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Game rules - DDM Guild

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Touching Edges: The target does not have cover if the line runs along or touches the edge of a<br />

wall or other square that would otherwise provide cover. If you’re uncertain, check with a taut<br />

string.<br />

Range for Ranged Attacks<br />

Most ranged attacks can target enemies at any distance, provided the attacking creature has<br />

line of sight. A few creatures have ranged attacks that can target only an enemy up to 6 squares<br />

away.<br />

MULTIPLE ATTACKS<br />

Some creatures can make more than one melee attack or more than one ranged attack in a<br />

round. Such creatures have a Melee Attack or Ranged Attack entry containing multiple attacks<br />

separated by slash marks: +12/+12, for example.<br />

No Movement: To attack more than once in a round, a creature can’t move any distance<br />

at all.<br />

Decide as You Go: You don’t have to decide on the targets of all attacks ahead of time. You<br />

can wait to see the result of the first attack, then make the next attack against a different<br />

creature if you wish. A creature can even make one attack and then move rather than attacking<br />

again.<br />

Choosing Which Attack to Use: A creature with multiple melee or ranged attacks doesn’t<br />

have to use them in the order listed on its stat card. You can choose any order for the creature’s<br />

attacks and their corresponding damage, but unless you specify otherwise before rolling the<br />

attack, it’s assumed that you use the attacks in the order they’re listed on the card.<br />

ATTACK MODIFIERS<br />

Special situations can modify a creature’s attack rolls or affect a creature’s AC. These are summarized<br />

in the following tables.<br />

MELEE ATTACK MODIFIERS<br />

Attacker charging<br />

+2 bonus on attack roll<br />

Attacker flanking (see diagrams)<br />

+2 bonus on attack roll<br />

Defender unable to see attacker<br />

+2 bonus on attack roll<br />

Defender stunned<br />

–2 penalty to AC<br />

Defender paralyzed, asleep, or<br />

Automatic hit, double damage<br />

otherwise helpless<br />

Defender has cover<br />

+4 bonus to AC<br />

(from a corner or end of a wall)<br />

Attacker unable to see defender Defender temporarily has the Conceal 11<br />

special ability (see page 34)<br />

RANGED ATTACK MODIFIERS<br />

Defender in melee*<br />

Defender has cover<br />

Defender stunned<br />

Defender unable to see attacker<br />

Defender paralyzed, asleep,<br />

or otherwise helpless<br />

Attacker unable to see defender<br />

+4 bonus to AC<br />

+4 bonus to AC<br />

–2 penalty to AC<br />

+2 bonus on attack roll<br />

+4 bonus on attack roll, normal damage<br />

No attack allowed<br />

*If the target of a ranged attack threatens the square of the attacker’s ally or is in a square<br />

threatened by the attacker’s ally, that target creature gets a +4 bonus to AC.<br />

17

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