Blood of Creation: Combat
Wombats VS Squirrels Scenario
DM starts: Spot check when Squirrels are within 100ft radius, a spot check is carried out for each wombat against the Squirrels, and it is assumed that if any spot check is successful, that the wombats will be ready for combat. A second Spot Check is carried out when the Squirrels are within a 75ft radius. A third Spot Check is carried out in a 50ft radius). If no spot check is successful, then the Squirrels gain the first move. Multiple hostile parties require a spot check per party.
Scenario 1:
Wombat A Spot Check: Squirrel Party (100ft distance 50% Difficulty Rating + Master Hide Ability 25% Difficulty Rating = 75%) Wombat A throws 60% - Fail.
Wombat B Spot Check: Squirrel Party (100ft distance 50% Difficulty Rating + Master Hide Ability 25% Difficulty Rating = 75%) Wombat B throws 75% - Fail.
Wombat C Spot Check: Squirrel Party (100ft distance 50% Difficulty Rating + Master Hide Ability 25% Difficulty Rating = 75%) Wombat C throws 75% + Sharp Sight Bonus 5% - Success.
As the wombats sally forth, Wombat C spies a group of Squirrels making their way toward the wombat party. The wombats prepare for battle!
So the Wombats have the combat advantage, they get the first move. It is prudent for the party to have a battle strategy in place, such as the party having multiple bowmen. In distance fighting, bowmen have priority, followed by spell casters, with melee fighters being last. In close combat, this order is reversed.
The spotted party has cover the distance between them and the defending party, or vice versa, for melee combat to be possible. The distance covered per combat turn is roughly equal to 25ft, meaning bowmen can loose four volleys unfettered by melee combat with a perfect 100ft spot check, before they must move in order to be effective, but party strategy isn’t what needs to be debated here. Starting where we left off…
As the wombats sally forth, Wombat C spies a group of Squirrels making their way toward the wombat party. The wombats prepare for battle!
Order of Combat:
Wombat C
Wombat B
Wombat A
Squirrel B
Squirrel C
Squirrel A
Ranged Combat
Wombat C is an archer, and gets the first turn. A ranged weapons damage is determined by DEX, rather than STR.
Wombat C looses an arrow at Squirrel A.
Wombat C is using a longbow, which has an effective range of 75ft. Ranged combat requires an accuracy roll followed by a damage roll. The longbow has a 50% chance of striking the target at a distance of 100ft, and so the d% roll must be 50 or higher. So first the accuracy roll.
Wombat C Ranged Attack: d20 = 65%
It’s a hit then.
The longbow has a damage roll of d6, and no enhancement bonuses, so the Wombat’s damage roll would look like this…
Wombat C Ranged Attack: 7DEX + d6 = 13
Squirrel A is wearing armour, as it is a melee fighter. Heavy Armour gives the greatest defence bonus +3 to Natural AC on top of it’s Defence Roll, but has an Spell Failure Rate of 25% and a Dexterity penalty of -2. Medium armour has a Defence bonus of +2, a Spell Failure Rate of 15%, and a Dexterity penalty of -1. Light Armour has only a +1 defence bonus, but a Spell Failure Rate of 5% and no Dexterity penalty.
Wearing a shield gains a +d4 defence roll.
Squirrel A is wearing Heavy Armour, has a CON of 5, and we’ll say his armour has a defence roll of d4, so his defence roll would look like this…
Squirrel A Defends: 5CON+3DEF+d4 = 9
As the damage roll is greater than the defence roll, it’s a hit. The total damage is the difference between the attack and defence rolls.
Four hit points are scored!
This leaves Squirrel A with one hit-point left, but he’s still standing, so he will get his round of combat.
Magical Combat
Wombat B is next, he’s a Lower Wizard, so he requires mana in order to cast a spell. Magical damage is different to physical damage as it requires a Spell Failure Check, then INT + the spell’s magical attack roll to determine damage. Spell Failure Checks must 50% or above in order to successfully cast the spell. Damage and Low Hit-Points will count against the check, as will armour.
Wombat B casts Fireball at Squirrel A!
Wombat B Spell failure Check: 59% - 5% (Light Armour) = 54%
Successfully cast Fireball.
Wombat B Damage Roll: 7INT + d4 = 11
Squirrel A Defends: 5CON+3DEF+d4 = 10
The Fireball hits Squirrel A, causing 1 HP damage. Squirrel A is unconscious!
Unless Squirrel A is healed by one of his team members, Squirrel A is effectively useless for the duration of combat.
Melee Combat
Wombat A is a 100 feet away from the enemy, so he’ll have to wait until the two sides have closed the gap between them, which is 25ft per turn, regardless of whether an attack is made during the same turn.
Let’s assume that Squirrel B has been unfortunate enough to be within range of Wombat A. Melee attack rolls are based on strength (or dexterity in the case of knives) + a weapons attack dice. Wombat A is using a longsword, which has a hit die of d6.
Wombat A Damage Roll: 8STR + d6 = 14
Squirrel B Defends: 3CON+1DEF+d4 = 6
Squirrel B loses 8 hit points!
Combat ends when one side has no fighters with health above 0.