Some Combat Houserules (Updated)
Also appears on House Velo'vasse.
Update: Added some notes about each houserule after we playtested them for awhile.
Action Points
Players earn an action point any time then roll a natural 20 on an attack roll. Action points are not cumulative, and disappear at the end of combat. There is no limit to how many a player can earn or spend in a combat, but they cannot have more than 1 Action Point at a time.Action Points may be spent to do ONE of the following:
AFTER PLAYTESTING: We don't use this houserule anymore, but I'm keeping it here for anyone who may like it. We instead reward a critical hit with a single d6 dice that can be added to a save, attack, or damage roll. They are not cumulative, and disappear after combat.
AFTER PLAYTESTING: We don't use this houserule anymore, but I'm keeping it here for anyone who may like it. We instead reward a critical hit with a single d6 dice that can be added to a save, attack, or damage roll. They are not cumulative, and disappear after combat.
Gang Up
(This rule is inspired by a similar rule in the Conan d20 game by Mongoose Publishing).
Combatants get a +2 to attack and damage for every two allies engaged with an enemy that they are also engaged with. For example: Three members of the party are engaged with the bugbear. All three get +2 to attack and damage. Next round of combat, there are a total of five members of the party engaged with the bugbear. All five get +4 to their attack and damage.
This rule could get out of hand if you have players or adversaries that can fly/hover, but it's designed to make combat bloody and mean.
AFTER PLAYTESTING: We have kept this rule, technically, but it very rarely comes into play.
AFTER PLAYTESTING: We have kept this rule, technically, but it very rarely comes into play.
Grab
There are lots of ways to handle grabbing or grappling someone, this is simply our method. We wanted simple, brawler level stuff.
Grab (Standard Action)
Attack: Str or Dex vs. PD
Damage: None.
Special: To escape the grab, the victim must make a disengage check with a -2 penalty. We allow players to add a background if they can provide a good reason or story as to why it helps them escape.
Damage: None.
Special: To escape the grab, the victim must make a disengage check with a -2 penalty. We allow players to add a background if they can provide a good reason or story as to why it helps them escape.
AFTER PLAYTESTING: Clarified that being Grabbed Imposes the Restrained Condition until the target is able to disengage succesfully.
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