HERALDS CAMPAIGN
Combat Rules
In light of increasing complexity within sessions, the following rules have been modified and will be removed in the future. This page will remain until the next update clarifying so.
Strategic challenges are used exclusively while commanding armies. They are a form of skill challenge; however, like duels, they take into account the abilities and skills of the enemy commanders.
Battles have generals and commanders; each battle, the players will choose a general. They make an initiative roll and the general with higher initiative CHOOSES whether to go first or second.
Each commander and general then takes turns successively performing strategic challenges. They perform a skill check, where the DC is a competing skill check by the opponent. Not all checks will use the same skills; Investigation or Insight are used to spot Deception or Stealth; Survival may be undone by knowing Nature or Animal Handling; even History may combat Persuasion.
These dictate the difficulty of the combat encounter, which will usually take place at the end of the strategic challenge. An example of such actions are found below;
Learning about your enemies will help you learn their strengths and weaknesses. Most enemy commanders will have 3 strong attributes and 3 weak one. Knowing your enemy is one such path to victory.
Knowing the terrain, and advantages of your own men, is another. It is the crafty general that wins more often than the martially inclined.
Below is the ruleset for duels, a reoccurring feature of single combat between two opponents. As duels are envisioned as quick, decisive battles, they use alternative rules to combat, and victory is not determined by damage dealt.
Each opponent or their allies can perform up to three 'Preparative' actions. These are skill checks, spells or, performed either before or during a duel to help tip the balance into your favour, and can include:
Each Preparative action can only be performed once per duel. For every Preparative success you gain an additional d20 to roll on your attack action, as though you had advantage. Once all Preparative actions are taken, both opponents roll simultaneously. Successful hits do not deal damage; instead they apply a -1 to their opponents CON modifier. If a creature's CON modifier is 0 or less, the creature drops to 0 HP and is considered Fallen; this can happen to both opponents simultaneously. If no creature has a CON modifier of 0 or less, the duel repeats.
Below is the ruleset for duels, a reoccurring feature of single combat between two opponents. As duels are envisioned as quick, decisive battles, they use alternative rules to combat, and victory is not determined by damage dealt.
Each opponent or their allies can perform up to three 'Preparative' actions. These are skill checks, spells or, performed either before or during a duel to help tip the balance into your favour, and can include:
Each Preparative action can only be performed once per duel. For every Preparative success you gain an additional d20 to roll on your attack action, as though you had advantage. Once all Preparative actions are taken, both opponents roll simultaneously. Successful hits do not deal damage; instead they apply a -1 to their opponents CON modifier. If a creature's CON modifier is 0 or less, the creature drops to 0 HP and is considered Fallen; this can happen to both opponents simultaneously. If no creature has a CON modifier of 0 or less, the duel repeats.
Incidental actions have been removed for complexity reasons. It is assumed a character will be able to perform a minor action, usually in the form of a skill check, once per round of combat outside of the existing action economy.
Allies now perform their turn as part of initiative order. Any player can command an ally on their turn. Allies cannot perform the Help or Ready actions, as their abilities and actions already provide significant advantage to player character. Allies whose HP reaches 0 become Fallen or Unconscious, and must make death saving throws, dying on three failures.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that
enemy, and each of them has advantage on melee attack rolls against that enemy.
Rules for Combo attacks and synchronized fire have been removed.