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Doctor Who - Discussion Thread for The Game of Rassilon
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<blockquote data-quote="Raven Crowking" data-source="post: 3646679" data-attributes="member: 18280"><p><strong>Jumping Ahead of Myself, So Posting Here</strong></p><p></p><p>The Game of Rassilon uses a simplified combat rules system, as follows:</p><p></p><p>Each round, you may take one action on your Initiative. </p><p></p><p>To attack, roll 1d20 + Combat or Weapon Skill and compare to Defence. If equal or greater, the attack is a success. A natural 20 always hits and is a critical threat; a natural 1 always misses. Criticals, if confirmed, always increase damage by 1d6.</p><p></p><p>Unless otherwise noted, unarmed attacks do 1d3 damage (nonlethal) archaic weapons do 1d6 damage, firearms do 2d6 damage, and energy weapons do 3d6 damage.</p><p></p><p>By accepting a -5 penalty to hit, you can do any of the following:</p><p></p><p style="margin-left: 20px">* Increase your damage by 1d6. You can do this any number of times, and the effects stack, so long as you can still hit on a 19.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Give your opponent a -2 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack doesn't cause damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If using Martial Arts, you may cause lethal damage instead of nonlethal damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Thumping. Instead of doing damage, you render your opponent unconscious for 1d6 minutes unless he makes a Fort save with a DC equal to your check result. Your check needs to be able to hit, and causes nonlethal damage.</p><p></p><p>By accepting a -10 penalty to your attack roll, you may do any of the following:</p><p></p><p style="margin-left: 20px">* Give your opponent a -5 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack causes normal damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack causes normal damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If using Brawling, you may cause lethal damage instead of nonlethal damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* If using Brawling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3646679, member: 18280"] [b]Jumping Ahead of Myself, So Posting Here[/b] The Game of Rassilon uses a simplified combat rules system, as follows: Each round, you may take one action on your Initiative. To attack, roll 1d20 + Combat or Weapon Skill and compare to Defence. If equal or greater, the attack is a success. A natural 20 always hits and is a critical threat; a natural 1 always misses. Criticals, if confirmed, always increase damage by 1d6. Unless otherwise noted, unarmed attacks do 1d3 damage (nonlethal) archaic weapons do 1d6 damage, firearms do 2d6 damage, and energy weapons do 3d6 damage. By accepting a -5 penalty to hit, you can do any of the following: [indent]* Increase your damage by 1d6. You can do this any number of times, and the effects stack, so long as you can still hit on a 19. * Give your opponent a -2 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty. * Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack doesn't cause damage. * If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage. * If using Martial Arts, you may cause lethal damage instead of nonlethal damage. * Thumping. Instead of doing damage, you render your opponent unconscious for 1d6 minutes unless he makes a Fort save with a DC equal to your check result. Your check needs to be able to hit, and causes nonlethal damage.[/indent] By accepting a -10 penalty to your attack roll, you may do any of the following: [indent]* Give your opponent a -5 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty. * Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack causes normal damage. * If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack causes normal damage. * If using Brawling, you may cause lethal damage instead of nonlethal damage. * If using Brawling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage.[/indent] [/QUOTE]
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