Going REALLY Rules-lite

  • Thread starter Thread starter Ry
  • Start date Start date
Just thought of this: Hit point and damage rolls are always average - modified up by degrees of success in the attack roll.
 
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Quickleaf, I can see your point about choosing where the class skills go. I think I'll probably end up downgrading the skill list from

"All class skills at Rank"

to

"Choose your X+Intmod appropriate skills from the class skills, which are at Rank, and the rest, which are at Half-Rank."

That gives the customizeation without bogging down into individual skill points (which, in my experience end up being spent in maxing out skills to keep up with level).

Sorry for taking so long to get that one out there - as you can see, I'm very tortured by damage mechanics :)
 

Here's how combat works, as tight as I can make it right now.

Equipment
To get rid of secondary damage rolls (see Combat), we need to convert how weapons and armor work.

Weapons:
One-handed simple weapons deal 2 points of damage (+ Str modifier)

Then change based on the following:
Martial +2
Two-handed +2
Ranged -1
Small -1
Finessable -1
Reach -1
Exotic +2
Masterwork +1

Non-thrown weapons don’t give Strength bonuses unless they’re Mighty (Crossbows not at all)

Players should record how much damage they do on a successful hit (weapon plus Strength, in most cases) and then divide the value by 2 to get the Extra damage value (round down). Neither value (damage or Extra Damage) can be less than 1.

Option: Reduce the damage by 1 to get a +2 bonus to the Extra Damage value.

Shields:
Shields give +1 or +2 bonuses to Defense actions, depending on size.

Armor:
Armor reduces damage on successful attacks, equal to the AC bonus it would grant divided by 2 (rounded down).

Combat

Attacks are made with the weapon group skills, and resisted with the Defense group skills. If an attack equals or exceeds the opposing Defense, then it deals damage. Damage is calculated based on the chart above, and modified by Strength (except for certain ranged weapons, that get no modifier).

For each 4 points by which the Attack defeats the Defense, deal the Extra Damage.

If the Attack defeats the Defense by 10 or more, it also ignores damage reduction due to Armor.
 

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