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<blockquote data-quote="the Jester" data-source="post: 9524250" data-attributes="member: 1210"><p>Here are a few miscellaneous rules. </p><p></p><p> </p><p><strong>INITIATIVE </strong></p><p></p><p>Roll 1d6 + Dex score. Attacks against a creature that hasn't taken its first turn yet get a 1d6 bonus die.</p><p></p><p>A creature is surprised if it is unaware of at least one combatant when initiative is rolled. A surprised creature can't do anything, attacks against it get a 1d6 bonus die, and it takes a 1d6 penalty die to saves. (This stacks with the bonus die on attacks if they haven't had a turn.) Surprise ends at the end of its first turn.</p><p></p><p><strong>DEATH AND DYING</strong></p><p></p><p>You are unconscious if you fall to 0 or fewer hps. You die if you reach a negative hp total equal to your Con + your level + your maximum HD. For example, a 3rd level fighter/1st level wizard with a Con of 12 dies at a negative total of 12 (Con score) + 4 (level) + 10 (max HD) = -26. This makes pcs durable but not invincible.</p><p></p><p>When you are at 0 or below and aren't stable, at the start of your turn, you lose 1d4 hps. Then make a Con check on a number of d6s equal to that roll. If you succeed three times, you stabilize; if you fail three times, you die. For instance, if you bleed for 2 hps, you make this check on 2d6.</p><p></p><p>You also stabilize if you regain any hit points.</p><p></p><p><strong>FIRING INTO MELEE</strong></p><p></p><p>When you make a ranged attack into melee, you must choose to either take a 1d6 penalty die or target a random creature in the melee, weighted by size. </p><p></p><p><strong>RESTING</strong></p><p></p><p>Many features recharge after a certain amount of rest. A long rest is 8 hours of uninterrupted rest. After such a rest, a creature regains 1 hp per HD. This can be increased in several ways. </p><ul> <li data-xf-list-type="ul">If the creature extends the rest to 24 hours with no activity more strenuous than fixing a meal, gathering firewood, or the like, it regains an extra 1 hp per HD.</li> <li data-xf-list-type="ul">A creature can tend the wounds of up to four other creatures by making a Wisdom check. If successful, the targets each regain an extra 1 hp per HD, or 2 hp per HD if the check hits a DC 15.</li> </ul><p><strong>CHARGING: </strong>If you move at least half your speed in a straight line, you can charge. </p><ul> <li data-xf-list-type="ul"><strong>Defender Has a Spear or Pole Arm: </strong>If the defender has a spear or pole arm, they can use a reaction to set it against your charge. They make an attack against you; if they hit, they deal double damage.</li> <li data-xf-list-type="ul"><strong>Bonus Die: </strong>You gain a 1d6 bonus die on your attack.</li> <li data-xf-list-type="ul"><strong>Knockback: </strong>If you hit, you can force the defender to make a Str save or be knocked back 5'.</li> </ul><p><u><strong>CONCENTRATION</strong></u></p><p>Concentration is rare in D&D Jazz. You can only concentrateon one thing at a time. Concentration breaks under the following circumstances:</p><ul> <li data-xf-list-type="ul">You take any damage. </li> <li data-xf-list-type="ul">You fail a saving throw.</li> <li data-xf-list-type="ul">If something in the environment is significantly distracting, the DM may call for a Wis save to maintain concentration; for instance, being on a ship tossing in heavy waves, having very bright lights and loud sounds flashed at you, etc. (The general din of battle is insufficient to break concentration.)</li> </ul><p> </p><p><u><strong>NTERRUPTING SPELLCASTING</strong></u></p><p>You can ready an action to disrupt enemy spellcasting. If you hit a creature when it casts its spell, you spoil the spell, which doesn't take effect, and nospell slot is expended by the caster.</p><p></p><p>The Mage Slayer feat removes the need to ready an action for this option.</p><p></p><p><u><strong>OPPOSED CHECKS</strong></u></p><p>When two or more creatures make opposed checks, any of them can choose to make its check on 4d6 instead of 3d6, increasing the odds of a higher result.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9524250, member: 1210"] Here are a few miscellaneous rules. [B]INITIATIVE [/B] Roll 1d6 + Dex score. Attacks against a creature that hasn't taken its first turn yet get a 1d6 bonus die. A creature is surprised if it is unaware of at least one combatant when initiative is rolled. A surprised creature can't do anything, attacks against it get a 1d6 bonus die, and it takes a 1d6 penalty die to saves. (This stacks with the bonus die on attacks if they haven't had a turn.) Surprise ends at the end of its first turn. [B]DEATH AND DYING[/B] You are unconscious if you fall to 0 or fewer hps. You die if you reach a negative hp total equal to your Con + your level + your maximum HD. For example, a 3rd level fighter/1st level wizard with a Con of 12 dies at a negative total of 12 (Con score) + 4 (level) + 10 (max HD) = -26. This makes pcs durable but not invincible. When you are at 0 or below and aren't stable, at the start of your turn, you lose 1d4 hps. Then make a Con check on a number of d6s equal to that roll. If you succeed three times, you stabilize; if you fail three times, you die. For instance, if you bleed for 2 hps, you make this check on 2d6. You also stabilize if you regain any hit points. [B]FIRING INTO MELEE[/B] When you make a ranged attack into melee, you must choose to either take a 1d6 penalty die or target a random creature in the melee, weighted by size. [B]RESTING[/B] Many features recharge after a certain amount of rest. A long rest is 8 hours of uninterrupted rest. After such a rest, a creature regains 1 hp per HD. This can be increased in several ways. [LIST] [*]If the creature extends the rest to 24 hours with no activity more strenuous than fixing a meal, gathering firewood, or the like, it regains an extra 1 hp per HD. [*]A creature can tend the wounds of up to four other creatures by making a Wisdom check. If successful, the targets each regain an extra 1 hp per HD, or 2 hp per HD if the check hits a DC 15. [/LIST] [B]CHARGING: [/B]If you move at least half your speed in a straight line, you can charge. [LIST] [*][B]Defender Has a Spear or Pole Arm: [/B]If the defender has a spear or pole arm, they can use a reaction to set it against your charge. They make an attack against you; if they hit, they deal double damage. [*][B]Bonus Die: [/B]You gain a 1d6 bonus die on your attack. [*][B]Knockback: [/B]If you hit, you can force the defender to make a Str save or be knocked back 5'. [/LIST] [U][B]CONCENTRATION[/B][/U] Concentration is rare in D&D Jazz. You can only concentrateon one thing at a time. Concentration breaks under the following circumstances: [LIST] [*]You take any damage. [*]You fail a saving throw. [*]If something in the environment is significantly distracting, the DM may call for a Wis save to maintain concentration; for instance, being on a ship tossing in heavy waves, having very bright lights and loud sounds flashed at you, etc. (The general din of battle is insufficient to break concentration.) [/LIST] [U][B]NTERRUPTING SPELLCASTING[/B][/U] You can ready an action to disrupt enemy spellcasting. If you hit a creature when it casts its spell, you spoil the spell, which doesn't take effect, and nospell slot is expended by the caster. The Mage Slayer feat removes the need to ready an action for this option. [U][B]OPPOSED CHECKS[/B][/U] When two or more creatures make opposed checks, any of them can choose to make its check on 4d6 instead of 3d6, increasing the odds of a higher result. [/QUOTE]
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