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House Rulings-- Combat

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House Rulings-- Combat Empty House Rulings-- Combat

Post  Sakusammakko Sat 31 Oct 2009, 01:23

Pre-Combat Sequence

Surprise
WIS checks may be used to determine if one group or another is surprised. Modifiers may be used if one group is particularly well hidden or the other is not very perceptive. A successful surprise gives the group a free combat round.

Reactions
Before combat begins, there may be an opportunity to interact with the opponent. The opponents’ reaction may be determined with a party CHA check.

Combat Sequence

Declare Actions/ Check Morale
At the beginning of the combat round, the GM will determine the actions of the monsters and NPCs. An opponent or NPC may be subject to a morale check, particularly if the combat situation has changed significantly. This may provide an opportunity for the party to renew interaction with the opponent. An opponent or NPC may ask for a parley, be shaken, retreat, flee or surrender.

If combat ensues or continues, each PC should whisper (/w) their intentions for the round to the GM.

Typical actions include:
• Spellcasting—a PC must indicate the spell they intend to cast, but can name the target when the action is resolved;

• Use of a ranged weapon—the PC can fire at a specific target and re-load; load or fire in the case of a crossbow; fire and ½ move or ½ move and fire, etc.

• Move-- the PC can declare a full move, jog, run, or charge; an intention to ‘close to melee’(move to within 10’ of an opponent); a ½ move with the intention to attack, flank or back attack; a disengagement; the intention to move silently, hide, climb, etc.

• Attack—a PC already engaged in melee can attack an opponent, try to make a grapple, overbear, trip, disarm attempt, etc.

• Defend—a PC can declare that they will attempt to evade the attacks of one opponent; set weapon to receive a charge, etc.

• Use an item or ability—the intention to use an item or ability does not necessarily preclude other actions.

• Hold—the PC can state their intention to hold their action until a certain condition takes place, in which case, they should interrupt the combat sequence and act immediately. The PC must still state what kind of action they intend to take when the right condition is met.

Note: this list is not exhaustive. Creative play will (hopefully) be rewarded.

Initiative
Once the PC has whispered their intentions, they should roll initiative. PCs will roll individual initiative each round. The GM will make one initiative roll for NPCs and one roll for each type of creature each round.

Resolve Actions
Actions are resolved in initiative order. In the heat of battle, not all actions will be able to be resolved as planned. In cases where circumstances dictate a change in plans, new options will be given. In most cases, a PC will be able to use a ½ move if they are unable to or don’t wish to carry out their intended action. The following are guidelines for how things might work.

Examples
If a spellcaster is unable or unwilling to cast an intended spell on their turn, the spellcaster could try to make a successful CON check (CL = 2x spell level) to avoid losing the spell. Additionally, a spellcaster who is attacked in melee could choose to try to complete their spell by making a successful CON check (CL = 2x spell level + HP damage taken, if any). A spellcaster would not be able to hold a spell until a specific condition arises.

A ranged attacker that loses its target could choose to swap a ranged weapon for a melee weapon if not engaged in melee.

A charging, running, jogging PC would be allowed to interrupt move and stop after a ½ move.

A PC who began the round in melee, but has no current targets in range, would be allowed a ½ move, but no attack.

A creature could interrupt the combat sequence to declare a dodge maneuver to improve their AC vs. up to 3 attacks at the cost of all other actions for the round.

A PC that holds their action for a condition that never takes place would lose their turn for that round.

Close to Melee
Opponents that are already engaged in melee at the start of the round resolve their attacks in initiative order. Opponents who are greater than a ½ move away from each other may state their intention to close to melee range (10’) and attack each other. These attacks will be resolved in initiative order.

A PC who declares their intention to close to melee vs. an opponent who does not declare close to melee, can move into attacking range without suffering an attack from their opponent. The PC may not attack, but their action may cause their opponent to lose/change their ability to act.

For example, a spellcaster would have to make a CON check to continue to cast a spell, a ranged attacker would not be able to fire at the PC, a moving creature would now be forced to choose a fighting or hasty disengagement, etc.


Last edited by Sakusammakko on Sat 31 Oct 2009, 01:43; edited 2 times in total
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House Rulings-- Combat Empty Combat Maneuvers

Post  Sakusammakko Sat 31 Oct 2009, 01:25

Charge

When a character announces a charge, they must move a minimum of their full movement rate to a maximum of their running rate (4x move). Depending on the kind of movement they make, the character will get one of the following penalties to AC (which corresponds to movement rate):

-4 Run (x4)
-2 Jog (x2)
-1 Normal (x1)

The damage bonus for a successful charge depends on how fast the character is moving:

+2 Run
+1 Jog
+0 Normal

Dodge
Regardless of what action a PC has declared and before the PC has acted, they can interrupt the combat sequence to declare a dodge maneuver to receive a +2 AC vs. up to 3 attacks from the same direction. No other actions for the round are possible.

Disarm
A fighter, ranger, rogue, assassin, cleric or paladin may declare a disarm attempt during melee. The target number is 18 + opponent’s DEX + opponent’s HD/level .

