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Rules Odds & Ends

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Rules Odds & Ends

Post  The Sub-Creator on Mon Feb 01, 2010 5:46 pm

Salutations again! As Ben did for the last game, I'm throwing up a thread here to give people an indication as to some of the new rules that will be used, tried, adapted, etc. Also, if you have any questions about certain things rules-related (or otherwise, I suppose), please feel free to post here, so that we can keep all such things in one easy-to-find location!

I'm going to start off with a couple of the basics for you today, along with a little something new as far as large weapon use, and how I plan to start with that in this campaign. Feel free to let me know any ideas you might have on these. I'm not going to say that I'll change them--not right away, anyway, but having other ideas on how to tackle some of the new rules is always a big help. Smile

Starting Funds: Just thought I'd start off with this one. Since we are trying to maintain some semblance of randomness for the die roll in this game, I will be requiring folk to roll on TABLE 43 in the PHB for starting funds (or the suggested modified rolls attached to some of the character kits in the brown books). This will give you the money you have to work with at first.

That said, I'm not going to be a complete stick-in-the-mud on this one. I know that some of you may need something particular for the character your are playing in order to situate him, and if those necessities go a little above the rolled funding, so be it. (Within reason, and I expect you to clear it with me first; I'll have no one starting with a Vorpal Sword +3 because their character concept just had to have it, thank you very much! Okay, come to think of it, I've started with something akin to this . . . but my character concept actually did need it with all the hindrances I was giving him! Even so, I guess I shouldn't discredit the idea until I've heard your reasoning; however, as I have a good indication as to what you all will be playing in this game, I can't think of a reason why any of you should need such a thing!)

Proficiencies: We'll be going the route that seemed to get the most nods from folk in our proficiency discussion some time ago, though I did change the table for it a bit. All characters will receive the standard 2 profs every 3 levels, as is stated in our revised PHB. Additional proficiencies will be granted according to Intelligence Score, as per the following table:

INT Score Profs
13 - 14 1/4 levels
15 - 16 1/3 levels
17 - 18 1/2 levels
19 - 20 1/1 levels

I chose to make the cut-off for earning extra profs at a score of 12, because, according to the handbooks, an INT score of 8 - 12 is considered average; thus, a score of 13 and higher is above average, and deserving of extra proficiencies. I'm still a little leery about the 1/1 ratio for 19+ Intelligences, but I'm willing to give a shot for the time being and see how it plays out, and whether the number of added profs works all right.

Feats: As I've stated a few times, but now put here to make it official, you'll be allowed 2 feats at character creation, if desired, and will gain 1 feat per 4 levels thereafter. You need not acquire the feat at that given level if don't wish to. Thus, if you only choose 1 feat at creation, you will still be allowed to gain that feat at levels 2 or 3 without penalty. The same will apply at later levels: you gain access to a third feat at level 4, but can acquire it at that level if you have open proficiency slots to burn, or you can wait until somewhere in levels 5-7 to acquire it. This rule primarily requires you to not have more than the total number of given feats for a level; it does not require you to take a feat at a given level or lose it.

Large Weapon Reach: This one, hopefully, sounds more complicated than it will actually be in practice. With our desire to improve the tactical aspect of gaming (ie. using the right weapon for the job, shield and armor breakage, etc.), I decided to institute a rule for large weapon reach, as well. Now, having a large weapon--just like in actual combat--may require you to have a smaller weapon at the ready when the fighting moves in closer!

Now, on the first round of combat (and if the wielder is not taken by surprise, thus making it impossible to prepare his weapon for the oncoming attacker), a wielder of a large weapon will be able to strike first against an opponent when joining into melee. Naturally, this bonus is granted because of the weapon's superior reach, enabling a readied attacker to get the first cut in. The opponent will still gain an attack that round. If the opponent hits for damage (this means anything that gets through to DR; hitting the shield does not count), then said opponent has moved inside the weapons optimum range for combat, making it more difficult on the large weapon user.

