Post by Dead Greyhawk on Sept 24, 2004 20:51:19 GMT -5
Movement During Combat:
Any character may move up to ½ his or her movement rate and still attack in a given round. Moving during a round limits the mover to a total of one attack. Weapons or skills providing multiple attacks are degraded due to movement down to a single attack. A character may make a fighting withdrawal, moving ½ his/her movement rate rather than the full movement rate, and subsequently not suffer an attack of opportunity due to moving out of melee combat. A character disengaging from melee combat and moving more than ½ his/her movement rate is open to attacks of opportunity. Note that a character may not make a fighting withdrawal and attack a different target in the same round; a fighting withdrawal and a ½ movement attack are mutually exclusive. Spell casters may also move ½ their movement rate and cast a single round spell.
Characters may, once per ten rounds, charge in combat, moving his/her full movement rate and attacking with a +2 bonus at the end of movement. Charges may not be executed with a missile weapon. Creatures equipped with appropriate weaponry to resist a charge (two-handed weapons, polearms, spears, natural defenses like horns, or other settable items) will do double damage on the charging character if they successfully hit. Charging characters lose any DEX bonus to AC.
Weapons
Garrotte – Garrottes may be used from behind with a successful roll to hit against the target’s AC. The target’s rear AC will be the AC considered. Following a successful hit, the target will asphyxiate in 1d4 + 1 melee rounds. The target may break lose during garroting by successfully making a 4d6 STR check. The target may attempt to break lose once per round. The attacker may reset the garrotte without a roll to hit if a 4d6 STR check is made; such a roll will restart the asphyxiation process, leading to a new 1d4 + 1 determination. The attacker may not perform any other action besides garroting. Should the attacker receive damage, the attacker must make a 3d6 STR check to maintain the garroting. Such a check is made at most once per round, regardless of how much damage is done to the attacker.
Nets – Nets may be thrown up to 30 feet away to entangle opponents. A to hit roll is required against the target’s AC. A successful hit entangles the target, making the target unable to move or attack until a 4d6 STR check is made, at which point the net is broken and the character released.
Missile Weapons in Combat
Missile weapons may only be fired at creatures further than five feet from wielder. Wielders of missile weapons must move out of melee combat before firing. Characters firing missile weapons lose their DEX bonus to AC.
Target defensive bonuses when missiles are fired into melee accrue according to the degree of cover generated from the melee. Should the missile miss its intended target within the range of defensive bonus from cover, a second to hit roll will determine if the other combatants are hit.
Attacking to Touch
Attacks to touch, for example to inflict a spell, requires a to hit roll against a base AC of 10, modified downwards by DEX bonus or bonus for cover. Armor and shield related AC are not considered when touch attacks are made. Touch attacks cause no inherent damage. Spells that rely on touch to inflict a spell are not discharged unless the caster performs another action. For example, a cleric casts cause light wounds, attempts to touch a target, and misses. The next round the cleric could attempt to touch a target again or perform any other action, including moving more than ½ the cleric’s movement rate.
NB. The use of the Quivering Palm skill is not a touch attack.
To Hit Rolls and Damage
A natural 20 is always a hit, and a natural 1 is always a miss. A natural 20 may be a ‘Critical Hit’. A second d20 is rolled, and if a 16-20 is rolled, a ‘Critical Hit’ is scored. This corresponds to a ‘Critical Hit’ rate of 1.25%
A natural 1 may be a ‘Fumble’. A second d20 is rolled and, if a 1-5 is rolled, a ‘Fumble’ is scored. This corresponds to a ‘Fumble’ rate of 1.25%
Armor Damage
In order to properly simulate combat damage to armor and equipment, an armor damage system is used. Whenever a character is hit by a critical hit, the AC of their armor will get worse by one. That is, leather armor hit with a critical hit will move from AC 8 to AC 9. This damage remains until repaired by an armorer or by a character using armorer skills. Any armor reduced to AC 10 is destroyed and cannot be repaired. Non-magical shields, assuming one is equipped, may be substituted for an AC reduction to spare armor, but in such a case the shield is destroyed. Note that the above rules apply only to normal armor and shields. Enchanted armor and shields ‘heal’ themselves as part of the nature of the enchantment. Enchanted armor and shields regain their AC values at the rate of 1 unit per day. A suit of magical plate-mail reduced to AC 4 will become AC 3 after 24 hours.
Damage to Paralyzed, Prone, Bound, Sleeping, or Unconscious Creatures
Creatures unable to defend themselves from combat suffer automatic damage when struck by melee weapons. No roll is necessary. Characters wielding weapons they are proficient in automatically maximum damage to their targets. Characters wielding weapons they are not proficient in must roll damage. Characters using missile weapons must roll both to hit and damage. Additive damage bonuses apply, but multiplicative damage bonuses, such as a thief’s backstab bonus, do not.
