Combat
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Weapons and Armor
Combat Basics
There are four basic parts of a combat:
Encounter/Declaring Combat: You caught them or they caught you. Now what?
Casting Phase: Spells, Channeled items, potions, etc.
Melee: Weapon-Strikes and Hits.
Wrap Up/After-Math: At this point one side or the other is dead or escaped but even the corpses still have a few tasks to finish up.
There are two cardinal rules of combat:
Always be careful: Combats are often fast and furious. Above all else make sure you do not really hurt anyone. The Fighting Rules section goes over what is expected, what is required and what is not allowed.
Know your facts: The biggest drag in any combat is the mid-fight stop to work out some game rule or to do math problems with damage and hit points.
¤ Know your fully buffed hit points.
¤ Memorize your First-strike.
¤ Be sure you have your own spells down cold.
There are three types of damage:
Magical: This blanket group covers spells, alchemical items, charged items, divine boons, curses, etc.
Physical: This is the purely physical damage done by a physical weapon.
Enhanced Physical: This is a form of physical damage done by magical, non-physical weapons. For example, the pluses on weapons, spell strikes that throw created objects, fire damage, etc.
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Rules
Encounter/Declaring Combat:
Combat starts one of two ways. The mostly likely way is if two groups or individuals are within 20 yards of each other, one or both can declare combat. At that point players should move themselves to the closest good spot for fighting and begin dialog.
The other way is if one group or person outright surprises another. In that case it is the the ambusher's prerogative to cast spells or attack with a weapon.
In a surprise attack, casters may be able to cast two spells in a row (making sure to give a bit of a pause between them) if the surprised person has not yet responded with a spell or swing of their own.
Declaring Combat Procedure:
Ok, here is how it works.
If you are within 20 yards, you literally call out "COMBAT"
You and your opponents should close in and make sure the ground is safe to fight on. This means:
¤ Fields or roads
¤ If in woods: No steep slopes
Not on rocks
Avoid areas with lots of sharp dead branches
Generally use common sense
As we rarely costume the monsters, those playing monsters please tell the players what you are. Players if monsters do not say feel free to ask.
Next, exchange any Combat Modifiers.
In the course of an adventure you may receive an sealed envelope label "Combat Modifier." Some time they are good, other times bad. You never read your own combat modifiers. Give envelope to opponent. The combat modifier should have a section the opponent reads to you. What they read you may be total BS though, ei: "You feel invulnerable +10 to your armor" and below that the AM will have told monster it is a delusion.
Combat modifiers are a bitch to remember. Please try to. Monsters PLEASE ask for them. Might remind the players.
At the end of combat the modifier should be signed by the monster and returned to the player.
Hit Points are declared.
Remember to include hit points gained through armor and spells. Don't announce several numbers. KNOW your total Hit Points.
Note: Some of you, especially monsters, might not want to disclose your Hps. For you general-run-of-the-mill-boogies, too bad.
Now on the few rare cases where someone is playing a special NPC/ exceptional monster, here are some of the things you can do.
1) State you have "At least" X amount of hit points, giving a number no less than 3/4 of your current Hps. That way players have an idea of what they're facing.
2) Tell them flat out. "You can't tell how tough I am." Always a good way to get them nervous.
3) Have a card that lists your real hit points and lie about how many Hps you have. When they get you to zero say "this guy is tougher than you thought." This is really something to use rarely. Sure it lures them into the fight but it will piss players off.
Casting Phase:
During combat if you wish to invoke a spell or spell like effect you must do three things:
You must clearly call out the spell: PLEASE try and call it out in the manner which follows. It does us no good to have people stopping combat to ask what the spell is, what level is it and how does it work. So here is how you call a spell:
Spell Name, Damage , and Who it Affects.
If the enemy is looking right at you, pointing would be sufficient, but using words to be extra clear about who is getting damaged is always preferred.
If you are going to cast on yourself you don't need to say "Me" or such. Usually casters just clap a hand to their chest or arms and announce Spell Name and Effect.
Saying the above in order would be nice but not 100% vital (if you announce the level before the target it's not a failure).
Examples:
Spell Strike 3 Hp, Raith.
Spell Strike, 2 pts, spread.
Cure Light Wounds, 2 pts, Tor
———————————¤ If you cannot state what your spell is and it's effect, the spell does not work. ¤———————————
2. Touch or Point at Targets:
Casting a spell is fast but you do need to stop swinging while you are casting. Clearly touch or point at the person or persons affected by the spell. You can point with your sword or with your spell card. That's fine.
Touch spells (which are anything in the Healing sphere) should be with hand though. Whacking your bud with your weapon and shouting "Madera level 3 heroism 4 points" is just not right (fun but wrong). If casting on an item, touch that item.