At this point, the wielder of the large weapon now fights at a -3 penalty to both attack and damage (though altering one's fighting style will negate this penalty if proficiency in the weapon exists; however, it will also alter the damage die rolled!). Now, the large weapon wielder has four options available: 1) Fight with the penalties. 2) Alter fighting style with the weapon (such as using pommel/crossguard of greatsword), which also lessens the damage die rolled. 3) Use the attack to try and open the gap once again (this can be accomplished via an opposed roll, with +/-'s depending upon skills of the combatants; if a warrior has two attacks that round, he can spend the first attempting to open the gap, and actually attack on the second). 4) Discard the large weapon in favor of a secondary weapon more appropriate to close combat melee (This will cause a slight hit to that round's initiative, but only by a couple; I won't require a full round's action, obviously).

If the opponent attacks and misses the large weapon wielder initially, then the wielder may roll initiative the next without weapon speed, and continue doing so until the opponent closes ground (when weapon speed will be added normally).

I am also going to institute two new feats geared specifically to the idea of reach for large weapons. These feats will be aptly named Large Weapon Reach (1 prof, granting a -3/AC for keeping an enemy at optimum distance) and Improved Large Weapon Reach (1 prof, Base Thac0 17, granting an additional -2/AC for keeping an enemy at optimum distance). These are feats, as stated, not proficiencies, so they will go against the limited number of feats a character can have. I feel it enables one who uses a large weapon to show progression in the defensive advantage granted the weapon (especially if it's their primary weapon), but comes at more of a price than what a weapon style would (as they are proficiencies only).

At first glance, I realize this may seem like a lot to deal with, but when you get into the application of these rules, I don't believe they will be. The AC difference can be easily notated on the Character Sheet, along with any penalties or alternate attack forms with a given weapon, and the opposed rolls really aren't any different than opposed strength or dexterity rolls such as we make already in some combat situations. However, I feel that it gives large weapon wielders certain advantages where large weapons should do so, and hindrances where these should also be applied--not to mention it adds a bit more into the tactical aspect of the game, as I notated at the beginning of this entry.


So, that's all I've got for the moment. More will come as I think of them, or as people have questions!

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The Sub-Creator

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Re: Rules Odds & Ends

Post  The Sub-Creator on Fri Feb 19, 2010 11:50 am

A couple more things, as we progress closer to the game:

Large Weapon Reach Adendums: The number of opponents one will be able to handle with a large weapon (the rules stated above) will be suspect to their proficiency with the weapon. This will be as follows:

unproficient: 1 opponent
proficient: 2 opponents
specialized: 3 opponents + 1 additional at 7th and 13th levels

When in combat, if the large weapon wielder ends up fighting more opponents than they can keep "at bay," they will gain the initiative bonus for the initial round only. If they have a feat providing an AC bonus, this will only be granted that initial round, as well, and only against the number of opponents they are capable against; the others will be able to slip in and attack without modifiers.

Also, note that using large weapons also dictates proper use of space. This can be different dependent upon the weapon itself. A greatsword, for instance, wouldn't be the most effective weapon to use in a narrow bottleneck, as there exists very little room to wield it, whereas a spear would be far more efficient. In open ground, against multiple opponents, figure that one will need to have a clearing of about 10' around then in order to properly maneuver one's self and the weapon to maintain the given advantages listed above. (Note, also, that fighting in defensive positionings, with the proper equipment, can also help to dwindle the number of opponents against you, thus enabling for the maintenance of the bonuses as well. For example, for a fighter who is proficient in the spear to keep all his bonuses against 2 opponents, he'll need to have 10' of space around him to properly handle the weapon and himself so as to keep those opponents at bay; however, if he faces three opponents with an ally in a more confined space, he'd still gain his bonuses, so long as the two allies are working in conjunction with one another to assure that the spearman best keeps his reach.) If this starts to get too complicated, it can be simplified readily, of course, but I'd like to see how it goes situation-to-situation.


Movement in Combat: This has been one that we often have many questions about come game time, so I thought I'd throw this up just to help clarify how we'll be doing it. The Movement Rate for the character dictates how far one can go in a round. It's measured in feet. A full round movement action is anything beyond 30', and the max distance a character can go in a single round of combat is 60'. (Please note: this is for those with a base movement rate of 12, such as humans, elves, etc. Smaller demihumans, like gnomes and halflings, have a base movement rate of 6, meaning the above stated numbers are essentially halved: anything beyond 15' becomes a full movement action round, with a max of 30'. Those with magical items that allow movement rates to be higher will also increase these amounts.)

