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The World of Inzeladun/Conan d20 Forum
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Some House Rules, revisions
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<blockquote data-quote="thormagni" data-source="post: 1579871" data-attributes="member: 13637"><p>The Showdown/Draw Pardner</p><p></p><p>Sidewinder and Deadlands D20 have a slightly different take on how a showdown should work. So, I’m mashin’ em together to come up with something tasty. I won’t be using the Fast Draw skill from Sidewinder, so here’s the final version:</p><p></p><p>The Staredown: In a showdown, two hombres have called each other out. They are facin’ off trying to get the the drop on each other, waitin’ for someone to twitch and someone to get smoked. The contest starts off with an opposed Intimidation check. The loser of the check gets a Morale penalty to his upcoming Initiative roll equal to half the amount he lost the staredown by.</p><p></p><p>Example: Johnny Gunn, a steely eyed lawman, and Bad Bart, a snake, are about to throw down. They commence to starin’ deep into each other’s eyes but Bart blinks first. They roll their Intimidate check, Johnny gets an 18 and Bart only rolls a 10. When it comes to the upcoming Initiative roll, Bart gets a –4 to his roll.</p><p></p><p>Now, folks with The Stare feat (from Deadlands) can try to intimidate a whole room full of low-lifes.</p><p></p><p>Fast Draw Rounds</p><p>After The Staredown segment of a showdown or whenever a whole room full of pistol-packin’ gunslingers decide to start throwing lead, you get into the actual Fast Draw round.</p><p></p><p>In a Fast Draw Round, everybody rolls Initiative, adding their Dex bonus and any other modifiers normally to see who gets their smokewagons clear of the holsters first. Folks who’ve already got their guns drawn, or who have can get ‘em out as a free action (such as with the Quick Draw feat) get a +4 to the Inititative check – you can outdraw a man who has got the drop on ya, but it ain’t easy.</p><p></p><p>The shooting then goes in initiative order, but note that folks who haven’t had their initiative yet are caught flat-footed, meaning they don’t get their Dex bonus to their AC, only their Sidestep Bonus. And if you get hit with a firearm while you are flatfooted, it counts as an automatic Critical hit (as per Sidewinder rules.) Bein’ slow in the Weird West can be deadly.</p><p></p><p>Any long arm, such as a rifle or shotgun, or a pistol with a lengthened barrel gets a –2 penalty to Initiative on the Fast Draw round only, unless it is already drawn at the start of the round. Pulling your shotgun outta your coat is slower than hip-shootin' a hog iron. Any Fast Draw bonuses for a weapon, such as for having a shortened barrel, apply only in the Fast Draw round. Tiny firearms such as derringers, get a +2 bonus to Initiative in Fast Draw rounds (as if they were a pistol with a shortened barrel.) Any skill or feat that gives a benefit to Sidewinder’s Fast Draw skill applies directly to the Initiative in the Fast Draw round only.</p><p></p><p>After the initial flurry of drawin’ and shootin’ in the Fast Draw round, folks bonuses all settle back down to normal when regular combat begins.</p></blockquote><p></p>
[QUOTE="thormagni, post: 1579871, member: 13637"] The Showdown/Draw Pardner Sidewinder and Deadlands D20 have a slightly different take on how a showdown should work. So, I’m mashin’ em together to come up with something tasty. I won’t be using the Fast Draw skill from Sidewinder, so here’s the final version: The Staredown: In a showdown, two hombres have called each other out. They are facin’ off trying to get the the drop on each other, waitin’ for someone to twitch and someone to get smoked. The contest starts off with an opposed Intimidation check. The loser of the check gets a Morale penalty to his upcoming Initiative roll equal to half the amount he lost the staredown by. Example: Johnny Gunn, a steely eyed lawman, and Bad Bart, a snake, are about to throw down. They commence to starin’ deep into each other’s eyes but Bart blinks first. They roll their Intimidate check, Johnny gets an 18 and Bart only rolls a 10. When it comes to the upcoming Initiative roll, Bart gets a –4 to his roll. Now, folks with The Stare feat (from Deadlands) can try to intimidate a whole room full of low-lifes. Fast Draw Rounds After The Staredown segment of a showdown or whenever a whole room full of pistol-packin’ gunslingers decide to start throwing lead, you get into the actual Fast Draw round. In a Fast Draw Round, everybody rolls Initiative, adding their Dex bonus and any other modifiers normally to see who gets their smokewagons clear of the holsters first. Folks who’ve already got their guns drawn, or who have can get ‘em out as a free action (such as with the Quick Draw feat) get a +4 to the Inititative check – you can outdraw a man who has got the drop on ya, but it ain’t easy. The shooting then goes in initiative order, but note that folks who haven’t had their initiative yet are caught flat-footed, meaning they don’t get their Dex bonus to their AC, only their Sidestep Bonus. And if you get hit with a firearm while you are flatfooted, it counts as an automatic Critical hit (as per Sidewinder rules.) Bein’ slow in the Weird West can be deadly. Any long arm, such as a rifle or shotgun, or a pistol with a lengthened barrel gets a –2 penalty to Initiative on the Fast Draw round only, unless it is already drawn at the start of the round. Pulling your shotgun outta your coat is slower than hip-shootin' a hog iron. Any Fast Draw bonuses for a weapon, such as for having a shortened barrel, apply only in the Fast Draw round. Tiny firearms such as derringers, get a +2 bonus to Initiative in Fast Draw rounds (as if they were a pistol with a shortened barrel.) Any skill or feat that gives a benefit to Sidewinder’s Fast Draw skill applies directly to the Initiative in the Fast Draw round only. After the initial flurry of drawin’ and shootin’ in the Fast Draw round, folks bonuses all settle back down to normal when regular combat begins. [/QUOTE]
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