House Rules
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Grenades for realism freaks
NEW d20 Fumble Rules (Used in all of Vardaen's Games)
FUMBLE
When a character rolls a natural 1 on an attack roll. Denoted in the combat spoiler as "1" they have fumbled their attack. A second roll is made to check the severity of the fumble, similar to confirm a critical roll. If the Fumble Confirmation roll would normally be a hit, the attack is just an embarassing miss. If the confirmation roll would be a miss, then the character has fumbled and looses the remainder of their attacks for the round, and may suffer other penalties, becoming flat footed, suffering attack penalties next round, dropping a weapon, falling prone etc. Should the confirmation roll be another natural "1" then they have Critically Fumbled and do something seriously bad, such as break their weapon, hit an ally, stun themselves, or hit themselves, or any combintation of terrible things.
CHANGE: After some conversation at BrenCon I am making a change to this. Because of the nature of multiple attacks in a round you ar far more likely to fumble on a 3rd or later attack than on your first. This hampers fighters and those with high BAB alot. So my new rule, and I urge the other Vworld GMs to use this as well. The Fumble Confirmation roll will use your Highest Attack Bonus. So for example if you have three attacks a round at 18/13/7 and you fumble on your third attack, you roll to confirm the fumble with a +18 not a +7.
FUMBLE
When a character rolls a natural 1 on an attack roll. Denoted in the combat spoiler as "1" they have fumbled their attack. A second roll is made to check the severity of the fumble, similar to confirm a critical roll. If the Fumble Confirmation roll would normally be a hit, the attack is just an embarassing miss. If the confirmation roll would be a miss, then the character has fumbled and looses the remainder of their attacks for the round, and may suffer other penalties, becoming flat footed, suffering attack penalties next round, dropping a weapon, falling prone etc. Should the confirmation roll be another natural "1" then they have Critically Fumbled and do something seriously bad, such as break their weapon, hit an ally, stun themselves, or hit themselves, or any combintation of terrible things.
CHANGE: After some conversation at BrenCon I am making a change to this. Because of the nature of multiple attacks in a round you ar far more likely to fumble on a 3rd or later attack than on your first. This hampers fighters and those with high BAB alot. So my new rule, and I urge the other Vworld GMs to use this as well. The Fumble Confirmation roll will use your Highest Attack Bonus. So for example if you have three attacks a round at 18/13/7 and you fumble on your third attack, you roll to confirm the fumble with a +18 not a +7.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Bitom
- Emeritus Admin
- Posts: 11203
Doing things defensively
You can fight defensively in D20, taking a -4 to all attacks in the round in order to get a +2 AC for the round.
But you can't use a skill defensively, or cast a spell defensively, or move defensively. I don't really see why not, so here's my proposal:
Acting defensively: Swift action.
Taken at the beginning of your turn, this action gives you a +2 dodge bonus to AC until your next init. It also has the following effects on your turn:
All attacks take a -4 penalty
All skill checks have a -4 penalty
All spells cast must be cast on the defensive (Remembering the -4 penalty to the concentration check)
All base speeds are reduced by 5 Feet when taking a full move action.
Essentially, with this rule. the two existing actions are unchanged, except that you may not take a swift action along with them, but you can now get your bonus while doing something other than swinging your sword.
But you can't use a skill defensively, or cast a spell defensively, or move defensively. I don't really see why not, so here's my proposal:
Acting defensively: Swift action.
Taken at the beginning of your turn, this action gives you a +2 dodge bonus to AC until your next init. It also has the following effects on your turn:
All attacks take a -4 penalty
All skill checks have a -4 penalty
All spells cast must be cast on the defensive (Remembering the -4 penalty to the concentration check)
All base speeds are reduced by 5 Feet when taking a full move action.
Essentially, with this rule. the two existing actions are unchanged, except that you may not take a swift action along with them, but you can now get your bonus while doing something other than swinging your sword.
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Doing things defensively
I'll be interested to see how this works before I use it.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
-
- Level 15 Elite
- Posts: 4788
Re: Doing things defensively
A few ideas for rules changes. Let's face it, PbP moves slower than regualr d20. This means certain abilities that work well in d20 make PbP very unfun. These rules usually involve a power that completely eliminate a character from the combat. So here are some variant ideas.
