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Advanced Rules
"Leave the bodies." Tanis's mind was working
quickly. "And hack up the door. Sturm,
knock over a few tables. We'll make it
look as if we broke in here
and got into a fight with these fellows...."
Heroes can face some tricky combat-related situations in the DRAGONLANCE: FIFTH AGE game. As players become familiar with the SAGA rules and as their heroes grapple with ever more devious foes in ever more desperate situations, they are going to want to improvise a little. They might want to know, for example, just how quickly they can travel from Palanthas to Solanthus if they really hurry. A hero backed into a corner during a barroom brawl might become interested in taking a swing on that chandelier overhead. With a little common sense and the advice presented in this chapter, Narrators can handle just about anything players might want to attempt. Sometimes, players get so caught up in the details of their actions or in the specifics of combat that they forget they're supposed to be role-playing. So any time the Narrator wishes to encourage players to exercise a little more thought and imagination in their heroes' actions, he can assign a modifier to their action score based on how well the player handles the situation. These role-playing modifiers, applied to the value of the action card, can help resolve any action in which the Narrator considers player input important.
- -4 points to the action score if the
player makes no attempt to role-play or
describe his hero's action. For example,
the uninspired player might say:
"I ask the Knight to sponsor me," or
"I knock down the guard."
In the FIFTH AGE game, just like in real life, groups working together can accomplish feats far too difficult for any single individual. When not engaged in combat, spellcasting, or magical item use, two or more heroes can work together to accomplish an action. The difficulty, action ability, opposition ability, and mishap of a combined action vary according to what the heroes are attempting.
Combined Action
Comments: For fairly simple tasks-such as two or more heroes trying to lift a heavy object-the hero with the highest applicable ability score performs the action, and each helper adds his relevant ability score to the action score. For example, say Rig (St 7), Dhamon (St 8), and Shaon (St 6) all try to heave a stuck wagon out of the mud. Since the wagon is fully loaded, the Narrator considers this an impossible action. Together, however, the above group has an action score of 21 before Dhamon's player even plays a card from his Hand of Fate: 7+8+6. Should Dhamon play a Five card, the group achieves an action score of 26 - quite enough to succeed. Groups performing an impossible combined action do not automatically gain one quest, as an individual would (Book of the Fifth Age, Chapter Three). Mishap: Any mishap in a combined action usually affects the entire group, though the Narrator can call for an interpretive or random card play to see if anyone escapes. (In such cases, any card with a white aura might let the hero avoid the mishap.) For example, if the group pushing the wagon suffers a mishap, someone suffers an indignity, such as slipping and falling in the mud.
Coordinated Action
Comments: Complex or dangerous tasks require planning and leadership. Heroes faced with the task of repairing their damaged ship, for example, can't just apply sheer muscle to the job. And heroes trying to scale a mountain probably will fail unless they coordinate their efforts. A party leader performs the coordination action. If he must rely on another for knowledge to complete the task, the difficulty goes up to challenging. For example, if Dhamon, a rogue knight, leads his group in the construction of a siege engine, he faces an average task. If however, he tries to direct his party to repair a damaged ship, he'll have to rely on the skills of Rig, a mariner, making his task harder. (Or Rig could become temporary party leader and try an average Presence action himself.) If the coordinating action succeeds, the hero with the highest relevant ability score (or the required knowledge) attempts the intended complex action, adding one-half the combined ability scores from his helpers to his action score. Players should round fractions down after adding the scores together. For example, say Rig (Dx 6), Dhamon (Dx 6), and Shaon (Dx 5) all attempted to repair their damaged ship. In this case, Rig gains a +5 bonus to his action score (6+5=11-2= 5.5, rounded down to 5). The leader (or acting leader's) Presence code determines how many people he can coordinate in a complex action:
Mishap: Mishaps usually affect the whole group, though a Narrator can call for an interpretive card play to see if anyone escapes, as described for combined actions. In general, Narrators should use the game's action-score-based resolution system when heroes are attempting dramatic actions with a significant chance for failure, especially if the action's result can affect the course of play. When players attempt inconsequential actions, the Narrator should simply declare whether the action succeeds or fails, based on the heroes' abilities, a random draw, or even an aura-based resolution. This decision-making speeds up the game and discourages players from executing a series of nonsensical actions in hopes of ridding their hands of bad cards. Several of the rules presented in this chapter and elsewhere in this book use the random draw action resolution technique, introduced at the end of Chapter Three in the Book of the Fifth Age. Narrators should use a random draw not only when the rules specifically call for one but also in any situation where the hero does not entirely control his own Fate. Random draws also keep players from stalling while they build up their hands in preparation for a key event in their hero's life. A Solamnic Knight's player, for example, might break off a quest and return home to petition for advancement the minute he draws a Nine of Crowns card. That's manipulating fate too much. Chapter Three in the Book of the Fifth Age presents standard daily movement rates for cross-country travel in miles per hour and miles per day (assuming about eight hours of travel each day). These numbers are already generous, but even that's not always fast enough for heroes with a mission. On the other hand, these standard movement rates assume ideal conditions. Natural hazards and accidents can slow movement or halt a group altogether. However, when determining base travel times. Narrators should remember that in the FIFTH AGE game, the rules take a back seat to the story. Therefore, the heroes can move as quickly as the story demands. If the players insist that their heroes can make a trip in less time than the Narrator says it takes, or if the Narrator wants to add a sense of urgency to the trip, he can use the following rules. Quick March Heroes can reduce their travel time by pushing themselves hard, skipping rest breaks, or simply spending a little extra time each day on the trail.
