Nwelte's Sunday night game
Posted: Fri Apr 25, 2008 4:38 am
Highest players EXP 143960
House Rules:
General Note
I operate on an honor system. I trust you all play fair and will not audit sheets, inventory, etc. absent a clear abuse. To much work, I'd rather play/run the game then get bogged down. For this reason I am fairly lose on rules and use my gut.
Character Generation Rules:
Attributes: 4d6 drop the lowest per attribute arrange as desired
Coinage: per the book at table on page 40 PHB 3rd ed.
Classes:
Fighters:
Combat Dominance: At 4th level, the fighter gains an extra attack against foes with of the fighters hit dice rounded down (i.e. a 5th level fights gets an extra attack against 2 HD creatures/opponents or lower). Every four levels after level 4 the fighter gets on extra attack. This ability does not combine with the extra attack ability gained at level 10.
Weapon Specialization: At 1st level, the fighter can choose one weapon with which to specialize. Every 4 levels thereafter (5th, 9th, 12th, etc.), the fighter can choose one more weapon with which to specialize. Weapon specialization confers +1 bonus to hit and +1 bonus to damage. At level 7, this bonus increases to +2 for all weapons which the fighter has specialized in.
Ranger:
Prime Attribute: Dexerity
Dexterous Fighter: At level 1, a ranger can opt to add his dexterity modifier to his BtH instead of Str. This ability does not change how damage is calculated. This ability only applies when the ranger is using light one-handed weapons. Light weapons are those weighing less than 6 lbs.
Assassin/Rogue
Dexterous Fighter: At level 1, a rogue/assassin can opt to add his dexterity modifier to his BtH instead of strength. This ability does not change how damage is calculated. This ability only applies when the assassin/rogue is using light one-handed weapons. Light weapons are those weighing less than 6 lbs.
Assassins/Rogues may use studded leather armor.
Rogue's Back attack: the way I interpret the ability is that the T can know you are present but can not know you are immediately behind him. I.E. The Target saw the rogue during the fight but was focused on the fighter in the group. The rogue takes advantage of this, silently moves up behind the target and WHAM! back attack.. This does not require the rogue to first hide in the shadows.
This does no translate to the Assassin's death attack that states the T must be unaware of the assassin. Furthermore, once per encounter the assassin can use is death attack unless he is able to convince the T he is no longer present....
Assassins: Death attack - 3 rounds of waiting to use an ability seems a bit much. An Assassin may hurry the death attack by skipping up to two rounds of waiting by completing a siege check that will have a challenge class of the targets HD + 2 per skipped round of waiting. An assassin must one round. If the assassin fails the siefe check your attack defaults to a sneak attack. Once you declare the use of death attack and make the siege roll you are committed to that attack and can not change actions simply because the siege check failed.
Clerics
The following are two variants of over casting. Two variants are provided because I do not want existing characters to feel screwed by a change in the operation of the rules as I can see how my rule change would alter the selection of primes. Characters pre-existing the creation of Variant II may opt to use variant two can may change one prime attribute to adjust for the rule change. Once the change is made it can not be reversed. New characters must use Variant II seems more streamlined.
Overcasting (Variant I): Beginning at 1st level a cleric gains the ability to overcast. This ability uses up one spell slot of the highest level spell, which the caster still has prepared regardless of the success or failure of the overcasting attempt. To overcast, the caster must attempt a siege check with a challenge level equal to 2 times the level of the spell attempting to be cast. The caster may add his level and relevant attribute bonus to his roll. Each attempt at over casting per day results in a cumulative +1 to the Challenge Class. If the caster has no spell slots available, over casting is still possible but the caster suffers a 4 to on each over casting attempt roll as a result of being drained.