Disengaging from Combat
If engaged in melee, a creature can declare a hasty disengagement in which they may move up to their maximum running distance. Their opponent immediately receives a free attack and the creature suffers a -2 to AC.

A creature may declare a fighting disengagement to make a ½ move to withdraw from melee without suffering a free attack. A fighting disengagement can also be chosen during the combat sequence if an opponent has closed to melee at the cost of the declared action.

Evade
The evade maneuver must be declared vs. a specific opponent. The creature receives a +4 to AC vs. that opponent for the round. No other actions are possible.

Two Weapon Fighting
When using two weapons, one attack receives a -3 to hit and the other gets a -6. The PC’s DEX bonus can reduce the penalty, but STR modifier is not used to hit. The STR bonus is used for damage


Last edited by Sakusammakko on Wed 11 Nov 2009, 20:47; edited 2 times in total
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House Rulings-- Combat Empty Grappling, Overbearing & Tripping

Post  Sakusammakko Sat 31 Oct 2009, 01:29

Grappling
Target is held or pinned. Can be more easily tied, moved or killed once grappled.

The target number is 15 + STR, DEX modifiers + size + BtH. (Monsters do not have STR, DEX modifiers)
D20 modifier is STR or BtH. (BtH used for monsters)

Grappled considered defenseless (+5 to hit); grappler suffers an AC penalty ( +2 to hit). Grappled can be moved 5’/per grappler. Grappled must make successful grapple attack to break free of each grappler.

A grappler cannot tie up or manacle the grappled without an ally. An ally can tie up the grappled with a successful grapple check.

Overbearing
An unarmed attack in which a pedal target is knocked prone. If used with a charge, the target can be pushed up to 10’.

The target number is 15 + STR modifier + size + legs modifier (+2 per/add’l leg over 2) + BtH
D20 modifier is STR or BtH

A successful charging overbear allows a 5’ push + an additional 5’ if successful by 5 points or more. The overbearer suffers an AC penalty (-2; -4 if charged). The overborne target is considered prone (+5 to hit).

Standing from a prone position is considered a half move with no AC penalty (similar to a fighting disengagement), but no other action can be taken. Otherwise, a prone creature may stand and attack in the same turn, but will suffer an opportunity attack with a -2 AC penalty (similar to a hasty disengagement).

Tripping
An armed attack in which the pedal target is knocked prone.

Using melee* weapon: target number is 15 + DEX mod + size mod + legs modifier + BtH
D20 modifier is STR or BtH

Using ranged** weapon: target number is 15 + DEX mod + size mod + legs modifier + BtH
D20 modifier is DEX or BtH

Prone penalties apply as stated above, though the tripper does not suffer an AC penalty.

*these weapons are usually those with reach such as polearms, staffs, bastard swords, etc.
** these weapons include whips, bolas, etc.
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House Rulings-- Combat Empty Nets, Snares, Whips, Bolas, Lassos & Blowguns

Post  Sakusammakko Sat 31 Oct 2009, 01:38

Nets
Nets can be used to make ranged grapple attacks. Ranges are 10/20/30. Nets for small creatures are 4’ x 4’, medium are 6’ x 6’, large nets are 9’ x 9’. Cost is 1gp/foot. EVs are 2, 3 & 4. Treat as two-handed weapon. The following classes are not proficient in their use: Clerics, Illusionists and Wizards

The target number is 15 + STR, DEX modifiers + net size modifier + BtH. (Targets that are larger than nets get +2 for each size larger)
D20 modifier is DEX or BtH – range modifier. (-2/-6 for medium, long ranges)

If used as a trap, a DEX save is made where the CL is equal to the trapsetter’s level/HD.

The effects of being caught in a net are similar to being grappled. The victim is considered pinned and cannot move; they are considered defenseless (+5 to hit); they can be moved 5’/round by the trapper. An ally can immobilize the caught creature with a successful grapple check.

Piercing and bludgeoning attacks do normal damage to the trapped creature, while slashing weapons do half damage to the victim and half to the net—potentially freeing the trapped creature. See below.

A trapped creature has a few ways to escape the net: by making a successful grapple check to throw the net off; by breaking the net with a single STR check (CL 10); by attacking the net.

To escape a net, the target number is 15 + STR, DEX modifiers - net size modifier + BtH
D20 modifier is STR or BtH

An attack on a net can only be made if an appropriate weapon is available at the time of being trapped (e.g. a drawn bladed weapon, jaws, etc.). It takes 4-8 rounds to get free of a net (depending on the creature’s size). Each successful slashing hit the victim takes reduces the needed rounds by 1.

Snares
A snare can be up to 20’ long. The CL to find and DEX to avoid are equal to the level/HD of the trapsetter. If used with a bent source (like a tree), the snare , when triggered, whips the victim into the air causing 1d6 damage. Otherwise, it binds the creature and causes -2 to attack rolls and -4 to DEX checks until freed.

One STR check (CL 9) can be made to break free. A snare can be removed in two rounds with an edged weapon.

Whips
Whips can be used to make ranged attacks to damage, trip or disarm an opponent. The choice must be stated before the attack is made. The range is 15’. The following classes are not proficient in their use: Clerics, Druids, Illusionists and Wizards

See rules for tripping and disarming opponents.

