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Post by Demogorgon on Apr 1, 2011 22:47:36 GMT -5
for discussions regarding House Rules
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Post by Demogorgon on Apr 1, 2011 23:17:02 GMT -5
Mounted Combat House Rules
(work in progress)
Initiative: When only two riders are jousting initiative is ignored and all attacks are resolved at the same time.
Lances and Dismounting: Anytime a lance does more than 10 damage against a mounted target the victim has a chance of being dismounted. He must make a skill check to stay mounted or be knocked prone and suffer 1d6 points of damage. If trained in acrobatics the victim can avoid this damage on a successful check.
Lance breakage: A lance has a chance to shatter if it does more than 20 points of damage. TBD
Lance Damage: A lance does 2[w] damage if the mount has moved more than 6 squares in a charge.
Polearms and Spears (Readied Action + Basic Attack Only) Can be set to receive a charge from a rider that has charged more than 6 squares for 2[w] damage. Either the mount or rider can be targeted. If the rider is targeted there is a chance he can be dismounted.
Weapon Impact: Riders also can be knocked off by solid blows from a variety of weapons. Any time a rider hits another mounted character or creature with a two handed melee weapon and scores a natural 20 on the roll, the other character is knocked from the saddle, suffering 1d6 points of damage.
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Post by Demogorgon on May 6, 2011 8:30:51 GMT -5
Inherent Bonuses & Magical Items
We will be using the Inherent Bonuses rules as per the DMG 2 pg 138
Attack and Damage: All characters gain +1 bonus to attack rolls and damage rolls at level 2, 7, 12, 17, 22, and 27
Defenses: All PCs gain +1 bonus to AC, Fort, Ref, and Will at levels 4, 9, 14, 19, 24, and 29
As such, the game will not require loads of useless magical items to be droped at your feat all the time. It will also eliminate the need for wish lists. Magic will still be in the game, it's just that the magical items you do find will be very unique or artifacts.
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Post by Demogorgon on Jun 21, 2011 8:56:35 GMT -5
George's Critical Fumble Effects Table (converted to 4e)
Roll 1d100
Results 01-19 Slip; roll Acrobatics (Easy DC) or fall prone and be stunned (save ends).
20-33 Stumble; roll Acrobatics (Moderate DC) or fall prone and be dazed (save ends)
34-39 Trip and fall; roll Acrobatics (Hard DC) or fall prone and be stunned (save ends)
40-44 Off balance; roll Acrobatics (Moderate DC) or end turn.
45-49 Lose grip on weapon; roll Acrobatics (Moderate DC) or end turn.
50-54 Lose grip; roll Acrobatics (Moderate DC) or drop weapon
55-59 Lose grip; drop weapon
60-61 Shield entangled with opponent, can't slide, must spend minor action to fix, grant combat advantage (no effect if no shield).
62-63 Shield entangled with opponent, can't slide, must spend minor action to fix, both grant combat advantage (no effect if no shield).
64-65 Weapon entangled; spend minor action to fix or free action to drop, no attack with that weapon until fixed.
66-69 Weapon knocked away d6 squares in random d8 direction. If weapon passes through a creature's square roll to hit for 1[W] + STR damage.
70-74 Weapon breaks; 100% for normal weapons, 75% for kobold weapons, 50% for dwarven weapons, and 25% for magical weapons.
75-77 Hit self; half damage (1[W] +STR / 2 )
78-79 Hit self; normal damage (1[W] +STR )
80 Hit self; max damage (not a critical strike) (1[W] +STR )
81-83 Hit friend (roll to hit); half damage (1[W] +STR / 2)
84-85 Hit friend; half damage (1[W] +STR / 2)
86 Hit friend; max damage (not a critical strike) (1[W] +STR)
87-88 Critical strike, self (1[W] +STR )
89-90 Critical strike, friend (1[W] +STR )
91-92 Twist ankle; slowed (save ends), Athletics (Moderate DC) or fall prone.
93-95 Helm or Cloak slips; spend minor action to fix, blinded until fixed.
96-97 Helm or Cloak slips; spend minor action to fix, blinded and dazed until fixed.