A failed over casting attempt, results in the caster being prohibited from overcasting again for the next 24 hours and until the caster has fully rested. A failed overcasting attempt also requires the caster to make a save versus exhaustion (Constitution). The challenge level of this save is equal to the level of the spell the caster attempted to be overcast. A failed check results in the caster experiencing extreme head aches requiring the caster to make concentration checks with at a 4 for every subsequent spell casting attempt. The concentration check is based on the casters class prime attribute. A failed concentration check results caster losing the spell which he was attempting to cast. A roll of 1 results in the caster becoming comatose for 1d4 days.
For example: Barf, a 5th level wizard with a int. bonus of +2, has used up all his 2nd and 3rd level spells, and only level 1 spell slot remaining.
The party is adventuring when they are suddenly jumped by a band of grappling bugbears. Knowing Rythis is in the group and hits air more often then his opponents, Barf is left desperately wishing he had a fireball left. Pulling on his arcane reserves he attempts to overcast. To successfully overcast, Barf must be a CC of 18 (12+(3*2)).
Barf rolls a 10. His total result would be 17. He failed and loses his remaining 1st level spell slot. Barf must now also save versus exhaustion. Because Barf knew he would be frivolous with his spell usage he selected Con as his secondary prime. Barf must beat a CC of 15 on a Con save. Barf rolls 6 and is suddenly racked with a migraine. Believing survival means being faster than the slowest member of the party, Barf turns, lifts his robes, and flees as quickly as possible before the Rythis notices he is gone.
Overcasting (Variant II)(CON): Beginning at 1st level a cleric gains the ability to overcast. This ability uses up one spell slot of the highest level spell, which the caster still has prepared regardless of the success or failure of the overcasting attempt. To overcast, the cleric must attempt a Constitution based siege check with a challenge level equal to the level of the spell attempting to be cast. The check is constitution based to mimic the exhaustion a cleric should feel when attempting to draw more power than they can handle. The caster may add of his caster level rounded down and his con bonus to his roll. Each attempt at over casting per day results in a cumulative +1 to the Challenge Class. If the caster has no spell slots available, over casting is still possible but the caster suffers a 4 to on each over casting attempt roll as a result of being drained. If the cleric fails his overcastting check the cleric is prohibited from overcasting again for the next 24 hours and until the caster has fully rested and the caster must make spell casting checks at a 4 as a result of extreme headaches. The concentration check is based on the class prime attribute. A failed concentration check results in the cleric losing the spell which he was attempting to cast. If the caster critically fails (rolls a natural 1) his overcastting check, he becomes comatose for 1d4 days.
Overcasting=1d20 + caster level + Con
Overcasting Challenge Class=Challenge Base+Spell Level+Number of previous overcast attempts in last 24 hours.
Spontaneous Casting: Clerics may spontaneously convert any spell to a cure/harm spell equal to a cure/harm spell of equal level or lower to the spell being converted. Good aligned clerics convert to cure spells and evil aligned convert to harm spells. Neutral clerics pick one, but once the selection is made it is permanent.
Cure spells get a +1 bonus per relevant caster level.
Druids
Overcasting: See Cleric
Cure spells get a +1 bonus per relevant caster level.
Wizards
Overcasting: See Cleric
Paladins:
Alignment Restrictions gone. Paladin must have a god and follow the tenants of that faith and the code their order imposes. Evil Paladins are possible but discussion will have to be had regarding relevant abilities.
Smite evil: Usable a number of times equal to the paladins level-5. ie An 8th level paladin may use it 3 times.
Combat Rules
Critical Hits: Natural 20 auto hit and get second attack.
Critical Fumbles: Natural 1 are fumbles. Dex save to avoid missing a turn. The CL will be modified by situational factors such as a slipper floor.
Movement: You may move your full move and attack. I.E. Humans move 30' and attack. Expect monsters/npcs to do the same. This should speed some things up.
Hit-and-run tactics: I will allow a partial move and then an attack and then a move. However, I plan to enforce the disengagement rules. Once you base a target you are engaged in melee if the target last focused on you. You debase you are subject to attacks of opportunity unless you withdrawal defensively. This has two effects: 1) Ranged PC/Critters can and are encouraged to use corners as cover... move 15' shoot move 15' to hide; and 2) Skirmishing type fighters those with low ACs can move in and out of combat without worry of AoO if they are not the focus of an attack.
