COMBAT OPTIONS: Actions and Attacks Available In-Rounds Play

You will find the basic rules of our game, here; these MAY be updated from time-to-time, you can find links to these rules in Fieranor's signature block, and you should access and read these often.
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Fieranor of Imladris
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COMBAT OPTIONS: Actions and Attacks Available In-Rounds Play

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:01

COMBAT OPTIONS
The Action Points system developed for use in the Roll 20 environment, or for tabletop with maps play, allows for an economy of points based on several characters of your Player-hero, to be explained below. The Action Points you gain from that formula renew at the beginning of each new round, and may be used throughout the course of the round and, sometimes, one to a few points may be carried over to the following round to complete an action already begun, to purchase actions to perform, one at a time through the course of the round, until your PH has no more points to spend for the round. The Actions/Attacks you're allowed to choose from determine, generally, which Stance (Forward, Open, Defensive, or Rearward) your hero is in and what their attack roll will be.

If you have read here, you have a general idea how both Onset and Close-quarters Combat works and, soon enough, you'll know which options from the following tables will work best for you and the situations you find you put your hero in the most. However, check back here often, especially if you gain another Action Point, to determine if there's more you can do. Nearly all of these options proceed from the LoreMaster's Book (revised) and The Adventurer's Companion for The One Ring; however, some have been added out of necessity known and understood from nearly four decades of game-play in dozens of game systems.

(NOTE: Rearward Stance is still considered to be Ranged Combat, but it is NOT the only place you can use most ranged weapons. If you are close enough to be in another stance, and you attempt to use a ranged weapon, there may well be penalties involved.)

The following Stances are considered to be Close Combat, and have the following Target Numbers...
Forward ~ (base attack 6+(target's Parry + Shield); opponents typically within 6.5' (2m; the adjacent square)
Open ~ (base attack 9+(target's Parry + Shield); opponents typically within 10' (3m; 2 squares away)
Defensive ~ (base attack 12+(target's Parry + Shield); opponents typically within 13' (4m; 3 squares away)

Rearward ~ (base attack 12+(target's Parry + Shield) typically requires a barrier of two or more Close Combat characters between them and the enemy, and is considered to be Ranged Combat according to the Rules-As-Written (RAW). Placement of ranged fighters is considered on a case-by-case basis, though targets for archers are, typically 15' (4.5m; 3+ squares away) or more distant.
 
Directory of Combat Options
  • Movement Options - This post.
    • 5 Foot Move
    • Diagonal Move
    • Delay Action
    • Maneuver
    • By Stealth
  • Defensive Options
    • Defensive Attack
    • Full Defense
    • Knockback
    • Protect Companion
    • Stand Your Ground
  • Melee Combat Options
    • Normal Attack
    • Blindside Attack
    • Called Shot
    • Challenge Adversary
    • Charge
    • Dual Wielding
    • Escape Combat
    • Feint, Fake, or Trick
       
    • Called Shot Options (required)
 
Movement of Tokens/Miniatures in Roll 20 and the Tabletop
Youtube: Movement and Measuring in Roll 20
 
The average Human being can move 2.75 - 3.25 miles per hour (4.5 – 5.33 kilometers per hour) at a decent walk, or 40 - 48 feet per ten-seconds. When operating under duress, such as in combat, your movement value is clipped as you concentrate on performing complex movements to stay alive rather than walking or running full-out. If you're gifted athletically, have had combat training, or if you're injured, carrying too many items or even a heavy and/or awkward weapon, armor and/or shield, the actions and/or attacks you are able to perform in combat will change based on those factors.

We will use two types of movement for our game, non-combat and combat; non-combat has no real movement limitations or time scale, while combat movement does. In-combat movement uses a formula to determine how quick your Player-hero is in any given round, as follows...
  1. Your PHs basic APs will be (2x Valor + Athletics + Battle skills), but then we subtract from the chart, below, because of Encumbrance...
     
  2. Those using Stealth during combat will replace Valor with Wisdom and use Stealth rather than Battle with it. If you want to be stealthy, you cannot carry a crap-ton of equipment with you.
 
BODY
ENCUMBRANCE
5 - 11
12 - 18
19 - 25
26 - 32
33 - 40
2 - 4
-3
-5
-7
-10
-12
5 - 7
-1
-3
-4
-5
-6
8 - 10
-0
-2
-2
-3
-4
11 - 12
-0
-1
-2
-2
-3
 
Minimum APs of 4.

At the beginning of a combat, you are considered to be dropping excess non-combat weight; however, if you're in a running fight, the total of all gear carried is seen on the chart and provides the penalty to APs, instead.

i.e. - Your character has a Valor score of 2, Athletics of 3 and Battle of 3. (2x Valor + Athletics + Battle skills) gets you 4 + 3 + 3, or a total 10 Action Points. Next, we have to figure out your AP modifier based on your character's Body score cross-referencing the total Encumbrance value of the War Gear you're carrying; let's say you have a Body of 5 and are carrying 19 Encumbrance of War Gear. This gives a penalty of -4 which, when subtracted from the 10 leaves 6 APs for you to use with your character each round.