3. Throw spell card:
Unless you are using a channeled item or potion, you must throw the spell card appropriate to that effect you are casting. If it is a personal spell then just toss any personal spell card.
Potions must be drunk in combat. Please be careful that you do not get the bottle smashed into your teeth. If you are attacking someone drinking one really try not to hit the drinking arm once they have it to their mouth. Granted if you want to try and knock it away before that point, go head, just control your swing so the bottle does not hurt anyone
If It a scroll then it has to be that scroll thrown. If after the battle it turns out you tossed the wrong thing or even worse cast something you did not have the monsters should note that on both their and your encounter cards. If the miscast was really significant then the monsters may change the outcome of the battle. This should not be done lightly but should be allowed.
Unfortunately it does not work the other way around. Monsters must throw cards (if the AM forgets to make them then help out and make some for yourselves) but since they are playing characters new to them throwing wrong card is a bit more forgivable.
What happens when Multiple People are Casting?
Spell Casters cannot cry out spells like an auctioneer. They must throw a card or use an item for each spell they cast and there must be somewhat of a pause between spells. Generally one person will cast a spell then the opposing side casts. If you manage to surprise an opponent, you are free to cast a second spell before waiting for them to respond.
Simultaneous casting could be a problem. Shouting over each other could be a nightmare but on the other hand it could make a big difference who goes first. The rule here is each player is allowed to respond to that last spell cast at him or her regardless if that spell would kill them. Magic in the Shadowlands works at the speed of thought. So as the enemies spell is touching you, you can counter cast.
How many Spells can I use in a Combat?
Each combatant is limited to using whatever spells per period they have and two additional effects (channeled items, scrolls, potions, special item spells, etc.)
Any hung spells the player has in effect prior to combat count towards the total number of spells that player can use in the combat.
Escaping Combat
Once combat has begun (combat begins the moment someone yells COMBAT or surprises you), you cannot run away from it. The only way to get out of a battle is to use an escape spell or a combat ending spell.
The escape spells are Run, Teleport, Teleport to Safety, Snarl, Entangle, and Portal. There are also special abilities (like those of a Journeyman) which can be used to escape from combat. They do not mean that you cannot be overtaken once again.
The ultimate Combat Ender spell is Calm. Unless it is dispelled combat is over.
Trance and Hypnotism could possibly be used to end a battle too, but if you wish to escape a traced foe then you must move. After the spell ends the those tranced may hunt down the escapees.
Feign Death and Metamorph can be used as well to avoid fighting. You can still be searched when feigning death, and with metamorph you cannot be hostile and may have to turn on your friends to be believed.
There are situations where combat is pointless but not necessarily over. Prime example is some has Wraithform on and his or her opponent is out of magic. In this case the either one is free to haunt the other all they wish or they can just part ways (no escape spell is needed). Technically if they stay together, combat is still going. What is not allowed is to run away a few yards away and come right back so as to get new spells.
Melee:
When you first fight a new combatant you are able to unleash one exceptionally powerful strike. This is attributed to the natural confusion when fighting a new enemy with unknown technique. If you are a fighter you get two of these attacks. Weapon Strikes are made up of three factors.
1) Your weapon's Base Damage. This is based on the color of your weapon.
2) Any Permanent Enchantments your weapon has. Each plus added to your weapon will do an addition point of damage in your Weapon Strike.
3) The Enchant Weapon spell. For each level of of the spell +1 is added to the First Strike. (at 5th level this jumps up to 8 but same idea)
After the First Strike all weapons do 1 point of damage on each following hit. Hits must be solid. Knicks don't count. Also it it quite possible to catch someone's garments with what feels like a good hit but not actually have the blow connect with your opponents body. These don't count either. Pummeling is not allowed, and neither is overly aggressive swinging.
There are two spots that even solid hits to never count. The head and face is one. The other is groin shots. If someone gets nailed in either of those spots, halt combat and if needed give the person a moment recover. Purposely leading with your head is not an acceptable strategy. The shots won't count but eventually someone will tag you hard enough teach you that lesson.
As a rule of thumb the one being hit determines whether or not a blow was countable or not. In cases where someone is repeatedly naysaying what you are sure are good hits, talk to them first. If no resolution is easily forthcoming, finish the combat and talk to an AM. Don't hash it out in the field. It rarely works out to anyone's satisfaction that way.
After each hit, combatants should stop and say “HIT” and pause to mentally calculate HPs. This makes combat a little formal and stilted, like fencing, but it is essential to keeping track of HPs. An exception to the one hit and then break is if you have a one-two combo. However quick Whack-Whacks are not the same thing, and only one hit will count. The way to distinguish between Pummeling and Combos is where your hits land. In order for hits to count as a combo they must strike different parts of the body. The exception to the exception is if someone slips and falls prone. While they are laying there or rolling to their feet, feel free to carve them up without breaks. Pummeling is still not allowed though, your hits should be full swings on different places of the body.
