Combat: Difference between revisions

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== Mounted Combat ==
== Mounted Combat ==


You can use these rules when riding a mount in combat.


'''Quick Links'''
'''Defining a Mount'''


* [[Knocking Unconscious]]
* A mount is a willing creature. Riding an unwilling creature would be considered Grappling instead of mounting.
* [[Mounted Combat]]
 
* [[Tactical Advantages]]
* A mount must be at least one Size larger than you.
* [[Conditions]]
 
* A mount must have approximately the appropriate anatomy for riding. If uncertain, consult with your MC.
 
'''Mounting'''
 
Mounting and dismounting both require 1 AP.
 
'''Forced Dismounting'''
 
* If an effect moves your mount against its will while you are on it, you move with it.
 
* If an effect moves you against your will, you are dismounted, and fall Prone at the end of the movement, unless that effect moved your mount the same distance and direction as well. If you fall Prone in this way, take 1d4 falling damage.
 
* If you or your mount are knocked Prone while mounted, you must make a DEX/Balancing check to stay mounted. The check’s DC is determined by your MC, and a table is provided below to help the MC make this calculation. If you succeed, you remain on your mount; if you fail, you dismount and fall Prone, taking 1d4 falling damage.
 
'''Riding DC'''
 
Start the DC at 15 (as remaining on a mount while Prone is challenging), and modify based on these situational data points.
{| class="wikitable"
|+
!Situation
!DC Mod
|-
|Effect knocking you prone is a spell
| +X equal to 1⁄2 the spell’s SPC
|-
|Creature knocking you prone is larger than you
| +3 per 1 Size larger than you
|-
|You are Focused and/or Rallied
| -5
|-
|You are Frightened, Shaken, or Demoralized
| +2 per condition
|-
|You are Dazed, Staggered, or Stunned
| +3, 6, or 9
|}
 
=== Mounted Combat Actions ===
If your mount is under your control, you gain your mount’s Mounted Combat Action Points (MCAP). The Move and Dodge (benefitting the mount) actions cost 1 MCAP. You lose any excess MCAP at the end of each of your turns and can only use MCAP for Movement, the Dodge action, or an action that specifically states it uses MCAP on the mount’s stat block.
 
If the mount is intelligent (with an INT of 0 or higher), it uses its own Initiative and acts on its own turn.
 
'''Flanking'''
 
For the purposes of Flanking, a mounted creature and its rider are considered to be one creature. If the mounted creature is considered flanked, then the rider is as well.
 
'''Reach While Mounted'''
 
The rider of a mount is located at the center of the creature they are mounted on. If the mount is only one Size larger than the rider, then the rider can make melee attacks against any creature within 5 ft of the mount.
 
If the rider is 2 or more Sizes smaller than the mount, then they might need a weapon with the Reach property in order to make melee attacks against other creatures, depending upon how large the mount is.<blockquote>For example, if a knight (Medium) rides on a trench abomination (Huge), they need a weapon with a reach of at least 10 ft to be able to attack any creature adjacent to the trench abomination, given that the trench abomination takes up 3x3 squares and its rider is considered to be in the center square. Conversely, if a parsor (Tiny) rides on a wolf (Medium), the wolf only takes up 1 square, and therefore the Parsor is still able to make melee attacks against any square adjacent to the wolf.</blockquote>'''Reactive Attacks'''
 
Only the mount can trigger reactive actions (such as reactive attacks) from movement.
 
== Tactical Advantage and Disadvantage ==
Tactical Advantage (TA) and Tactical Disadvantage (TD) are situational bonuses and penalties that can accrue in combat.
 
Each TA is a +1 bonus, and TD is a -1 penalty. TA and TD can accrue indefinitely. When you roll a d20, add all your sources of TA and TD together and add the sum to your roll.
 
You might have several sources of TA and TD at once, so besure to account for all sources! You may also gain TA through clever implementation of conditions, such as attacking a Prone target. Your MC might also grant you TA for narrative reasons, such as having the high ground while dueling your corrupted apprentice.
 
== Conditions ==
Conditions are effects that might be imposed during combat that work in your favor or against you. Some conditions are purely beneficial for you (such as Focused or Rallied), while others are solely detrimental to you (like Dazed or Frightened).
 
Others can work for you or against you depending on how you utilize them (if you are Prone, you are harder to hit with ranged attacks but easier to hit with melee attacks). A complete list of conditions can be found in [[Conditions|here]].
 
 
''*Updated v1.2''