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Miscellaneous Factors

The following rules address common battle complications.

Cover

A character half covered by terrain gains a +2 bonus to AC and Luck (Dex) saves. A character three quarters covered by terrain gains a +4 bonus. A character fully covered by terrain cannot be directly attacked unless the cover is somehow bypassed.

Visibility

A character who is very hard to see, glimpsed in near darkness or moving in and out of heavy fog or similar, is protected by a 33% miss chance (1 in 3) against any direct attack. A character who cannot be seen at all due to total darkness, impenetrable fog, invisibility or similar, is protected by a 66% miss chance (2 in 3) on all direct attacks, assuming an attacker can narrow down his location by scent, sound, muddy footprints, etc. If the attacker cannot narrow down the location, no effective direct attack may be attempted. Area effect attacks may not be subject to this miss chance in certain situations, at the GM's discretion.

An invisible attacker has advantage on attack rolls.

A stealthy attacker (but not invisible) who sneaks up on or shoots an unaware enemy, for example by suddenly moving out from behind a tree to fire, might surprise his foe.

Example

A sorcerer the party is fighting turns invisible during a fight. The party's Barbarian notices tell tale footprints in the long grass, and hurls his axe! The Barbarian makes an attack roll as normal, and succeeds. The GM then rolls for the 66% invisibility miss chance, scoring 77. It's a hit! The axe lodges itself in the sorcerer's skull with a wet thud, dropping his reappearing form to the ground as the Barbarian roars victorious!

Surprise

An attacker who gets the drop on an unaware opponent gains a bonus round (see Initiative).

Furthermore, the ambusher's first attack is made at advantage, or first spell imposes disadvantage on any Luck save (if the spell creates an elemental or other physical effect).

Positioning

Attackers gain a +1 bonus to hit when flanking an enemy (ie with an ally on the opposite side). Attacking a prone target grants a +2 bonus to hit. Attacking from a prone position (on the ground or on one's knees) incurs a -2 penalty to hit.

Other Modifiers

A +1 or -1 modifier will cover most nebulous combat factors. Examples might include high ground, cramped conditions or slippery surfaces. Tables are encouraged to use as many or as few modifiers as they like. The GM determines whether modifiers stack.

Critical Hits and Fumbles

A critical hit occurs when the 1d20 to hit roll is a natural 20. Critical hits automatically cause maximum damage + half your level (round up).

Example

A 5th level Fighter with 17 Str (+3) who scores a critical hit with a greatsword in two hands (1d12) automatically causes 18 damage. A 9th level Magic User who crits with Str 13 (+1) wielding a bastard sword in two hands (1d8+1) automatically causes 12 damage.

On a natural 1, the attacker has fumbled. If the target of the attack is within melee range, the target makes an immediate free attack against the fumbler (choose just one attack, if the target normally has multiple attacks).

If the attacker is not in melee with anyone, the fumbled ranged or thrown attack is automatically rerolled against an ally in melee with the intended target (assuming there is an ally). The GM might allow players the option to make a Luck save to avoid a fumbled attack or effect.

Knock Outs

A weapon may be used to knock out, rather than kill, an opponent. A character may take a -2 penalty to hit, and if that attack reduces the target to zero hit points, the target is rendered senseless but remains alive. Such a prisoner generally regains consciousness with 1 hit point after 1d6 x 10 minutes.

Underwater Combat

Adventurers have an unfortunate habit of getting into underwater struggles with monsters trying to drown them. When fighting in an underwater melee, piercing weapons operate normally, slashing weapons attack at disadvantage, and clubbing weapons are useless. Arrows moving through water only inflict damage up to about 10 ft deep.

Drowning and Suffocation

Adventurers laden with equipment can normally hold their breath and swim (or perform other activity) for approximately 1 round per point of Con, plus another 1d4 rounds. While fighting however, the base duration is a number of rounds equal to one third Con score (round up). After this period, the adventurer must make a Luck (Con) save at the end of the round or die.

Aerial Combat

An aerial combatant gains the following:

  • +1 bonus to attack rolls against ground based targets,
  • May make attacks part way through their movement (in a single direction),
  • Gains the Rogue Skirmish ability, and
  • May make a special charge attack causing double damage if the target is surprised.