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Dremmen's Modified Combat
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<blockquote data-quote="Dremmen" data-source="post: 3374459" data-attributes="member: 30977"><p>After some thought, the original house rule I presented here has seen some modification. Here is a quick run down on the original idea;</p><p></p><p>It starts from the Game of Thrones rules (Grim n Gritty), in which armor doesn't add to armor class, it adds DR. The original rule was however much the roll to strike is over the armor class, that much additional damage is added. The Strength modifier is added to the to hit roll, but not to dmg. This is to reflect skills, and the Riddick's of the world that are lethal with a knife, or even a pencil.</p><p></p><p>The modified rule is meant to reflect the fact that most armor doesn't form a protective cocoon around a character, and that however a character is struck the DR will help. Armor Class is now reflected as X/X, where the first number is armor class *with* armor added, the second without. So say a PC has a +2 modifier from Dex, and a +3 from armor. His AC would be 15/12. The next change is that Strength is not added to hit, it is only added to damage, leaving the door wide open for huge muscular characters that can't hit anything, or clumsy thug NPCs, strong but inept. However Dex is added both for ranged as well as melee weapons. </p><p></p><p>SO, here is an example of how combat would look. Player 1 has a 15/12 armor with DR 3, +2 modifier from Dex, +1 modifier from Str, and has weapon specialization on his dagger and a BAB of +5, giving him a +6 to hit. Player 2 has an 18/10 AC with DR 8, Str +3 wielding a long sword, Dex +0. He has a BAB of +1. Player 2 attacks player 1, rolling a 10, +1 for BAB = 11 - Player 1 deftly avoids the heavy blow. Player 1 then attacks Player 2, rolling an 8 + 6 = 15. He hits Player 2 on his armor. He beat his AC 10 by 5 points. So he rolls a 2 dmg on his dagger, + 1 from Str, + 5 over the AC needed = 8 dmg. Take 8 from it for DR and you get 0. A well placed blow but the deft blade still slides off Player 2's armor. Player 2 swings back rolling a 13, + 1 for BAB = 14. This time his sword slashes Player 1's armor. He rolls for damage - 4 points, + 3 strength, + 2 over what he needed to beat AC 12 = 9. -3 for DR = 6 damage that Player 1 takes as the heavy blade swung by a strong arm pierces through the leather. The leather is damaged, DR dropping to 2, as is the AC provided. Player 1's AC is now 14/12. But player 1 is not done yet, and comes back with an 18! on his attack roll. That's 18 + 6 to hit is 25. That beats the AC by 6. The dagger rolls a 1 for dmg, + 1 for Str, +6 for the amount over what needed to beat the AC, and you get 8 dmg. The deft blade strikes under the armpit, piercing through the leather protection at the joint for a crippling blow. The armor drops to 7DR, and +7AC since it was damaged.</p><p></p><p>Well, what do you all think? Too complex?</p></blockquote><p></p>
[QUOTE="Dremmen, post: 3374459, member: 30977"] After some thought, the original house rule I presented here has seen some modification. Here is a quick run down on the original idea; It starts from the Game of Thrones rules (Grim n Gritty), in which armor doesn't add to armor class, it adds DR. The original rule was however much the roll to strike is over the armor class, that much additional damage is added. The Strength modifier is added to the to hit roll, but not to dmg. This is to reflect skills, and the Riddick's of the world that are lethal with a knife, or even a pencil. The modified rule is meant to reflect the fact that most armor doesn't form a protective cocoon around a character, and that however a character is struck the DR will help. Armor Class is now reflected as X/X, where the first number is armor class *with* armor added, the second without. So say a PC has a +2 modifier from Dex, and a +3 from armor. His AC would be 15/12. The next change is that Strength is not added to hit, it is only added to damage, leaving the door wide open for huge muscular characters that can't hit anything, or clumsy thug NPCs, strong but inept. However Dex is added both for ranged as well as melee weapons. SO, here is an example of how combat would look. Player 1 has a 15/12 armor with DR 3, +2 modifier from Dex, +1 modifier from Str, and has weapon specialization on his dagger and a BAB of +5, giving him a +6 to hit. Player 2 has an 18/10 AC with DR 8, Str +3 wielding a long sword, Dex +0. He has a BAB of +1. Player 2 attacks player 1, rolling a 10, +1 for BAB = 11 - Player 1 deftly avoids the heavy blow. Player 1 then attacks Player 2, rolling an 8 + 6 = 15. He hits Player 2 on his armor. He beat his AC 10 by 5 points. So he rolls a 2 dmg on his dagger, + 1 from Str, + 5 over the AC needed = 8 dmg. Take 8 from it for DR and you get 0. A well placed blow but the deft blade still slides off Player 2's armor. Player 2 swings back rolling a 13, + 1 for BAB = 14. This time his sword slashes Player 1's armor. He rolls for damage - 4 points, + 3 strength, + 2 over what he needed to beat AC 12 = 9. -3 for DR = 6 damage that Player 1 takes as the heavy blade swung by a strong arm pierces through the leather. The leather is damaged, DR dropping to 2, as is the AC provided. Player 1's AC is now 14/12. But player 1 is not done yet, and comes back with an 18! on his attack roll. That's 18 + 6 to hit is 25. That beats the AC by 6. The dagger rolls a 1 for dmg, + 1 for Str, +6 for the amount over what needed to beat the AC, and you get 8 dmg. The deft blade strikes under the armpit, piercing through the leather protection at the joint for a crippling blow. The armor drops to 7DR, and +7AC since it was damaged. Well, what do you all think? Too complex? [/QUOTE]
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