No one may ever go below four (4) Action Points, unless your character is ridiculously loaded down and is unable to drop it quickly enough to participate in the first round, or more of combat and APs renew at the beginning of each round.

For sake of movement, spending 1 AP allows your character to traverse up to five (5) feet horizontally, up to two (2) feet vertically, or up to three (3) combined horizontal and vertical movement. A successful check of Athletics MAY allow you to traverse farther vertically. You may spend more than one AP on movement in any round, up to the maximum allowed for your character race, as shown here...
 
DWARVES & HOBBITS
ELVES
HUMANS
15' (3 APs)
25' (5 APs)
20' (4 APs)

Now that you are, once again, familiar with the workings of Action Points, let's start off what you can purchase using those Action Points.

Splitting APs ~ AP expenditures may be split among rounds, but only a maximum of one-half your APs, or 3, whichever is fewer. (ie - If your character has 4 APs, up to two of those can be placed into the next round, if necessary. Alternately, if you had 7 APs, you could move forward a maximum of 3.)

Spending Endurance for Additional APs ~ Straining yourself for the win is a potentiality in this game. The way I'm going to treat this is as with the Experience system for the game, to a maximum of 3 APs per round. For the 1st additional AP in a combat round, the cost is 1 point of Endurance, the second point would cost another 2 Endurance, and the third point would cost 3 more, for a maximum of 6 Endurance. That's a sweet cost, but can become dangerous quickly, and thus I would caution its use for desperate situations. These points cannot be used alongside Splitting APs, above. Finally, these APs are NOT considered to be standard points of Fatigue, as those are VERY difficult to get rid of, while healing Endurance points, as if for scratch and dent damage, is not.

Movement Options
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
5 Foot Move
1
-
Any time during PHs turn. Move to an adjacent 5' square. Max 3 APs for Dwarves and Hobbits, 4 for Men, and 5 for Elves.
-
Yes
Diagonal Move
2
-
Any time during PHs turn. Move to a diagonal 5' square. Max 3 APs for Dwarves and Hobbits, 4 for Men, and 5 for Elves.
-
Yes
Delay Action
See Advantages
Any
Beginning PHs turn Wait for opponent to act, then pre-empt; APs lost determined by wait; get one basic action worth up to 4 APs to end wait. If you have APs remaining after, you may act again May not delay again for the round Yes
Maneuver
4
Forward
Beginning PHs turn Roll Battle vs. 12+ opponent's attribute level. On a Success, you cost the opponent either a point of hate or one Success Die on their next action/ attack. Each Image can be used to either cost them another Success Die on their next action/ attack, or allows you a basic attack success; if attacking, each additional Image counts as increased damage, per normal If you fail the Maneuver Test, you may not act further in the round Yes, if successful
By Stealth
4
Rearward or OOC
Beginning PHs turn Move five feet in any direction
This is extremely slow movement, and might normally be reserved for out-of-combat or covert situations
No
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COMBAT OPTIONS: Defensive

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:02

Defensive Options
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
Defensive Attack
4
Any Close
Any time during PHs turn You make a guarded attack, raising your Parry by +2 -1 Success Die from your next action/attack Yes
Fully Defensive
All APs,
min. 4
Defensive
Beginning of PHs turn Raise your Parry score by the Encumbrance of your in-hand weapon, plus that of your shield You forego other actions/attacks for the remainder of the round No
Knockback
2
Any Close
At time of damage Roll with the hit. Cut Endurance loss from this one hit in half Your next Action MUST also be Defensive Yes
Protect Companion
4
Defensive
When PH chooses to protect companion, choosing a Defensive Stance or Full Defense Spend one Hope to protect your ward, taking their Endurance loss You may only use a Defensive Attack or Full Defense, until the danger is gone No
Stand Your Ground
4
Defensive
Beginning of PHs turn Spend one Hope; for this round, your attacker(s) roll a Low-Feat to-hit you Must use a 2-handed weapon If foe is dealt with and APs remain, yes
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COMBAT OPTIONS: Melee