Frightened:
Actual:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Alternative:
A frightened creature must spend one round fleeing from the source of its fear. After the round the frightened creature may return to the encounter, however they will attempt to remain 30 feet away from the source of their fear and will not directly attack it. A character who is frightened takes a -4 penalty on all attack rolls, saving throws, skill checks and ability checks.
Panicked:
Actual:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Alternative:
A panicked creature must drop anything it is holding and flee at top speed for a round. After the round the character may cease fleeing but suffers a -8 penalty on all rolls. While panicked the creature cannot move within 30 feet of the cause of its panick and moves at half speed if within line of sight of its panicer. The character may not target the cause of its panick directly or indirectly.
Paralyzed:
Actual:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature'€"ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
Alternative:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature'€"ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
On his turn as a standard action the character may attempt to break free from the paralyzation. To do such the character takes 1d6 damage and then re-attempts their save. If they are successful the character breaks free. If the character wishes they can gain a +1 bonus on this save but take an additional 1d6 damage. This bonus can be gained up to a maximum of their effective character level, with an additional d6 damage occurring for every +1 bonus.
Any input welcome...these are just proposed solutions to a problem. As it stands, with the pace of PbP, a bad save at the beginning of combat could mean a month of not playing the game.
Frightened:
Actual:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Alternative:
A frightened creature must spend one round fleeing from the source of its fear. After the round the frightened creature may return to the encounter, however they will attempt to remain 30 feet away from the source of their fear and will not directly attack it. A character who is frightened takes a -4 penalty on all attack rolls, saving throws, skill checks and ability checks.
Panicked:
Actual:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Alternative:
A panicked creature must drop anything it is holding and flee at top speed for a round. After the round the character may cease fleeing but suffers a -8 penalty on all rolls. While panicked the creature cannot move within 30 feet of the cause of its panick and moves at half speed if within line of sight of its panicer. The character may not target the cause of its panick directly or indirectly.
Paralyzed:
Actual:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature'€"ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
Alternative:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature'€"ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
On his turn as a standard action the character may attempt to break free from the paralyzation. To do such the character takes 1d6 damage and then re-attempts their save. If they are successful the character breaks free. If the character wishes they can gain a +1 bonus on this save but take an additional 1d6 damage. This bonus can be gained up to a maximum of their effective character level, with an additional d6 damage occurring for every +1 bonus.
Any input welcome...these are just proposed solutions to a problem. As it stands, with the pace of PbP, a bad save at the beginning of combat could mean a month of not playing the game.
- Bitom
- Emeritus Admin
- Posts: 11203
Re: Doing things defensively
I've done something similar to what you have listed as the "Frightened" alternative, except I made the returning character "Shaken" which is only a -2 to pretty much everything.
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Doing things defensively
I like the ideas in theory, a few ideas.
The fleeing part, instead of a single round, I would probably say you have to flee until the source of the 'fear' is no longer a threat. Whether this means you run into a building, or another room or teleport away, etc would be up to the sitaution. Or perhaps grant another save each round after the first manditory fleeing getting a +2 bonus reach round to the save as you get further and further from the source of the fear.
The take Dmg to overcome Paralyze or Hold Person Spell is interesting, what about other effects like Dominations, Charm, Baleful Polymorph, Tasha Uncontrolable Hideous Laughter which is a level one spell and the save is generally pretty low?
I'm not sure how this works out for the NPCs, do you allow these same effects, weaking party spell casters? Or only for "Named Villans" using the as writen rules for the faceless hordes?
The fleeing part, instead of a single round, I would probably say you have to flee until the source of the 'fear' is no longer a threat. Whether this means you run into a building, or another room or teleport away, etc would be up to the sitaution. Or perhaps grant another save each round after the first manditory fleeing getting a +2 bonus reach round to the save as you get further and further from the source of the fear.
The take Dmg to overcome Paralyze or Hold Person Spell is interesting, what about other effects like Dominations, Charm, Baleful Polymorph, Tasha Uncontrolable Hideous Laughter which is a level one spell and the save is generally pretty low?
