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rules:targets-and-ranges-in-fights [2019-03-27 09:38] – [What happens if I fly out of reach, or run out of reach?] sandra | rules:targets-and-ranges-in-fights [2019-04-27 10:33] – [Volleys Per Weapon] sandra | ||
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turn. (It works sort of like the boat in Container board game.) | turn. (It works sort of like the boat in Container board game.) | ||
+ | (If you have speed 25 or more you can go right away, if you have between 1 and 24 you need two turns. | ||
==== Fire & Lightning ==== | ==== Fire & Lightning ==== | ||
- | When selecting targets for a spell, you can' | + | If you target someone in a mêlée group,\\ |
+ | you need to target everyone in that group\\ | ||
+ | /(if you have "Spell Sculpt" | ||
+ | before selecting new targets from another | ||
+ | /(You don't have to select everyone in the last group.)\\ | ||
+ | / | ||
Let's say there are three groups: | Let's say there are three groups: | ||
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* Lone skeleton | * Lone skeleton | ||
- | you could go for all four skeletons. | + | you could go for all four skeletons.\\ |
- | You are allowed to divide one mêlée group and you divide | + | Because |
+ | A way of explaining this rule that is often equivalent is "you are only allowed to split one mêlée group" | ||
==== A Big Mêlée Group ==== | ==== A Big Mêlée Group ==== | ||
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If you can get out of the fight via, for example, levitate you'll have back rank status without needing front rankers -- you're not a guardian and you don't need a guardian. You neither contribute to, nor consume, front rank. | If you can get out of the fight via, for example, levitate you'll have back rank status without needing front rankers -- you're not a guardian and you don't need a guardian. You neither contribute to, nor consume, front rank. | ||
- | ==== Medial | + | ==== Anteroposterior |
- | Even if you're encumbered or frosted you can go between front rank and back rank as long as guardian restrictions are followed. | + | Even if you're encumbered or frosted you can go between front rank and back rank as long as guardian restrictions are followed. You can have 0 speed, for example be unconscious, |
But going front rank doesn' | But going front rank doesn' | ||
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First strike is local, not global to the entire group: let's say Alice and Bob have first strike vs two skeletons. Alice hits her skeleton, the skeleton hits her back. Bob hits his skeleton, the skeleton then hits him back. | First strike is local, not global to the entire group: let's say Alice and Bob have first strike vs two skeletons. Alice hits her skeleton, the skeleton hits her back. Bob hits his skeleton, the skeleton then hits him back. | ||
- | The converse is "last strike", | ||
==== Who Has First Strike? ==== | ==== Who Has First Strike? ==== | ||
- | * Does only one side has light? They have first strike. | + | * If someone is carrying |
- | * Otherwise, if both or neither has light, is either side surprised? They have last strike. | + | * If the light situation is equal, |
- | * Otherwise, if both or neither was surprised, who are defenders? They get first strike. | + | |
- | + | ||
- | ==== Light ==== | + | |
- | + | ||
- | In the dark, people with light has first strike (Veins of the Earth, p192.) | + | |
- | + | ||
- | Light is specific to mêlée | + | |
- | + | ||
- | Outside of those groups you have disadvantage — darkvision negate that disadvantage but doesn' | + | |
- | + | ||
- | For ranged attacks, both you and your target need to be illuminated for you to avoid disadvantage. | + | |
- | + | ||
- | ==== Surprise ==== | + | |
- | + | ||
- | The first tie-breaker, | + | |
- | + | ||
- | ==== Being Attacked ==== | + | |
- | + | ||
- | The second tie-breaker, in case there' | + | |
===== Volley Rounds (Before the Mêlée Starts) ===== | ===== Volley Rounds (Before the Mêlée Starts) ===== | ||
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|Dungeon | |Dungeon | ||
- | ==== Volleys Per Weapon ==== | + | ==== Weapon |
- | + | ||
- | Here's how to read this table. A hand crossbow can be used during the | + | |
- | last two volley rounds (if there even **are** two volley rounds; | + | |
- | sometimes fewer are rolled up). One round with // | + | |
- | one **normally**. A shortbow can be used for four rounds with | + | |
- | disadvantage and the last two normally. | + | |
- | + | ||
- | Italic // | + | |
- | + | ||
- | ^Weapon^Volleys usable^ | + | |
- | |Longbow|// | + | |
- | |Heavy crossbow|// | + | |
- | |Light crossbow|// | + | |
- | |Shortbow|// | + | |
- | |Blowgun|// | + | |
- | |Hand crossbow|// | + | |
- | |Javelin|// | + | |
- | |Sling|//2, //**1**| | + | |
- | |Dagger|**1**| | + | |
- | |Dart|**1**| | + | |
- | |Hand-axe|**1**| | + | |
- | |Light hammer|**1**| | + | |
- | |Net|**1**| | + | |
- | |Spear|**1**| | + | |
- | |Trident|**1**| | + | |
- | + | ||
- | ^Spell^Volleys usable^ | + | |
- | |Firebolt|**2, | + | |
- | |Lightning Bolt|**2, 1**| | + | |
- | |Shatter|**1**| | + | |
- | As a general formula, divide | + | Most ranged attacks, such as daggers and lighting bolts, only work the last two volley rounds. |
- | Just like how you can note/ | + | There are two ways to shoot longer: **Two-handed** |
- | you can also note/ | + | |
- | weapon) can be used for in ordinary fight. If you wish. | + | |
+ | There’s also a handful of spells with a listed range of 300 feet or more. Just divide the range on those spells by sixty and round up, that's how many rounds. | ||
==== Prolonged Volley Fighting ==== | ==== Prolonged Volley Fighting ==== | ||