Difference between revisions of "Overbearing"

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Before making a [[Roll to Hit|roll to determine a hit]], combatants declare an intent to "overbear" their opponent.  The combatant must then allocate all their [[Action Points|action points]] (AP) for both the attack; this cost allows the combatant, if the overbearing succeeds, to freely advance one hex forward.  Combatants with [[Multiple Attacks|multiple attacks]] can roll to hit for each attack, but the movement cost remains the same.  '''Each successful hit does cause 1-3 [[Damage (hit points)|damage]]''', adjusted for [[Strength (ability stat)|strength]].
 
Before making a [[Roll to Hit|roll to determine a hit]], combatants declare an intent to "overbear" their opponent.  The combatant must then allocate all their [[Action Points|action points]] (AP) for both the attack; this cost allows the combatant, if the overbearing succeeds, to freely advance one hex forward.  Combatants with [[Multiple Attacks|multiple attacks]] can roll to hit for each attack, but the movement cost remains the same.  '''Each successful hit does cause 1-3 [[Damage (hit points)|damage]]''', adjusted for [[Strength (ability stat)|strength]].
  
When attacking, a d20 is rolled as always.  This is not a conventional attack, however; visualise  two combatants locked in close quarters, pushing against each other while still holding their weapons and shields, rendering their weapons less effective than in a typical attack.
+
When attacking, a d20 is rolled as always.  This is not a conventional attack, however; visualise  two combatants locked in close quarters, pushing against each other while still holding their weapons and shields, rendering their weapons less effective than in a typical attack.  As the table indicates, the attacker's weight is compared to that of the defender and the modifier obtained.
  
As the table indicates, the attacker's weight is compared to that of the defender and the modifier obtained.  For example,
+
:::::For example,  
  
  

Revision as of 00:08, 25 October 2023

Overbearing b.jpg

Overbearing is a form of melee combat where the combatant aims to physically push or compel an opponent to move back from their defensive position, or combat hex, during battle. The combatant, often with a strong and sturdy posture, lunges or advances toward their opponent with unwavering determination. Their muscles tense as they use their body's mass and strength to execute the maneuver.

The attack can be visualized as a powerful shove or push, where the combatant's weapons and upper body make contact with the defender's body or shield. Designed to disrupt the defender's balance and footing, the attack works best as multiple combatants use this to break an enemy's thinly-held line in a large battle.

Adjustments to Hit
Ratio of attacker to defender Roll to hit modifier
up to 24% cannot overbear
25-32% -12
33-41% -9
42-58% -4
59-71% -2
72-87% -1
88-116% none
117-141% +1
142-175% +2
176-250% +3
251-350% +7
351% or more +10

Attack Roll

Before making a roll to determine a hit, combatants declare an intent to "overbear" their opponent. The combatant must then allocate all their action points (AP) for both the attack; this cost allows the combatant, if the overbearing succeeds, to freely advance one hex forward. Combatants with multiple attacks can roll to hit for each attack, but the movement cost remains the same. Each successful hit does cause 1-3 damage, adjusted for strength.

When attacking, a d20 is rolled as always. This is not a conventional attack, however; visualise two combatants locked in close quarters, pushing against each other while still holding their weapons and shields, rendering their weapons less effective than in a typical attack. As the table indicates, the attacker's weight is compared to that of the defender and the modifier obtained.

For example,


Adjustments are made by comparing the attacker's weight to the defender's. For example, if the attacker weighed 40 lbs. and were attempting to overbear a creature weighing 160 lbs., the attacker would have a -12 modifier on their attack die. If the attacker weighed less than 40 lbs., any attempt to overbear would be impossible. Conversely, if the attacker weighed 160 lbs., they would gain a +10 bonus against a 40 lb. defender. The discrepancy is deliberate. In both cases, the whole weight of both attacker and defender are considered, including all the gear they are carrying.

In determining a hit, the defender's armor is not considered, only the defender's dexterity and shield.

Damage

Because weapons and contact still occur, the amount of damage done if the attacker successfully overbears is 1-3, regardless of the weapon used. Bonuses from strength, critical hits, magical weapons and spells continue to apply.

Attackers with multiple attacks cause 1-3 damage each time they successfully hit.

Movement

The image below indicates the movement produced by a successful overbear. Caitlyn forces herself into Dray's hex, pushing him back out of 0518. Were she not successful, no movement would occur. If it should happen that the damage done to Dray caused the latter to be stunned, Dray would not fall back another hex as indicated under those rules. And if Caitlyn were possessed of multiple attacks, she would be able to roll again to overbear, pushing Dray out of hex 0618.

Overbearing.jpg

Because of the amount of movement involved, Caitlyn cannot attempt to overbear and attack normally in the same round. A second attack to overbear presumes that the movement out of 0518 and then out of 0618 would all be a single movement over two hexes, not two separate movements. If the second attack were to fail, then the overbearing movement would stop where indicated.

Multiple Defenders

If Dray in the example above were supported by another combatant already standing in 0618, then the weight of that second combatant (Ewan) would be added to Dray's weight to determine Caitlyn's success at overbearing. This is because it's presumed that Dray can use the support of a defender in the second rank in order to hold his position. However, if Ewan were engaged with another attacker, so that he could not commit to supporting Dray's position, then Dray would be pushed into Ewan's hex.

Likewise, if there are multiple defenders in one hex, then Caitlyn would receive a +2 bonus to hit, but she would have to include the weight of all the defenders in that hex with regards to her success at overbearing. However, if the defenders have training to act in tandem in that one hex, she would not receive a +2 bonus. With a successful overbear with two opponents, it's assumed she has cleared the hex, pushing out both defenders.


See Also,
Crashes & Collisions
Charging
Unarmed Combat