|
Post by The Dungeon Master on Oct 20, 2011 9:55:03 GMT -5
Things I have been doing wrong
Charging: a creature can only charge once every ten rounds. Encumbered creatures cannot charge. If you are allowed multiple attacks you get them on a charge as well.
Modifiers to hit (such as protection from Evil, etc.) actually adjust the ac of the target, not the attack roll, so as to not make targets "unhittable"
Protection from Evil : Note that this excludes (keeps out) monsters using natural (body) weapon attacks which require touching the protected character.
Things to remember
Natural 1: not an automatic miss (but is an automatic failed saving throw)
Specific targets: to-hit and damage will be randomized among targets you can attack (within 10') unless you can recognize an individual and concentrate on attacking him. In that case the two of you will be locked into combat until death or someone disengages.
|
|
|
Post by The Dungeon Master on Oct 19, 2012 10:51:10 GMT -5
I may use Good Hits & Bad Misses from Dragon Issue 39. The system allows for Dexterity, Strength, magic weapons, training and other factors to affect whether a hit is a critical, or a miss is a fumble.
Procedure: Roll a d100 along with your d20 to attack. If you hit, the DM will subtract the minimum roll needed to hit from your adjusted to hit roll ; this will be the % chance of a critical hit. example: If attacking an orc you roll a 14; +2 for Strength and a +2 sword = an 18 to hit. The DM knows you needed a 10 or better, so 18-10 = an 8% chance of a critical hit
If you miss, the DM will subtract your adjusted attack roll from the minimum needed to hit; this will be the % chance of a fumble. example: If attacking an orc you roll a 3; +2 for Strength and a +2 sword = a 7 to hit. The DM knows you needed a 10 or better, so 10-7 = a 3% chance of a fumble
If we feel these numbers are too high, we can halve them.
|
|
|
Post by The Dungeon Master on Oct 24, 2012 12:01:08 GMT -5
Things I have been doing wrongCharging: a creature can only charge once every ten rounds. Encumbered creatures cannot charge. If you are allowed multiple attacks you get them on a charge as well. Modifiers to hit (such as protection from Evil, etc.) actually adjust the ac of the target, not the attack roll, so as to not make targets "unhittable" Protection from Evil : Note that this excludes (keeps out) monsters using natural (body) weapon attacks which require touching the protected character. Things to rememberNatural 1: not an automatic miss (but is an automatic failed saving throw) Specific targets: to-hit and damage will be randomized among targets you can attack (within 10') unless you can recognize an individual and concentrate on attacking him. In that case the two of you will be locked into combat until death or someone disengages. Surprise; If a party rolls a 1 or 2 for surprise (assuming no other adjustments due to classes, etc.), they are surprised for a number of segments equal to the non-surprised party's roll and theirs 10' on the dungone map = 3" on the battlemat gnomes, halflings and dwarves have slower movement rates than humans movement duing combat may change when you are able to strike or be struck (you move in feet/segment)
|
|
|
Post by The Dungeon Master on Dec 18, 2014 10:09:43 GMT -5
A shield is only effective against 2 attacks per round
Attacks from behind are at +2 and you gain no benefit from shield or dexterity
Attacks against your off-shield flank side negate the use of your shield
|
|