Charging: To charge you must have line of sight at the time you begin to move. Only the last ten feet must be in a straight line.
Ranged Combat: Enemies and obstacles grant cover to be determined based upon circumstances. A fumble while shooting into melee may result in an ally getting hit.
Lost arrows: 2/3 of all fired the arrows/bolts are recoverable. Players are on the honor system here.
Character: I treat it flippantly, sorry. Dice fall where they fall. That said I never set out to kill people but the threat of death needs to be there or the game is no fun.
Grapple: The system I am using is a modified version of the grapple rules found in Pathfinder.
- Grapple Check: 1d20 + BTH + STR/DEX MOD (Characters choice) + Size Modifer per book + Situational Modifiers. If both hands are not free the check is at a 4, unless both hands are occupied because the character is already grappling.
- Grapple Defense: 15+BTH+ STR/DEX MOD(Characters Choice) situational mods (critters are 1d20+HD-/+situational mods).
- A successful grapple check means both the attacker and defender suffer from the grappled condition. A grapple check takes the place of an attack roll.
- Grappled Condition: Suffer 5 to AC and Dex checks, and 2 to all attack rolls. Note this is the equivelent of blind or prone. The 2 does not apply to grapple checks or attempts to escape the grapple. A grappled character may cast spells, but must succeed at a Spellcasting check versus the Spell Level +2. A failed check results in a lost spell.
- A grapple check is necessary each round in order to maintain the grapple. If the Grapple Check is successful, the attacker may:
a. Move one-half speed and move opponent along. In the alternative other move actions may occur with in reason and ability such as lifting an opponent in the air. Grappling characters are presumed to be in the same space unless circumstances dictate otherwise.
b. Inflict Damage equal to unarmed damage, dagger/knife, or in the case of natural weapons the natural weapon damage. The attack succeeds if the grapple check succeeds.
c. Pin the opponent. A pinned opponent suffer 10 AC and 10 on Dex checks, may not attack or move except to attempt to break free. This means the pinned character is prone and defenseless to attackers. May cast spells that are verbal only if a spell casting check as outlined under grappled condition is passed. Spells that require material or somatic components fail automatically.
- While grappled, a defender may:
a. NOT move.
b. Attempt a grapple check to break free.
c. Attack with the relevant 2 penalty.
d. Attempt any action not prohibited by the grappled condition so long it does not require both hands.
Example: An 7 HD troll with an AC of 16 attempts to grapple Fluggo a level 3 gnomish ranger who has a 15 (+1) Str and an 18 (+3) Dex. Fluggos Grappling Defense is 20 (15+2 BtH +3 Dex because dex is higher).
Round 1: The troll attempts to grapple and rolls a 13 for a total of 20. Fluggo is grappled. Fluggo can not use his trident because he is grapple so he reaches for his dagger and tries to stab the troll. Fluggo rolls a 10 for a total of 11 (10 + 1 Str + 2 BtH 2 for grappled condition). The troll is hit because his AC is 11 (16 5 for the grappled condition). Note Fluggo did not do a Grapple Check, he attacked instead.
Round 2: The troll wants to maintain the grapple and pin Fluggo. The troll rolls an 18 for a total of 25. Fluggo is now pinned. Fluggo seeing the end is near attempts to break free. He rolls a 19 for a total of 24 (19 + 2 BtH + 3 Dex). The trolls grappling defense is normally 24 (15+7 HD +2 Size). Fluggo escapes.
NOTE: CREATURES THAT GRAPPLE AS PART OF THEIR STANDARD RANGE OF ABILITIES GRAPPLE PER THEIR WRITE UPS.
Other Combat Maneuvers: Disarm, Bullrush, Overrun, Trip and the like work on the same mechanic as grapple.
- Disarm: Checks are at 4 if attempted without a weapon. Monks dont suffer this penalty because they are always considered armed. If you fail by 10 r more you drop your own weapon.