Any character may move up to ½ his or her movement rate and still attack in a given round. Moving during a round limits the mover to a total of one attack. Weapons or skills providing multiple attacks are degraded due to movement down to a single attack. A character may make a fighting withdrawal, moving ½ his/her movement rate rather than the full movement rate, and subsequently not suffer an attack of opportunity due to moving out of melee combat. A character disengaging from melee combat and moving more than ½ his/her movement rate is open to attacks of opportunity. Note that a character may not make a fighting withdrawal and attack a different target in the same round; a fighting withdrawal and a ½ movement attack are mutually exclusive. Spell casters may also move ½ their movement rate and cast a single round spell.
Characters may, once per ten rounds, charge in combat, moving his/her full movement rate and attacking with a +2 bonus at the end of movement. Charges may not be executed with a missile weapon. Creatures equipped with appropriate weaponry to resist a charge (two-handed weapons, polearms, spears, natural defenses like horns, or other settable items) will do double damage on the charging character if they successfully hit. Charging characters lose any DEX bonus to AC.
Weapons
Garrotte – Garrottes may be used from behind with a successful roll to hit against the target’s AC. The target’s rear AC will be the AC considered. Following a successful hit, the target will asphyxiate in 1d4 + 1 melee rounds. The target may break lose during garroting by successfully making a 4d6 STR check. The target may attempt to break lose once per round. The attacker may reset the garrotte without a roll to hit if a 4d6 STR check is made; such a roll will restart the asphyxiation process, leading to a new 1d4 + 1 determination. The attacker may not perform any other action besides garroting. Should the attacker receive damage, the attacker must make a 3d6 STR check to maintain the garroting. Such a check is made at most once per round, regardless of how much damage is done to the attacker.
Nets – Nets may be thrown up to 30 feet away to entangle opponents. A to hit roll is required against the target’s AC. A successful hit entangles the target, making the target unable to move or attack until a 4d6 STR check is made, at which point the net is broken and the character released.
Missile Weapons in Combat
Missile weapons may only be fired at creatures further than five feet from wielder. Wielders of missile weapons must move out of melee combat before firing. Characters firing missile weapons lose their DEX bonus to AC.
Target defensive bonuses when missiles are fired into melee accrue according to the degree of cover generated from the melee. Should the missile miss its intended target within the range of defensive bonus from cover, a second to hit roll will determine if the other combatants are hit.
Attacking to Touch
Attacks to touch, for example to inflict a spell, requires a to hit roll against a base AC of 10, modified downwards by DEX bonus or bonus for cover. Armor and shield related AC are not considered when touch attacks are made. Touch attacks cause no inherent damage. Spells that rely on touch to inflict a spell are not discharged unless the caster performs another action. For example, a cleric casts cause light wounds, attempts to touch a target, and misses. The next round the cleric could attempt to touch a target again or perform any other action, including moving more than ½ the cleric’s movement rate.
NB. The use of the Quivering Palm skill is not a touch attack.
To Hit Rolls and Damage
A natural 20 is always a hit, and a natural 1 is always a miss. A natural 20 may be a ‘Critical Hit’. A second d20 is rolled, and if a 16-20 is rolled, a ‘Critical Hit’ is scored. This corresponds to a ‘Critical Hit’ rate of 1.25%
A natural 1 may be a ‘Fumble’. A second d20 is rolled and, if a 1-5 is rolled, a ‘Fumble’ is scored. This corresponds to a ‘Fumble’ rate of 1.25%
Armor Damage
In order to properly simulate combat damage to armor and equipment, an armor damage system is used. Whenever a character is hit by a critical hit, the AC of their armor will get worse by one. That is, leather armor hit with a critical hit will move from AC 8 to AC 9. This damage remains until repaired by an armorer or by a character using armorer skills. Any armor reduced to AC 10 is destroyed and cannot be repaired. Non-magical shields, assuming one is equipped, may be substituted for an AC reduction to spare armor, but in such a case the shield is destroyed. Note that the above rules apply only to normal armor and shields. Enchanted armor and shields ‘heal’ themselves as part of the nature of the enchantment. Enchanted armor and shields regain their AC values at the rate of 1 unit per day. A suit of magical plate-mail reduced to AC 4 will become AC 3 after 24 hours.
Damage to Paralyzed, Prone, Bound, Sleeping, or Unconscious Creatures
Creatures unable to defend themselves from combat suffer automatic damage when struck by melee weapons. No roll is necessary. Characters wielding weapons they are proficient in automatically maximum damage to their targets. Characters wielding weapons they are not proficient in must roll damage. Characters using missile weapons must roll both to hit and damage. Additive damage bonuses apply, but multiplicative damage bonuses, such as a thief’s backstab bonus, do not.