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Thread: D20 total conversion

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    Dwarf in the Playground
     
    Ceres's Avatar

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    Feb 2007
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    Lightbulb Combat

    The combat rules are designed to be used with my custom character creation system and equipment system, just as my equipment and character creation systems are made to be used with the combat system.
    Hopefully, the rules which have been unclear in my previous posts will be satisfyingly explained here.

    Attack bonus
    Attack bonus is split into two different bonuses. The first one is "To-Hit bonus", which works much the same way as regular attack bonus, and "Damage Bonus".
    "To-hit" signifies your chance to hit something (though not necessarily very hard), being modified by among others dexterity (for both melee and ranged) and your skill in the specific weapon.
    "Damage Bonus" signifies the amount of damage you dish out when your weapon first hits, being modified by strength and skill, among others.

    Your total bonus in each depends on a number of factors:

    To-hit Bonus (all): d20 + Weapon type bonus + Dexterity mod. + critical bonus + size adjustment - "called shot" penalty + misc. bonus.

    Damage Bonus (melee): d20 + Weapon type bonus + Strength mod. + misc. bonus. + Weapon damage dice

    Damage bonus (ranged): Weapon type bonus + misc. bonus + weapon damage dice

    Example:
    Spoiler
    Show
    Roy the fighter has 17 strength, 10 dexterity, is medium size, and has three ranks in weapon type J. He is wielding a +1 greatsword.

    To-hit bonus: d20 + 3 (ranks, weapon type J) + 0 (dex. mod) + 1 (19-20/x2 critical) + 0 (medium size) +1 (misc. enchantment) = d20 +5

    Damage bonus: d20 + 3 (ranks, weapon type J) + 3 (Strength mod) +1 (misc. enchantment) + 2D6 (greatsword)= d20 + 2D6 +7


    Armour Class
    Like attack bonus, Armour class is split into two different types: Dodge Bonus and Armour bonus. You could say that "Dodge Bonus" is the opposite of "to-hit" bonus, and "Armour Bonus" the opposite of "Damage Bonus".

    Your "Dodge Bonus" is anything that makes you not get hit by a weapon in the first place (such as dodging or blocking)

    Your "Armour Bonus" is anything that reduces damage once being hit is unavoidable, for example armour. All your bonuses on "Dodge Bonus" also apply to "Armour Bonus".

    Your total bonus in each depends on a number of factors:

    Dodge Bonus: 10 (base) + Dexterity mod. + shield/parry/dodge bonus +misc. bonus.

    Armour Bonus: 10 (base) + Dexterity mod. + shield/parry/dodge bonus + armour + misc. bonus.

    Example:
    Spoiler
    Show
    Garabrud is a hulking ogre fighter. He has dexterity of 8, 2 natural armour, and is clad in "light metal" armour everywhere but the head.

    Garabrud's Dodge bonus is 10 (base) -1 (Dex. mod.) = 9

    Garabrud’s Armour Bonus is 10 (base) -1 (Dex. mod.) +2 (natural armour) = 11

    Additionally, his Armour bonus is +5 (16) everywhere but his head.


    When you attack someone you roll a d20 and add your "to-hit"-bonus. If your result is equal to or higher than your opponents Dodge bonus, the attack is a hit.

    To determine how much damage you did, you remove any bonuses to "to-hit" from your result that do not also apply to damage, and add any bonuses that only apply to "damage bonus". You then subtract your opponents Armour bonus from this result, and you have damage dealt.

    Example:
    Spoiler
    Show
    Roy the fighter engages in combat with Garabrud the ogre. He strikes with his greatsword towards the chest of the ogre.

    He rolls a d20 and gets 16. He adds his "to-hit" bonus of 5 for a result of 21, easily hitting the ogre's Dodge Bonus of 9.

    When finding damage dealt, Roy keeps the d20 result of 16, but ignores the rest of the "to-hit" bonus. He then adds his damage bonus to the 16 of 2D6 +7. He gets a 7 on the 2D6 for a total damage result of 30!