- Bullrush: A bull rush is done as part of a charge or by itself. It knocks the opponent back 5 plus an additional 5 feet per every five points the check exceeds the defense. If done as a charge still do an attack roll.
- Overrun: is part of a standard action or a charge. Success you means you move through your opponents space. Opponent as option of just allowing you through. If you succeed by 5 or more, your opponent is knocked prone.
- Trip: Success means target is knocked prone. Failure of more ten or more means you are knocked prone.
NOTE: CREATURES THAT DO ANY OF THE ABOVE AS PART OF THEIR STANDARD RANGE OF ABILITIES DO SO PER THEIR WRITE UPS.
Coup De Grace: During combat a Coup De Grace may be made on unconscious targets. It results in an automatic hit with the base weapon damage being maxed. Bonus damage must be rolled. Assassins/Rogues obviously get to add their sneak attack damage or their back attack damage if available. Assassins may also do a death attack without waiting 3 rounds. Normal save rules versus the death attack apply.
Initiative: you are responsible for remembering your roll. I will call out the number you go or loss the action. Once a built-in initiative tracker is added to the MT I will use that.
Experience: You gain xp if your character is played. If your character misses a session, no exp and the session is played as if your character were suddenly gone. Your responsibility to find someone to run your character if you can not make a session. If asked I may run your character as a NPC thus making your character present for the session.
PC Knowledge: If you -as a player -have knowledge about a certain monster, then your character does as well -perhaps through stories overheard, direct experience, or etcetera.
So break out the torches for troll fighting... (Thanks Slimy)
Level Loss (Permanent or Temp): Having been the victim of repeated level drains in one combat, I found deconstructing a character on the fly was a pain in the a**e. The penalty did not bother, but the time figuring out the rules did. I will follow the KISS rule once again. Players track negative levels but do not actually adjust their current level. For each negative level the character suffer a -1 to all rolls except damage from weapons (because that is weapon based not experience based), abilities/spells are lost and adjusted as needed, and hit point are reduced by a standard die for the level lost.
Examples: Joe is a wizard level 5 having 16 hit points and no bonus spells. He gains a negative level or loses a level. He becomes a level 5 wiz with one negative level. His hit points are reduce by 2 leaving him 14 and all rolls except damage from weapons are at a 1. Joe can cast spells as a level 4 wizard and has the number of spells as a level 4 wizard. Note: Joes exp is not adjusted.
(I took this from Pathfinder RPG and modified it a bit.)
Spells:
There is now a Cure Moderate as a 2nd level cleric spell/ 3rd level Druid spell. It heals 2d8+1 per relevant caster level.
Druids may add their level to the their rolls when determining the number of goodberrys.
Vision:
With regard to distances of vision, Twilight I will treat as low-light vision in 3.5. In other words twice as far as humans in similar lighting situations. Darkvision is 60 per the PHB.
Actions:
I am still struggling with how to handle changing weapons and using potions. I think I will treat them as a combat action like an attack. You can attack or change weapons or use a potion/scroll.
Taunts: All characters are capable of taunting an opponent. This is through use of a CHA siege check. If you succeed the target will focus on you for its next round if reasonable to do so. For example, an Intelligent opponent may not expose himself to an AoO to wildly charge a PC who has taunted him, but a low intelligence creature may. Anyone who wants to modify their primes to take advantage of this change may do so. I may give a bonus to front line fighters, but have not decided on what yet.
Silent rolls: Silent rolls are those that you make but are not aware of the results. I want to implement silent rolls for searches, spots, hide, tracking, move silent, and other actions where the PCs knowing the result of the roll ruins the suspense. It is no fun if everyone knows the rogue blew his search check. To me it seems more fun if the rogue and everyone included has no clue the search failed. However, I do not want to take away a players role in rolling for those checks. So to implement this - when making a silent roll have a macro that has the following "/rsec" or "/rgm" before it so that it only appears to the GM. This allows the player to make the roll but not know the result. Here is an example macro: /rsec [1d20+Wis]
[quote]Code:
House Rules:
General Note
I operate on an honor system. I trust you all play fair and will not audit sheets, inventory, etc. absent a clear abuse. To much work, I'd rather play/run the game then get bogged down. For this reason I am fairly lose on rules and use my gut.
