Showing posts with label Advantage. Show all posts
Showing posts with label Advantage. Show all posts

Wednesday, September 5, 2012

Update and Question

Haven't posted in a while, but that doesn't mean I'm not working on the Dorms and Dragons rules. School is a bit hectic, and I recently got a job, so balance is the word. What progress I HAVE made on the rules has come through some playtesting and tweaking. I found that one of the archetypes (swashbuckler) mixed with the blade class and a high DEX score could produce a 1st level character with 19AC. Needless to say, I ended that shit real quick. All of the archetypes have changed a little and I've done a bit of tweaking to casting checks (CC = 20-INT+ Spell level) as well as adding some more talents and racial modifiers.

My question of the day, though, is in regards to Adventuring actions and Advantage/Disadvantage.

Adventuring actions are based on a 2 in 6 chance modified by ability scores and outside modifiers. They read as this:


ADVENTURING ACTIONS
Adventuring actions are standard actions that all classes can make outside of combat. These include: moving quietly, searching, and listening. Adventuring actions are based on a 2 in 6 chance of success, modified by ability score or traits. These numbers can never exceed 5 in 6.
·         Move quietly (DEX) - -1 per point of encumbrance, increases surprise chance by +1

·         Search (WIS) - 1 turn per attempt (modified by role play)

·         Listen (WIS) - takes 2 rounds per attempt (-1 if trying to listen through stone or metal)

This rule, although adequate, is kind of a step away from the d20 format that the rest of the document follows. So, I was thinking of revising this section to say that any thing that is a non-combat action in need of a chance of success or failure (that can't be considered a skill) such as searching, moving quietly, listening, jumping across a chasm, lifting a portcullis, etc., and should be listed as 20 - applicable ability score + difficulty of task (a la skill DC modifier chart). I was thinking of keeping move quietly, search, and listen as constants, and making everything else up to GM fiat. This can also be modified by advantage and disadvantage.

AND, speaking of advantage/disadvantage: I would like to incorporate it into the game more, but I am reluctant to replace all static modifiers to advantage/disadvantage. Especially in cases of spells, diseases, some conditions, and some class drawbacks.

So what do you guys think?

Wednesday, July 25, 2012

Rules: Combat #2


Day two of combat rules, this time with my take on critical hits and fumbles, mounted combat, surprise, initiative, and BUM BUM BUUUUM Advantage and Disadvantage. After reading through and getting a little play out of the playtest document of DnD Next, I can say that Advantage Disadvantage intrigues me BUT the math never conforms with the results. Mechanically, it is a +5 or -5 bonus. I do like that. If I can refresh any memories, the Dorms and Dragon' everything system is based off a difficulty of 15+/- with sliding modifier range. A +/-5 modifier sounds great and easy to me. But I changed the Advantage/Disadvantage mechanic because the results never fit with the math during play; you are still rolling d20s and you are still getting vastly different numbers. This way you are GUARANTEED a +/-1d4 (5% to 20% modifier either way) instead of TAKE A BAD NUMBER. Let me know what you guys think!

CRITICAL HITS OR FUMBLES
On a critical hit (20 on d20), damage is rolled twice with modifiers for STR applying once. Combat maneuver criticals double the effect. Critical fumbles (1 on d20) enact a mishap decided by the GM, usually disarming, self-wounding, etc.

ADVANTAGE & DISADVATAGE
If one has advantage or disadvantage on a check, attack, or saving throw, one rolls 1d4 and adds or subtracts it from their roll; add 1d4 for advantage, and subtract 1d4 for disadvantage If one has both advantage and disadvantage for any reason, the two cancel each other out. Certain conditions and circumstances may incite advantage or disadvantage, but GM ruling can grant either.

MOUNTED COMBAT
When fighting on a mount, the character cannot be attacked by ground soldiers, only ranged attacks or long weapons. Melee attacks must be made against the mount’s AC. If a mount is struck, a morale check is made. If the check fails, the mount is startled, and will take a round to calm before they can move again. Mounted combatants can perform a charge attack, increasing damage die size by one. Weapons set against a charge will always hit first and, if successful, cancel the charge. When performing a ranged attack from a mount, riders receive a -3 missile to-hit.

SURPRISE
Whenever there is a need to check for surprise, the GM rolls 1d6 for each monster and character. A 1-2 on d6 means the subject is surprised and can’t act for the first round. Initiative is rolled directly after surprise.

INITIATIVE
Initiative is rolled for each subject individually with a d10, adding modifiers for DEX and weapons. The numbers are then ordered from high to low, and denote the order characters can take actions during combat. Characters can hold their action to move lower on the initiative order list, and when all have acted, the round is over and the list repeats.