This rule is optional for players that don't want to deal with different sized dice or for a GM that wants to speed NPC play.
Instead of rolling damage, attacks do a set amount. Each die does 1/2 its number of sides (round to 2 for d3); other modifiers are unaffected. Any successful hit still does a min of 1 dmg. Examples:
The original number of dice (the number before the d) is your damage's d modifier. Every time you roll an attack or deal damage, also roll a single Fudge die (or a d6, if you don't have a dF) at the same time:
None. However, if you ever take more than 1/2 your total HPs in a single blow, you are clobbered: you may only take a standard action next turn (and then are no longer clobbered).
DM may do a group roll for each side, applying each person's modifier to a single roll.
If both sides surpise each other, or if a party is bursting in on enemies they are aware of but unseen (as coming in through door), may play as suprise round for everyone (as takes a while to get bearings).
STR bonus: Apply your STR bonus to melee and thrown weapon attacks made with your primary hand, as normal. However, apply no STR bonus to attacks with your off-hand or extra STR for 2-handed weapons. (But see Strong Off-hand feat.)
Criticals: A natural roll of 1 always misses. (Think of it as the defender getting a 20 on their defense.)
A natural 20 always hits. If it would have successfully hit anyway, then it is also a critical threat: roll a number of extra critical hit attacks equal to (the weapon's d20 critical modifier - 1) (see chart), applying any successful damage.
| # of Critical Hit rolls | d20 Critical Modifiers |
|---|---|
| +1 roll | x2 |
| +2 rolls | x3, 19-20/x2 |
| +3 rolls | x4, 18-20/x2 |
| +4 rolls | x5, 17-20/x2 |
A critical hit roll of a natural 1 that results in a poor or worse failure prevents any further critical rolls for this threat.
A natural 20 on a critical hit is an instant kill: Against minor NPCs, the NPC immediately dies. Against major NPCs or PCs, the victim is reduced to at least -1 hp (if the damage from the critical hit has not already reduced to the victim to less than this).
(Although it averages out in the long run, this rule does change how certain weapons work in the short run. For example, it changes a falchion's frequent x2 critical to a rare x4 pick-like critical. Therefore, this rule is optional for PCs. Declare whether you are playing by either these or standard critical rules. You will then be responsible for watching for your own criticals, since the GM will only be looking for natural 20s.)
Combat Maneuvers: The following special attacks use a character's Combat Maneuver Bonus:
CMB = BAB + STR + size modifier
DC = 10 + target's CMB
Each combat manuever takes the place of a melee attack (except where noted in an Action field). Each provokes an AoO from its target (but not from other combatants) based on the nature of attack. For example, unarmed attacks made without Improved Unarmed Strike provoke AoOs whether made to deal damage, disarm, or trip. Certain feats can prevent provoking AoOs for these maneuvers even if the attack type (unarmed or not) would have.
