Wednesday, May 2, 2012

Called Shots, Weapons, and so forth...



Improved Rules of Combat and Other House Rules

Weapons

-Two Handed Weapons- 2x Str Mod to Damage Roll.

-One Handed Weapon- Wielded in 2 Hands = 1.5 Str Mod to Damage Roll.

-Weapon finesse has changed. Everyone can use Dex with light weapons and other             weapons that state that they're usable with weapon finesse. Other feats using
-Weapon Finesse as a feat now allows you to use your Dex mod in place of Str mod to damage done with light or finesse melee weapons.

-All Ranged Weapons now add Dex Mod as Precision Damage.
-Piercing Weapons: give a +2 bonus to called shots.
 
-Slashing Weapons: Give a +2 bonus to confirming Critical Hits
 
-Bashing/Bludgeoning/Blunt Weapons: Give a -2 modifier to Called Shots, however their critical   multiplier is increased by 1 step, for example, a Morning Star with x2 multiplier now has a x3 multiplier.


Combat
A normal Combat, not a Critical or Critical confirmation proceeds as follows:
  • Attacker rolls a 1d20 then add his attack modifiers (Base Attack + Stat Mod + Feats + Buffs + Class Abilities + Enchantment of Weapon + Terrain Mod + size mod + Any other possible bonuses.)
 
  • Defender then rolls a 1d20 then adds their appropriate AC (Dex Mod + Defense Mod + Shield Mod + Armour enchantment + Class Abilities + Size Mod + Feats + Any Magical Items/Spells + Terrain Mod.) 
  • If Defender rolls a 1, then the Attacker does max damage for this attack.
  
  • If Defender rolls a 20, then the attack is a fail, and the Defender may make an automatic Riposte attack.
   
  • Two 20s negate each other in regards to a Critical Attack vs. Critical Dodge and must reroll to Attack and Dodge.


AC is broken into 3 types:
  1. - Base: (As shown above) 
  2. Flatfooted: (As shown above minus Defense Bonus and Dex Mod)
  3. -Touch: (Same as Base AC -8)
 
 An example: Redrick the 1st level rogue, has an 18 Dex (+4 mod), Class Defense Bonus of +1, and just happens to also be a gnome (Small Size mod +1). Therefor if he were to be attacked head on, his Avoidance Check (AC) would be D20 + 5, or if he was caught flatfooted D20 +1, or caught by a mages touch attack D20 - 3.
 
 
       
           A Critical Attack and Confirmation

When a Critical Attack is made, the Attacker must then make a 2nd roll, a Confirmation Check, the CC equals the Defenders AC Roll. 

If the Confirmation Check is a success, then you may roll your critical damage.

 If the Confirmation is a fail, then you still hit the defender for your max damage amount.

If the Max Damage amount is higher than what is rolled on a critical, then use it instead.

This all can be used in conjunction or not at all when used with a Critical Hit or Fumble Chart, DM's discretion.



Hit Points per Body Location and Losing Limbs

(These are entirely optional but make for more realistic combat, and can provide a guideline for those situations when a player merely wants to stop an opponent and not outright slay them. It's also a fair component in regards to piecemeal armour, and allows for a more challenging management of armour and hit location. )

 · After the successful Attack and Body Location check has been rolled, the damage will then be rolled and applied to the body part, damage to a body part is accumulative, and if the damage meets or exceeds the Hit points of a body part, this part has now been broken, dismembered, impaled, and removed

 · Example: A creature with 100 HP, has 25 Hit Points to his head, if an attacker succeeds and does 15 damage to the head, and then succeeds a 2nd time and does another 10-15 damage to  it’s head , his/her opponent has now been decapitated, impaled, bashed in . 

The Head equals 1/3 of a creature’s Hit Points.
The Arms each equal 1/3 of a creature’s Hit Points.
The Chest equals 1/2 of a creature’s Hit points.
The Legs equal 1/3 of a creature’s Hit Points.

 · Hit Points are calculated as Racial Hp + Con Mod + (Max) Class Hit Die + Favored Class bonus (+1 Hp) at 1st level, every level after 10 is calculated as (Rolled) Class Hit Die + Con Mod + Favored Class Bonus (+1 Hp).