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:02

Melee Combat Options
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
Normal Attack
4
Forward or Open
Any time during PHs turn A Success reduces the target's Endurance by the Weapon's damage rating; each Image reduces it further by the attacker's damage rating
-
Yes
Blindside Attack
All APs,
min. 4
Not Forward
Beginning of PHs turn Roll Stealth vs. 9+ Target's attribute value. A Success, and each Image, adds one Success Die to the ensuing Normal Attack roll. May be used against multiple close-in opponents You forego other actions/attacks in the round No
Called Shot
5
Any Close
Any time during PHs turn Declare the shot and the desired outcome, see the bottom of this post, before rolling: Break Armor/Shield, Disarm, Hold Back, Maiming Strike, Pummeling Attack, Savage Blow, or Swift Strokes. A miss means only that you continue the round. Rolling Image ends the round for you. See Disads
Challenge Adversary
3
Open or Defensive
Beginning of PHs turn Single out one enemy and fight them for the remainder of the combat, or until one of you are dead. Both of you roll Hi-Feat's for each to-hit This bonus ends on your opponent's demise, or yours Yes
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
Charge
See Advantages
Any
Beginning of PHs turn Your opponent must be 10+ feet away from you. Spend at least 4 APs on Movement, plus 2 for a Normal Attack. Roll to-hit plus one Success Die if you are carrying a shield. On a Success, your target rolls Protection vs. 14 to save vs. knockdown, thus incurring the loss of 2 from their Parry rating for the remainder of this round, and until they can rise in the next (1 AP). As well, the target suffers the Melee damage rating of your weapon Hobbits may not perform this action. YOU must also succeed at a test of Athletics vs. 12 to keep from falling and suffering the same penalty as your target Yes
Dual Wielding
6
Forward only
When PH declares target Striking with two weapons at one time, roll to-hit once plus 1 Success Die. On Success, or better, each weapon does its individual damage, per the normal Endurance loss rules No called shots allowed. A failure to-hit misses with both weapons. Reduce your Parry by the Encumbrance value of the largest of the two weapons, until the end of this round. Yes
Escape Combat
All APs,
min. 4
Any Close
Any time during PHs turn Make an Athletics test vs. 10+ opponent's highest attribute level. On a Success, you escape Each opponent beyond the first in Forward Stance with you requires an additional Image to escape them. You may not re-engage in the combat until (10 - your Battle skill) rounds have passed, though you may return in half that number of rounds, rounded up, to follow the normal rules for Ranged Combat No
Fake, Feint, or Trick
5
Any Close
Any time, on or off turn You are attempting to make your opponent Weary. Roll a Normal Attack at TN+2; include the target's Parry, but not their shield. A Success, and each Image, makes them Weary for one round. A target that is already Weary instead reduces their Endurance by a random Success Die result for the Success, and each Image Hobbits spend only 3 APs to perform this action Yes
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
 
Called Shot Options
If you make a Called Shot, please choose one of the following options?
Don't forget, for a Called Shot to succeed, you must have at least one Image, otherwise it's a miss!
 
Called Shot Option
Close Combat or Weapon Type(s)
Success Description
Break Armor
Axes, MattockArmor loses 1D of Protection; cannot affect the same adversary more than once.
Break Shield
Axes, MattockThe opponent's shield is smashed.
Disarm
SwordsThe target drops their weapon.
Hold Back
Close CombatYou give your opponent normal Endurance loss, but Piercing Blows are ignored.
Maiming Strike
Swords, HammersThe hero targets a specific weapon skill or attack form. If successful, the target rolls one less Success Die each time they use the ability; cannot affect the same ability more than once.
Pummel Attack
Close CombatIf successful against a Human-sized target (Troll-sized for a character on horseback), the target is +4 penalty to act until the following round. One attempting to escape and who has successfully pummeled an opponent may do so without the Athletics roll. Normal damage is accrued from the attack.
Savage Blow
Close CombatNormal damage plus that of the Image necessary to success is assessed, as well as damage as though a second Image had been rolled.
Swift Strokes
Close CombatTo-hit two foes on the battlefield, which must be declared prior to the roll. If the roll beats the highest to-hit Target Number, both opponents are hit and suffer damage normally. A miss is a miss against both targets.
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Re: COMBAT OPTIONS: Actions and Attacks Available In-Rounds Play

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:02

Ranged Combat Options
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
Ranged Attack
4
Rearward
Any time during PHs turn A Success reduces the target's Endurance by the Weapon's damage rating; each Image reduces it further by the attacker's damage rating You must be far enough away from your Target AND any other bad guys to be considered in a Rearward Stance, at least 15' (4.5m) away from your Target. Yes
Called Shot
5
Any but Forward
Any time during PHs turn Declare the shot and the desired outcome, see the bottom of this post, before rolling: Pierce, Rain of Arrows, or Shatter Strike. A miss is a miss, but you you continue the round. Rolling Image ends the round for you. See Disads
Escape Combat
All APs,
min. 4
Rearward only
Any time during PHs turn
-
You may not re-engage in the combat until (5 - your Battle skill) rounds have passed No
Harry Foes
6
Rearward
Beginning of PHs turn Be 20+ feet from your target(s) when you declare this action. Roll your Bow skill vs. 12+ opponent/groups highest Parry. On a Success, you may harry up to 2 foes, adding another for each Image. Affected target(s) may only use their base Parry value for defense You suffer -2 Parry against closer opponents attacking you Yes
Prepare Shot
All APs,
min. 4
Rearward
Beginning of PHs turn Name a target and track them for this round. Next round, declare a Called Shot and its desired outcome, at standard AP cost, then roll. A basic success and no Image is treated as successful Called Shot plus extra damage from an extra Image. You must be far enough away from your Target AND any other bad guys to be considered in a Rearward Stance, at least 15' (4.5m) away from your Target. No
Seek-a-Mark
5
Rearward
Beginning of PHs turn Find a target to Hinder next round by making an Awareness or Battle test vs. 12. If successful, roll a Ranged Attack next round; a Success leaves the opponent hindered (TN-4 against your follow-on attacks); each Image extends the Harried state an additional round. You suffer -2 Parry against closer opponents attacking you in both this round and the next No
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
 