Character Generation Rules:
Attributes: 4d6 drop the lowest per attribute arrange as desired
Coinage: per the book at table on page 40 PHB 3rd ed.
Classes:
Fighters:
Combat Dominance: At 4th level, the fighter gains an extra attack against foes with of the fighters hit dice rounded down (i.e. a 5th level fights gets an extra attack against 2 HD creatures/opponents or lower). Every four levels after level 4 the fighter gets on extra attack. This ability does not combine with the extra attack ability gained at level 10.
Weapon Specialization: At 1st level, the fighter can choose one weapon with which to specialize. Every 4 levels thereafter (5th, 9th, 12th, etc.), the fighter can choose one more weapon with which to specialize. Weapon specialization confers +1 bonus to hit and +1 bonus to damage. At level 7, this bonus increases to +2 for all weapons which the fighter has specialized in.
Ranger:
Prime Attribute: Dexerity
Dexterous Fighter: At level 1, a ranger can opt to add his dexterity modifier to his BtH instead of Str. This ability does not change how damage is calculated. This ability only applies when the ranger is using light one-handed weapons. Light weapons are those weighing less than 6 lbs.
Assassin/Rogue
Dexterous Fighter: At level 1, a rogue/assassin can opt to add his dexterity modifier to his BtH instead of strength. This ability does not change how damage is calculated. This ability only applies when the assassin/rogue is using light one-handed weapons. Light weapons are those weighing less than 6 lbs.
Assassins/Rogues may use studded leather armor.
Rogue's Back attack: the way I interpret the ability is that the T can know you are present but can not know you are immediately behind him. I.E. The Target saw the rogue during the fight but was focused on the fighter in the group. The rogue takes advantage of this, silently moves up behind the target and WHAM! back attack.. This does not require the rogue to first hide in the shadows.
This does no translate to the Assassin's death attack that states the T must be unaware of the assassin. Furthermore, once per encounter the assassin can use is death attack unless he is able to convince the T he is no longer present....
Assassins: Death attack - 3 rounds of waiting to use an ability seems a bit much. An Assassin may hurry the death attack by skipping up to two rounds of waiting by completing a siege check that will have a challenge class of the targets HD + 2 per skipped round of waiting. An assassin must one round. If the assassin fails the siefe check your attack defaults to a sneak attack. Once you declare the use of death attack and make the siege roll you are committed to that attack and can not change actions simply because the siege check failed.
Clerics
The following are two variants of over casting. Two variants are provided because I do not want existing characters to feel screwed by a change in the operation of the rules as I can see how my rule change would alter the selection of primes. Characters pre-existing the creation of Variant II may opt to use variant two can may change one prime attribute to adjust for the rule change. Once the change is made it can not be reversed. New characters must use Variant II seems more streamlined.
Overcasting (Variant I): Beginning at 1st level a cleric gains the ability to overcast. This ability uses up one spell slot of the highest level spell, which the caster still has prepared regardless of the success or failure of the overcasting attempt. To overcast, the caster must attempt a siege check with a challenge level equal to 2 times the level of the spell attempting to be cast. The caster may add his level and relevant attribute bonus to his roll. Each attempt at over casting per day results in a cumulative +1 to the Challenge Class. If the caster has no spell slots available, over casting is still possible but the caster suffers a 4 to on each over casting attempt roll as a result of being drained.
A failed over casting attempt, results in the caster being prohibited from overcasting again for the next 24 hours and until the caster has fully rested. A failed overcasting attempt also requires the caster to make a save versus exhaustion (Constitution). The challenge level of this save is equal to the level of the spell the caster attempted to be overcast. A failed check results in the caster experiencing extreme head aches requiring the caster to make concentration checks with at a 4 for every subsequent spell casting attempt. The concentration check is based on the casters class prime attribute. A failed concentration check results caster losing the spell which he was attempting to cast. A roll of 1 results in the caster becoming comatose for 1d4 days.