| Bullrush | Attempt to shove your opponent backwards. | |
|---|---|---|
| Action | Std action or part of charge | |
| AoO? | Yes (from target) | |
| CMB Attack | -- | |
| CMB Defense | +4 if larger than attacker, has 4 legs, stability, etc | |
| Success | Defender is pushed back 5' + 5' more for each additional +5 over the DC (up to your max movement) | |
| Failure | Stop in front of opponenet. If that square is occupied or on a Bad failure, fall prone. | |
| Special |
• You cannot trip an opponent who is more than one size larger than you. | |
| Disarm | Attempt to wrench a weapon or other held item from your opponent's hand. | |
|---|---|---|
| CMB Attack | -4 if unarmed | |
| CMB Defense | +4 if holding the weapon or item with two hands +10 if weapon/item is attached (in locked guantlet, sheild, etc.) | |
| Success | The defender drops the targeted weapon. If the disarm was performed unarmed, the attacker now holds the dropped weapon. | |
| Failure | On a Bad failure, the attacker is instead disarmed by the defender (if attempt was made with a melee weapon against a target wielding a melee weapon). | |
| Special | • If you want to snatch an accessible worn item or pick a pocket, use Sleight of Hand (after making a melee touch attack if during combat). | |
| Grapple | Attempt to grab an opponent and hold on. | |
|---|---|---|
| CMB Attack | (Needs to be unarmed) -4 for humanoids initiating a grapple or pin with only 1 hand | |
| CMB Defense | -- | |
| Success | You are now grappling: • no threatened squares; no DEX bonus vs non-grapplers; can't move without grapple check. In general, actions now require either a CMB grapple check or suffer a -4 penalty. See DM Screen for more. | |
| Failure | -- | |
| Special |
• You cannot grapple an opponent who is more than one size larger than you. You may use the same mechanic to cling to the opponent, the only real affect of which is that you add your weight to its encumberance. | |
| Overrun | Attempt to shove your opponent aside so you can move through his square. | |
|---|---|---|
| Action | Std action (as part of a move) if opponent blocks; or no action (as part of a move) if opponent stands aside. | |
| AoO? | Yes (from target) | |
| CMB Attack | -- | |
| CMB Defense | Can choose to step aside instead, allowing attacker to pass +4 if larger than attacker, has 4 legs, stability, etc | |
| Success | You pass through the opponent's square. On a Good success, the opponent is also knocked prone. | |
| Failure | Stop in front of opponenet. If that square is occupied or on a Bad failure, fall prone. | |
| Special |
• You cannot overrun an opponent who is more than one size larger than you. | |
| Sunder | Attempt to destroy your opponent's weapon, sheild, or other held item. | |
|---|---|---|
| CMB Attack | -- | |
| CMB Defense | -- | |
| Success | Attacker deals damage to the targeted held item. | |
| Failure | -- | |
| Special |
• To attack carried or worn items, just make an attack vs the opponents touch AC + object's size modifier. • See Attacking Objects for more. | |
| Trip | Attempt to trip or throw your opponent to the ground. | |
|---|---|---|
| CMB Attack | Must be unarmed or with a melee weapon that allows Trips | |
| CMB Defense | +4 if has 4 legs, stability, etc +10 if has multiple legs | |
| Success | The defender is now prone. | |
| Failure | On a Bad failure, the attacker is instead tripped by the defender. | |
| Special |
• You cannot trip an opponent who is more than one size larger than you. • Some creatures (oozes, flying) cannot be tripped. • This move can also be used to pull a rider from their mount. Those with Mounted Combat can defend with Ride instead. | |
Turn Undead: Turning effects are no longer variable (do not require a die roll). Instead, the effective turning level of the cleric (or paladin) is compared to the effective HD of the undead, with the following results:
| Clr lvl vs Undead HD | Effect |
|---|---|
| lvl >= HD*2 | The undead creature is destroyed. |
| lvl > HD | The undead mindlessly cowers for 1 minute (or as a Combat-duration effect). The cleric may approach or attack. |
| lvl = HD | The undead is panicked for 1 minute. |
| lvl < HD | The undead cannot target attacks at the cleric nor approach any closer to the cleric for 1 round. If the clerics concentrates and continues to present her symbol every turn, she may maintain this effect for up to 1 minute (or as a Concentration(Combat) effect). |
| lvl <= HD/2 | The turn has no effect. |
Instead of affecting a certain number of HD, turning has only a Close (30'r) semi-circular area of effect (so turning clerics would do well to watch their backs). There is no limit to the number of undead HD within this range that can be affected by a single turning.
Rebuking has exactly the same effects, excepted undead that would be destroyed are controlled instead. A rebuking cleric may bolster undead: substitute the cleric's level as the undead's HD for turning effects for 1 minute.
Dying: If reduced to exactly 0 hp, you are disabled (as normal).
Once dropped below 0 hp, you are dying. Make a Fort save every round, DC -hp. (HP are negative at this point, so at -3, the DC is 3.) Results are as follows:
A player may permanently lose 1 point of CON (similar to the CON lost to Raise Dead) to reroll a dying Fort save.
Minor NPCs normally just automatically die at less than 0.
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Last Edited: 29 Mar 2010 ©2009 by Z. Tomaszewski |