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Collateral damage
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<blockquote data-quote="The_Fan" data-source="post: 2282282" data-attributes="member: 11607"><p>I've been thinking about just how much damage people tend to do to their environment in movies and books. People smash into tables, trolls take out pillars of rock with a stray swing, arrows stick in trees, etc.</p><p></p><p>So, I thought about adding some collateral damage rules. Nothing major, here's the way I would treat it:</p><p></p><p>Whenever a melee attack misses, an object within the reach of both combatants takes the damage that the target would have taken had it hit. To reduce rolling, average the damage. If no suitable object is within range, then the attack hits the floor. Normally, hitting the floor means nothing, but sometimes there might be a chance of breaking through.</p><p></p><p>Whenever a ranged attack misses, the likelihood of collateral damage is much lower. If using an object as cover (note: Not a character), the object is automatically hit. If not, the ranged attack hits something within a cone originating from the target in the direction away from the attacker, up to the next range increment. Remember that ranged attacks do half damage to objects and piercing ranged attacks deal no damage, so in most cases this does not need to even be considered.</p><p></p><p>When two characters are grappling, the nearest object takes damage equal to the highest unarmed attack of either character. In the case of monsters with slam attacks, use that damage.</p><p></p><p>This probably won't add too much mental math on my part, but it will certainly make combats more dramatic. I fully expect my players to level a building in their first fight with these rules.</p></blockquote><p></p>
[QUOTE="The_Fan, post: 2282282, member: 11607"] I've been thinking about just how much damage people tend to do to their environment in movies and books. People smash into tables, trolls take out pillars of rock with a stray swing, arrows stick in trees, etc. So, I thought about adding some collateral damage rules. Nothing major, here's the way I would treat it: Whenever a melee attack misses, an object within the reach of both combatants takes the damage that the target would have taken had it hit. To reduce rolling, average the damage. If no suitable object is within range, then the attack hits the floor. Normally, hitting the floor means nothing, but sometimes there might be a chance of breaking through. Whenever a ranged attack misses, the likelihood of collateral damage is much lower. If using an object as cover (note: Not a character), the object is automatically hit. If not, the ranged attack hits something within a cone originating from the target in the direction away from the attacker, up to the next range increment. Remember that ranged attacks do half damage to objects and piercing ranged attacks deal no damage, so in most cases this does not need to even be considered. When two characters are grappling, the nearest object takes damage equal to the highest unarmed attack of either character. In the case of monsters with slam attacks, use that damage. This probably won't add too much mental math on my part, but it will certainly make combats more dramatic. I fully expect my players to level a building in their first fight with these rules. [/QUOTE]
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