    He subtracts the ogre's chest's Armour Bonus from the result, for a total damage dealt of 30-16 = 14, leaving a devastating wound on the ogre's chest.


    Benefit of this system: Using these rules, what damage you deal is much closer related to how well you hit your opponent than in standard D&D. Here, even though rolls of 8 and 16 are both hits, this doesn't mean that they do same amount of damage. Attack rolls become (in my experience) more exiting and potentially dangerous.

    Also it does, in my opinion, make more sense that your dexterity decides whether you hit, and that your armour might protect you somewhat, rather than the "all or nothing" armour of D&D.

    Damage system
    In my system, getting damaged doesn't just mean you subtract a number from your hit-point total and keep on fighting. A solid blow might leave you weakened, stunned or even shatter your skull. The most basic rule is one I call "damage total", which replaces hit-points.

    When you take damage, you note down the amount of damage taken. If you are hit again, you add that damage to the total as well. This is similar to hit-points, except that you add up damage instead of subtracting it from a total. When your total damage taken reaches a certain threshold, you will suffer penalties. The amount of damage you can take before suffering any ill effects is determined by your constitution score, as shown in this table:

    DAMAGE TOTAL
    {table=head]Damage taken|Ill effects

    <Con|
    None

    Con|
    -1 to all d20

    Con x1.5|
    -2 to all d20, Fort DC 10 (unconsciousness)

    Con x2|
    -4 to all d20, Fort DC 15 (unconsciousness)

    Con x2.5|
    Fort DC 20 (unconsciousness), Fort DC 10 (Death)

    Con x3|
    Fort DC 25 (Unconsciousness), Fort DC 15 (Death)

    Con x4|
    Fort DC 15 (Death), every sequence
    [/table]

    This means that if you take more damage than your constitution score, you suffer a -1 penalty on all d20-rolls. (NOTE: This penalty does not apply to fortitude saves against death or unconsciousness). If one and a half times your constitution score you suffer a -2 penalty to all d20-rolls, and you must also succeed in fortitude save DC 10 to avoid unconsciousness.

    If you after reaching 1,5 times your constitution score in damage take just one more point of damage, you must roll to avoid unconsciousness again. When you reach 2,5 times your constitution-score in damage you must succeed in fortitude save of DC 10 or die. Failing such fortitude save is the only way you can die using this system (Note that it's not designed to be used with high-level characters.)

    If you take four times your constitution in damage, you must succeed in a fortitude saving throw every sequence to avoid death.

    Example:
    [Spoiler]Redcloak the goblin has a constitution-score of 11. On his character-sheet he has made a table showing his different damage-thresholds:

    {table=head]Damage taken|Ill effects

    <Con|
    None

    11|
    -1 to all d20

    16|
    -2 to all d20, Fort DC 10 (unconsciousness)

    22|
    -4 to all d20, Fort DC 15 (unconsciousness)

    27|
    Fort DC 20 (unconsciousness), Fort DC 10 (Death)

    33|
    Fort DC 25 (Unconsciousness), Fort DC 15 (Death)

    44|
    Fort DC 15 (Death), every sequence
    [/table]

    Spoiler
    Show
    Redcloak is hit by Roy the fighter for a massive 17 points of damage. He rolls a fortitude save of 12, and stays awake. Redcloak then attempts to hit Roy, but with a penalty of 2 to his attack rolls, he misses.
    Roy then hits Redcloak again, this time for a weak 3 points of damage, not enough to give Redcloak a -4 to his rolls, but he still has to roll against unconsciousness (DC 10), since his damage total is still Con x1,5 after the new inflicted damage. Redcloak rolls a fortitude save of 5, and falls unconscious.


    Combat stun
    Another rule to make combat deadlier and more realistic is combat stun. This is a fortitude save you must roll whenever you take damage (unless the damage taken is lower than your fortitude bonus +1).
    If you fail the save, you are stunned for a number of seconds equal to the amount by witch you failed the save. To speed up combat it is recommended that the one who is attacked rolls this save when his attacker rolls for damage.

