Thursday, January 7, 2016

Combat Options Part 1

I've pirated various combat options from older campaigns and come up with a preliminary list.  Here's section 1






CHARGE:


Classes: fighter, dwarf, elf, halfling, gnome, mystic, berserker


Requirement:  move at least 10 feet in straight line directly into contact


Benefit:  +2 to hit, allows running speed movement and an attack


Penalty: liable to Set vs, Charge effect, -2 AC for rest of round


 


DISARM


Classes: fighter, dwarf, elf, gnome, halfling, berserker, mystic, thief


Requirement: using a sword, whip or 2-handed weapon (Mystics may use hands)


Benefit: If attacker hits AC 2, target must roll DEX or less (monsters 8+HD) or drop weapon


Penalty: Attack scores no damage.


 


MIGHTY SWEEP


Classes: fighter, dwarf, elf, mystic, berserker


Requirement: begin in melee contact, using a 2-handed weapon (except spear/pike)


Benefit:  Each adjacent target must either move back 5ft (free) or be attacked.  Attacker therefore might be able to attack a large number of enemies.


Penalty: if all enemies step back, attacker loses his attack, but may be clear to move.


 


RAMPAGE (replaces multiple attack rules in RC)


Classes: fighter, dwarf, elf, halfling, gnome, mystic, berserker


Requirement: proper class


Benefit: make an additional number of attacks during a round, depending on level


Penalty: suffering hit points of damage scaling with the number of attacks


 
Minimum Level
Additional Attacks
Damage
Rampage A
1
1
1
Rampage B
4
2
3
Rampage C
7
3
6
Rampage D
10
4
10
Rampage E
13
5
15
Rampage F
16
6
21


So, if a 4th level fighter decides to rampage during a round, he could either get 1 additional attack, suffering 1 point of damage in the process, or 2 additional attacks, suffering 3 points of damage in the process.

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