House Rules Part 2
Combat
To Hit
Each character will have an Attack Value (hereafter AV) and it will be comprised of the following;
Dex Mod + Base to Hit
To attack use the following formula;
1d20 + AV +Misc Mods
To score a hit the attacker must roll higher than a total of 10.
Once this has occurred the defender make an Active defense roll using their Defense Value (hereafter DV) which is calculated as;
Dex Mod + Defense Bonus
To defend use the following formula;
1d20 + DV + Misc Mods vs Attack roll total of attacker
If the number is tied or beaten, the defender is not hit.
Lethal Damage & Wounds
Hit Points are now gone (please wave bye bye to them) the idea being as you go up in levels you will become harder to hit, but not harder to kill (varying Class/Race Abilities/Pseudo Feats not withstanding).
Each character now absorbs wounds when being attacked. It sounds weird but it isnt. It works like this.
A blow lands, we now move to Damage Resolution.
Every characters resilience is used to resist damage.
Each attacker has a total Damage Class (Str + Weapon Bonus + 15). Each defender makes a resilience save based on the following formula (1d20 + Con Mod + Armour Class + Misc Mods).
If the save ties or beats the DC of the attack, no wounds are taken. If it misses then we now take damage.
Most Humanoids have 6 wounds, larger ones like ogres and such will have more.
Hurt -1 to all actions 1d6 rounds. After rounds pass wound remains but penalty passes.
Injured - -1 to all actions until healed.
Wounded = -2 to all actions until healed.
Serious = -3 to all actions until healed.
Critical = -4 to all actions until healed
Mortal = -5 to all actions and must make Constitution save each round to keep acting
Monsters and Large Humanoids can have more wounds than the basic 6, but no creature can ever have more than 1 Hurt and 1 Mortal.
Example a Dragon might have the following Wound Track;
Hurt; Injured x3; Wounded x3; Serious x3; Critical x3; Mortal
Monsters will have wound tracks based upon a] their size and b] their relative toughness.
The unwritten 7th wound level is Dead. At this point you either need a powerful Cleric or memorize the Vikings Prayer;
Lo, there do I see my father
Lo, there do I see my mother and my sisters and my brothers
Lo, there do I see the line of my people back to the beginning
Lo, they do call to me
They bid me take my place among them in the Halls of Valhalla
Where the brave may live.
Forever.
Non-Lethal Damage
When it comes to fisty cuffs there is a different wound track system.
Bruised: -1 to all actions 1d6 rounds. After rounds pass wound remains but penalty passes.
Dazed: -1 to all actions until healed
Staggered: -2 to all actions until healed
Unconscious: Out cold wake up in 1d6 minutes.
If an unconscious character continues to take Non-Lethal Damage it becomes Lethal Damage and you proceed up the Lethal Damage Tack until dead, see Viking Prayer above.
Weapons & Armour
Here is a listing of the weapons and armours and their DCs and ACs.
Melee Weapons - DC Bonus
Axe, throwing +1
Battleaxe +3
Claymore +3
Club +2
Cutlass +3
Dagger / Knife +1
Falchion +3
Flail +3
Flail, heavy +4
Gauntlet +0
Gauntlet, spiked +1
Greataxe +5
Greatclub +3
Great Scimitar +4
Greatsword +5
Handaxe +1
Khopesh +3
Lance +3
Lance, jousting +0
Longspear +3
Mace, heavy +3
Mace, light +2
Machete +3
Main-gauche +1
Maul +4
Morningstar +3
Polearm +3
Pike +3
Pitchfork +2
Punching Dagger +1
Quarterstaff +2
Rapier +2
Sabre +2
Sap +2
Scimitar +2
Scythe +3
Sickle +1
Spear +3
Sword, bastard +4
Sword, long +3
Sword, short +2
Stiletto +0
Trident +3
Warhammer +3
Warhammer, light +1
Warpick, heavy +3
Warpick, light +1
Ranged Weapons - DC Bonus
Bow, long +3
Bow, short +2
Crossbow, heavy +3
Crossbow, light +2
Javelin +2
Sling +1
Armours - AC Bonus
Leather +1
Studded leather +2
Hide +2
Scale Mail +3
Chain-mail +3
Splint Mail +4
Banded Mail +4
Plate-mail +5
Full plate +6
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
House Rules from my Crusade - Part Deux
I will simply assume they are either so awesome you are all stunned into reverent silence or they are so broken and stupid you are all too shocked to say anything
Its that or drinking. Heavily.
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
Its that or drinking. Heavily.
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
It may help to put all those bonus' in a matrix, much like it was done in 1E. Then again people seemed confused by the matrix back then too.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Treebore wrote:
It may help to put all those bonus' in a matrix, much like it was done in 1E. Then again people seemed confused by the matrix back then too.
Sorry I am not sure I know what you mean. Can you rephrase it please?
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
While I wait for Treebore to hopefully explain what he meant about a "matrix" (do I take the blue pill or the red one?) we had our sessions last night and the system was a big success but it needs additional stuff added.
What I am thinking about now is essentially something like True20 where the more they miss a damage resistance roll by the more wounds they take.
We also use "mook" rules for npc enemies which works like thus;
Mook - A mook is the lowest of the henchmen and as such only needs to be hit once to be dispatched.
Goon - Goons have a little more umph! than the mook, so two hits takes them down.
Lieutenant - Coordinate and run the lower henchmen and need 3 hits to be removed from combat.
Boss - Has a name and get's full stats
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
What I am thinking about now is essentially something like True20 where the more they miss a damage resistance roll by the more wounds they take.
We also use "mook" rules for npc enemies which works like thus;
Mook - A mook is the lowest of the henchmen and as such only needs to be hit once to be dispatched.
Goon - Goons have a little more umph! than the mook, so two hits takes them down.
Lieutenant - Coordinate and run the lower henchmen and need 3 hits to be removed from combat.
Boss - Has a name and get's full stats
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
- gideon_thorne
- Maukling
- Posts: 6176
- Joined: Thu Mar 30, 2006 8:00 am
- Contact:
AslanC wrote:
Sorry I am not sure I know what you mean. Can you rephrase it please?
Charts. Tree is addicted to charts.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
They seem to be good rules. If they work with your group in your game then win. They look somewhat like True20 variants of the base C&C system. This is not a bad thing. True20 is a solid system.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan