- Characters: 1E races and classes, including UA. Level 1.
- Stats: Ability scores 4d6 drop 1.
- Since this isn't a campaign, just for fun, if your rolls don't fulfill a class you want to play, you can bump up the scores to the minimum required.
- HP: Max hp, except for rangers, who get 8+d8
- Spells are allowed, just not lethal ones.
- Resonable height and weight
- Money: Max starting gold
- Equipment: Weapons will be stowed in the armory. Other items are welcome. Maybe marbles, or oil?
Round 2 Rules
- Monsieur Rose
- Rider of Rohan
- Posts: 6098
- Joined: Thu Oct 22, 2015 4:26 pm
Round 2 Rules
Character Creation:
- Monsieur Rose
- Rider of Rohan
- Posts: 6098
- Joined: Thu Oct 22, 2015 4:26 pm
Re: Round 2 Rules
Rules for this game/ What players need to do:
Summary of rules:
Three basic attack modes are recommended: PUMMEL, GRAPPLE, OVERBEAR. Each method of attack is explained separately, and each has its own rules and modifiers.
Pummel: Short version: Roll to hit. Magic armor bonuses and non-buckler shields don't factor into AC. On a hit, damage is done and there is a chance to stun for up to 10 segments. If stunned again while already stunned, chance to be knocked out for up to 4 rounds.
Grapple: Short version: Roll to hit. Magic armor bonuses and non-buckler shields don't factor into AC. On a hit, the opponent can't act that round and is at -2 to hit and +2 to be hit until released. Grappling creatures larger than you isn't allowed unless the target is prone or people gang up.
Overbear: Short version: Roll to hit. On a hit, the target is knocked prone. Prone targets are at a -2 to hit, and a +4 to be hit. Larger targets can be targeted by a group of smaller attackers.
- Choose target of attack.
- Choose the type of combat. Pummel, grapple, overbear.
- Give me an idea of what you want to do. ex: punch this dude. Throw him off a railing. etc
- Roll to hit. (d20)
Summary of rules:
Three basic attack modes are recommended: PUMMEL, GRAPPLE, OVERBEAR. Each method of attack is explained separately, and each has its own rules and modifiers.
Pummel: Short version: Roll to hit. Magic armor bonuses and non-buckler shields don't factor into AC. On a hit, damage is done and there is a chance to stun for up to 10 segments. If stunned again while already stunned, chance to be knocked out for up to 4 rounds.
Re: Round 2 Rules
I wonder how much effort would be involved in making Lug a barbarian. Would a barbarian be a pirate?
Re: Round 2 Rules
I'm trying to remember the setting, but one of the campaign worlds I believe has 'Sea Barbarians'......but in looking over UA, it would seem the idea was mostly for more Conan/Celtic/Native American/Mongol type of 'barbarians'....but I guess that's Rose's call.
The climbing ability....if you'e been around ships for a while, along with the Leaping ability would probably come in handy....
As for Thief/Acrobat....by the book, a PC doesn't get the Acrobat part until 5th level.....unless you house-rule it Rose.....thoughts?
The climbing ability....if you'e been around ships for a while, along with the Leaping ability would probably come in handy....
As for Thief/Acrobat....by the book, a PC doesn't get the Acrobat part until 5th level.....unless you house-rule it Rose.....thoughts?
Re: Round 2 Rules
I am just running Vonn as is.
Re: Round 2 Rules
Rogg same.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
Mythistorical Bundle
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Fail States RPG
Mythistorical Bundle
माया | Gratitude
- Monsieur Rose
- Rider of Rohan
- Posts: 6098
- Joined: Thu Oct 22, 2015 4:26 pm
Re: Round 2 Rules
Sure, why not? Some sort of Viking type or sea barbarian. Pirating attracts an odd lot.Zhym wrote:I wonder how much effort would be involved in making Lug a barbarian. Would a barbarian be a pirate?
Lug already has the stats to be a barbarian. We'd just have to tweak his AC and HP. His AC actually stays the same at 10 without armor. His HP goes up to 14. (D12 base plus 2 for a barbarian CON of 15)
I noticed that. Eventually. I don't see a huge benefit mechanically for the thief-acrobat. At 6th level (first for the TA) they get 6% bonus to pummel and 10% chance to evade. And I would like to see a TA in the rigging of the ship...How about this? We'll just make the TA get all its movement stuff, but at first level. So that they don't have more HP than others. To compensate, PP, OL, and FRT are halved. Shouldn't really come up in this scenario, but who knows?max_vale wrote:As for Thief/Acrobat....by the book, a PC doesn't get the Acrobat part until 5th level.....unless you house-rule it Rose.....thoughts?
Is anyone concerned about that? In a normal game, I'd be leary of doing it, but I don't see the harm here.
Re: Round 2 Rules
TA hack seems ok to me.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
Mythistorical Bundle
माया | Gratitude
Fail States RPG
Mythistorical Bundle
माया | Gratitude
Re: Round 2 Rules
Wow, that was an easy barbarian conversion! Lug is now a barbarian.
Re: Round 2 Rules
I'm cool with Evan being a TA...though I'd LOVE to re-roll his DEX if that's possible?