Heroic Old-School Roleplaying
Core Rules: Combat
Combat Procedure
Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
That having been said, fights do occur, and when they do, the following steps are performed:
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Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons: Players declare if they will cast a spell, use a special attack, defend, or retreat this round (and, if so, which type of retreat), and characters wielding Versatile weapons declare if they will deal extra damage.
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Roll Initiative: Each side that can attack rolls 1d20, highest roll attacks first.
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Winning Side Actions: Each character or monster gets a move and an action, with either one occurring first.
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Morale Check: Creatures who’ve been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- After 2 successes in a fight, no further checks.
- When to check morale:
- After the first death on a side, and
- When a side is half killed or incapacitated.
- Roll 2d6 under morale score or the monsters surrender / flee.
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Move: Move up to full speed
- If prone, use 1/2 movement to stand up.
- If engaged with an enemy at the start of the move, must make a fighting retreat or enemy gets free attack.
- If moving before at attack, up to 10’ of movement can be “saved” to use after the attack finishes.
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Action: Do something, like attack, defend, cast a spell, or stowe an item.
- Spellcasters can’t move after casting a spell.
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Change Sides: Opposing side becomes active.
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Slow Weapons: Resolve any slow weapons or end-of-round abilities.
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Repeat: Return to step 2 and repeat until only one side remains.
Readying Weapons
- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
- Stowing held weapons takes a full action.
Attacking
Roll 1d20 plus any appropriate modifiers. If it equals or beats the target’s AC, roll for damage (again including any appropriate modifiers).
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+2 bonus to hit from behind.
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When mounted, +1 bonus to hit most foes on foot.
AC
- Character AC is usually determined by type of armor worn.
- Shields grant +1 AC when used.
- Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
Armor Type | AC |
---|---|
None | 10 |
Padded / Hide | 11 |
Leather | 12 |
Studded Leather | 13 |
Chainmail | 14 |
Half-Plate | 15 |
Full Plate | 16 |
Melee Attacks
Melee attack rolls are modified based on the character’s Strength.
STR | Mod |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | +0 |
13-15 | +1 |
16-17 | +2 |
18+ | +3 |
- Melee attacks are usually limited to 5’ range.
- Characters in melee combat with each other or other monsters are said to be engaged.
- Unarmed attacks do 1d2 damage by default.
Dual Wielding
PCs with DEX 13+ can dual wield certain weapons.
- When using 2 Light weapons, may make an attack with each one.
- When using a one-handed weapon and a Light weapon, may only make one attack, but +1 to the attack and damage rolls.
Ranged Attacks
Ranged attack rolls are modified based on the character’s Dexterity, the target’s cover, and the range to the target.
DEX | Mod |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | +0 |
13-15 | +1 |
16-17 | +2 |
18+ | +3 |
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- Attacks beyond long range are not possible.
Range | Mod |
---|---|
Short | +1 |
Medium | – |
Long | -1 |
Critical Hits
A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
1d20 | Effect |
---|---|
1-2 | Max Damage |
3 | Max Damage + Free Attack[1] |
4 | Max Damage + Target Fumble[2] |
5 | Max Damage + Target Blinded[3] |
6 | Double Damage |
7 | Double Damage + Free Attack[1:1] |
8 | Double Damage + Target Fumble[2:1] |
9 | Double Damage + Target Blinded[3:1] |
10 | Double Max Damage |
11 | Triple Damage |
12 | Triple Damage + Free Attack[1:2] |
13 | Triple Damage + Target Fumble[2:2] |
14 | Triple Damage + Target Blinded[3:2] |
15 | Triple Max Damage |
16 | Quadruple Max Damage |
17 | Max Damage + Armor Damaged[4] |
18 | Max Damage + Target Amputation[5] |
19 | Max Damage + Target Stunned[6] |
20 | Save vs. Death or die |
Fumbles
A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
1d20 | Effect |
---|---|
1 | Stumble, weapon breaks |
2 | Stumble, automatic hit on closest ally within 10’[1:3] |
3 | Stumble, next attack against is automatic critical hit |
4 | Stumble, can’t attacks until end of next round |
5 | Stumble, can’t attack until next round |
6 | Stumble, next attack against is automatic hit |
7 | Stumble, hit self for maximum damage[1:4] |
8 | Stumble, hit self for regular damage[1:5] |
9 | Stumble, all rolls next round get -2 |
10 | Stumble, go last in initiative next round |
11 | Fall down (prone) and drop weapon 30’ away |
12 | Fall down (prone) and drop weapon 20’ away |
13 | Fall down (prone) and drop weapon 10’ away |
14 | Fall down (prone) and drop weapon nearby |
15 | Fall down (prone) |
16 | Drop weapon 30’ away |
17 | Drop weapon 20’ away |
18 | Drop weapon 10’ away |
19 | Drop weapon at feet |
20 | Fumble weapon, but maintain hold |
Defending
Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with Fighting Retreat.
