The final post about combat covers modifiers, optional combat maneuvers, weapons and armor restrictions, and different fighting styles. Weapon damage in Dorms and Dragons is variable, with a chart listed in the combat section of the core rules. Tomorrow, a post about the magic system used in Dorms and Dragons and my email correspondences with fellow blogger and tinkerer Gavin Norman at The City of Iron.
COMBAT
MODIFIERS
Stunned/Prone
- +4 to hit, no DEX or shield AC bonus
Sleeping –
Can be struck for maximum damage with no to-hit roll
Back/Flank Attack
- +2 to hit, no DEX or Shield AC bonus
Concealed- Obscured ¼ (+1
AC) ½ (+2
AC) ¾ (+3
AC) 9/10 (+4 AC)
Covered- Physically
shielded ¼ (+2
AC) ½ (+4
AC) ¾ (+7
AC) 9/10 (+10 AC)
COMBAT
MANEUVERS
Combat
maneuvers are major actions that can replace a normal melee attack. Maneuvers
are normal unmodified attacks that
carry special effects. Bonuses
to hit can be added for talents and training.
There are four different combat maneuvers with effects for each:
Trip – On success,
enemy is prone. One cannot trip an
enemy with more than two legs, or that flies
Disarm – On success, an
enemy’s weapon is thrown one position away, requiring a major action to
retrieve
Sunder
– With a -2 to hit, success damages a foe’s armor -1D3
AC. Foe must wear armor for damage and a proper weapon must be used
Feint – Used to move behind or past an enemy,
allowing for a back attack next
round, or to escape by running away. +1 vs. giant sized enemies.
SUBDUAL DAMAGE
Damage from a melee attack may be halved
to deal subdual damage that incapacitates foes at 0 HP for 1d4 turns Unarmed
attacks deal 1d2+STR subdual damage.
WEAPON RESTRICTIONS
Each
class has restrictions on which weapons they can use effectively due to their
training. Weapons unusable
by a class incur a -3 penalty to hit.
WEAPON RULES
Two weapon fighting- With 13+ DEX, one can use two
weapons. When a successful attack is made, damage can be re-rolled with the
second weapon, the second being the final result. Two weapons fighting is
modified by DEX to-hit and STR for damage.
Two handed weapon- Two handed weapons deal an
additional +1 damage but ties for initiative are lost.
Sword & Board- Shield bearers can try and block
damage once per round. When incoming damage is dealt, roll to block, if the
defender’s roll is greater, than
incoming damage, it is negated. Magical shields increase die size for blocking.
Long weapon – Characters wielding ling weapons are able
to attack from the second rank, hit mounted fighters, and win ties for
initiative
Blunt weapon – Blunt weapons strike at a +1 to-hit vs.
armored opponents and skeletons and are capable of sunder
Piercing
weapon – On
a critical hit, piercing weapons add 1d4 extra damage.
CALCULATING
ARMOR CLASS
Every character has a base armor class of 10 before modifiers are added. To
calculate one’s armor class (AC)
start with base 10 then add modifiers for DEX, armor, and/or a shield, taking
into account penalties from low DEX, and the max DEX bonus for medium and heavy
armors. Magic items and spells that grant bonuses to AC do not stack, only
incurring the benefit of the most effective item. So an amulet of protection +1 would not stack with a ring of protection +3 to grant +4 to AC, only the ring would count.
ARMOR RESTRICTIONS
Each class has certain armor restrictions,
and armor that is unusable by the class costs double encumbrance and grants no
bonus for DEX.
DAMAGED
ARMOR
Armor damaged from sundering can be
repaired back to perfection for half the armor’s base cost.
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