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Combat, Fumbles, and Criticals.

Posted by XandrosFor group 0
Xandros
GM, 34 posts
Thu 11 Jun 2009
at 16:21
  • msg #1

Combat, Fumbles, and Criticals

I'm injecting a tad more realism in our game.  I'm still not formally using hit locations, which I do like but not in this medium.

d20 modified for stats, skills, and magic is still what we will use to determine combat outcome.

Critical Hits
A natural 20 is a critical, which by default does maximum damage x 2 plus stun for 1-3 rounds and bleeding for 2/round.
A roll of 4 greater than what you need to hit does x 2 damage plus stun for 1-3 rounds and bleeding for 2/round.
A roll of 6 greater than what you need to hit does x 3 damage plus stunned and unable to parry for 1-3 rounds and bleeding for 3/round.
A roll of 8 greater than what you need to hit does x 4 damage plus stunned and unable to parry for 2-8 rounds and bleeding for 4/round.

When stunned, AC is increased by 2 (i.e., a 5 will become 7) indicating you're easier to hit.  Stuns can accumulate (i.e., if stunned twice in the same round, AC would become 9).  It will be my job to keep track of this.

While stunned, you're at -2 to hit and this accumulates too.

Stunned and unable to parry adds 6 to AC and -6 to hit.

Example: Koigan hits a lowly orc with a massive flail rolling a natural 20.  With the Orc's armor, he only needed an 8 to hit.  Koigan does maximum damage x 4.  He'd then roll 2d4 for the number of combat rounds that the poor creature is stunned and unable to parry.  The post might look something like: With a perfectly executed swing, Koigan's flail crushes the back of the orc's helmet.  Somewhere amidst the clang, there is an audible cracking sound coupled with blood exploding outward to either side of the orc's nasel.

As GM, I'd likely respond that the orc died suddenly and painlessly, inspiring terror in the orc's companions.  But, who knows.  You might have just angered him.

Fumbles
Any modified or natural roll of 1 or less.  GM to resolve.  While most of the time, you'll simply lose actions, you could strike yourself, break a weapon, or strike someone in your group.  Yes, this will be a bit subjective.  That's what I get paid for.

Unconsciousness and Death
At 0 HP, you're unconscious.
At - CON in HP, you're dead.
This message was last edited by the GM at 18:25, Tue 16 June 2009.
Xandros
GM, 35 posts
Thu 11 Jun 2009
at 16:26
  • msg #2

Re: Combat, Fumbles, and Criticals

Unless I have a reason to hide it, I will let you know the AC of your opponent.  This will allow you to make your rolls and post your outcomes cinematically.
Xandros
GM, 342 posts
Fri 30 Apr 2010
at 04:48
  • msg #3

Re: Combat, Fumbles, and Criticals

A shield rush is an attack with your shield.  Basically, you take your plus to hit and apply it to your shield then roll to hit your opponent.  If you hit, then the following round, your opponent's AC is two worse.  However, if you fail to hit, then your AC is two worse.

If two opponents decide to shield rush each other and one succeeds while the other fails, this could give a +4 to the next attack.  I've seen where that second attack is also a shield rush designed to totally destroy the defense of an opponent.

A defensive team can gain trainings in these tactics.
This message was last edited by the GM at 23:28, Thu 27 May 2010.
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