Quick March
Comments: The difficulty of a quick march depends on how much time the heroes want to save.
- Average (8): The party saves about five
minutes off an hourlong trip, one
hour off a daylong trip, or one day off
a weeklong trip.
The heroes must declare how long they will quick march and at what rate. Each hero involved in a quick march attempts this action at the end of the march (weaker heroes are supported and encouraged by the others). The march ends when the period the heroes have specified elapses or when they stop marching to pursue some other action (such as combat). If a hero succeeds in this action, he loses a point of Endurance at the end of the march. Failing makes his Strength and endurance scores drop 1 point for each point by which he missed his target score. These losses persist for the same amount of time after the march as the hero spent marching. If the hero rests, he recovers lost ability score points at twice this rate. Should a quick march reduce any of his ability scores to zero or less, he suffers a mishap (see below). If a hero has been quick marching for several days, he can attempt an average Endurance action (at his reduced score) at the end of each full day of rest. If he succeeds, the hero recovers all his lost points immediately. Mishap: The hero collapses from exhaustion when the quick march ends. He loses all his cards and falls unconscious until he receives care, just as if he had lost all his cards through combat wounds. Quick March Example Say that Petrick has an Endurance score of 7 and attempts to jog about a mile along a mountain trail in thirty minutes. According to the Book of the Fifth Age, a hero can move about five miles through mountains in a day, or about one mile an hour. Moving the same distance in thirty minutes makes this action desperate.
![]() Petrick plays the Seven of Helms, which gives him an action score of only 14. Fortunately, the Suit of Helms is trump for Endurance actions, so Petrick gets to turn over an extra card from the Fate Deck. He draws the Four of Swords for his trump bonus, giving him a final action score of 18. Because he needed a score of 20, Petrick fails the action and temporarily loses 2 points of Strength and Endurance. He suffers this reduction for thirty minutes after his quick march - or for fifteen minutes, if he rests. Other Effects of Quick Marches Heroes cannot surprise opponents unless they end their quick march first. If an opponent tries to surprise the heroes, they receive a -4 action penalty to their attempt to avoid surprise. Groups traveling with vehicles or mounts can attempt quick marches. Any card a mounted hero plays for this action becomes automatic trump; he still has to attempt the action, though, as riding a mount requires some physical effort, and a long trip on a mount still involves some walking. The player of the mounted hero also uses a card from his hand to attempt the quick march action for the mount, using its Physique score as its action ability with a -3 penalty (carrying a rider is hard work). If the heroes are all riding in a vehicle, only the driver must attempt this action; any card the driver plays is trump. If a team of creatures pulls the vehicle, the team makes one action attempt with a card from the driver's hand, using the group's average Physique rating as the action ability. Shortcuts Heroes moving overland upon anything but a road or clear terrain can save time by surveying the path ahead and choosing the shortest possible route. Shortcuts usually prove less demanding than quick marching, but they generally don't save as much time and they can lead to dangerous mishaps.
Take a Shortcut
Comments: Like quick marches, the difficulty of finding a good shortcut depends on how much time the heroes want to save.
- Challenging (12): The heroes cut
about five minutes off an hourlong
trip, one hour off a daylong trip, or
one day off a weeklong trip.
After the heroes declare how much time they hope to save with their shortcut, the party leader or scout attempts this action. Failure means the group cannot find a favorable route and saves no time in the journey. Mishap: The Narrator can select one of the following mishap effects:
- Accident: Each player draws one card
from the Fate Deck. A Dragons card
means the hero met with some kind of
accident. Affected players then draw
another card; the hero loses 1 point
from the ability score associated with
the suit of the card selected. Turning
up another Dragons card means the
hero has suffered a catastrophic accident and loses all his cards. He
remains unconscious until tended.
Ability score losses persist for one day,
or half a day if the hero stops to rest.