I'm not sure how this works out for the NPCs, do you allow these same effects, weaking party spell casters? Or only for "Named Villans" using the as writen rules for the faceless hordes?
- Bitom
- Emeritus Admin
- Posts: 11203
Re: Save or go home
I like the "New save every round with a cumulative +2" on frightened, but I would add that it is followed by being "Shaken" instead of the blanket -4.
For Panicked, maybe we should do the same thing... new save every round with a cumulative +2, then you become frightened, starting your +2's all over again. (A frightened character can fight back if there is no means of escape, a panicked one just cowers.
This way, as you successfully save, you lower the level of fear effect, but still stick with the book-defined fear.
I do not like "flee until the source of the 'fear' is no longer a threat" because it doesn't really have a definition. V is saying in EB that our current enemies are "Not a threat" when we are in a portable hole, but I would rule differently if I were running the game. with the cumulative +2, there is a hard and fast rule which will determine when my character returns to the combat.
For Panicked, maybe we should do the same thing... new save every round with a cumulative +2, then you become frightened, starting your +2's all over again. (A frightened character can fight back if there is no means of escape, a panicked one just cowers.
This way, as you successfully save, you lower the level of fear effect, but still stick with the book-defined fear.
I do not like "flee until the source of the 'fear' is no longer a threat" because it doesn't really have a definition. V is saying in EB that our current enemies are "Not a threat" when we are in a portable hole, but I would rule differently if I were running the game. with the cumulative +2, there is a hard and fast rule which will determine when my character returns to the combat.
- Eanwulf
- Level 18 Elite
- Posts: 7226
- Location: FL
- Title: The Grey
- User Class: Berserker
Called Shots/Critical Hits/Wound Levels
I use the following rules in my Campaigns, each derived from AEG's Torn Asunder - Critical Hits sourcebook. I like them...see what you think.
Called Shots
Rules on 'œCalled Shots' derived from the Torn Asunder - Critical Hits sourcebook printed by Bastion Press will be used in addition to the previous modifications. Please refer to following information on called shots.
Critical Hits and Fumbles
Rules for both Critical Hits and Fumbles will be derived from the Torn Asunder - Critical Hits sourcebook printed by Bastion Press. Please refer to the following sections for further information.
Wound Severity
The following table will be used to determine wound severity during the course of the campaign. Note that the % Loss of HP comes from a single source or attack. Wound severity will be used to help calculate necessary Heal skill check modifiers as well as possible scarring checks. Overall it serves as a colorful combat tool.
Current Condition
The following table will be used to determine a player's condition status during the course of the campaign. It will also be used in determining NPC's and Monster's condition levels as well.
Called Shots
Rules on 'œCalled Shots' derived from the Torn Asunder - Critical Hits sourcebook printed by Bastion Press will be used in addition to the previous modifications. Please refer to following information on called shots.
Rules for both Critical Hits and Fumbles will be derived from the Torn Asunder - Critical Hits sourcebook printed by Bastion Press. Please refer to the following sections for further information.
The following table will be used to determine wound severity during the course of the campaign. Note that the % Loss of HP comes from a single source or attack. Wound severity will be used to help calculate necessary Heal skill check modifiers as well as possible scarring checks. Overall it serves as a colorful combat tool.
Wound Severity | % Loss of HP |
Minor Wound | 1-20% |
Mild Wound | 21-40% |
Moderate Wound | 41-60% |
Severe Wound | 61-80% |
Life-threatening Wound | 81-100% |
The following table will be used to determine a player's condition status during the course of the campaign. It will also be used in determining NPC's and Monster's condition levels as well.
Condition | % Loss of HP |
Lightly Wounded | 1-20% |
Moderately Wounded | 21-40% |
Seriously Wounded | 41-60% |
Critically Wounded | 61-80% |
Mortally Wounded | 81-100% |
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!
- Eanwulf
- Level 18 Elite
- Posts: 7226
- Location: FL
- Title: The Grey
- User Class: Berserker
A VERY IMPORTANT RULE
Fantasy Flight Games was kind enough to include a rather 'catchy' rule-set dealing with the ever popular act of 'getting drunk'. Here it is for your enjoyment.
Miscellaneous Rules
Miscellaneous Rules
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!