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# Tactics & Weapon Effects for OSR Games These rules are meant to enhance and differentiate melee weapons, so that weapon choice matters. The greater damage for two-handed weapons and better defensive value of smaller weapons are meant to make them more useful. \columnbreak Additionally, heroes can perform daring feats with a bit of luck and skill or engage in hand-to-hand combat simply and easily.
##### Axes | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Axe, 1-handed | 1d6 | Rend, Trip | +1/+1 | Parry | -- | | Axe, 1 or 2 | 1d6/1d8 | Rend, Trip | --/+1 | Sweep | 1 | | Axe, 2-handed | --/1d10 | Rend, Trip | --/-- | Sweep | 2 | ##### Swords | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Sword, rapier | 1d6 | Bonus | +1/+1 | Agile, Parry | 1 | | Sword, short | 1d4 | Rend, Bonus | +1/+1 | Agile, Parry | -- | | Sword, broad | 1d6 | Rend, Bonus | --/+1 | Parry, Sweep | -- | | Sword, 1 or 2 | 1d6/1d8 | Rend, Bonus | --/+1 | Sweep | 1 | | Sword, 2-handed | --/1d10 | Rend, Bonus | --/-- | Sweep | 1 | ##### Bludgeons | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Club, 1-handed | 1d4 | Knockback, Bonus | +1/+1 | Parry | -- | | Club, 1 or 2 | 1d4/1d6 | Knockback, Bonus | --/+1 | Sweep | 1 | | Club, 2-handed | --/1d8 | Knockback, Bonus | --/-- | Sweep | 2 | | Mace, 1-handed | 1d6 | Knockback, Bonus | +1/+1 | Parry | -- | | Mace, 1 or 2 | 1d6/1d8 | Knockback, Bonus | --/+1 | Sweep | 1 | | Mace, 2-handed | --/1d10 | Knockback, Bonus | --/-- | Sweep | 2 | | Flail, 1-handed | 1d6 | Knockback, Trip | +1/-- | No shield | 1 | | Flail, 1 or 2 | 1d6/1d8 | Knockback, Trip | --/-- | No shield, Sweep | 2 | | Flail, 2-handed | --/1d10 | Knockback, Trip | --/-- | No shield, Sweep | 2 | | Warhammer, 1-handed| 1d6 | Knockback, Rend | +1/+1 | Parry | -- | | Warhammer, 1 or 2 | 1d6/1d8 | Knockback, Rend | --/+1 | Sweep | 1 | | Warhammer, 2-handed| --/1d10 | Knockback, Rend | --/-- | Sweep | 2 | ##### Picks | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Pick, 1-handed | 1d6 | Bonus, Trip | +1/+1 | Parry | 1 | | Pick, 1 or 2 | 1d6/1d8 | Bonus, Trip | --/+1 | Sweep | 1 | | Pick, 2-handed | --/1d10 | Bonus, Trip | --/-- | Sweep | 2 |
Derek Jensen | Tactical Combat
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##### Miscellany | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Dagger | 1d4 | Bonus | --/+1 | Agile | -- | | Spear | 1d6/1d8 | Bonus | +1/+1 | Reach | 1 | | Quarterstaff | --/1d4 | Knockback | --/+1 | Parry, Agile | 1 | | Staff | --/1d6 | Knockback | --/+2 | Parry, Reach | 1 | ##### Polearms | Weapon | Damage | Effects | Attack/AC | Traits | Encum. | |:-------------------|:--------------:|:----------------------:|:------------------:|:-------------:|:------:| | Bec-de-corbin | --/1d8 | Knockback, Trip, Bonus | --/-- | Reach, Sweep | 2 | | Pole-axe | --/1d8 | Rend, Bonus, Knockback | --/-- | Reach, Sweep | 2 | | Halberd & others | --/1d8 | Rend, Bonus, Trip | --/-- | Reach, Sweep | 2 | ##### Ranged | Weapon | Damage | Effects | Rate of Fire | Traits | Encum. | |:-------------------|:--------------:|:----------------:|:------------------:|:-------------:|:------:| | Dagger | 1d4 | Bonus | 2 | | -- | | Spear | 1d6 | Bonus | 1.5 | | 1 | | Long bow | --/1d6 | Bonus | 2 | | 1 | | Short bow | --/1d4 | Bonus | 2 | | 1 | | Crossbow, latchet | --/1d4 | Bonus | 1 | | 1 | | Crossbow, light | --/1d6 | Bonus | 1/2 | | 2 | | Crossbow, heavy | --/1d8 | Bonus | 1/3 | | 2 |
### Weapon Traits * **Agile:** You apply your **dexterity** modifier to attack and damage instead of your **strength** modifier. * **Parry:** Spend a point of luck to parry an opponent's hit and take no damage from it. * **Disarm:** If you hit for damage, spend a point of luck to make the opponent to drop their weapon; but you do only half damage. * **Ignore Shield:** Ignore the opponent's shield for AC. * **Reach:** One opponent's hits do no damage until you miss in the same round. Then, you must fall back 5 feet and either choke up--negating reach--or switch weapons. * **Sweep:** Capable of the *sweep* fighting stance. \columnbreak ### Weapon Quality If circumstances dictate you might break your weapon, you must meet or beat an 8 on 1d20, or your weapon breaks. If you succeed, you merely drop it. Poor weapons get disadvantage; fine ones get advantage; magic ones get advantage plus their magic bonus. A broken magic weapon causes a minor wild magic effect to all in a 10-foot radius.