A character who move up to 30' in a round may still attack in that round, but only once! Thus, if you are a warrior with 3/2 attacks, it is your two attack round, but you must move to get in contact with your opponent (even if only 10'--though know that all characters are given a basic 5' movement bonus in any direction without penalty to any action), then you will gain only one attack in that round. Other classes may also move up to half their max rate and gain a single attack as well, but this applies only to physical melee or ranged attacks; casting spells isn't permitted when a partial move action has occurred.

This has been an object of question a lot in our games, so I just wanted to clarify how it will be working in this game. Smile

That is all for now . . .

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The Sub-Creator

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Re: Rules Odds & Ends

Post  The Sub-Creator on Mon Mar 08, 2010 8:13 pm

Field Mending Armor: A couple useful skills to have with the new armor system are armorsmithing and leatherworking, as these proficiencies permit a character to attempt the mending of armor in the field. Obviously, the former works with metal armors, while the latter with hide armors.

It takes one hour worth of time to perform field repairs to one set of armor. Thus, if a character is requested to work on two or three sets in a night, the appropriate allottment of time must be set aside to do so.

After this time is completed, a proficiency check is rolled. Success indicates that one DP is repaired for every 2 points the proficiency score was beaten (1 DP if the score is rolled exactly, 2 DP if you roll a 10 and your score is 12, 3 DP if you roll an 8 on said score, etc.). However, the armor can never be repaired fully to what it was at the start of the last battle. Therefore, if the set of armor had 28 DP going into the fight, and was reduced to 24 during the fight, the best that a field mending could do is bring the DP up to 27 (even if the proficiency roll permitted 5 DP be given back). Failure indicates that the damage done to the armor was too extensive for a "quick fix" to work. Either way, that hour of attempted repair signifies all the character could accomplish to mend the armor, regardless of how much time he were to spend on it--without a proper forge, there simply is only so much that can be done!

Only one field mending is permitted between any two combat encounters, and if multiple combat encounters take place in a day, the character may not do multiple rolls to make up the difference. For example, a character could perform a field mending between two ogre fights to try and fix his armor a bit if enough time permitted between them for him to do so, and then again after the second fight took place. However, if the character went four fights that day without ever attempting a field mending, he would not be able to make four rolls to make up for the time between each fight; he would get the one roll to repair what he could, and that would be it. After that, further repairs wouldn't be possible until more damage was inflicted from another fight, or the armorsmith reached an actual smithy, where he could do a full repair on the armor with sufficient time in an ideal work environment.

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The Sub-Creator

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Starting spells

Post  The Sub-Creator on Fri Nov 26, 2010 2:49 pm

Figure that a mage character will start off with the number of spells already in his/her spellbook equal to 2 times the number of spells capable of being memorized for a spell level (I'm taking into consideration here the additional 2 spells per spell level with our new rules, as well as the additional spell a specialist gets), plus any universal spell for that spell level.

To help sort out possible confusion, I'll give an example. If you have a third level mage coming in, he/she will be able to cast 4 first level spells and 3 second level spells (a specialist would be at 5/4). Thus, said mage would come into play with 8 first level spells and 6 seven level spells in his/her spellbook (10/8 for specialist), in addition to those considered universal. I believe we had come up with a list (can't remember if it was the same list as in Spells and Magic book or not) that said what the universal spells were considered, but I know that Detect Magic and Read Magic were on that list for first level, so that would add those two spells to your first level tally automatically, bringing your number up to 10 (12).

Hopefully this makes sense! Also, I believe that this way it will make it much easier to keep track of spells for possible future characters that may (or may not) ever come into play.

Universal Spells by Level

(These are what I remember! Notify me for those I've missed, and I'll add them to the list!)

First Level
-> Detect Magic, Read Magic, Wizard Mark, Identify, Hold Portal, Comprehend Languages

Second Level
-> Knock, Wizard Lock

Third Level
-> Dispel Magic

Fourth Level
-> Enchant an Item

Fifth Level
-> Teleport

Seventh Level
-> Teleport Without Error

Eighth Level
-> Permanency

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Re: Rules Odds & Ends

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