For example: Barf, a 5th level wizard with a int. bonus of +2, has used up all his 2nd and 3rd level spells, and only level 1 spell slot remaining.
The party is adventuring when they are suddenly jumped by a band of grappling bugbears. Knowing Rythis is in the group and hits air more often then his opponents, Barf is left desperately wishing he had a fireball left. Pulling on his arcane reserves he attempts to overcast. To successfully overcast, Barf must be a CC of 18 (12+(3*2)).
Barf rolls a 10. His total result would be 17. He failed and loses his remaining 1st level spell slot. Barf must now also save versus exhaustion. Because Barf knew he would be frivolous with his spell usage he selected Con as his secondary prime. Barf must beat a CC of 15 on a Con save. Barf rolls 6 and is suddenly racked with a migraine. Believing survival means being faster than the slowest member of the party, Barf turns, lifts his robes, and flees as quickly as possible before the Rythis notices he is gone.
Overcasting (Variant II)(CON): Beginning at 1st level a cleric gains the ability to overcast. This ability uses up one spell slot of the highest level spell, which the caster still has prepared regardless of the success or failure of the overcasting attempt. To overcast, the cleric must attempt a Constitution based siege check with a challenge level equal to the level of the spell attempting to be cast. The check is constitution based to mimic the exhaustion a cleric should feel when attempting to draw more power than they can handle. The caster may add of his caster level rounded down and his con bonus to his roll. Each attempt at over casting per day results in a cumulative +1 to the Challenge Class. If the caster has no spell slots available, over casting is still possible but the caster suffers a 4 to on each over casting attempt roll as a result of being drained. If the cleric fails his overcastting check the cleric is prohibited from overcasting again for the next 24 hours and until the caster has fully rested and the caster must make spell casting checks at a 4 as a result of extreme headaches. The concentration check is based on the class prime attribute. A failed concentration check results in the cleric losing the spell which he was attempting to cast. If the caster critically fails (rolls a natural 1) his overcastting check, he becomes comatose for 1d4 days.
Overcasting=1d20 + caster level + Con
Overcasting Challenge Class=Challenge Base+Spell Level+Number of previous overcast attempts in last 24 hours.
Spontaneous Casting: Clerics may spontaneously convert any spell to a cure/harm spell equal to a cure/harm spell of equal level or lower to the spell being converted. Good aligned clerics convert to cure spells and evil aligned convert to harm spells. Neutral clerics pick one, but once the selection is made it is permanent.
Cure spells get a +1 bonus per relevant caster level.
Druids
Overcasting: See Cleric
Cure spells get a +1 bonus per relevant caster level.
Wizards
Overcasting: See Cleric
Paladins:
Alignment Restrictions gone. Paladin must have a god and follow the tenants of that faith and the code their order imposes. Evil Paladins are possible but discussion will have to be had regarding relevant abilities.
Smite evil: Usable a number of times equal to the paladins level-5. ie An 8th level paladin may use it 3 times.
Combat Rules
Critical Hits: Natural 20 auto hit and get second attack.
Critical Fumbles: Natural 1 are fumbles. Dex save to avoid missing a turn. The CL will be modified by situational factors such as a slipper floor.
Movement: You may move your full move and attack. I.E. Humans move 30' and attack. Expect monsters/npcs to do the same. This should speed some things up.
Hit-and-run tactics: I will allow a partial move and then an attack and then a move. However, I plan to enforce the disengagement rules. Once you base a target you are engaged in melee if the target last focused on you. You debase you are subject to attacks of opportunity unless you withdrawal defensively. This has two effects: 1) Ranged PC/Critters can and are encouraged to use corners as cover... move 15' shoot move 15' to hide; and 2) Skirmishing type fighters those with low ACs can move in and out of combat without worry of AoO if they are not the focus of an attack.