Other Effects of Shortcuts Unlike a quick march, taking a shortcut has no effect on the group's ability to achieve surprise. However, heroes following a shortcut (even a failed shortcut) are concentrating on their route so much, they suffer a -4 action penalty to any attempts they make to avoid surprise. Groups traveling with vehicles cannot attempt shortcuts unless they abandon their vehicles. Mounted groups can attempt shortcuts, but accrue a -4 action penalty, as mounts might encounter terrain hazards that would prove less of an obstacle to those on foot. Used once successfully, a shortcut becomes a known route. Heroes wishing to use this path later need not attempt this action again. Combining Quick Marches with Shortcuts Groups willing to assume a risk can quick march while taking a shortcut. The heroes involved must play the appropriate cards, with a -4 action penalty for combining the two actions. If both succeed, the players may add the time savings together. However, a combined shortcut/quick march cannot reduce the total travel time by more than three-quarters. For example, Petrick decides to lead his party on a shortcut though a heavy forest and decides the heroes should pick up the pace as well. Their ultimate destination lies about sixty miles away, roughly a six-day trip. Petrick decides to combine a challenging shortcut and an average quick march. If both actions succeed, the party will save about two days. As party leader, Petrick attempts a challenging Reason action with a -4 penalty to find a shortcut. Then every hero in the group makes an average Endurance action with a -4 penalty. Of course, if the shortcut fails, the entire group could be quick marching into some sort of trouble. Should the party encounter a terrain hazard in the shortcut, the quick march ends, and the heroes must attempt their quick march resolution actions before dealing with the hazard. Terrain Hazards Heroes who wander off clear terrain or roads might stumble onto ground that proves dangerous or inconvenient. The Narrator can refer to this section when the heroes encounter a terrain hazard due to a shortcut mishap, or he can place these hazards in their path for them to overcome. A hazard can figure prominently in an adventure scene as an obstacle for the group. If a group encounters a hazard as part of a scene, the leader or scout can attempt a challenging Perception action to avoid running headlong into the hazard. (For quick marching groups, the action becomes daunting.) However, the group must detour around the hazard or deal with it in some other way. Failing the Perception action brings the group stumbling right into the hazard. Common hazards are described below. Each description begins with a parenthetical list of the general type of terrain where it occurs, followed by its game effects. In each case, the Narrator may choose to allow heroes with the yeoman or an appropriate barbarian role an automatic trump bonus for actions related to their home terrain. Brambles or Tangle (Forest, swamp, hills) The group encounters dense vegetation that obscures vision and slows movement. Though not dangerous itself, the vegetation might hide an enemy or another hazard. Visibility within the tangle never extends beyond near missile range. The heroes find their Agility, Dexterity, and Perception scores reduced by 2 points when they move or fight in the undergrowth. This hazard could delay a party anywhere from ten minutes to one day, at the Narrator's option. Cave-In or Rockfall (Mountains, subterranean) When falling rock endangers the heroes, they first attempt to avoid surprise. If surprised, they must immediately defend themselves from two missile attacks from falling rock; those not surprised suffer only one. The attack's severity varies with the size of the rockfall, which the Narrator selects from the table below:
Adjustments for armor and shields do not apply to a hero's defensive action, nor do they reduce damage. A mishap means debris buries the unlucky hero. He can escape on his own with a challenging Reason action, followed by a Strength action whose difficulty depends on the rockfall's size. If either action fails, the hero must be rescued. To accomplish a rescue, a hero must succeed in the action below:
Rescue a Cave-in Victim
Comments: One hero attempts the rescue, adding a +1 action bonus for each person assisting. The difficulty of the action corresponds to the chart above. A search for a buried hero takes ten minutes. Victims lose 1 point of Endurance each hour from a minor rockfall, 1 point per ten minutes from a major one, and 1 point per minute from a severe rockfall. A buried hero reduced to zero Endurance points loses all his cards and dies if not rescued within an hour. Once rescued, the hero stays unconscious until someone tends his injuries. Mishap: A cave-in of the excavated area around the buried individual injures everyone involved, forcing them each to lose a card and start the rescue over. Crevasse or Dust Pit (Snow, desert) The ground under the heroes' feet seems dry, but too soft or weak to hold any weight. Upon encountering this hazardous terrain, the hero in the lead (most likely the scout) must make a daunting Perception action. (If he has taken precautions, such as probing the ground ahead with a walking stick, the action becomes challenging.) Failing the action means the hero falls into the crevasse or dust pit. Anyone so unfortunate should immediately attempt a challenging Endurance action. Those who fail plummet to the bot-tom, suffering a one-card injury. Heroes who succeed manage to grab a handhold on their way down. They suffer no injury but must succeed in an average Strength or Agility action to climb out again. A hero who falls into a dust pit must make a challenging Spirit action. Failure means the hero panics and sinks to the bottom, where he lies buried just as though caught in a major rockfall. His companions can rescue him as though rescuing a cave-in victim (see above). Succeeding in the Spirit action lets a hero attempt a challenging Agility action to escape the dust pit on his own. Otherwise his friends can rescue him automatically. In the event of a mishap, the hero(es) next in line must make challenging Endurance actions to avoid falling in, too. Precipice or Canyon (Mountains, hills) The heroes encounter a sheer drop or wall, too steep to scale, which forces them to either follow or detour around it. While near the cliffside wall, the group may by subjected to rockfalls, at the Narrator's discretion. A group at the top of such a precipice remains in no particular danger unless faced with poor visibility. In such cases, the person in the lead may fall off the edge, according to the procedure under "Crevasse or Dust Pit." Quicksand or Bog The group encounters a soggy area where groundwater makes the footing treacherous. The hazard's effects resemble those of a dust pit, except that a hero sinking to the bottom finds himself buried as though by a severe rockfall or cave-in. Players who crave truly dramatic combat scenes do more than just trade blows with the enemy - they approach combat with a sense of flair and daring. This section broadens the selection of combat options available to heroes. It's helpful before reading further to review the standard terms at the beginning of Chapter Four in the Book of the Fifth Age. All the action descriptions included here assume a fairly even fight, with neither side having any significant advantage over the other. When this isn't the case, Narrators should refer to "Combat Advantages" on page 68. Some of the actions below have no indicated difficulty, action ability, or opposition ability, because they apply to the action the hero just attempted - the player does not play another card. While reading these sample actions, players should think of creative ways to combine or alter them to form new actions. Some examples are provided. Offensive Actions When attacking a foe, the hero has a number of advanced combat options. Some examples of creative attacks follow, arranged alphabetically.