    Example:
    Spoiler
    Show
    Belkar, the halfling, is kicked by a horse for 4 points of damage. Having a fortitude save of 3 he doesn't have to roll for stun. The next round, the horse bites him for 8 points of damage. Rolling a poor save of 6, Belkar is stunned for two seconds.


    Called shots
    My "called shot"-rules are probably the largest change to the combat system. It is probably the most time-consuming rule-change, but it can be a lot of fun, and adds a lot of tactic, danger and violence to combat.

    A called shot is an attack (with any weapon, not just the ones that shoot) to a specific body-part. In my system, making a called shot is not an option. All attacks are called shots. When attacking an opponent you choose to attack his leg (left or right), abdomen, chest, arm (left or right), or head (assuming your opponent has all of these). Depending on where you attack, you get a penalty to your to-hit bonus for that attack. Note: This is only to-hit, not to damage (see attack-bonus section). The penalty to hit varies from body-part to body-part, as shown in this table:

    {table=head]Body-part|To-hit penalty

    Chest|
    None

    Arm (left/right)|
    -2

    Abdomen|
    -2

    Leg (left/right)|
    -2

    Head|
    -4
    [/table]

    Now for the fun and bloody part. When you have determined the damage done to the body-part you hit as with the "attack-bonus"-system above, you look up the result on the extensive table below to determine any special effects. Note that there is a different table for each body-part and each type of damage (bludgoening, slashing or piercing).

    BLUDGOENING
    {table=head]Damage|Legs|Abdomen|Arms|Chest|Head

    1-4|
    Dmg -1
    |
    Dmg Normal
    |
    Dmg -1
    |
    Dmg Normal
    |
    Dmg +1

    5-6|
    Dmg -1
    |
    Stun DC 15
    |
    Dmg -1
    |
    Dmg Normal
    |
    Stun DC 18

    7-8|
    Dmg normal
    |
    Stun DC 18
    |
    Dmg Normal
    |
    Stun DC 10
    |
    Unc DC 10

    9-10|
    Move -1/3
    |
    Minor int. bleed
    |
    -1 w. arm
    |
    Stun DC 15
    |
    Str, Dex, Con -1

    11-12|
    Prone DC 14
    |
    -
    |
    -2 w. arm
    |
    Stun DC 18, Broken
    |
    Int, Cha, Wis –D3

    13-14|
    Move -1/2
    |
    Mod. Int. bleed
    |
    -4 w. arm
    |
    Con –D3
    |
    Unc DC 18

    15-16|
    Prone DC 22
    |
    Major Int. bleed
    |
    -8 w. arm, Broken
    |
    Con –D6
    |
    Int, Cha, Wis –1 perm

    17-18|
    Move -3/4, Broken
    |
    Stun DC 20
    |
    -1 perm w. arm
    |
    -1 Con perm
    |
    Int, Cha, Wis –d3 perm

    19-20|
    Prone DC 26
    |
    Severe Int. bleed
    |
    -d3 perm. W. arm
    |
    -d3 Con perm
    |
    Paralyzed

    21+|
    Leg Destroyed
    |
    -d6 con perm.
    |
    Arm destroyed
    |
    -d6 Con perm
    |
    Killed
    [/table]

    SLASHING
    {table=head]Damage|Legs|Abdomen|Arms|Chest|Head

    1-4|
    Dmg Normal
    |
    Dmg Normal
    |
    -
    |
    Dmg -1
    |
    Dmg +1

    5-6|
    Dmg Normal
    |
    Stun DC 10
    |
    Minor bleed
    |
    Dmg Normal
    |
    Minor bleed

    7-8|
    Minor Bleeding
    |
    Stun DC 14
    |
    Drop iten DC 15
    |
    Stun DC 10
    |
    Mod bleed

    9-10|
    Move -1/4
    |
    Stun DC 18
    |
    -2 w. arm
    |
    Stun DC 15
    |
    Skill -4 perm

    11-12|
    Move -1/3, mod bleed
    |
    Minor bleed
    |
    Major bleed
    |
    Stun DC 18
    |
    Major bleed

