AGRC Rules Overview
Back to: Agrimoor Homebrew Rules
Order of Combat
When combat begins, it will follow the below sequence until the combat is resolved. Prior to beginning combat, the Dungeon Master will determine whether surprise must be rolled. A surprise round will allow the winning side to act before combat order is determined, effectively earning a free combat round.
Combat Order:
Check for Surprise (2d6) -> Surprise Round (if applicable) -> Group Initiative (1d4) -> First Side Acts (Turn 1) -> Declare and Resolve Actions -> Second Side Acts (Turn 2) -> Declare and Resolve Actions -> Special Results -> New Round Begins
Group Initiative
The DM will roll 1d4 + the highest DEX modifier among the group. One player will roll for the party's initiative, adding their DEX modifier to the 1d4 roll. The player rolling for initiative can be assigned or change as desired.
Ties: If each side rolls the same result for group initiative, all actions happen at once. Each character and opponent will get to roll their attacks and deal damage. During a tied initiative, if any damage / effect would bring a character or opponent to 0 hit points, they resolve their attacks or actions before dying at the end of the combat round.
Attacking from Behind
AC bonuses from shields are negated.
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High Ground
When you are at-least 10' above a target and attacking with a missile weapon, you gain advantage on the attack.
Paralyzed
Considered helpless, paralyzed creatures can be automatically hit in melee - only requiring a damage roll.
Unarmed Strikes
Unarmed damage (fist) is described and listed in the AGRC Gear weapons table. Simply add your STR modifier to the damage roll.
Unstable Surfaces
Settings such as a ship in rough seas or riding a flying animal have the following effects:
- Missile Attacks suffer a -4 penalty
- Spells cannot be cast
- Magic items can be used normally
Water
When fighting on or beneath water incurs penalties from environmental difficulties:
- Penalties: Attack and damage rolls will be penalized by -2 above water, and -4 beneath water.
- Missile weapons: Suffer attack and damage penalties of -2 above water and do not work under water.
Morale
In dynamic combat, the tide of battle and events therein may affect the morale of combatants. The Dungeon Master will check morale when the situation fits.
Morale Procedures
- First Death: Check upon the first opponent being killed on the opposing side.
- Halved: Check when half the opponents have been killed or incapacitated.
The Dungeon Master will roll 2d6 and compares the result against the morale score:
- Higher: The creature will surrender or attempt to flee
- Equal to / Lower: The creature will continue to fight
Two Successes: If a creature makes two successful morale checks in an encounter, it will fight until killed with no need for further checks.
Situational Adjustments: The Dungeon Master may decide to apply bonuses or penalties to morale (from -2 to +2). However, adjustments are never applied to monsters with a morale score of 2 or 12.
Monster Morale
Monster morale ranges from 2 to 12. The higher the score, the more fearless and ferocious the opponent.
- Score 2: Means the monster never fights (unless cornered)
- Score 12: Means the monster fights to the death.
Mercenary Morale
Morale rating is determined by the type of troops described in the below chart. A character's CHA doesn't influence them.
Modifiers: The working conditions of the mercenaries may affect their morale score. If being killed frequently or subjected to abuse, morale will be low. If enjoying riches and excitement, it will be higher.
Troop Type | Morale |
---|---|
Untrained militia | 6 |
Barbarian horde | 7 |
Trained warriors | 8 |
Mounted | +1 |
Elite troops | +1 |
Fanatics, berserkers | +2 |
Retainer Morale
Retainers are not easily frightened at the first sign of danger. They do not make morale checks in combat, but loyalty checks may be required in extreme peril.
Death & Dying
When a character falls to 0 hit points, they fall unconscious and are considered dying. They must immediately make a saving throw vs death ray, and every turn thereafter. A dying character may attempt to save vs death a number of times equal to their Constitution (CON) modifier. On a success, the character remains at 0 hit points and unconscious until they've had magical healing or the appropriate rest. If a character is unable to succeed on any of their saves vs death, is not given magical healing, or if they are attacked again while dying, that character is dead.
- Every player character gets to make at-least one saving throw vs death, immediately upon reaching 0 hit points, even if they have a negative CON modifier.
- An unconscious character will regain consciousness after 24 hours with 1 hit point; they cannot be awakened until after 24 hours have passed.
- Natural healing (1d6/day) requires a character to be resting in comfort for 24 hours.
- Magical healing alone will not restore a character to consciousness immediately, they will be able to wake after 1d6 hours.
- NPCs do not benefit from these rules and will be considered dead upon reaching 0 hit points.
Suffocation
When a character's head is fully submerged under water, when airways are completely blocked, or when the air is toxic to breathe, a character will begin to suffocate. A character is able to hold their breath for a number of rounds equal to 1 + CON modifier. If a character is unable to restore the flow of oxygen before expending the rounds available to them, they will be unable to make saving throws vs death and will be dead.
Falling
Falling from a height inflicts 1d6 cumulative damage per 10' fallen. 1d6 at 10 feet, 3d6 at 20 feet, and so on.
Height (ft) | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
---|---|---|---|---|---|---|---|---|---|---|
Damage (dg) | 1d6 | 3d6 | 6d6 | 10d6 | 15d6 | 21d6 | 28d6 | 36d6 | 45d6 | 55d6 |
Healing
- Natural: For each full day of complete rest - in which no strenuous activity may be undertaken - recover 1d6 + CON modifier hit points. If rest is interrupted, natural healing does not take place that day.
- Relaxation Bonus: If a character visits a bathhouse and pays for the works they may instead recover 2d6 + CON modifier hit points that day. However, they still cannot engage in strenuous activity and must be resting for this healing to take place. If they do not, the healing will not take place and they will lose the bonus as well as their coin. Perhaps even some dignity along the way.
- Magical: Healing can occur through magic, be it potions or spells. It happens instantaneously.
Hiring Retainers
On a roll of 2d6...
- CHA modifier: Of hiring PC applies
- Generosity: -2 to +2 based on offer
- Bad Reputation: -1 or -2
2d6 | Result |
---|---|
2 or less | Ill will (-1 to further rolls) |
3-5 | Offer refused |
6-8 | Roll again |
9-11 | Offer accepted |
12 or more | Offer accepted, +1 loyalty |