Charge
Comments: A hero speeds toward the enemy across an open space, using his momentum to help launch a melee attack against one opponent. Heroes can attempt the charge action only when the group has just closed to melee range with a foe. The hero must select an opponent to charge before playing a card. Even if the group successfully enters melee range, charging becomes an option only for heroes who can move in a fairly straight line through open terrain. Charging is not possible up steep inclines or through dense undergrowth. However, any unusual condition that allows rapid movement in a straight line makes a charge possible: A hero might swing on a vine or chandelier while making a charge, to avoid obstacles that would otherwise prevent this action. A hero who successfully charges can attempt an immediate melee attack with a +3 bonus to his Strength score. However, the hero must face a penalty of -3 in defending against the foe's counterattack in the next exchange: The hero's momentum either carries him past the foe or makes him stop short; either result creates a moment of instability or vulnerability for the hero after the charge exchange. Individual heroes can attempt to charge, or the leader can direct the whole group in a charge. In the latter case, the difficulty becomes average. Mishap: The foe gets a free counterattack. If a single hero was charging, his intended target can make this assault. If the entire group was charging, however, every opponent within melee range gets a free counterattack.
Cut or Smash
Comments: A hero can cut or smash an object to destroy it. He uses Strength as his action ability if applying a melee weapon or natural weapon (claws, etc.) to an object or Dexterity if using a missile weapon. Missile attacks against objects at far missile range have a difficulty of challenging rather than average. If no creature holds or guards the object, the action goes unopposed. The action's difficulty also assumes the hero is trying to cut or smash a fairly small object that is neither exceptionally sturdy nor particularly fragile. Such items include taut ropes, metal flasks, torches, and chairs. Smaller or tougher objects make the action harder, while larger or weaker objects make it easier. In some cases, the Narrator might assign an object a Physique score, forcing a hero to inflict that many damage points to destroy it (see Appendix Four). Of course, common sense also must apply: A hero armed with a mace cannot chop through a rope or destroy a book easily. And, while someone could smash a gem with a sword, it would be much easier with a mace. Mishap: The hero must defend himself against an immediate counterattack from the creature guarding or holding the item. If the object is unattended, he must defend himself against an attack from his own weapon, due to an unexpected fumble.
Disarm
Comments: A hero can attempt a disarm action to make a foe drop his weapon (or another item in his grasp). Of course, he cannot force a foe to drop an item he is wearing, such as a ring or backpack. At melee range, a hero uses his Strength to disarm a foe. At farther ranges, Dexterity becomes the action ability, as he tries to shoot an object from his foe's grasp. Normally, a successful disarm action causes the opponent to drop his weapon but inflicts no damage. Should the hero's action score exceed the difficulty rating by at least 5 points, however, the opponent suffers normal damage in addition to dropping his weapon.
![]() A hero can attempt a disarm action in combination with a charge or reckless attack (see below), or both. Mishap: The hero must defend himself against a free counterattack from his foe.
Fast Attack
Comments: Wanting to land a blow extra quickly, a hero must leave himself open to counterattacks. A fast attack works just like any other attack at personal, melee, or missile range. A hero making a fast attack resolves his action, including resulting damage, before his opponent counterattacks. In this way, he has a chance to incapacitate or kill his foe before he can react. However, since a hero concentrating on speed cannot pay equal attention to self-protection, he can offer no defense against counterattacks during this exchange, if his foe survivies the fast attack; armor and shield defense ratings still apply. Heroes cannot combine this option with a charge, great blow, or reckless attack (see below), nor can they use it for a free attack gained as the result of a mishap or surprise. Mishap: The hero faces an immediate counterattack from his opponent and can offer no defense.
Grab
Comments: A hero fighting at personal range can grab something his foe holds or wears and tear it away. A hard-to-grasp or well-anchored object makes the grab action challenging. Heroes cannot grab very small or dangerous items, such as rings or daggers, unless they successfully grapple the foe first (see below). A hero can attempt a grab action the same minute as he successfully closes to personal range or grapples, but the combination increases the difficulty one degree. Mishap: The hero has to defend himself against an immediate counterattack.