98 Distracted; grant combat advantage
99 Roll twice, ignoring rolls of 99 or 00
00 Roll three times, ignoring rolls of 99 or 00
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Post by Demogorgon on Jun 21, 2011 11:29:38 GMT -5
Critical Hits (converted to 4e) - work in progress
Hit Location
Normal Attack: 1d10 Low Attack: roll 1d6; when attacker is two sizes smaller or defender has a height advantage. High Attack: roll 1d6+4; when attacker is two sizes larger or has a height advantage Called Shot (no location roll)
Humanoid Locations 1-2 Right Leg, 3-4 Left Leg, 5 Abdomen, 6-7 Torso, 8 Right Arm,9 Left Arm, 10 Head
Animal Locations 1 Right foreleg/wing, 2 Left foreleg/wing, 3 Right hind Leg, 4 Left Hind Leg, 5 Tail (for snakes or fish, 1-5 is tail hit), 6-7 Abdomen, 8-9 Torso/chest, 10 Head
Monster Locations 1 Right foreleg/claw/wing, 2 Left foreleg/claw/wing, 3 Right hind Leg, 4 Left Hind Leg, 5 Tail (for snakes or fish, 1-5 is tail hit), 6-7 Abdomen, 8-9 Torso/chest, 10 Head
Severity: Weapon size is < target size: 1d6 Weapon size is = target size: 2d4 Weapon size is > target size: 2d6 Weapon is two sizes larger: 2d8
Wound Categories
Grazed, Singed, Chilled, Bruised Max Healing Surges Lost: 1 Special Effects: None Natural Healing: 2 days. Magical Healing: immediately cured Heal Skill: Easy DC, immediately cured
Struck, Blistered Max Healing Surges Lost: 1 Special Effects: Incurs a penalty until cured Natural Healing: 4 days. Magical Healing: Cured if healing magic is capable of restoring 5 hp. Heal Skill: Easy DC, reduces natural healing rate by 2 days and restores lost healing surge.
Inured, Burned, Frostbitten Max Healing Surges Lost: 1 (arms, legs, tails), 2 (abdomen, torso, head), 3 (all others) Special Effects: Incurs a penalty until cured Natural Healing: 8 days. Magical Healing: Cured if healing magic is capable of restoring 10 hp. Heal Skill: Moderate DC, Reduces natural healing rate by 2 days and restores lost healing surge.
Broken Max Healing Surges Lost: 1 (arms), 2 (ribs / legs), 3(head and others) Special Effects: Incurs a penalty until cured Natural Healing: 1d20 + 10 days of rest. Magical Healing: Cured if healing magic is capable of restoring 20 hp, but no hit points are restored. Lesser magical healing has the same effect using the heal skill. Heal Skill: Moderate DC, Reduces natural healing rate by 2 days and restores 1 lost healing surge.
Severed, Dissolved, or Incinerated. Max Healing Surges Lost: 3 (shoulders, hips, limbs), 4 (all others) Special Effects: incurs a penalty until cured Natural Healing: 1d4 months of rest. Magical Healing: Regeneration restores. Healing Surges restored if healing magic is capable of restoring 20 hp, but no hit points are restored. Lesser magical healing has the same effect using the heal skill Heal Skill: Hard DC, Reduces natural healing rate by 2 days and restores 1 lost healing surge.
Destroyed, Crushed, Shattered, Frozen Max Healing Surges Lost: 3 (shoulders, hips, limbs), 4 (all others) Special Effects: Victim incapacitated until healing surges are restored, incurs a penalty until cured Natural Healing: 1d8 months of rest. Magical Healing: 1 healing surge regained for each application of healing magic that is capable of restoring 20 hp, but no hit points are restored. Lesser magical healing has the same effect using the heal skill. Heal Skill: Hard DC, restores mobility to victim. Reduces natural healing rate by 2 days and restores 1 lost healing surge.
Bleeding
Minor Bleeding: Max Healing Surges Lost: None Healing Surges Lost: None Special Effects: Ongoing 2 damage (save ends). Natural Healing: bleeding must be stopped Magical Healing: 5 HP of healing stops. Heal Skill: Untrained, Easy DC, stops
Major Bleeding: Max Healing Surges Lost: None Healing Surges Lost: None Special Effects: Ongoing 5 damage until bleeding stopped. Natural Healing: bleeding must be stopped Magical Healing: 5 HP of healing reduces to Minor, 10 HP of healing stops. Heal Skill: Moderate DC, Reduces bleeding to Minor.
Severe Bleeding: Max Healing Surges Lost: None: Healing Surges Lost: 1 per round. Special Effects: Ongoing 5 damage and 1 healing surge lost until bleeding stopped. Natural Healing: bleeding must be stopped Magical Healing: 5 HP of healing reduces to Major, 10 HP of Healing reduces to Minor, 20 HP of Healing stops. Heal Skill: Hard DC, Reduces bleeding to Major.
Wounds are considered a temporary penalty that the character has to put up with until it is restored.
* Note, if you lost a max healing surge any healing surges you have above your new maximum are lost.
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Post by Demogorgon on Jun 22, 2011 14:15:30 GMT -5
Hit Location Charts: The following Critical Hit charts will be used from the 2e players options books. 2eCrticalHits.pdf2eCriticalHitsMagic.pdfWhen converting to 4e. * All crits do max damage. * All Injuries last until the wound is completely healed. * Penalty's remains until the wound is healed. * All effects such as stunned, dazed, etc become (save ends) * All movement penalties becomes slowed (save ends) * 'Knockdown' becomes prone * 'no move' becomes immobilized (save ends) * triple damage dice becomes double max damage.
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Post by Demogorgon on Sept 9, 2011 12:57:23 GMT -5
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