EstebanDragonwing
06-11-2007, 02:06 PM
There has been some talk on Armor and defense on this forum.
http://www.birthright.net/forums/showthread.php?t=3865
Here is the changes that I am working on myself:
Damage
The Vitality/Wound system is used (Unearthed Arcana, p. 115) with the following exceptions:
- The Dying result from Unearthed Arcana is ignored. Instead a character dropping below 0 Con is considered “Dying” and is unconscious. A “Dying” character must make a Fort save DC (damage dealt since dropping below 0 Wound Points +1 per turn since dropping to the “Dying” status), if the save is made the character remains “Dying” if the save is failed the character dies. This save must be made every turn until the character is stabilized as per the normal rules.
- A character that has less then 25% Vitality is considered Fatigued.
- A character that has less then 25% Vitality and has also sustained Wound damage will become Exhausted.
Attack Rolls
All attacks are opposed rolls.
Melee:
D20 + Base Attack Bonus + Str Modifier vs D20 + Base Attack Bonus + Dex modifier
Modifiers to the Attacker’s Roll:
As per the normal rules.
Modifiers to the Defender’s Roll:
- All AC modifiers on Table 8-6 in the PHB (p. 151) count as modifiers on the roll
- +1 for each armor class bonus for shields
- +1 for each magical enhancement bonus on a shield
- -4 if unarmed
- +1 for each Deflection bonus to AC
- +1 for each Dodge bonus to AC
- The bonus from the Dex modifier is limited by the maximum Dex from worn armor.
Ranged:
D20 + Base Attack + Dex vs Reflex Save + Dex Modifier (This means that the Dex Modifier is used twice. First in the Reflex Save and then added a second time)
Modifiers to the Attacker’s Roll:
As per the normal rules.
Modifiers to the Defender’s Roll:
- All AC modifiers on Table 8-6 in the PHB (p. 151) count as modifiers on the roll
- +1 for each armor class bonus for shields
- +1 for each magical enhancement bonus on a shield
- +1 for each Deflection bonus to AC
- +1 for each Dodge bonus to AC
- The bonus from the Dex modifier is limited by the maximum Dex from worn armor.
Critical Hits:
Critical hits work the same way as per the normal rules, but the roll to confirm will be have a DC that is equal to the original opposed check.
Armor
Amor will no longer add to AC and the AC stat is completely removed. Instead most armor will give damage reduction.
The following types will give DR:
- Every 2 points of AC gained through worn armor bestows DR 1/- (Minimum 1)
- Every +1 magical enhancement bonus on armor will add to the armor AC points with respects to calculating DR (Thus Studded Leather +1 offers DR 2/-)
- Every 2 points of Natural Armor bestows DR 1/- (Minimum 1)
- DR gained from Adamant used in worn armor stacks with the DR gained from the armor itself
- DR gained from worn armor, Natural Armor and Class Abilities stack if the type of DR is the same. (Thus DR 1/- from the Barbarian Class stacks with DR 2/- from the Studded Leather +1, but the DR 2/- from the Studded Leather +1 does not stack with Racial DR 10/Evil from an Asral Deva)
- Critical hits ignore DR from worn armor and Natural Armor
- When DR from worn armor or Natural Armor reduces the damage from a successful attack to 0 then the character sustains 1 point of Vitality damage (no Wound damage is ever suffered through this, even if the character’s Vitality is 0)
- Shields do not add to DR as they are used in the opposed attack roll
This is only the first draft and it needs a lot of fine tuning.
http://www.birthright.net/forums/showthread.php?t=3865
Here is the changes that I am working on myself:
Damage
The Vitality/Wound system is used (Unearthed Arcana, p. 115) with the following exceptions:
- The Dying result from Unearthed Arcana is ignored. Instead a character dropping below 0 Con is considered “Dying” and is unconscious. A “Dying” character must make a Fort save DC (damage dealt since dropping below 0 Wound Points +1 per turn since dropping to the “Dying” status), if the save is made the character remains “Dying” if the save is failed the character dies. This save must be made every turn until the character is stabilized as per the normal rules.
- A character that has less then 25% Vitality is considered Fatigued.
- A character that has less then 25% Vitality and has also sustained Wound damage will become Exhausted.
Attack Rolls
All attacks are opposed rolls.
Melee:
D20 + Base Attack Bonus + Str Modifier vs D20 + Base Attack Bonus + Dex modifier
Modifiers to the Attacker’s Roll:
As per the normal rules.
Modifiers to the Defender’s Roll:
- All AC modifiers on Table 8-6 in the PHB (p. 151) count as modifiers on the roll
- +1 for each armor class bonus for shields
- +1 for each magical enhancement bonus on a shield
- -4 if unarmed
- +1 for each Deflection bonus to AC
- +1 for each Dodge bonus to AC
- The bonus from the Dex modifier is limited by the maximum Dex from worn armor.
Ranged:
D20 + Base Attack + Dex vs Reflex Save + Dex Modifier (This means that the Dex Modifier is used twice. First in the Reflex Save and then added a second time)
Modifiers to the Attacker’s Roll:
As per the normal rules.
Modifiers to the Defender’s Roll:
- All AC modifiers on Table 8-6 in the PHB (p. 151) count as modifiers on the roll
- +1 for each armor class bonus for shields
- +1 for each magical enhancement bonus on a shield
- +1 for each Deflection bonus to AC
- +1 for each Dodge bonus to AC
- The bonus from the Dex modifier is limited by the maximum Dex from worn armor.
Critical Hits:
Critical hits work the same way as per the normal rules, but the roll to confirm will be have a DC that is equal to the original opposed check.
Armor
Amor will no longer add to AC and the AC stat is completely removed. Instead most armor will give damage reduction.
The following types will give DR:
- Every 2 points of AC gained through worn armor bestows DR 1/- (Minimum 1)
- Every +1 magical enhancement bonus on armor will add to the armor AC points with respects to calculating DR (Thus Studded Leather +1 offers DR 2/-)
- Every 2 points of Natural Armor bestows DR 1/- (Minimum 1)
- DR gained from Adamant used in worn armor stacks with the DR gained from the armor itself
- DR gained from worn armor, Natural Armor and Class Abilities stack if the type of DR is the same. (Thus DR 1/- from the Barbarian Class stacks with DR 2/- from the Studded Leather +1, but the DR 2/- from the Studded Leather +1 does not stack with Racial DR 10/Evil from an Asral Deva)
- Critical hits ignore DR from worn armor and Natural Armor
- When DR from worn armor or Natural Armor reduces the damage from a successful attack to 0 then the character sustains 1 point of Vitality damage (no Wound damage is ever suffered through this, even if the character’s Vitality is 0)
- Shields do not add to DR as they are used in the opposed attack roll
This is only the first draft and it needs a lot of fine tuning.