House Rules.   Posted by Raven.Group: 0
 GM, 1 post
 The truth is such
 a fine line...
Thu 29 Nov 2012
at 05:33
House Rules
I will be using alternate AC rules based on armor proficiencies. Armor will now provide damage reduction.

Armor class will be based on a character's armor proficiency. At level 1, a character without armor proficiency (Monk, Sorcerer, Wizard, etc) will have a +2 class bonus to AC (which will replace the normal armor bonus). This bonus increases by 1 for each armor proficiency (+3 for light, +4 for medium, +5 for heavy).

At level 3 and every third level after, this bonus goes up by 1.

Should a character gain armor proficiency later on (through feats or multiclassing) that they did not previously posess, the class bonus adjusts accordingly.

Armor check penalties will apply to AC.

A character may only use half of the class bonus (rounded up) against touch attacks.

A character may only use half of the class bonus (rounded down) when flat-footed or struck by an invisible attacker (In the case of Uncanny Dodge, a character will retain DEX but still only use half class armor bonus) and loses all the class bonus when imobilized or helpless.

Shields still provide AC bonus as normal (their check penalties do not count against AC as armor does)

Damage Reduction From Armor

Armor will provide DR equal to half its normal AC bonus (rounded down / minimum 1).

Damage reduction gained because of special materials (such as adamantine) will stack.

Damage reduction gained from race or class (such as a Barbarian's DR) will stack.

Any special cirumstances not mentioned here will be addressed as they arise.

This message was last edited by the GM at 05:57, Fri 01 Feb 2013.

 GM, 4 posts
 The truth is such
 a fine line...
Thu 29 Nov 2012
at 05:59
Re: House Rules

Please include in your posts any rolls which you feel are necessary (hide, move silent, bluff, intimidate, search, etc). If I feel a roll was necessary which you did not include, then I will roll for you.

If a particular skill was needed without your knowledge of it, then I will make a secret roll for you. I may or may not tell you about it OOC. For example, if an enemy is sneaking up on you, I will roll spot and listen checks on your behalf. If it is successful, I will let you know and include it in the post. If you do not notice it, then I will not include the rolls.

Please remember that circumstance bonuses may be added to your rolls depending on how you describe your actions.

Here are my rulings on how certain rolling situations will be handled in combat:

Critical Hits:
In combat, a critical threat (depending on the weapon - 20, 19-20, etc) is an automatic hit regardless of AC (percentage miss chance is still dealt with normally)

A second attack roll (at the same bonus) is required to confirm all critical threats for extra damage.

If the attack roll and confirmation roll are both natural 20, something extra will probably happen.

Natural 1
In combat, a natural 1 on the roll is always a miss regardless of AC.

In the case of a natural 1, you will roll an additional 20 to determine the detrimental effects.

16-20: no extra effect - it is simply a miss
11-15: you drop your weapon (in the case of unarmed attacks, this does not apply)
6-10 you provoke an attack of opportunity from the opponent you were attacking (applies only to melee attacks)
1-5 you damage your weapon (-2 to attacks with the weapon and deal 1 dice lower damage until it is repaired ~ yes, this applies to unarmed attacks). If a weapon's damage dice is lowered beyond 1d3 in this way, it is simply broken and cannot be used for any combat purposes (again, this also applies to unarmed attacks). In the case of bows and crossbows, the string breaks and you must take a full-round action to re-string it hastily (proper re-stringing to regain full damage must be done outside of combat).