Grapple
Comments: A hero fighting at personal range can immobilize his foe instead of attacking. To attempt a grapple, the hero must have both hands free. If it succeeds, he inflicts damage points equal to his Strength score and holds the opponent immobile, unable to counterattack. If the attempt fails, the foe can counterattack. In subsequent exchanges, a successful hero can maintain the grapple and inflict damage with an easy Strength (Strength) action. He inflicts damage points equal to his Strength score for each minute the grapple holds. If this maintenance action fails, the foe escapes his grasp and can counterattack normally. Only after releasing his foe can the hero can attempt another action, such as a grab or a normal attack. A hero can attempt a grapple during the same combat minute as he successfully closed to personal range with no difficulty adjustment. However, if the grapple action fails, the hero faces a -3 action penalty when defending against the opponent's counterattack, just as if the hero had been charging. Mishap: A mishap while attempting or maintaining a grapple forces the hero to defend against a free counterattack.
Great Blow
Comments: Should a hero wish to land an extra-devastating blow in combat, he leaves himself vulnerable to counterattacks. A hero attempting a great blow can double his Strength score for one normal attack at personal, melee, or missile range. However, because he puts all his effort into this attack, he can offer no active defense to his foe's counterattack during this exchange of blows (defense ratings from armor or shields still apply). A hero can combine this option with a charge, adding the +3 action bonus from the charge before doubling his Strength score. (Charging gives the opponent a +3 Strength bonus when counterattacking in the next exchange.) A free attack cannot be a great blow, as such a blow requires some advance planning. Mishap: The hero suffers an immediate counterattack from his opponent. He cannot offer any active defense against
Reckless Attack
Comments: A hero can produce some extra offensive punch in a time of great need - but he leaves himself open to counterattacks to get it. A reckless attack allows a hero to attempt an extra attack during one exchange of blows. However, the extra attack prevents him from defending against counterattacks during this exchange; defense ratings from his armor or shield still apply. When combining this action with a charge, heroes may apply the +3 Strength bonus from the charge to both attacks. A reckless attack takes some forethought, so it cannot be used as a free attack. Mishap: The hero suffers an immediate counterattack from his opponent and may attempt no defense.
Rush
Comments: Rushing the enemy can let heroes engaged in melee or personal combat slip past their opponents. If no one is involved in combat at personal range, the heroes' leader can attempt a rush for the whole group; otherwise, this is an individual action. Normally, heroes cannot attack while attempting to rush. When they try to rush the enemy and attack at the same time, their foe gets a counterattack. They cannot defend themselves against this assault, except with the defense ratings of their armor and shields. Combatants can combine a rush with a shield slam (see below) or with a normal melee attack, but they must treat the combined action as a reckless attack. A Reminder: When a group encounters foes at near missile or greater range, they can avoid the enemy by moving out of visual range and escaping (see range actions in Chapter Four in the Book of the Fifth Age). A group of heroes wishing to fight their way past their opponent must either defeat the enemy in combat or close to melee range, successfully rush the enemy, and then open the range and escape. Mishap: The enemy gets a free counterattack against the group or hero who attempted the rush. If the heroes were attacking at the same time, the enemy gets two counterattacks, and the heroes cannot use their Endurance or Agility scores to defend against either of them.
Shield Slam
Comments: In a shield slam, a hero uses his shield as a melee weapon. When determining the action's success or failure, a player adds the shield's defense rat- ing to the hero's action score. The shield chart in Chapter Four indicates its damage when used in a slam. The hero cannot use his shield defensively during an exchange in which he attempts a shield slam. Mishap: The hero cannot use his shield's defense bonus against a free counterattack by the enemy.
Tackle
Comments: In a tackle, the hero tries to grab his opponent and bear him to the ground. If he succeeds, the enemy falls down, the hero on top, and may not attempt a counterattack. A hero can attempt a tackle in the same combat minute as he successfully closes to personal range. But, if the tackle fails, the opponent gains a +3 Strength bonus for his next counterattack, just as if the hero were charging. The tackle inflicts no damage, but it does let the hero act first automatically the following combat minute. He can perform any action possible at personal range and enjoys a +3 action bonus as well. If he follows up the tackle by grappling his foe, the opponent cannot regain his feet until he breaks free. No matter what the result of the hero's tackle attempt, the foe cannot try to maneuver the combat range or attempt a rush action. Usually, a hero will stay on top of a tackled foe, in which case the prone opponent can counterattack only at personal range. Should a hero choose to get off the foe, this opponent can stand up again automatically. However, that's all he can do during this minute - he cannot counterattack the hero, for instance. (Attempting to prevent a character from getting up is considered a grapple action.) To counterattack - at personal range only - the foe must remain prone. If several heroes try to tackle a single foe together, the leader attempts the attack as a combined action. Mishap: The hero or group falls down instead of tackling the enemy. The opponent can make a free attack with a +3 action bonus (and remain standing) or automatically tackle a single hero. Defensive Actions Sometimes a hero finds himself faced with one of the attacks described in the previous section. The specific defensive actions that follow illustrate how to counter them.
Avoid Being Disarmed
Comments: A hero can attempt to prevent someone from muscling his weapon from) his grasp or even shooting an object from his hand. The action ability is Endurance at melee range or Agility at greater ranges. A successful hero retains his weapon or other target item, while anyone who fails drops it. (See page 70 for notes on recovering dropped items.) Mishap: The hero not only drops his weapon or other item but suffers normal damage from the counterattack as well.
