Editing
Landsoftheblacksea:Main Page/house rules
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Initiative == We'll use the Group Initiative Roll w/ Individual Modifiers system for Initiative: Both sides roll 1d10 initiative Each individual (character or NPC or Monster) has their group's number modified based on their individual actions - if a character is using a weapon, the weapon speed for it added to the group roll for that character; if casting a spell, the casting time is added to the group roll for the spellcaster. After all modifiers are made, the resulting numbers are listed lowest to highest, and that is the order of the actions for the round. '''Example:''' Initiative Roll: Party = 9; creatures (size M, with natural weapons) = 4 Modifiers/Order: # Creatures = 4 + 3 (size M init modifier) + 0 (natural attacks) = 7 # Markel = 9 + 2 (dagger) = 11; Darithe = 9 + 2 (dagger, 1st hand attack) = 11 # Fariya = 9 + 5 (scimitar) = 14, Markel = 9 + 5 (longsword, 2nd hand attack) = 14 # Violet = 9 + 6 (spear) = 15 <!-- == Critical Hits == * I have a critical hit table/fumble table (not sure of copyright, so you'll just have to trust me) based on a 1 - 100 scale. * Higher numbers are more impact both in terms of criticals (more damage or other impacts) and fumbles (worse outcome for fumbler and/or their team). * A Natural 1 always misses; a natural 20 always hits (exception is creature only hit by magical or silver or whatever and you are not using that). Both also trigger a roll for a critical or fumble. * If there are "to hit" bonuses or penalties that would have modified the to hit roll (e.g., Violet's +1 STR and +1 Champion bonuses), they become bonuses or penalties to the % roll for the critical or fumble. ** So Violet rolls a natural 20, so her +2 to hit becomes (+2/20 =) +10% to the critical table - that's good. If she rolled a 1, that would be a -10% to the fumble table (also good, makes fumble have less impact). ** Likewise, if someone was -1 to hit with a weapon and rolls a 20, they will get a -5% to the critical table (bad); if they roll a 1, they will get a +5% to the fumble table (bad). Numbers never go below 01 or above 100 regardless of these modifiers. * For damage multipliers (2X, 3X is the upper limit) - should be interpreted as 3X number of damage dice; any damage modifiers (STR bonus, Violet's Champion bonus) should be added to this number. /-->
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information