Charging: To charge you must have line of sight at the time you begin to move. Only the last ten feet must be in a straight line.
Ranged Combat: Enemies and obstacles grant cover to be determined based upon circumstances. A fumble while shooting into melee may result in an ally getting hit.
Lost arrows: 2/3 of all fired the arrows/bolts are recoverable. Players are on the honor system here.
Character: I treat it flippantly, sorry. Dice fall where they fall. That said I never set out to kill people but the threat of death needs to be there or the game is no fun.
Grapple: The system I am using is a modified version of the grapple rules found in Pathfinder.
- Grapple Check: 1d20 + BTH + STR/DEX MOD (Characters choice) + Size Modifer per book + Situational Modifiers. If both hands are not free the check is at a 4, unless both hands are occupied because the character is already grappling.
- Grapple Defense: 15+BTH+ STR/DEX MOD(Characters Choice) situational mods (critters are 1d20+HD-/+situational mods).
- A successful grapple check means both the attacker and defender suffer from the grappled condition. A grapple check takes the place of an attack roll.
- Grappled Condition: Suffer 5 to AC and Dex checks, and 2 to all attack rolls. Note this is the equivelent of blind or prone. The 2 does not apply to grapple checks or attempts to escape the grapple. A grappled character may cast spells, but must succeed at a Spellcasting check versus the Spell Level +2. A failed check results in a lost spell.
- A grapple check is necessary each round in order to maintain the grapple. If the Grapple Check is successful, the attacker may:
a. Move one-half speed and move opponent along. In the alternative other move actions may occur with in reason and ability such as lifting an opponent in the air. Grappling characters are presumed to be in the same space unless circumstances dictate otherwise.
b. Inflict Damage equal to unarmed damage, dagger/knife, or in the case of natural weapons the natural weapon damage. The attack succeeds if the grapple check succeeds.
c. Pin the opponent. A pinned opponent suffer 10 AC and 10 on Dex checks, may not attack or move except to attempt to break free. This means the pinned character is prone and defenseless to attackers. May cast spells that are verbal only if a spell casting check as outlined under grappled condition is passed. Spells that require material or somatic components fail automatically.
- While grappled, a defender may:
a. NOT move.
b. Attempt a grapple check to break free.
c. Attack with the relevant 2 penalty.
d. Attempt any action not prohibited by the grappled condition so long it does not require both hands.
Example: An 7 HD troll with an AC of 16 attempts to grapple Fluggo a level 3 gnomish ranger who has a 15 (+1) Str and an 18 (+3) Dex. Fluggos Grappling Defense is 20 (15+2 BtH +3 Dex because dex is higher).
Round 1: The troll attempts to grapple and rolls a 13 for a total of 20. Fluggo is grappled. Fluggo can not use his trident because he is grapple so he reaches for his dagger and tries to stab the troll. Fluggo rolls a 10 for a total of 11 (10 + 1 Str + 2 BtH 2 for grappled condition). The troll is hit because his AC is 11 (16 5 for the grappled condition). Note Fluggo did not do a Grapple Check, he attacked instead.
Round 2: The troll wants to maintain the grapple and pin Fluggo. The troll rolls an 18 for a total of 25. Fluggo is now pinned. Fluggo seeing the end is near attempts to break free. He rolls a 19 for a total of 24 (19 + 2 BtH + 3 Dex). The trolls grappling defense is normally 24 (15+7 HD +2 Size). Fluggo escapes.
NOTE: CREATURES THAT GRAPPLE AS PART OF THEIR STANDARD RANGE OF ABILITIES GRAPPLE PER THEIR WRITE UPS.
Other Combat Maneuvers: Disarm, Bullrush, Overrun, Trip and the like work on the same mechanic as grapple.
- Disarm: Checks are at 4 if attempted without a weapon. Monks dont suffer this penalty because they are always considered armed. If you fail by 10 r more you drop your own weapon.
