diff --git a/combat.tex b/combat.tex index 0f63aa5c9f9ea4c1587bcd21071bb6469e26d0d3..ba71b4f57335fedf434486e51c0da29c17ec468d 100644 --- a/combat.tex +++ b/combat.tex @@ -693,6 +693,21 @@ For example, a human guard has caught a room full of elves with stolen goods. Th Deep darkness can provide a maximum penalty of -6, while twilight is limited to a penalty of -3. +\subsubsection{Enclosed Spaces} + +Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons. +Daggers and rapiers often have an easier time in these locations. +Each location has an \textit{enclosure rating}; the smaller the number, the more narrow the space. + +The amount of space required for a weapon is determined by the Initiative \textit{the character} spends to wield it. +Small hallways may have a maximum initiative of 5, meaning someone could wield a shortsword without penalty, but a longsword, spear, or kite shield would have problems, because they all require 6 Initiative to attack with. +For every initiative point that a weapon is over the maximum room space, the character gains a -1 penalty to attack. +Characters with Knacks like \textit{Flashing Blades} are better at getting in short, sharp, thrusts, so they suffer less of a penalty to attack. + +The penalty to attack counts for all other actions, such as spell casting. +Higher level spells, which require a lot of Initiative points, also require space to move and create the grand gestures which bring forth the magic. +If the enclosure rating goes down to 3, then someone casting a 1st level spell, at 4 Initiative, would gain a -1 penalty to casting, while someone casting a 3rd level spell at 6 Initiative would gain a -3 penalty to casting. + \subsubsection{Passing Attacks}\index{Combat!Passing Attacks} If you try to run past an opponent during combat, they may make an attack against you as a Quick Action.