 · Limbs are now disabled at 0 or less hit points, down to a total of negative a character or npc’s Con Score, after it’s reached or gone past negative the Con Score, the limb will have been Dismembered or Pulverized.

·To Fix a broken/ cleanly cut limb (0 or below HP but not at max negative), all that is needed is to simply heal beyond 0 into positive Hp for limbs or a Heal Skill Check of 20 is required to mend it back to 1 Hp.
  
For Dismembered or Pulverized Limbs, a Heal Skill Check at DC 22 can reattach with the help of a healer’s kit, only one healer can make this check at a time, others can assist in making the check however. The Character has their con score in hours before the limb begins to turn black, putting it on ice or  in temperatures of 30 below adds an additional 12 hours, A Cleric or another  Healer can make the heal check once every 6 hours. If the Limb turns black then it is no longer of any use.

Called Shot Actions

Called Shot Basic
An attacker may attack a specific point (i.e. the head, a hand, an item, etc.). When doing so the attacker takes a - 4 penalty to average body shots (arm, chest, legs), or a - 8 penalty to a more difficult location (hands, head, items), if either shot is successful the defender takes an additional 4 damage to the location.

Called Shot to Weak Point
An attacker may choose to attack a weak point (joints, soft squishy parts, etc.), to avoid AR if the attack is successful, the defender’s AR does not apply. When doing so the attacker attacks as normal, but against a DC equaling 15 + 3 + 1/2 of the defenders AR (rounded up)for an average shot, or DC of 15 + 6 + 1/2 of the Defenders AR (rounded up) for a difficult shot.
Example: An attacker aims for the shoulder joint of a defender wearing full chain trying to hack off his sword arm, chain equals 5 AR, and so the DC would be (21) (15+3+3 from AR), if successful full damage would be applied to the arm no AR applied.

Called Shot to Maim
An attacker may choose to maim an opponent, the penalty is -4 plus  1/3 of AR (rounded up) + Defenders AC Roll for an average body shot; or -8 plus 1/3 of AR (rounded up) + Defenders AC Roll for a difficult shot. If successful, the attack will do 2x Max Damage, no AR applied.

Extra Aim
An attacker making a ranged attack, may take extra time to aim, up to 3 rounds, each consecutive round adds a +2 bonus to Hit and Damage.


Spells and Miscellaneous ERRATA
  • Magic is powered by Mana, an energy reservoir gathered from the connection of the soul through conduits to the energies that propel the world around a caster. This reservoir can then be used to create Magik, wondrous bendings of time, space, and reality.
  • More to come regarding Mana Points and casting.


  • Cantrips and Orisons -All cantrips do at least 1d4+ Int damage.

  •  Magic Missile- does 1d8 now, not the previous 1D4.

  • Teleportation Spells - Outside of Dimension Door at 4th level, all other spells of transportation are now 2 spell levels higher.

  • Alignment Spells - Any Lawful/ Chaotic based spells do not exist, have never existed, or WILL EVER Exist in my games. (To everyone else, to each their own)

 · Improved Critical Stacking -Feats and abilities that improve the threat range do so by 1 and stack. Thus using improved critical with a Keen Longword has a threat range of 17-20. We've found this to be a fair balance point between 3.0 double the double and 3.5 overly restrictive reactions to the 11-20 threat range weapon builds. It also gives some point to having a Keen Weapon and Improved Critical. Otherwise it ends up penalizing a character for spending a feat on something they can spend money on to get, the Keen ability and Improved Keen both add a +2 and +4 to confirming a critical as well.

· Vorpal Edged Weapons – are a +3 Enchantment, with a +5 enchantments cost to create, the Vorpal Edged Weapon, does not automatically remove the head from the shoulders on a critical, it will however remove limbs as well as the head on a confirmed critical, the choice is the player’s, however the defender of the attack must make a Fort Save based upon the weapons max damage and ½ the attackers base attack, if this save is failed the limb or head is automatically severed, if the save is made, the defender still takes 1 1/2 Max dammage to the selected area.








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