Derek Jensen | Tactical Combat
\pagebreakNum ## Combat ### Weapon Attacks To attack, roll 1d20 and add any bonuses to your attack roll. If your modified roll is... * Equal to or greater than the opponent's armor class, you *hit for damage*. * Less than the opponent's AC, your attack is *blocked* (shield, parry, armor, or hide) but still does 1 hp damage. If your natural roll is... * Less than **natural 5**, you *miss entirely*. * A **natural 1**, your weapon may break (see **Weapon Quality**). The GM also gets 1 point of luck for the opponents. For ranged weapons, the arrow, etc., is merely dropped. For unarmed attacks, you fall down. * A **natural 20**, you score a *critical hit*. Your damage is automatically maximum. * A **natural 19 or 20** hit for damage, you can choose an effect based on your weapon. #### Tactics Each round, you can decide on your tactics: * **Aggressive:** If you hit for damage and your opponent misses entirely, you can force your opponent back 5 feet, if your size or smaller. If you are also charging and hit for damage with your first attack, you deal double damage. * **Defensive:** You fall back 5 feet, and all melee hits against you from your front do half damage. You cannot also be forced back by an *aggressive* attack. * **Sweep:** You swing your *sweep* weapon at up to three enemies nearby for half damage with one attack roll, as long as you move at least 10 feet from your start. #### Weapon Effects In addition to damage, your weapon has certain effects associated with it that you can trigger by rolling **natural 19 or 20** on an attack. Or you can choose to bank 1 point of luck instead. And you can use a point of luck to trigger an effect on any hit for damage. * **Knockback:** Knock a same-sized opponent back 5 feet; a smaller opponent is also knocked prone. * **Rend:** Rend the opponent’s armor or hide for -2 AC (or chops off a tentacle, tendril, tail, etc.) * **Bonus:** +2 damage. * **Trip**: Same or smaller size opponent takes half damage and falls down (or is unhorsed). * **Grapple:** Regardless of weapon, if you have one hand free, you can choose to deal normal damage and still achieve a *grapple* hand-to-hand combat maneuver. ### Great Blows If you kill a creature with an attack that does at least 10 hp damage, you chop off its head, spear it in the throat, crush its skull, or otherwise kill it in a way that is appropriate for your weapon. > ##### Notes and Exceptions > * You must hit for damage to get a **weapon effect**. It is possible to roll a **natural 19** and not hit for damage. For example, if your opponent has an AC of 20, and you do not have an attack bonus, your attack is a blocked hit. Likewise, if your opponent has an AC of 19 but you have a -1 attack penalty, your attack is a blocked hit. > * **Critical hits** are precision strikes. Many non-humanoids, especially oozes and such, are immune to precision damage due to their body structure and take only normal damage. > * **Rend:** A PC with sufficient tools can repair rent armor during a short rest, eliminating the -2 to armor class. > * For especially quick or slow creatures, such as flitting fairies and plodding zombies, the **natural 5** blocked hit number can be higher or lower. A blocked hit still counts as a hit for "touch" attacks. ### Daring Feats At 5th level, you can declare the daring feat, spend 2 points of luck (1 point for warriors), then hit for damage: * **Swap:** You put yourself between an opponent and either an ally or something they are protecting. * **Mount:** You do half damage but get the opportunity to leap onto a rock or piece of furniture and fight from the high ground. Or you leap onto the opponent, if larger than you, where your blocked attacks count as hits for damage. * **Target:** You do half damage but hit a specific body part (such as the hand) that is not typically a target (like the head). * **Spoil:** You do half damage but spoil an opponent’s next attack or attempt to chase you by throwing sand or dirt, knocking over barrels, toppling a brazier, etc. * **Taunt:** You display skill at arms that rattles same-size opponents and causes them to make a morale check (describe the display).
Derek Jensen | Tactical Combat
\pagebreakNum ### Hand-to-hand Combat If you have at least one free hand, roll 1d20 against the target listed for the maneuver. **Strength** bonus applies. For creatures one size smaller, you get advantage. For creatures one size larger, you get disadvantage. You can’t fight most non-humanoids this way. * **Tackle:** On a 6 or better, you tackle your opponent and go down together. Fail: only you go down. * **Plow:** On an 8 or better, you plow your opponent back 5 feet and go with them. Fail: you go past them. * **Grapple:** On a 10 or better, you get a hold on your opponent. The next round, you can make an opposed **strength** check to move the opponent 5 feet in any direction or (if you have two hands free) do 1d6 hp damage plus **strength** bonus. Failure (or being hit for damage) means the hold is broken. * **Knockback:** On a 12 or better, you shove or kick your opponent back 5 feet. Smaller opponent is also knocked prone. Fail: do 1 hp damage plus **strength** bonus. * **Knockdown:** On a 14 or better, you knock your opponent prone. Fail: do 1 hp damage plus **strength** bonus. ## Luck You can spend a point of luck to reroll a die roll, perform a daring feat, or trigger one of your weapon effects on any regular hit for damage (instead of waiting for a **natural 19 or 20**). You gain luck every adventuring day or by banking it on an attack roll of **natural 19 or 20** (instead of using a weapon effect) as well as by carousing (see separate carousing rules). * Rogues: 1 point per day at levels 1, 3, 5, 7, 9, 11, 13, and 15. * Warriors: 1 point per day at level 2, 4, 6, 8, 10, 12, and 14. * Clerics: 1 point per day at levels 3, 6, 9, 12, and 15. * Wizards: 1 point per day at levels 4, 8, 12, and 15. Luck resets at the end of the adventuring day, which occurs when you reach or create a place of safety, such as town or camp. Therefore, any luck you gain from carousing after the end of the adventuring day is kept for the next day. *For example, a 5th-level thief gets 3 points of luck every day. When stopping at an inn for the night, any unused luck is lost. But if the thief does some carousing and gains 2 points of luck, they get added to the new day's 3, and the thief will go to bed with 5 points of luck for the next day.*
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Derek Jensen | Tactical Melee