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<blockquote data-quote="Water Bob" data-source="post: 5707268" data-attributes="member: 92305"><p>I totally disagree with Vegy's viewpoint above. I'm old school and interprete and interpolate the dice.</p><p> </p><p>If it is 20% harder to hit your target for some reason (because he's behind cover or because you don't want to hit your friend that is fighting him), then it's clear that there's a 20% chance to hit the cover or the friend. That's why the -4 is there. You've got to throw 20% more accurately to avoid the friend and hit the target.</p><p> </p><p>Look at what I said above again.</p><p> </p><p>If the target is alone, and he's got AC 12, then you miss on a 1-11 and hit on a 12-20.</p><p> </p><p>Throw in a new factor, like a friend fighting him, and all of a sudden, you still miss on a 1-11, but you hit on a 16-20. This middle 4 points is the chance you'll hit the friend.</p><p> </p><p>If you think about it, this should be a lot higher than your Critical Fumble chance because the Friend is, at moments, completely covering the target. A moment later, maybe just his arm is between you and the target. A moment after that, the target may be clear.</p><p> </p><p>It's the same modifier used as if the target were 50% behind cover. It makes sense that the chance to hit the cover--or the friend--is as high as 20%.</p><p> </p><p>It should be hard to throw into melee. There should be a pretty good risk that you'd hit your friend.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>BTW, we use a similar "Fumble" rule, but it centers around "Non-Lethal" attacks.</p><p> </p><p>If you roll a "1" on your attack throw (or on your defense throw--we roll for both, using Active Defense), then your opponent rolls 1d6.</p><p> </p><p>1. Sunder</p><p>2. Disarm</p><p>3. Unarmed Non-Lethal Attack</p><p>4. Trip</p><p>5. Grapple</p><p>6. Unarmed Non-Lethal Attack</p><p> </p><p>The attacker does not hit normally unless, for some reason, what he rolls on his 1d6 throw does not apply to him.</p><p> </p><p>So, if you roll a 1 on your attack, and your opponent rols a 3 on the Fumble Chart, then he gets a free unarmed attack against you. You do not get the normal Attack of Opportunity, and, basically, your opponent finds an opening to get in a quick elbow jab, a kick, a punch to the face--something like that which does non-lethal damage.</p><p> </p><p>A trip could be something as simple as a strong kick to the gut that may knock you down.</p><p> </p><p>A grapple means there's a momentary opening to attempt to grab you and start wrestling you. This is where light weapons like daggers come into play.</p><p> </p><p>You get the idea. There's a lot of non-lethal damage in a melee combat, and this system brings in those things that can go on but is not normally modeled in D&D.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5707268, member: 92305"] I totally disagree with Vegy's viewpoint above. I'm old school and interprete and interpolate the dice. If it is 20% harder to hit your target for some reason (because he's behind cover or because you don't want to hit your friend that is fighting him), then it's clear that there's a 20% chance to hit the cover or the friend. That's why the -4 is there. You've got to throw 20% more accurately to avoid the friend and hit the target. Look at what I said above again. If the target is alone, and he's got AC 12, then you miss on a 1-11 and hit on a 12-20. Throw in a new factor, like a friend fighting him, and all of a sudden, you still miss on a 1-11, but you hit on a 16-20. This middle 4 points is the chance you'll hit the friend. If you think about it, this should be a lot higher than your Critical Fumble chance because the Friend is, at moments, completely covering the target. A moment later, maybe just his arm is between you and the target. A moment after that, the target may be clear. It's the same modifier used as if the target were 50% behind cover. It makes sense that the chance to hit the cover--or the friend--is as high as 20%. It should be hard to throw into melee. There should be a pretty good risk that you'd hit your friend. BTW, we use a similar "Fumble" rule, but it centers around "Non-Lethal" attacks. If you roll a "1" on your attack throw (or on your defense throw--we roll for both, using Active Defense), then your opponent rolls 1d6. 1. Sunder 2. Disarm 3. Unarmed Non-Lethal Attack 4. Trip 5. Grapple 6. Unarmed Non-Lethal Attack The attacker does not hit normally unless, for some reason, what he rolls on his 1d6 throw does not apply to him. So, if you roll a 1 on your attack, and your opponent rols a 3 on the Fumble Chart, then he gets a free unarmed attack against you. You do not get the normal Attack of Opportunity, and, basically, your opponent finds an opening to get in a quick elbow jab, a kick, a punch to the face--something like that which does non-lethal damage. A trip could be something as simple as a strong kick to the gut that may knock you down. A grapple means there's a momentary opening to attempt to grab you and start wrestling you. This is where light weapons like daggers come into play. You get the idea. There's a lot of non-lethal damage in a melee combat, and this system brings in those things that can go on but is not normally modeled in D&D. [/QUOTE]
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