Keeping Track
It is a fighters responsibility to:
1) Call to "HIT" each time they are struck. Do not call the hits you make, just those you receive.
2) Keep track of their remaining hit points. This is tough when you are concentration on battle, but pausing for a second after each hit will help.
Breaks
Many combats have pauses. Mostly to catch one’s breath. There is no rule that states if you and your opponent pause that you have to be chivalrous and warn him that you are attacking once more. Play it by ear. If you are playing a Myrmidon then, yes you should ask "Ready.” For a Cutthroat, its totally optional. If someone offers you a breather then pounds you it is perfectly legal.
Overbearing
Sometime you have a case where you wish to use you body rather than your weapon. A good example might be a horde of lowly goblins against a high level fighter. With the right spells and weapon the fighter maybe be able to wipe out a large mob. So rather than be skewered one by one, the monsters may rush the man and bear him down. This is perfectly legit. There are a couple of conditions though.
1) No punching. Grabbing, holding, tackling even are fine. No blows.
2) Watch the terrain. If the ground is rocky or littered with sharp branches or stumps, overbearing must be done carefully. This means grab but don't pull opponent down. Tell the one you're subduing "You're overborne but its too rocky so stop fighting” * As a note, we really should be trying not to fight in these areas in the first place.
Expulsion
Deliberate illegal hits or using illegal weapons are not to be tolerated. Punching, full force head shots, even hitting an accepted body part as hard as you can are all not acceptable.
You are allowed to swing hard, as a matter of fact tippy-tappy attacks are more likely to be ignored than counted. How hard you swing should be moderated though. Each set of combatants should determine how rough combat is. Some people (like me) would rather have heavy swings and so (in my mind) have a more realistic battle. There are others who really don't want to get pummeled black and blue. The first rule is try and learn who likes what style of melee. The circle is small enough to know try and remember who you can and cannot pound.
If you are fighting someone and they are hurting you, say so. Simply say "Too Hard". The rule here is the same as the head shot rule. 3 strikes and you're dead. Doesn't matter if you were winning or not.
Now there is a caveat here. We debated the featherweight, little ultralight weapons and they were voted down. So you must realize that the weapons are going to hurt some. The three strikes are not going to apply if you call every hit too hard.
Another thing to keep in mind is don't attack harder than you want to be hit. If you come in smashing away expect your opponent to respond in kind.
If fight after fight the group receives complaints every time about your fighting then you may get banned from combat. This has never come about and hopefully it never will.
The other illegal is weapons. Any weapon that is too hard, too heavy or both is not allowed in combat. If that is the only weapon you have then find someone to make you a new one. It is your responsibility to fix it. Who determines if a weapon is illegal? The counsil of AMs. Currently we have a two known illegal weapons that need to be retired (that is not counting the ones that are just old and out of length regulations). They are SkullCrusher and Eric's Axe.
Looting
Players, hopefully you are not the type to carry all your worldly goods with you. In the past we have always been nice and just taken a few things but really you should not be wandering the woods with your character's whole bounty.
Mobs typically take things that are characteristic of their race. Goblins would not typically take Dusts of Appearance, but would take money and shiny things. Skeletons would probably not take anything. Cultists might take it all. A Troll would probably rip off a limb and munch on it as it ambled off. (Hmm would this be curse or do we need a Regeneration spell?)
Being Dead
If you are dropped to zero or less hit points you must drop to the ground and lay prone. Every 15 minutes you lose 1 pt of health. As soon as you reach 0, you are not allowed to move from the spot. At 0 HP you have enough consciousness to drink a potion or activate a channeled item, but not cast a spell or use scrolls.
Spells such as Heroism are intended for combat but if one was not to far from town the use of such an item last long enough for you to get yourself to the temple is ok.
Monsters may hang about for those fifteen minutes and prevent you from healing if they so choose. This tends to annoy players so monsters don't do it every time unless the plot warrants it.
At negative half your HP’s, your spirit leaves your body. You must go to the spirit realm and wait to be revived. To return to the living you would need to use the 4th level Raise Dead Spell. After negative half HP, you lost 1 HP per every hour. If You are not Raised during the Adventure or before you get to negative your HP, then you are looking at the more complicated Resurrection spell.
If you die alone in the woods and cannot heal yourself, you have a few options. Laying there and waiting is a great way to earn respect XP from the AM's but can be terribly boring. The other option is to call an AM. The AM may do many things. Tip off your friends via a Leshie or a God of your plight. They may have something loot you some and have your body dumped in town by a satyr. Who knows. The one thing you should not do is go looting while waiting to be found or on your way back to town.
The rules for Big Dead are up in the air so I'll work them in later.