Counter a Grab
Comments: A hero can try to stop an Opponent from grabbing something from him. Hard-to-grasp objects or those that seem particularly well anchored make this action easy. Foes cannot grab very small or dangerous items, such as rings or daggers, unless they first grapple the hero (see below). A foe can attempt a grab action during the same minute as he successfully closed to personal range or grappled the hero. However, the combination makes it one degree easier for the hero to avoid the grab (his action's difficulty decreases from average to easy or from easy to automatic). Mishap: The hero not only loses the targeted item, he also suffers damage from the grab as though it were an attack at personal range.
Evade a Grapple
Comments: When a hero successfully evades an enemy's attempt to grapple him, he suffers no damage and can make a normal attack. In addition, if the foe tried to grapple during the same minute as he closed to personal range, the hero receives a +3 Strength bonus for his next attack. Should the hero fail in this action, he suffers damage equal to the attacker's Strength (or Physique) score and cannot attack until he breaks the grapple with a successful challenging Strength (Strength) action. Each minute he remains grappled, the hero automatically suffers damage equal to the attacker's Strength score. When the hero gets free, he can attempt a personal range attack. Mishap: A mishap while evading or attempting to break a grapple forces the hero to defend against a free counterattack from the opponent.
Hold or Delay
Comments: During personal or melee combat, a hero must attempt to hold or delay foes to make sure they don't slip past him or open the encounter range. If he succeeds, opponents currently at personal or melee range stay there. This action has no effect on foes at other ranges. If none of the heroes are involved in combat at personal range, the group's leader can attempt the action for the whole party. Otherwise, a hold or delay action is performed individually. Normally, heroes cannot attack while attempting this action. Should a hero wish to hold the enemy at close or melee range and attack as well, he may do so; however, the enemy gets a counterattack. The hero can offer no opposition to this counterattack, though defense ratings for armor and shields still apply. Mishap: The enemy opens the range, after making a free counterattack against the group or hero who earned the mishap. If the heroes were attacking when they suffered the mishap, the enemy gets two counterattacks, and the heroes cannot use their Endurance or Agility scores to defend against either one.
Prevent a Tackle
Comments: A hero who keeps an opponent from tackling him suffers no damage and can make a normal attack against his foe; if the foe attempted the failed tackle during the same combat minute as he closed to personal range, the hero receives a +3 Strength bonus to this attack. If the hero fails in this action, he goes down under his foe and may not attempt an action in the next combat minute until after his opponent has resolved his. The tackier can perform any action possible at personal range and enjoys a +3 Strength bonus. If the opponent successfully grapples the hero at this time, the hero cannot regain his feet until he breaks free of his grasp. Attempting to get up after being tackled is equivalent to avoiding a grapple. A hero can get up automatically should the tackier shift his weight off him, but can attempt no other action during that combat minute. Regardless of whether the hero successfully avoided the tackle, he cannot try to maneuver the combat range or attempt a rush at this time. When the tackier gets off him, the hero may get up automatically as his only action that minute. If he remains prone, he can attack, but only at personal range. If several foes try to tackle a single hero together, the hero must attempt to avoid the tackle under a -1 penalty for each foe beyond the first. Mishap: The hero must defend against a free counterattack from his opponent. If his foes were attacking as a group, the group penalty applies to the hero's defense from this counterattack.
Total Defense
Comments: The total defense action is the opposite of a reckless attack. The hero parries and dodges, giving up all possibility for an attack to gain a defensive benefit. A hero using the total defense action doubles his Agility or Endurance score for purposes of defense only during the current exchange at personal, melee, or missile range. Alternatively, he can attempt this action to double his armor or shield defense rating when resisting damage from a single enemy assault. He must select one of these two options before playing any cards. If the hero chooses the second option and finds himself subjected to more than one counterattack in the current combat minute, he must declare which one will receive the damage reduction. However, if he avoids that counterattack altogether, he receives no benefit from his total defense action. Should the hero fail in his total defense action, he suffers either the blow or the damage normally. Mishap: The hero suffers an immediate counterattack. His ability scores are not doubled when defending against this free attack (nor against subsequent attacks, due to the defense failure). Other Combat Actions The combat actions in the previous sections provide merely a few examples of the types of maneuvers heroes can accomplish. Clever players can attempt all sorts of other unusual actions, and the Narrator should always encourage them to do so. When a player declares an action not included anywhere in the FIFTH AGE game rules, the Narrator should first look through the published actions for an equivalent already in print, to use as a basis for the players suggestion. For example, if a hero tries to slide under a giant's legs and stab the creature in the back, that's like a reckless attack or a charge combined with a reckless attack. When a hero attempts a maneuver with no published equivalent, the Narrator can create a combat action on the spot. Of course, every action must have a difficulty rating and an action ability. Any action involving another creature also must have an opposition ability. Determining Difficulty A combat action's difficulty depends on its impact; actions with superficial effects are easy, while those that could change the course of a scene should be harder. (Chapter Three of the Book of the Fifth Age offers guidelines for determining the difficulty of noncombat actions.) Automatic Many combat actions are so simple, a hero can succeed automatically if he meets no enemy resistance. A Narrator might require no card play if the hero faces no obvious chance of failure or can gain no clear advantage for success.
