2.3: Combat

Weapon Use

Weapon Specialization

Between adventures, choose a weapon in which you are skilled, unless Cleric. You get +5 to attack and to damage whenever using that weapon.

Multi-Weapon Fighting

You must have at least one skill level in warrior and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks for each hand with a weapon in it after the first.

One-handed Use of Two-handed Weapons

When using a two-handed weapon one-handedly, receive a -10 penalty to success and do not apply STR bonus to damage.

Two-Handed Bonus

Weapons thrown in water have a range of 1 space and do no damage. They then fall to the bottom of the water.

When using two hands with any weapon that can be used one-handedly, get +10 to success. Requires that you not be holding a shield or any other object with one of the two hands. Does not apply to more hands.

Throwing Weapons

When throwing weapons, add a number of spaces to the throwing distance equal to your STR bonus. If the target is within the weapon's natural range, you may apply your STR bonus to the damage.

THROWING HEAVY WEAPONS
Though heavy weapons do not have ranges, they can be thrown with two hands if the person is strong enough. Weapons that were not made for throwing can also be thrown, sometimes with just one hand. If you add 10 to the STR requirement, these weapons can be thrown a number of spaces equal to your STR bonus.

Improvised Clubs

Objects of any type, including weapons normally used as blades, can be used as blunt objects for providing crushing damage.

Surprise Attacks

Opponent is unable to defend if caught unaware.

Firing into crowds

Soft Cover Crowd. Shooter gets -10 to hit target. If it’s a miss, there is a 25% chance to hit other participants, friendly and hostile. if more than one randomly decide who.

Thick Cover Crowd. Shooter gets -20 to hit target. If it’s a miss, there is a 50% chance to hit other participants, friendly and hostile. if more than one randomly decide who.

Attacking

Attack Size Modifier

Smaller units get an attack bonus equal to the subsize difference with the larger opponent. Larger units get an attack penalty equal to the subsize difference with the smaller opponent. Multiply the difference x10 on the next sizes up, only. Smaller units are unable to harm or escape harm from units 2 sizes up without changes in speed.

Attacks of Opportunity

Units not moving in combat without cover provoke attacks of opportunity.

Units moving past an attack provoke attacks of opportunity.

Moving Targets

Attackers using ranged weapons are at a disadvantage when a target gets within one hex of the attacker, providing a -10 modifier for each hex of speed that the target is traveling when moving through that hex.

Turns

Unless the GM says otherwise, a turn lasts about 6 seconds.

Mounted Combat

Learning to ride a horse or dragon only takes a day's training and requires no skill level. However, you must be skilled to handle combat and special maneuvers. Your mount must have the warrior skill to perform in combat or else it will steer clear of combat or run away.

  • Mounted combat requires an offensive skill. (Warrior, spellcaster, cleric, etc.)
  • A Scout check is required when you wish to calm, befriend, command the mount, etc.
  • Hard turns require a DEX check using the creature's DEX.

Attacking from Mount

For each level in the offensive skill

  • Character Ranged Attack - negate the penalty by 5.
  • Bonus vs. Toppling - gain +10 per level to remain mounted in situations that threaten to dismount the rider.
  • Mounted Actions - the rider may choose to use the mount to defend an attack, (The character gets only one RS check per attack,) make an attack or perform special maneuvers, or the rider may use their own actions, not both. However, the rider may allow the mount to fight for itself (If it has levels in Warrior) while the rider attacks.

Attacking from a mount or moving vehicle has a negative modifier equal to the spaces per turn of movement as it passes the target and visa versa. For instance, if an attacker is moving at 17 spaces perpendicular to the target, it has a -17 modifier.

PENALTIES
Shooting while moving: -10 for every 5 spaces of movement starting with the first square.

JOUSTING
Add the movement rate of both mounts in relation to each other (How fast each one is moving toward the other,) divided by 2 and add it to the damage. This makes it easier for characters to do damage to dragons in flight.

    Example: A mundane winged dragon is moving at 30 spaces per turn, and the opponent's dragon is flying at 24 spaces per turn toward the first dragon. Together, this equals 54, divide by two, this is +27 damage.

Threat Levels

Each player in combat is assigned a threat level by the GM based on the elements below. The threat level can instigate automatic attacks by creatures and NPC's that feel threatened while causing some to run in fear.

» Subsize. For each difference in subsize between the tallest member of both parties, increase the threat level of the taller member's party by 1, and lower the threat level of the taller member's party by 1.
» Number. For each extra member one party has over the other, add 1 to that party's threat level. For each less member one party has below the other, lower that party's threat level by 1.
» Notoriety. Add 1 to a party's threat level for each point of notoriety of its members known by the other party.
» Distance. Lower the threat level by 1 for each square the two parties are away from each other.
» Ferocity. Add 2 to the threat level of the other party for each member bloodied by the other party.

If one party's threat level exceeds the other party's threat level by 10 or more, the other party must make a WIL check verses intimidation by its member with the highest WIL score.

http://dragonage.wikia.com/wiki/Threat