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Using Ranged Weapons During A Melee

This combat option makes using a ranged weapon while engaged in a melee a difficult affair.

Combatants that have been threatened by melee weapons this round suffer a -4 penalty to attack rolls with ranged weapons and ranged spells.

This means that combatants incur this penalty for moving in and out of a melee and trying to use a ranged weapon. This option adds a bit of tactical complexity to the Core Rules abstract combat system.

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Two Weapon Alternatives

This page lists alternative house rules for two weapon combat. The Core Rules grant a second attack roll with all attacks this round being at -2.

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Tactical Modifiers

The following combat modifiers are suggested by rycanada

Surprise 		+4	
Higher Ground 	+1	
Charging mount 	+2	
Better footing 	+1	

Multiple opponents (disorganized):

2	+2	
5	+4	
10	+6	
25	+8	
50	+10	

Multiple opponents (organized):

2	+2	
3	+3	
4	+4	
5	+5	
7	+7	
10	+10	

For ultramicrolite20:

Deal an extra hit: -5

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Special Moves

Roll an attack at -8 to hit against d20+your opponent’s to-hit bonus. If you roll higher, you succeed. If not, combat continues. If you’re using a weapon designed for the purpose (a sai to disarm, chain to trip, etc.) then roll attack -4 instead.

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Sneaking

Use sub+DEX to hide vs. sub+MIND to spot for ordinary situations.

Sneak attacks by well-prepared rogues outside of melee (such as lying in an ambush with a ranged weapon) will automatically add the Sub bonus to damage if the attack hits.

What about combat? Some feel that succeeding in sub+DEX to hide vs. sub+MIND to spot and then failing the attack roll is hard on the rogue.

Here’s a house rule to fix this.

Flanking

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Reserve Points

Reserve is an action point mechanic that works well with Ultramicrolite20, but can work just as well with the Core Rules.

You have a Reserve equal to your MIND stat plus your highest skill. You spend it as follows:

Action	Cost	
Add 1d6 to a check			1	
Add 2d6 to a check			2	
Remove 1 hit/1d6 damage			1	
Take an extra action on your turn		2	
Cast a spell of the highest level you know 2	
Cast any other spell you know		1	

When you reach a new level of experience your Reserve Points reset back to equal your MIND stat. Any unused Reserve Points are lost.

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Overwhelming The Opponent

Each attacker beyond the first against the same target in the same round adds +1 to their attack rolls for each attacker before them. So, a second attack on the same target in the same round by a party member would be at +1, a third attack at +2, etc.

By Pilsnerquest from the ENWorld Microlite20 thread.

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No Multiple Attacks

In this variant characters do not gain multiple attacks from having a high Attack Bonus. At the GM’s option multiple attacks can still be gained through things such as using two weapons or the Cleave option.

Another Option is instead of rolling a separate attack roll for fighting with two weapons, take the standard penalty and roll damage for each weapon if the attack hits. This does away with two “to hit” rolls and makes using two weapons an “all or nothing” prospect.

This further streamlines an already lightning fast combat system.

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No Initiative

The drag with initiative is writing down the order in which combatants will fight. It changes for every single combat!

Use Attack Bonus instead!

;

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Movement

Don’t spend too much time thinking about miniatures and squares.

Allow players to switch from foe to foe without pause nor penalty unless they really try to cross from one end of the melee to the other.

Quote:

Excellent! Excellent! Excellent! That is perfect. The only time I would bother with movement rates is when the chase has begun. – WSmith

By Kensanata and WSmith on EN World.

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