Movement
Most characters can move 40’ in a combat round.
- When Engaged: Can’t move away from foe without retreating.
- When Prone: Use 1/2 movement to stand up.
Retreating
Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
- Fighting Retreat: Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
- Full Retreat: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
Weapons
Melee Weapons
Weapon | Damage | Properties |
---|---|---|
Battleaxe | 1d8 | Versatile (1d10) |
Blackjack | 1d2 | Blunt, Stealth |
Club | 1d4 | Blunt, Light |
Dagger | 1d4 | Light, Thrown (10’ / 20’ / 30’) |
Flail | 1d6 | |
Garotte | 1d4 | Entangle, Stealth, Two-handed |
Greatsword | 1d10 | Reach, Slow, Two-handed |
Greatclub | 1d8 | Blunt, Slow, Two-handed |
Hand Axe | 1d4 | Light, Thrown (10’ / 20’ / 30’) |
Javelin | 1d6 | Thrown (30’/ 60’ / 90’) |
Lance | 1d6 | Charge |
Light Hammer | 1d4 | Blunt, Light, Thrown (10’ / 20’ / 30’) |
Longsword | 1d8 | Versatile (1d10) |
Mace | 1d6 | Blunt |
Morningstar | 1d8 | |
Net | 0 | Blunt, Entangle, Thrown (10’ / 20’ / 30’), Two-handed |
Nunchaku | 2d4 | Blunt, Two-handed |
Pickaxe | 1d8 | Slow, Two-handed |
Polearm | 1d10 | Reach, Slow, Two-handed |
Rapier | 1d8 | |
Scimitar | 1d6 | |
Sickle | 1d4 | Light |
Shortsword | 1d6 | |
Spear | 1d6 | Thrown (20’ / 40’ / 60’) , Versatile (1d8) |
Staff | 1d4 | Blunt, Versatile (1d6) |
Trident | 1d6 | Thrown (10’ / 20’ / 30’) , Versatile (1d8) |
Warhammer | 1d6 | Blunt, Versatile (1d8) |
Whip | 1d4 | Entangle, Reach |
Melee Weapon Details
- Blackjack: On successful hit, target must Save vs Paralyze or be knocked unconscious for 1d6 turns.
- Garotte: While target is entangled, inflicts damage automatically each round.
- Net: Big enough for 6’ humanoid creature, larger nets may require more handlers.
- Polearm: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- Whip: On a successful hit, may either inflict damage OR entangle.
Ranged Weapons
Weapon | Damage | Range | Properties |
---|---|---|---|
Blowgun | 1 | 25’ / 50’ / 100’ | Reload |
Bolas | 1d2 | 20’ / 40’ / 60’ | Blunt, Entangle |
Crossbow, Hand | 1d4 | 20’ / 40’ / 80’ | Light, Reload |
Crossbow, Heavy | 1d8 | 80’ / 160’ / 240’ | Reload, Slow, Two-handed |
Crossbow, Light | 1d6 | 40’ / 80’ / 120’ | Reload, Two-handed |
Great Bow | 1d8 | 70’ / 140’ / 210’ | Slow, Two-handed |
Longbow | 1d6 | 70’ / 140’ / 210’ | Two-handed |
Shortbow | 1d6 | 50’ / 100’ / 150’ | Two-handed |
Sling | 1d4 | 40’ / 80’ / 160’ | Blunt |
Ranged Weapon Details
- Sling: Typically uses stones, bullets add +1 damage (1d4+1 total).
Weapon Properties
- Blunt: Can be wielded by cleric.
- Charge: Doubles any damage done after moving at least 60’ while mounted before attacking.
- Entangle: On successful hit, target must Save vs Paralyze to be able to move or attack.
- Entangled victims can make new saves each round.
- Light: May be used in offhand when dual-wielding.
- Reach: Grants a extra 5’ reach for determining melee range.
- Reload: Takes a round to reload, can only be fired every other round.
- Slow: Always attacks last in a round.
- Stealth: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- Thrown: May be used as ranged weapon (short, medium, and long range indicated).
- Two-handed: Requires two hands to use.
- Versatile: May gain Slow and Two-handed to deal indicated damage.
Legal Information
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Automatic Hits: Roll 1d20 to check for critical, but ignore further fumbles. ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎
Target Blinded: Blood or debris renders target blinded for 1d4 rounds ↩︎ ↩︎ ↩︎
Armor Damaged: Reduce target’s AC by 1 until armor repaired / healed ↩︎
Target Amputation: Target loses an appendage. ↩︎
Target Stunned: Blow stuns target for 1d6 rounds ↩︎