Bolas
Bolas can be used to make ranged attacks that damage or trip an opponent. The choice must be stated before the attack is made. Range is 20/40/60. See rules for tripping opponents.

A bola can be removed in one round with an edged weapon.

Lassos
Lassos can be used to make ranged grapple attacks. The range is 20’. Cost is 5gp. EV is 2. The following classes are not proficient in their use: Clerics, Illusionists and Wizards.

The target number is 15 + STR, DEX modifiers + BtH
D20 modifier is DEX or BtH

The effects of being caught in a lasso are similar to being grappled. The victim is pinned, but can move the length of the rope; they are considered defenseless (+5 to hit); they can be moved 5’/round by the grappler. An ally can immobilize the caught creature with a successful grapple check (ranged or melee).

There are two ways a trapped creature can escape the lasso: by making a successful grapple check or by breaking the rope with a single STR check (CL Cool. The lasso can be removed (by someone else) in one round with an edged weapon.

Blowguns
Blowguns are ranged weapons that are used to propel darts. The darts cause little damage, but are often treated with poison. The range is 10/20/30.


Last edited by Sakusammakko on Sat 31 Oct 2009, 17:12; edited 1 time in total
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House Rulings-- Combat Empty Examples

Post  Sakusammakko Sat 31 Oct 2009, 01:45

Grappling
A 3rd-level Dwarven cleric (STR 13) tries to grapple a goblin in order to interrogate him. His target number is 16 (15+0+0+1; no ability or size modifiers apply). The cleric would get a +1 to his d20 roll due to his STR modifier.

A 3rd-level Human fighter (STR 17, DEX 14) is trying to avoid being grappled by a gorilla (L, 3HD). The gorilla’s target number is 19 (15+3-2+3; the TN is reduced to the gorilla’s size advantage). As a monster, it would get a +3 on its d20 roll.

Overbearing
A riding dog and its goblin rider have wandered into the party’s campsite. An ambitious Halfling ranger (STR 14) charges the dog (M, 2HD) in an attempt to push the pair into the campfire. The target number is 23 (15+0+2+4+2; the dog is 1 size larger and gets a legs modifier). The Halfling would get a +1 on its d20 roll and would not be able to succeed.

However, if the Halfling targeted the rider, the target number would be 16 (15+0+0+0+1) and the Halfling would get a +1 on the d20 roll. Even if the Halfling succeeded, he would suffer a -4 AC penalty vs. the dog’s next attack.

Tripping
A hobgoblin (M, 1HD) decides to use its javelin to first trip a frightened, young 2nd-level Human wizard (DEX Cool before goring him. The target number is 15 (15-1+0+0+1). The hobgoblin would get a +1 on its d20 roll.

Nets
A 3rd-level Dwarven fighter (DEX 11) attempts to use a large-sized net to trap an ogre (L, 4HD) from 10’ away. The target number is 19 (15+0+0+4). The Dwarf would not get a any bonuses on its d20 roll. If the Dwarf had used a medium-sized net or had thrown from medium range, he would have failed the attempt (either change would have added +2 to the TN).

Whips
A hobgoblin slaver (M, 1HD) uses a whip to trip a young, captive Dwarf (DEX 10) to keep him from escaping. The target number is 13 (15+0-2+0+0). The hobgoblin would get a +1 on its d20 roll and possibly an additional +2 due to the Dwarf’s hasty disengagement.


Last edited by Sakusammakko on Sat 31 Oct 2009, 17:13; edited 1 time in total
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House Rulings-- Combat Empty Re: House Rulings-- Combat

Post  tegeus Sat 31 Oct 2009, 06:19

The initiative is quite a bit different than what we have been using. We have been stating are intentions when it is our turn rather than before the round. I don't mind either method. I find in practice that we tend to forget to declare actions.

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House Rulings-- Combat Empty Grenade-Like Missiles

Post  Sakusammakko Sat 31 Oct 2009, 11:07

General
Grenade-like missiles are items or containers which can be thrown at opponents. Common grenades include vials of acid, holy water and oil. The range for these items is 10’/20’/30‘.

Attacks and Hits
A ranged attack is made vs. AC 10 + target’s DEX modifier. A roll of 10 that does not strike the target is considered to have landed in the target’s square and the target suffers a splash hit instead.

A grenade which hits a soft target may be required to make a saving throw to see if the container breaks. The target number is 18 modified by the thrower’s STR and the surface modifier.

The damage from a direct hit is as follows:
Acid-- 2-8 hp
Holy water-- 2-7 hp vs. undead creatures
Flaming oil-- 2-12 hp 1st round, 1-6 hp 2nd round

Misses and Splash Hits
Short and medium range missiles that miss their target will miss by 5 feet. For long range missiles, it’s 10 feet. Miss direction will be determined randomly.

In the event of a short miss in front of the target (short and medium range only), the target must make a DEX save to avoid a splash hit. Splash damage for acid is 1 hp, holy water is 2 hp and oil is 2 hp.
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House Rulings-- Combat Empty Re: House Rulings-- Combat

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