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Commit 6837b698 authored by Malin Freeborn's avatar Malin Freeborn
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add rules for enclosed spaces

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...@@ -693,6 +693,21 @@ For example, a human guard has caught a room full of elves with stolen goods. Th ...@@ -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. 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} \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. If you try to run past an opponent during combat, they may make an attack against you as a Quick Action.
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