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<blockquote data-quote="robjh" data-source="post: 3271121" data-attributes="member: 17962"><p>For the chaotically-aligned DM, the following table can be used to introduce an additional random element of chance into a battle. At the start of each round the DM rolls once on the table. At the whim of the DM, the result is arbitrarily applied to any one combatant (or pair of combatants) that matches the appropriate circumstances.</p><p></p><p>[CODE]</p><p>[B]1d20 Result[/B]</p><p> 01 On a failed melee attack against a weapon-wielding</p><p> opponent, the weapons (or shields) become entangled. It</p><p> requires a move action to become unentangled. While</p><p> locked together, can initiate a grapple as a free</p><p> action without provoking an attack of opportunity or</p><p> needing to succeed at a grab. If they do so they can</p><p> not perform an attack of opportunity during the round.</p><p> 02 While moving within 5' of a fallen combatant, a creature</p><p> slips on the blood and entrails. The creature must</p><p> succeed at a DC 12 Balance skill check or fall prone.</p><p> 03 During a near miss on an attack, the opponents weapon</p><p> (or shield) is placed in an unfavorable position and</p><p> the strike may result in a sundering. The sunder attempt</p><p> can be initiated by the attacker as a free action</p><p> without provoking an attack of opportunity. During the</p><p> opposed attack rolls, use the result of the failed</p><p> attack for the attack roll of the attacker, applying a</p><p> +2 circumstance bonus due to the favorable placement.</p><p> 04 In the heat of combat, a spell is miscast in a subtle</p><p> manner and interacts with another spell already in</p><p> effect. One of the two spells (chosen at random) fails</p><p> while the other is maximized in effect for the duration</p><p> of the spell, per the Maximize Spell metamagic feat.</p><p> 05 An event during the round briefly distracts all the</p><p> combatants. One character (or creature) realizes a</p><p> sudden opportunity to take advantage of the distraction.</p><p> The character's initiative is set to the current count,</p><p> and they are no longer flat-footed. In addition they are</p><p> not subject to attacks of opportunity during the current</p><p> round.</p><p> 06 Following an exchange of blows, a piece of armor comes</p><p> loose on one of the combatants (chosen at random).</p><p> This makes movement more awkward until the armor is</p><p> properly re-attached, an activity that requires a full</p><p> round action. Until this occurs, the Maximum Dexterity</p><p> Bonus of the armor is reduced by -4 (to a minimum of 0)</p><p> and the Armor Check Penalty is increased by the same.</p><p> 07 Two combatants that exchanged melee attacks during the</p><p> round find their positions reversed. The two</p><p> automatically swap positions on the battlefield.</p><p> 08 A combatant suddenly has a favorable opportunity</p><p> to hurl their melee weapon at an exposed enemy, to</p><p> devastating effect. As a normal attack, they can choose</p><p> to throw their weapon at the selected opponent, even if</p><p> the weapon can not normally be thrown. In so doing they</p><p> receive a +4 circumstance bonus on the attack and a</p><p> minimum range increment of 10 ft.</p><p> 09 One of the combatants is temporarily blinded during a</p><p> melee. This may be caused by a helmet getting knocked</p><p> to the side by a blow, or some fluid or dirt being</p><p> flung into the eyes of the defender. It requires a move</p><p> action for the creature or character to restore their</p><p> sight to normal.</p><p> 10 An attacker who has not properly maintained their bow</p><p> string suddenly has it snap under tension. Most archers</p><p> and crossbow-wielding warriors carry extra strings, but</p><p> it requires a standard action to replace the broken</p><p> cord. However, such accidents are unheard with expert</p><p> archers or fighters who are wielding a magical bow.</p><p> 11 In the heat of battle a spell wielder experiences</p><p> problems employing material components while casting</p><p> a spell. They must succeed on a Concentration skill</p><p> check at DC 15 in order to recover and successfully</p><p> unleash the spell.</p><p> 12 One of the enemy NPCs who is currently engaged in the</p><p> combat (usually a leader) deliberately pulls back from</p><p> the fight and begins to yell instructions in their</p><p> native tongue. This could be a command for a particular</p><p> maneuver; an attempt to rally morale; a a call for aid</p><p> from allies or a reserve, or a futile and stupid</p><p> gesture. The message requires a full round action to</p><p> complete, and the effect depends on the circumstances</p><p> and the relation of the enemy NPC with his or her</p><p> allies.