- Blowing out a candle Easy (4) Frequently, a hero attempts an easy combat action mostly for show. In other cases, the action would normally be so simple even a child could do it (automatic), except that the hero faces opposition or some slight risk of failure.
- Putting out a candle by hitting it with a sword Average (8) A combat action of average difficulty proves no more complex or significant than wounding somebody in an even fight. The action requires a certain amount of skill or luck, or both.
- Carving one's initials in somebody's clothing with a sword Challenging (12) A challenging combat action often has an unusual effect that lasts into the next combat minute. It requires considerable skill or luck or both.
- Cutting of all a foe's buttons at once Daunting (16) When a combat action will affect more than one opponent or has the potential to change the course of a fight, the Narrator must consider it daunting - something only an expert or a fool would try.
- Tripping or knocking down an entire unit of guards Desperate (20) A combat action with the potential to end a fight immediately should be considered desperate. It is so difficult that even fools and experts pause before attempting it.
- Knocking a whole pirate crew overboard with one attack Impossible (24) Some combat actions carry the potential for a permanent effect or seem impossible. Succeeding would be a once-in-a-lifetime occurrence for most mortals. Examples include the following:
- Shooting a grape off the top of someone's head while blindfolded Combat Advantages Of course, not all fights are even. Sometimes one side will have the advantage of surprise, terrain, or size over a foe. Chapter Four in the Book of the Fifth Age describes conditions regarding surprise and related disadvantages. This section describes advantages (or disadvantages) for other common conditions.
The table above lists various conditions and their associated combat modifiers. The modifier before the slash applies when the hero is attacking (or attempting a combat-related offensive action) under the listed condition. The number after the slash applies to a hero performing a defensive combat action under that condition. For example, if the hero Nika is mounted and her opponent is on foot, she would enjoy a +1 action bonus to her attack. If she were defending herself while mounted, she would gain the +1 bonus to her defense action score. Brief descriptions of each type of condition follow. Cover The cover modifier usually applies to missile attacks. Minimal cover obscures less than half the defender, while partial cover hides about half the figure. Full cover obscures more than half the defender. Cover conditions might also apply to combat at melee range, when two opponents are sword fighting across a fence, for example, or even through an open window. Elevation When a hero fights from a higher elevation than his enemy, or while astride a horse against a foe not similarly mounted, he enjoys the indicated action bonus. However, if his attacker enjoys a higher elevation, the lower hero gets the penalty. Prone or Supine A prone figure has been tackled or knocked face down, while supine individuals are lying on their backs. In either case, individuals suffer various limitations due to their vulnerable position. Restricted Movement When the acting character or hero is not free to move normally, he suffers restricted movement. Typical conditions include wading or swimming, becoming mired, getting tangled in undergrowth, or finding oneself confined in a restrictive space. Size Size modifiers can apply to combat at personal range; to rushes, hold or delay actions, cut or smash actions, and disarm actions; and to targeting missile fire. The Narrator should decide the amount of size difference required for an advantage based on the circumstances at hand. Visual Conditions An invisible hero may be the subject of an enchantment or spectramancy spell. A concealed hero is as good as invisible to his foe, due to the opponent's complete blindness or a blindfold, the hero's total concealment, etc. The acting hero faces an unseen opponent when physical conditions (such as utter blindness or a blindfold) or invisibility prevent him from detecting his opponent visually. Unsteady When the acting hero finds himself unsure of his balance or footing, he is considered unsteady. Such conditions include fighting on icy ground or a slippery floor or while balancing on a narrow beam or spar. Special Combat Situations Some types of combat require special treatment - especially when heroes have attempted (or come face-to-face with) one of the special actions detailed earlier. Group Combat Not all combat scenes involve one-on-one tights. Some of the actions described earlier in this chapter do allow the heroes to perform them as a group. However, when a party is specifically trying to work together to achieve a combat goal. Narrators should refer to the following action:
Coordinated Attack
Comments: When a group faces a larger, stronger opponent, the leader can attempt to direct a mass attack. If the above coordinated attack action succeeds, he can try making a single attack at melee or missile range on behalf of the entire group. To resolve this second action, the leader chooses his method of assault and totals up the action score. Then he turns over one additional card for each extra hero or character involved in the attack and adds their values to his action score. If successful, this group action inflicts potential damage points equal to one-half the total combined Strength scores of the group, plus the damage value of the leader's weapon. For example, Petrick and five Knights of Solamnia encounter a hill giant. If Petrick successfully launches a coordinated melee range attack against this giant, the entire group can make one attack, which Petrick must resolve. He has a Strength score of 6 and plays the Two of Swords for the attack, giving him an action score of 8. Because Sword cards are trump for melee attacks, Petrick turns over another card, the Five of Hearts, increasing the action score to 13. And, as the five Knights attack in unison with him, he turns over five more cards, adding another 31 points, for a final action score of 44 - enough for a successful assault on the giant. To calculate damage, Petrick adds the Knights' Strength scores (8 each) to his own (6), yielding a group Strength score of 46. As Petrick wields a long sword in the attack, the group inflicts 30 potential damage points upon the giant: one half the group's combined Strength (23), plus 7 points for the sword's damage rating. Only heroes with Presence codes of "D" or higher can attempt to lead a coordinated attack. The leader's code limits the number of individuals who can contribute to the action:
