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Yagura:SRD:Movement, Position, and Distance
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====Scaling Modifiers==== Whether a human attacks a gnoll or a giant attacks a wyvern, fights without a size discrepancy are generally the same. Combat between foes of different sizes introduces new modifiers depending on the difference in size. =====Being Smaller===== Being smaller doesn't just affect your reach. If the difference in size is two or more sizes, the smaller creature's reach does not effectively threaten the larger foe (meaning no attacks can be made even if the larger creature is within the smaller creature's natural reach). A reach weapon does allow a creature to threaten a foe two sizes larger, but not three sizes larger. If a creature is too small to threaten an adjacent foe, the creature has to move into the foe's space to make melee attacks. Being much smaller than a foe also prevents a creature from attacking enough of the foe's body to incapacitate the larger creature merely by dealing hit point damage. If a creature is three sizes smaller than an opponent, attacks are limited to limb damage only. ======Limb Damage====== Limb damage taken by the larger creature is nonlethal damage that does not contribute toward the total lethal or nonlethal damage a creature takes. Every creature has 6 Limb Locations, regardless of the structure of the creature (though it may be easier to conceive of the limb locations as coordinating to the head, torso, arms, and legs for humanoid-shaped creatures, feel free to describe it however you like). A single attack made by a smaller foe deals full and equal damage to three limb locations if the attacker is three sizes smaller, 2 limb locations if the attacker is four sizes smaller, or 1 limb location if the attacker is five sizes smaller. A creature's total lethal and nonlethal damage are added to the limb damage at each limb location. If this total exceeds the creature's total hit points, the limb location is disabled, imposing a -1 penalty to all d20 rolls made by the creature. If all 6 limb locations are disabled, further damage is no longer limb damage. A smaller attacker can deal normal damage by targeting vital areas, but this is generally difficult. Attackers three or more sizes smaller than their foe can attempt to grapple the larger foe and move to a vital area with an appropriate movement (be it swim, climb, flight, etc). Attacking a vital area is done as though the attacker were two sizes larger when calculating the attack modifier, the damage modifier, and the way limb damage is dealt. For example, a Diminutive bat attacks a Medium human commoner. The bat is 3 sizes smaller than the commoner, so the bat moves into the commoner's space, provoking an opportunity attack. The bat then bites, getting +4 to hit and -4 damage, dealing a total of 1 damage. Because the bat is 3 sizes smaller, this deals 1 limb damage to 3 of the commoner's 6 limb locations. If the bat successfully deals another 9 limb damage, 3 of the commoner's limb locations become disabled, imposing a -3 penalty to most rolls. If the bat somehow manages to keep attacking the commoner until all limb locations are disabled, the bat's next attacks deal lethal damage to the commoner. =====Being Larger===== Creatures 3 or more sizes larger than their foes gain special abilities when attacking the smaller creatures. When attacking a creature three or more sizes smaller, the attacker is treated as having the Improved Grab feat, and can throw a grabbed creature as an improvised range weapon with a range increment equal to the thrower's natural reach. When attacking a creature four or more sizes smaller, the attacker is treated as also having the Improved Trample feat, and the range increment for thrown creatures is two times the thrower's natural reach. When attacking a creature five or more sizes smaller, the attacker is treated as also having the Swallow Whole feat, and the range increment for thrown creatures is four times the thrower's natural reach. Also, all melee and ranged attacks made against creatures four sizes smaller are considered touch attacks. =====Scaling Combat Bonuses Table===== {| class="wikitable" style="text-align:left" cellspacing="0" cellpadding="0" |+ |- ! Attacker Is !! Attack<br>Modifier !! Damage<br>Modifier<sup>1, 2</sup> !! Special Attack<br>Modifier<sup>3</sup> !! Move<br>Into<br>Space? !! Limb<br>Damage<br>Only? !! Attacks<br>Are Touch? !! Throw<br>Range Inc. !! Special<br>Abilities |- | Five sizes smaller || +16 || -16<sup> 4</sup> || -64 || Yes || Yes (1/6) || || || |- | Four sizes smaller || +8 || -8<sup> 4</sup> || -32 || Yes || Yes (2/6) || || || |- | Three sizes smaller || +4 || -4<sup> 4</sup> || -16 || Yes || Yes (3/6) || || || |- | Two sizes smaller || +2 || -2 || -8 || Yes<sup>7</sup> || || || || |- | One size smaller || +1 || -1 || -4 || || || || || |- | Same size || – || – || – || || || || || |- | One size larger || -1 || +1d6 (+2) || +4 || || || || || |- | Two sizes larger || -2 || +2d6 (+4) || +8 || || || || || |- | Three sizes larger || -4<sup> 6</sup> || +4d6 (+8) || +16 || || || || reach x1 || Grab |- | Four sizes larger || -8<sup> 6</sup> || +8d6 (+16) || +32 || || || Yes || reach x2 || Grab, Trample |- | Five sizes larger || -16<sup> 6</sup> || +16d6 (+32) || +64 || || || Yes || reach x4 || Grab, Trample, Swallow Whole |- | colspan="9" class="foot" | # Damage modifier is applied once for the attack, and is not affected by multipliers or bonus damage. # Two-handed weapons add the damage bonus listed in parenthesis in addition to the base damage. One-handed weapons wielded with two hands do not receive this benefit. # This modifier applies to the [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], and [[SRD:Trip|trip]] special attacks. # Unlike normal damage rolls, the minimum damage for these rolls is 0. # If you deal damage to the vital area of a much larger creature with a melee attack (because you climbed, flew, swam, or otherwise reached the vital area) you are considered two sizes larger for the purposes of your attack. # Unlike normal attack rolls, a roll of 20 is not an automatic hit. # A reach weapon that doubles an attacker's natural reach effectively allows the attacker to avoid needing to move into the foe's space. |}
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