</p><p> 13 A favorable moment during the combat allows for a</p><p> well-placed kick by a combatant. The character gains a</p><p> bonus action that they must use for the kick, which can</p><p> be used for a bull rush, disarm, sunder or trip without</p><p> provoking an attack of opportunity.</p><p> 14 Following a failed melee attack, the attacker swiftly</p><p> pulls a light weapon out of their belt (or a concealed</p><p> location) and makes a bonus attack with a -2 penalty.</p><p> They can take no other actions during the round and</p><p> can not perform an attack of opportunity.</p><p> 15 During a poorly executed attack, the combatant may lose</p><p> their grip on their weapon. On a roll of a natural 1,</p><p> the combatant must succeed on a Strength or Dexterity</p><p> check (whichever is less favorable) at DC 10 or lose</p><p> the weapon. It crashes to the ground at least 5' away</p><p> in a random direction.</p><p> 16 On a successful critical hit the melee weapon becomes</p><p> stuck in the opponent, and must be dislodged as a</p><p> physical action. The weapon can be extracted by a move</p><p> action, which usually requires Strength check at DC 10</p><p> + natural armor, as a standard action, depending on the</p><p> nature of the foe. Each round the weapon remains lodged</p><p> in the opponent, however, it inflicts normal damage</p><p> from blood loss (but with no bonus for Strength).</p><p> 17 At the start of the round a character (or creature)</p><p> realizes a sudden, golden opportunity and acts on the</p><p> impulse. The creature's initiative is increased by +4,</p><p> and they are moved to the appropriate spot in the order.</p><p> 18 A combatant wielding a one-handed weapon has a sudden</p><p> opportunity to put a melee opponent off balance by</p><p> switching hands. The attacker receives a -2 penalty</p><p> for the off-hand attack, but the defender loses their</p><p> Dexterity bonus to AC (if any) due to the surprise</p><p> move.</p><p> 19 A missile weapon (or a hurled weapon) that misses its</p><p> original opponent goes badly awry and instead flies</p><p> toward the nearest creature to the target. The</p><p> attacker makes another attack roll, but with a -4</p><p> penalty for the wild shot. On a successful attack the</p><p> target takes the normal damage from the weapon.</p><p> 20 One of the combatants has not been properly maintaining</p><p> their edged weapon, armor, or shield. In the case of a</p><p> (non-magical) weapon, the damage inflicted is reduced</p><p> by -1 until it is repaired or sharpened. For the armor</p><p> or shield, the AC is reduced by -1 until it is repaired.</p><p> Characters that regularly maintain their equipment are</p><p> rarely affected by this result.</p><p>[/CODE]</p></blockquote><p></p>
[QUOTE="robjh, post: 3271121, member: 17962"] For the chaotically-aligned DM, the following table can be used to introduce an additional random element of chance into a battle. At the start of each round the DM rolls once on the table. At the whim of the DM, the result is arbitrarily applied to any one combatant (or pair of combatants) that matches the appropriate circumstances. [CODE] [B]1d20 Result[/B] 01 On a failed melee attack against a weapon-wielding opponent, the weapons (or shields) become entangled. It requires a move action to become unentangled. While locked together, can initiate a grapple as a free action without provoking an attack of opportunity or needing to succeed at a grab. If they do so they can not perform an attack of opportunity during the round. 02 While moving within 5' of a fallen combatant, a creature slips on the blood and entrails. The creature must succeed at a DC 12 Balance skill check or fall prone. 03 During a near miss on an attack, the opponents weapon (or shield) is placed in an unfavorable position and the strike may result in a sundering. The sunder attempt can be initiated by the attacker as a free action without provoking an attack of opportunity. During the opposed attack rolls, use the result of the failed attack for the attack roll of the attacker, applying a +2 circumstance bonus due to the favorable placement. 04 In the heat of combat, a spell is miscast in a subtle manner and interacts with another spell already in effect. One of the two spells (chosen at random) fails while the other is maximized in effect for the duration of the spell, per the Maximize Spell metamagic feat. 05 An event during the round briefly distracts all the combatants. One character (or creature) realizes a sudden opportunity to take advantage of the distraction. The character's initiative is set to the current count, and they are no longer flat-footed. In addition they are not subject to attacks of opportunity during the current round. 