If the coordinated attack - the first action - fails, the leader loses his opportunity to attack, but can defend. Those he was attempting to lead can still attack as individuals or attempt other combat actions. Heroes can combine a coordinated attack with a charge, tackle, or reckless attack. In a reckless attack, the leader must attempt a separate coordinated attack action for each of the two assaults his recklessness granted him. The Narrator must decide when coordinated attacks are possible; they require enough space for everyone involved in the assault to reach the opponent more or less simultaneously. Space concerns would prevent a group of humans from launching a coordinated attack against a giant on a trail, but the same group could launch one upon a kobold on that trail. Inanimate objects, such as a door, can be subjected to coordinated attacks. Mishap: If a mishap occurs during a coordinated attack, everyone contributing to it loses the opportunity to act, but can still defend. Heroes faced with a coordinated enemy counterattack should rely upon the following defense action:
Evade a Coordinated Counterattack
Comments: A hero can try to counter a coordinated enemy assault when a group of smaller creatures attempts to mob him. The attacking creatures pool their Strength (or Physique) scores and launch themselves at the hero. Should he fail in this action, they inflict damage points equal to one-half the group's combined Strength (Physique), plus the lead foe's racial damage rating. For example, if Petrick cannot evade a coordinated melee range attack by ten kobolds, the action difficulty for his defense increases from 12 (action difficulty of 10 plus a kobold's damage rating of +2) to 30 (action difficulty of 10 plus 20 for the kobolds' combined Physique scores). If the attack succeeds, the kobolds inflict 12 points of damage points - half their combined Physique scores is 10 plus the leader's racial damage rating of +2. Mishap: The opponents win a free counterattack against the hero, at their increased Strength (or Physique) score. Fighting While Disarmed Combatants who have been disarmed (as described earlier) must change weapons or pick up their dropped ones. They have no time to attempt any action other than defense while picking up a dropped weapon or changing to a new one. The hero or character automatically rearms himself unless a foe tries to prevent it. Retrieving a weapon (or changing to another one) or preventing such a maneuver requires an average Agility (Agility) action. Stopping a foe from rearming counts as a melee attack. Nonlethal Combat Not every battle need be fought to the death. If a hero or character wishes to subdue or vanquish a foe without slaying him, Narrators should simply use the normal combat procedures, but impose a -3 Strength or Dexterity action penalty upon the attacker. This modifier reflects the difficulty of striking only at nonvital areas and of "pulling punches" so they carry less risk of causing lethal damage. Should a nonlethal attack sap all a character's Endurance points, he falls unconscious just as he would in normal combat and stays out cold until tended. (See "Resolution of Battle" in Chapter Four of the Book of the Fifth Age.) If a hero loses all his cards as a result of a nonlethal attack, he blacks out as described in Chapter Four of the Book of the Fifth Age. He remains unconscious for ten minutes for each excess damage point he has suffered. Normal healing or first aid does not shorten the time spent unconscious, but mystical healing can. For example, One-Ear the Giant decides to capture the hero Petrick and makes a series of nonlethal attacks with his cudgel. Petrick quickly runs out of cards from his wounds. He is reduced to one card, the Five of Crowns, when he suffers 25 damage points. Petrick must discard 25 points worth of cards and cannot do so, since he has only 5 points. He applies his card to the wound; then, because the attack was nonlethal, he blacks out for just over three hours (200 minutes). Wrestling, Boxing, and Brawling Combat such as wrestling, boxing, and brawling takes place at personal range. Should both sides in the fray wish to fight this way, they may automatically close to personal range and conduct attacks using normal combat actions or those introduced in this chapter. Fighting While Prone or Supine In addition to the advantage modifiers noted on page 68, combatants who have been knocked to the ground cannot attempt to change range or rush. If the prone or supine hero or character can stand up (and chooses to), he cannot make any attacks at the same time. Should he remain down, he can attack his foe at personal range with no penalty. Attempting to stand up while under the weight of an opponent (instead of attacking) is a challenging Strength (Strength) action, just like breaking a grapple. Mounted Combat Heroes riding trained mounts not only receive a +1 bonus to most combat actions when fighting unmounted enemies (see chart on page 68), they also may use their mounts' ability scores instead of their own when charging, changing range, rushing, and avoiding grapples and tackles.
![]() Trained war mounts also fight along with their riders. A hero with a fighting mount plays cards from his hand to resolve the mount's attacks and defenses. Wounds the mount suffers, however, come off its Physique score, not from the player's hand. Typical Physique values for common mounts appear in Chapter Six of the Book of the Fifth Age.
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