- Bullrush: A bull rush is done as part of a charge or by itself. It knocks the opponent back 5 plus an additional 5 feet per every five points the check exceeds the defense. If done as a charge still do an attack roll.
- Overrun: is part of a standard action or a charge. Success you means you move through your opponents space. Opponent as option of just allowing you through. If you succeed by 5 or more, your opponent is knocked prone.
- Trip: Success means target is knocked prone. Failure of more ten or more means you are knocked prone.
NOTE: CREATURES THAT DO ANY OF THE ABOVE AS PART OF THEIR STANDARD RANGE OF ABILITIES DO SO PER THEIR WRITE UPS.
Coup De Grace: During combat a Coup De Grace may be made on unconscious targets. It results in an automatic hit with the base weapon damage being maxed. Bonus damage must be rolled. Assassins/Rogues obviously get to add their sneak attack damage or their back attack damage if available. Assassins may also do a death attack without waiting 3 rounds. Normal save rules versus the death attack apply.
Initiative: you are responsible for remembering your roll. I will call out the number you go or loss the action. Once a built-in initiative tracker is added to the MT I will use that.
Experience: You gain xp if your character is played. If your character misses a session, no exp and the session is played as if your character were suddenly gone. Your responsibility to find someone to run your character if you can not make a session. If asked I may run your character as a NPC thus making your character present for the session.
PC Knowledge: If you -as a player -have knowledge about a certain monster, then your character does as well -perhaps through stories overheard, direct experience, or etcetera.
So break out the torches for troll fighting... (Thanks Slimy)
Level Loss (Permanent or Temp): Having been the victim of repeated level drains in one combat, I found deconstructing a character on the fly was a pain in the a**e. The penalty did not bother, but the time figuring out the rules did. I will follow the KISS rule once again. Players track negative levels but do not actually adjust their current level. For each negative level the character suffer a -1 to all rolls except damage from weapons (because that is weapon based not experience based), abilities/spells are lost and adjusted as needed, and hit point are reduced by a standard die for the level lost.
Examples: Joe is a wizard level 5 having 16 hit points and no bonus spells. He gains a negative level or loses a level. He becomes a level 5 wiz with one negative level. His hit points are reduce by 2 leaving him 14 and all rolls except damage from weapons are at a 1. Joe can cast spells as a level 4 wizard and has the number of spells as a level 4 wizard. Note: Joes exp is not adjusted.
(I took this from Pathfinder RPG and modified it a bit.)
Spells:
There is now a Cure Moderate as a 2nd level cleric spell/ 3rd level Druid spell. It heals 2d8+1 per relevant caster level.
Druids may add their level to the their rolls when determining the number of goodberrys.
Vision:
With regard to distances of vision, Twilight I will treat as low-light vision in 3.5. In other words twice as far as humans in similar lighting situations. Darkvision is 60 per the PHB.
Actions:
I am still struggling with how to handle changing weapons and using potions. I think I will treat them as a combat action like an attack. You can attack or change weapons or use a potion/scroll.
Taunts: All characters are capable of taunting an opponent. This is through use of a CHA siege check. If you succeed the target will focus on you for its next round if reasonable to do so. For example, an Intelligent opponent may not expose himself to an AoO to wildly charge a PC who has taunted him, but a low intelligence creature may. Anyone who wants to modify their primes to take advantage of this change may do so. I may give a bonus to front line fighters, but have not decided on what yet.
Silent rolls: Silent rolls are those that you make but are not aware of the results. I want to implement silent rolls for searches, spots, hide, tracking, move silent, and other actions where the PCs knowing the result of the roll ruins the suspense. It is no fun if everyone knows the rogue blew his search check. To me it seems more fun if the rogue and everyone included has no clue the search failed. However, I do not want to take away a players role in rolling for those checks. So to implement this - when making a silent roll have a macro that has the following "/rsec" or "/rgm" before it so that it only appears to the GM. This allows the player to make the roll but not know the result. Here is an example macro: /rsec [1d20+Wis]
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