a frost giant flat on his back!

While a club-wielding giant or a powerful barbarian obviously has the potential to take an opponent off his feet, many spells also have the ability to drive a victim to the ground with tremendous force, shock, or concussion. In some cases, spell energy may cause knockdowns through spasms, intense pain, or physiological shock as well as sheet impact energy.

Combat rules

World of Al'Dravin Zorzech