Difference between revisions of "Combat Rules (D&D)"
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Revision as of 08:17, 19 October 2007
Unofficial rules compendium | |
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Flanking
Group Flanking
When an creature is flanked, all enemies striking that target get the flanking bonus, not just the those causing the creature to be flanked.
Flanking Oversize Opponents
When you are occupying the same square as another creature that is sufficently larger than yourself so that you can do so legally, you get some bonuses to flanking. As long as the creature is in the strike zone of any other creature, you count as flanking. Your presence does not let other creatures flank your opponent, unless they are also occupying the same space as the enemy.
Dodge
Out of Turn Dodge
Any time you are about to be attacked, you can give up your next turn to gain the bonus for full defense (usually a +4 dodge bonus to your AC). You must be able to apply your Dexterity bonus to AC against the attack (so you cant use it when flat-footed, for instance), and you declare this before the attack roll is made. Your initiative does not change; you simply do not take an action on your next turn. You gain this dodge bonus until the next time your initiative comes up.
This rule gives a character the option of defending himself, providing an additional element to combat tactics. It also provides adventurers with additional tactical options, such as a wolf pack tactic: When a group attacks a single target, whoever the target retaliates against uses the out-of-turn dodge to aid his AC, while each of the others attacks the opponent on his or her turn.
Critical Hits
Extended Range of Creatures
Everything in the game takes critical strikes - including objects. This means that Sneak Attack is more efficient than usual. The only things that protect are fortification (which stops both critical hits and sneak attack) and concealment and incorporeality miss chance (which only protects from sneak attacks).
As many creatures now do not ignore critical hits, powers and spells that emulate the abilities of such creatures no longer ignore critical hits either.
Improved Critical Feat
The Improved Critical feat stacks with other effects that improve the crit range of a weapon, but other such effects do not stack with each other.
Death
It is generally harder to die than normal.
- A failed death save does not kill you; it merely reduces you to -10 hit points.
- A player character dies when negative hit points exceed one-half your normal hit point capacity or -10, whichever is better.
- NPCs die when the DM says they die. This means they usually do die unless measures are taken to save them. Maltreating a fallen body is only a cause for alignment change.
Size and Range Increment
The range increment of ranged weapons are affected by a character's size. The given range of each weapon is for a Small or Medium-size character. The following table give range multipliers for characters of different size.
Size Code | Range Multiple |
Fine | x1/4 |
Diminutive | x1/2 |
Tiny | x1/2 |
Small | x1 |
Medium | x1 |
Large | x2 |
Huge | x2 |
Gargantuan | x4 |
Colossal | x4 |
First Combat Round
If both sides are aware of each other at the start of a combat, neither side is flat-footed. The mutual flatfootedness that is the default only applies when two sides encounter each other without being prepared, such as after opening a dungeon door.
You can take a full rounds worth of action in a surprise round. This is not so much a rule as a retraction of a rule.
Concealment
Concealment and Precision-Based Damage
Concealment miss chance does not prevent accuracy-based damage like sneak attack.
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