Called Shot Options
If you make a Called Shot, please choose one of the following options?
Don't forget, for a Called Shot to succeed, you must have at least one Image, otherwise it's a miss!
 
Called Shot Option
Close Combat or Weapon Type(s)
Success Description
Pierce
Bows, SpearsA Piercing Blow occurs, regardless of the outcome of the Feat Die.
Rain of Arrows
Bow (NOT Great Bow)Rearward stance, to-hit two foes on the battlefield, which must be declared prior to the roll. If the roll beats the highest to-hit Target Number, both opponents are hit and suffer damage normally. A miss is a miss against both targets.
Shatter Strike
BowsKnock an opponent down; they are unable to act for the remainder of the round, except defensively. On the following round, they may rise immediately, but suffer a penalty of 2 until the end of this second round.
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Re: COMBAT OPTIONS: Actions and Attacks Available In-Rounds Play

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:03

Trait Invocation Options
If you have a Trait appropriate to the situation, one that's recommended for use by a fellow Player or by the LoreMaster, you can select one of the following four options concerning that use. These do not stack, and if you suggest the use and either the LoreMaster or your fellow Players decide to question your use of the Trait, you may not be able to use it.

Action/Task
AP Cost
Declared...
Advantage(s)
Other Actions?
Automatic Action
4
Any time When using a Common Skill, you may invoke this Trait to get an automatic, if ordinary, Success LMs call
Unforeseen Action
4
Any time during PHs turn In a situation not normally allowing for a skill check, if you invoke a relevant Trait to allow a normal skill check LMs call
Bonus to Skill Use
4
Any time during PHs turn Gain an extra Success die by invoking this Trait. Only one (1) XP may be earned through this skill use Yes
Experience Point
4
Any time When you make a Successful roll for a Common Skill test that is related to a Trait, you may invoke your right to claim one (1) XP for that Common Skill Yes
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Fieranor of Imladris
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Re: COMBAT OPTIONS: Actions and Attacks Available In-Rounds Play

Unread post by Fieranor of Imladris » 06 Jan 2019, 17:03

Additional Task Options Allowed During Combat
Action/Task
AP Cost
Stance
Declared...
Advantage(s)
Disadvantage(s)
Other Actions?
Embolden Company
All APs,
min.4
Any but Forward
Beginning of combat round Roll Inspire or Song vs TN 14 when the round begins. A Success allows all non-Wounded Companions to ignore the effects of any Weary condition for this round and the next; each Image allows an additional round to ignore being Weary The Weary condition remains, and negative effects return after the Embolden time has expired. No other action may be performed this round No
Intimidate Foe(s)
5
Forward or Open
Any time during PHs turn Roll Awe or Battle vs a TN of 10 + the highest attribute level among nearby opponents. A Success removes two (2) Hate Points from nearby opponents; each Image allows an additional Hate point to be taken from them. The LM decides where they come from. Each nearby opponent, unless they have the Craven quality, may resist with a roll of Custom vs 10 + the Player-hero's Heart score LM Call
Rally Company
All APs,
min. 4
Any but Forward
Beginning of combat round Roll Inspire or Song vs TN 14 when the round begins. A Success allows each Companion to recover 2 Endurance; each Image allows an additional Endurance point to be recovered No other action may be performed this round No
Ready or Stow
Item or Weapon
3 Each
Any but Forward
Any time during PHs turn Dropping a weapon or item costs nothing, but must be retrieved before it may be used, again, and you run the risk of losing the item permanently. Each item you attempt to pull from or put back into your inventory costs 2 APs to do. This does not apply to arrows or daggers, which are drawn for ranged skill use.
-
Yes
Remove Helm
2
Any
Any time during PHs turn Lower Fatigue rating by 3 and add 1 AP, immediately The Helm must be recovered before it may be used, again. This applies only to a full Helm, not a Cap of Iron and Leather. You also lose the Helm's Protection bonus, and any Weary condition is unaffected Yes
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