Dark Lantern's Light
Combat House Rules
Combat house rules fall into two categories. The first is the general way that I, the GM, adjudicate combat. The second are combat maneuvers that can be performed in combat in addition to other actions a PC or NPC may take.
- On killing an enemy, you’ll be asked to describe how you kill your target. I will grant considerable creative freedom to this description, so long as no attempt is made to gain an advantage or somehow game the system. This means you can describe multiple attacks or even movement if needed. With the way mooks work in 13th Age, this description may strain reality, but so long as it’s fun (and isn’t used for metagaming purposes) I’m likely to run with it.
- Natural 1s mean two things. First is that no miss damage is dealt. Second is that there is often but not always a negative consequence from rolling the 1. For NPCs, I as the GM get to decide if/what the consequence is. For PCs, I’ll often (but again, not always) give the player a choice between two possible negative outcomes.
- Yes, if you fumble on a ranged attack and there’s another PC in the way, you’re shooting them in the ass. Just deal with it.
- Positioning and movement in 13th Age are left deliberately vague outside of three terms: Engaged, Nearby, and Far. As GM, I’m the ultimate arbiter as to how far your character can move with respect to a map as well as whether movements can be intercepted or provoke opportunity attacks. Believe it or not, I do my absolute best to be fair about this and subject my NPCs to the same limits as PCs.
- “Pulling a Mal” is lighting a friendly on fire or being lit on fire. “Tormach-ing it” is getting the hell beat out of you by enemies because you’re playing a too-squishy character.
Here are some general combat actions or maneuvers that you can perform. I reserve the right to change these if, after being used, I feel they’re not balanced or useful. But as it stands, these are now added to your arsenal in combat.
Trip/Knocking Prone – Make a melee basic attack vs PD. Do not add the Escalation Die. If you hit, deal damage equal to your level (2x your level at Champion, 3x your level at Epic) and the target is knocked prone. On a natural 20, instead you deal normal damage. You do not do miss damage when using this attack.
Prone – If you are knocked prone, you have a -2 defenses against all engaged enemies and +2 defenses against all ranged enemies. In addition, you can only make basic attacks at a -2 penalty while prone. Recovering from prone is a part of a Move Action (i.e., you can stand up and move in the same action)
Push/Shove/Throw – Standard action. Melee basic attack vs PD. Do not add the Escalation Die. If successful, move the target to any nearby space and deal damage equal to your level (2x your level at Champion, 3x your level at Epic). On a natural 16+ hit, the target is also knocked prone. If you are attempting to use this to put someone/something into harm’s way (off a cliff, into a fire) they get to make a saving throw to avoid the danger.
Charge – Move then spend a Quick action to gain a +1 bonus (per tier) to your next attack roll and damage roll. However, you also suffer a -1 penalty per tier to the your AC and PD and may only make a basic attack, Push/Shove action, or Disarm/Sunder action. In addition, you may use a Charge action to engage Far Away enemies, but in this case you do not get the bonuses (but still retain the penalties). Getting to attack enemies you might not otherwise be able to is its own reward.
Disarm/Sunder – Standard Action. Make a basic melee or ranged attack against PD. Do not include the Escalation Die. If you hit, the enemy takes damage equal to your level (2x your level at Champion, 3x your level at Epic) and takes a -4 penalty to their next attack. On a natural 20, you do normal weapon damage in addition to the penalty inflicted. You do not do miss damage when using this attack.
Feint – Standard Action. Make a melee or ranged basic attack against MD. Do not include the Escalation Die. On a success, you may choose to make the target vulnerable to the next attack made by one of your allies or you may lower all their defenses by 2 for your own next attack.
Called Shot – Standard Action. Make a basic melee or ranged attack against PD with a -2 penalty. Do not include the Escalation Die. If you hit, the enemy takes damage equal to your level (2x your level at Champion, 3x your level at Epic) and you can choose one of the following status effects depending on the exact nature of the called shot: Stuck, Hampered, or a narrative effect (such as knocking a hostage aside, shooting a vial out of someone’s hand, etc.). On a natural 20, you do normal weapon damage in addition to the extra effect. You do not do miss damage when using this attack.