    13-14|
    Prone DC 15
    |
    Mod. bleed
    |
    Severe Bleed
    |
    Minor bleed
    |
    Sense organ destroyed

    15-16|
    Prone DC 18
    |
    Major bleed
    |
    -4 w.arm
    |
    Mod. bleed
    |
    Severe Bleed

    17-18|
    Major Bleeding
    |
    Stun DC 25
    |
    Hand severed
    |
    Major bleed
    |
    Int, Cha, Wis –d3 perm

    19-20|
    Foot severed
    |
    Severe bleed
    |
    Arm Severed
    |
    Severe Bleed
    |
    Killed

    21+|
    Leg severed
    |
    Dex, con, str -1 perm
    |
    -
    |
    Killed
    |
    -
    [/table]

    PIERCING
    {table=head]Damage|Legs|Abdomen|Arms|Chest|Head

    1-4|
    Dmg -1
    |
    Dmg Normal
    |
    Dmg -1
    |
    Dmg Norbal
    |
    Dmg +1

    5-6|
    Dmg Normal
    |
    Minor bleed
    |
    Dmg Normal
    |
    Dmg Norbal
    |
    Dmg +2

    7-8|
    Minor bleed
    |
    Mod bleed
    |
    Minor bleed
    |
    Minor bleed
    |
    Skill -2 perm

    9-10|
    Mod bleed
    |
    Stun DC 15
    |
    Drop item DC 15
    |
    Con –d3
    |
    Skill -4 perm

    11-12|
    Move -1/3
    |
    Stun DC 18
    |
    Major bleed
    |
    Major bleed
    |
    Severe bleed

    13-14|
    Major bleed
    |
    Severe bleed
    |
    -2 w. arm
    |
    Severe bleed
    |
    Sense organ destroyed

    15-16|
    Prone DC 18
    |
    Severe Int. bleed
    |
    -4 w. arm
    |
    -d6 Con
    |
    Int, Cha, Wis –d6

    17-18|
    Move -2/3
    |
    Stun DC 25
    |
    Severe bleed
    |
    -d3 Con perm
    |
    Int, Cha, Wis –d3 perm

    19-20|
    Severe bleed
    |
    Con –1 perm
    |
    Arm destroyed
    |
    Killed
    |
    Killed

    21+|
    Leg destroyed
    |
    Con –D3 perm
    |
    -
    |
    -
    |
    -
    [/table]

    Explanations of simple effects:
    Dmg Normal: Attack only does normal damage, without any special effects.
    Dmg -1/+1: Damage does one more/less damage. Note that extra damage gained this way is not used to determine other special effects.
    Move -1/3: Movement speed is reduced my 1/3. This means a character who normally has a speed of 10 ft will have a speed of 6 ft.
    Prone DC 14: The character must succeed in a fortitude saving throw of 14 or fall prone.
    Stun DC 15: The character is stunned by a number of seconds equal to what he fails his fortitude-save by. This is used instead of combat-stun (see above), not in addition too.
    -D3 Con: The character takes D3 temporary constitution damage.
    -D6 con perm. The character takes D3 points of permanent constitution damage (cannot be healed naturally)
    -2 w. arm: Character takes a -2 penalty to all d20-rolls where the damaged arm is used (attacking, pick-pocketing etc.).
    -d3 perm. w. arm The characters has a d3 penalty to all D20 checks using the damaged arm permanently. The d3 is rolles once, not for every d20-check.

    Complex effects:

    Bleeding: The character must succeed in a fortitude saving-throw (DC 15) every sequence, or take damage as according to the table below:

    BLEEDING DAMAGE
    {table=head]Type|Damage

    Minor|
    1 HP damage

    Moderate|
    D3 HP damage

    Major|
    D6 HP damage

    Severe|
    D8 HP damage and 1 constitution damage
    [/table]

    If the character succeeds his save, his bleeding-level is reduced by one, and he takes the damage of his new bleeding-level. If the character succeeds in his saving throw against minor bleeding, he takes no damage, and the bleeding is stopped.
    Last edited by Ceres; 2007-04-20 at 07:16 PM.