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House Rules.

Posted by Narrator GMFor group public
Narrator GM
GM, 2753 posts
Wed 9 Mar 2022
at 21:25
  • msg #1

House Rules

A thread for house rules.

Combining Modes of Movement:

You are able to use your movement types together if you have more than one. You can only move a total amount equal to your highest movemement overall, and can not move farther than each movement type specifies.

Ex: If you have a 30 feet base movement and a fly speed of 60, you could move 30 on foot, then fly 30. You could not move 40 feet and fly 20, as 30 is your base movement and cannot be exceeded.
This message was last edited by the GM at 17:24, Wed 30 Nov 2022.
Bharash
player, 972 posts
AC 33, HP 120/146.
True wealth is biological
Wed 9 Mar 2022
at 21:45
  • msg #2

House Rules for Critical Failure

 Following some problems with the original critical failure table, we're trialling the following (please note that this introduces a skill component in failures, as a general rule the more challenging the opponent is to hit, the greater the possible range of mishaps that may befall you if you leave an opening):

 When you roll a natural '1' on your D20 in combat, roll a second time as a critical miss chance. If that blow would have struck your opponent, then you simply miss.

 If it would have missed, then apply the appropriate result for the critical miss from the table below:

Melee

1-4. You stumble and disrupt your attack, losing the remainder of your turn. If you had no further actions in your turn, you must fight defensively next round as you recover.
5-6. You stumble and leave yourself flat-footed until your next turn.
7-8. You give your opponent an opportunity to counter-attack, giving them an Attack of Opportunity.
9-10. You fumble your weapon. You are disarmed. An opponent with the disarm ability may take it from you.
11-12. Your actions are inhibited by blood in your eyes, hair in your mouth, a helmet shifting or some other disruption. All rolls until the end of your next turn are made at -4.
13-14. You stumble and are flat-footed until the end of your next turn, in addition, all opponents who threaten you receive an Attack of Opportunity.
15-16. You stumble and fall prone, ending your turn. An opponent with the trip ability may take advantage of this.
17-18. Your swing goes wild or is redirected into a neighboring square, chosen by your opponent. Roll against any occupant of that square as normal.
19 You fumble your weapon, damaging it and receiving the broken condition. This may work best as the weapon taking damage as if you sundered it.


Magic

1-5. You bobble your components and leave yourself flat-footed until your next turn but the spell goes off.
6-9. Your spellcasting is distracted by blood in your eyes, hair in your mouth, a helmet shifting or some other distraction. All spellcasting until the end of your next turn is made at -4.
10-12. You give your opponent an opportunity to counter-attack, giving them an Attack of Opportunity, after the spell is resolved.
13-14. Your spell fizzles ending your turn.
15-16. Your spell fizzles and any effects are lost, if cast defensively, your opponent gets an AoO.
17-18. Your spell goes wild and affects a random area depending on the spell.  We can discuss this further...
19 You fumble your spell.  The spell backfires and its effects are turned on you with full effects as per the spell.


Ranged

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This message was last edited by the GM at 21:55, Wed 09 Mar 2022.
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