06 Following an exchange of blows, a piece of armor comes loose on one of the combatants (chosen at random). This makes movement more awkward until the armor is properly re-attached, an activity that requires a full round action. Until this occurs, the Maximum Dexterity Bonus of the armor is reduced by -4 (to a minimum of 0) and the Armor Check Penalty is increased by the same. 07 Two combatants that exchanged melee attacks during the round find their positions reversed. The two automatically swap positions on the battlefield. 08 A combatant suddenly has a favorable opportunity to hurl their melee weapon at an exposed enemy, to devastating effect. As a normal attack, they can choose to throw their weapon at the selected opponent, even if the weapon can not normally be thrown. In so doing they receive a +4 circumstance bonus on the attack and a minimum range increment of 10 ft. 09 One of the combatants is temporarily blinded during a melee. This may be caused by a helmet getting knocked to the side by a blow, or some fluid or dirt being flung into the eyes of the defender. It requires a move action for the creature or character to restore their sight to normal. 10 An attacker who has not properly maintained their bow string suddenly has it snap under tension. Most archers and crossbow-wielding warriors carry extra strings, but it requires a standard action to replace the broken cord. However, such accidents are unheard with expert archers or fighters who are wielding a magical bow. 11 In the heat of battle a spell wielder experiences problems employing material components while casting a spell. They must succeed on a Concentration skill check at DC 15 in order to recover and successfully unleash the spell. 12 One of the enemy NPCs who is currently engaged in the combat (usually a leader) deliberately pulls back from the fight and begins to yell instructions in their native tongue. This could be a command for a particular maneuver; an attempt to rally morale; a a call for aid from allies or a reserve, or a futile and stupid gesture. The message requires a full round action to complete, and the effect depends on the circumstances and the relation of the enemy NPC with his or her allies. 13 A favorable moment during the combat allows for a well-placed kick by a combatant. The character gains a bonus action that they must use for the kick, which can be used for a bull rush, disarm, sunder or trip without provoking an attack of opportunity. 14 Following a failed melee attack, the attacker swiftly pulls a light weapon out of their belt (or a concealed location) and makes a bonus attack with a -2 penalty. They can take no other actions during the round and can not perform an attack of opportunity. 15 During a poorly executed attack, the combatant may lose their grip on their weapon. On a roll of a natural 1, the combatant must succeed on a Strength or Dexterity check (whichever is less favorable) at DC 10 or lose the weapon. It crashes to the ground at least 5' away in a random direction. 16 On a successful critical hit the melee weapon becomes stuck in the opponent, and must be dislodged as a physical action. The weapon can be extracted by a move action, which usually requires Strength check at DC 10 + natural armor, as a standard action, depending on the nature of the foe. Each round the weapon remains lodged in the opponent, however, it inflicts normal damage from blood loss (but with no bonus for Strength). 17 At the start of the round a character (or creature) realizes a sudden, golden opportunity and acts on the impulse. The creature's initiative is increased by +4, and they are moved to the appropriate spot in the order. 18 A combatant wielding a one-handed weapon has a sudden opportunity to put a melee opponent off balance by switching hands. The attacker receives a -2 penalty for the off-hand attack, but the defender loses their Dexterity bonus to AC (if any) due to the surprise move. 19 A missile weapon (or a hurled weapon) that misses its original opponent goes badly awry and instead flies toward the nearest creature to the target. The attacker makes another attack roll, but with a -4 penalty for the wild shot. On a successful attack the target takes the normal damage from the weapon. 20 One of the combatants has not been properly maintaining their edged weapon, armor, or shield. In the case of a (non-magical) weapon, the damage inflicted is reduced by -1 until it is repaired or sharpened. For the armor or shield, the AC is reduced by -1 until it is repaired. Characters that regularly maintain their equipment are rarely affected by this result. [/CODE] [/QUOTE]
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