Post by Malcadon on Sept 8, 2015 9:47:24 GMT
Combat Rank
Combat Rank (CR) is ones skill in combat, including the ability to flint, parry and dodge. The score is adjusted by Dexterity. One could have a Rank for offense (OCR) and defense (DCR) -- each can be adjusted based on advantages or handicaps. e.g Attacking the rear lowers the target's DCR while defending and blindless lowers by 4 points. Note, that I gave Fighters an edge by giving them a higher CR. (Actually, it is that all other classes were reduced to the level of 0-level men at low levels.)
Note: Shield adds 1 point to DCR.
*Also Dwarves, Elves and Halfings
**Also Thieves
You can use the table below for monsters, or you can use the table above and base their Combat Rank on what their "Save As" says, which makes more sen as monsters have too much of an advantage with to-hit.
To hit, first, take the defender's Rank and add 10 (best to keep that score recorded as its own score), then subtract the attacker's Rank. The number is what you need to roll equal to or higher to hit, on a d20.
For example, Morgan Ironwolf, now a 3rd level Fighter, is attacking a Goblin. Morgan's OCR is 3 (2; +1 for DEX), and the Goblin counts as a "normal man", thus giving her a CR of 0. They are both using swords and shields (+1 to DCR), so their base DCR are 14 and 11, respectfully. Morgan attacks and needs an 8 or better to hit (11-3). She rolls an 11: a hit! The Goblin counters with his own attack, but needs a 14 or more to hit (14-0). DM rolls a 16: also a hit!
If you score a hit, roll damage as normal (variable damage; adjusted by Strength). Before the damage is taken form the target's hit points, the target's armor subtracts the damage score by its rating (AR); this can lower the damage down to zero. Unlike the normal D&D rules, damage is taken simultaneously, so it is possible for two combatants to kill each other in one turn. Damage is applied at the end of shooting combat first, and then at the end of melee combat. Although, some weapons or strategies allow for a "first strike" advantage. e.g. A spear has greater reach than a sword, so a Spearman can inflict damage before a Swordsman, and if the Swordsman gets killed in the attack, his attack fails to make it to the Spearman.
Armor Ratings are as follows:
As the example continues, the players rolled their damage dice with the
attack roll to save time. Morgan scored a 9 (7; +2 for STR), and the Goblin
scored a 3. Morgan wears chain mail armor, and the Goblin wears leather
armor: 4 and 2, respectfully. The Goblin takes 5 points of damage (9-2), but it only had 5 hp, so it died. Morgan's armor totally absorbed the damage (3-4), and she survived the attack without taking a scratch.
When converting Armor Rating for Armor Class, use the following table:
Magic weapons adds its bonus to ones Offensive Combat Rank and as a bonus damage die. For example, a +2 Sword adds 2 to ones Rank, and damage is 3d8. (Magic weapons really speed-up combat!) Magic body armor adds its bonus to ones Armor Rating, while magic shields adds to ones Defensive Combat Rank. The Shield spell provides an Armor Rating, while a Ring of Protection adjusts OCR.
For example, Morgan found some magic treasure: a +1 Holy Sword (+3 vs demons and undead), +1 Chain Mail, +1 Shield, +1 Ring of Protection and a +2 Backstretcher. While welding the magic sword, her OCR is 4 (2; +1 for DEX; +1 for magic) and damage is 4-18 (2d8+2), but against unholy fiends, her OCR becomes 6 and damage is 6-34 (4d8+2). Her DCR is 16 (2+10; +1 for DEX; +2 for magic shield; +1 for magic ring) and her Armor Rating is 5 (4; +1 magic). The backstretcher is a wand that allows magic-users to throw various Bigby's hand spells, but she is not particularly bright about things.
I'm considering a weapon proficiency system that grants additional Combat Rank, damage dice, and attack-per-turn, as one builds proficiency levels with specific weapon types.
So, what do you guys think?
Combat Rank (CR) is ones skill in combat, including the ability to flint, parry and dodge. The score is adjusted by Dexterity. One could have a Rank for offense (OCR) and defense (DCR) -- each can be adjusted based on advantages or handicaps. e.g Attacking the rear lowers the target's DCR while defending and blindless lowers by 4 points. Note, that I gave Fighters an edge by giving them a higher CR. (Actually, it is that all other classes were reduced to the level of 0-level men at low levels.)
Note: Shield adds 1 point to DCR.
CR | Fighters* | Clerics** | Magic-Users |
0 | 0 | 1-3 | 1-4 |
1 | 1-2 | 4-6 | 5-8 |
2 | 3-4 | 7-9 | 9-12 |
3 | 5-6 | 10-12 | 13-16 |
4 | 7-8 | 13-15 | 17-20 |
5 | 9-10 | 16-18 | 21+ |
6 | 11-12 | 19-21 | |
7 | 13-14 | 22+ | |
8 | 15-16 | ||
9 | 17-18 | ||
10 | 20+ |
**Also Thieves
You can use the table below for monsters, or you can use the table above and base their Combat Rank on what their "Save As" says, which makes more sen as monsters have too much of an advantage with to-hit.
CR | Monster HD |
0 | 1 or less |
1 | 1+ - 2 |
2 | 2+ - 3 |
3 | 3+ - 4 |
4 | 4+ - 5 |
5 | 5+ - 6 |
6 | 6+ - 7 |
7 | 7+ - 9 |
8 | 9+ - 11 |
9 | 11+ - 13 |
10 | 13+ - 15 |
11 | 15+ - 17 |
12 | 17+ - 19 |
13 | 19+ - 21 |
14 | 21+ |
To hit, first, take the defender's Rank and add 10 (best to keep that score recorded as its own score), then subtract the attacker's Rank. The number is what you need to roll equal to or higher to hit, on a d20.
For example, Morgan Ironwolf, now a 3rd level Fighter, is attacking a Goblin. Morgan's OCR is 3 (2; +1 for DEX), and the Goblin counts as a "normal man", thus giving her a CR of 0. They are both using swords and shields (+1 to DCR), so their base DCR are 14 and 11, respectfully. Morgan attacks and needs an 8 or better to hit (11-3). She rolls an 11: a hit! The Goblin counters with his own attack, but needs a 14 or more to hit (14-0). DM rolls a 16: also a hit!
If you score a hit, roll damage as normal (variable damage; adjusted by Strength). Before the damage is taken form the target's hit points, the target's armor subtracts the damage score by its rating (AR); this can lower the damage down to zero. Unlike the normal D&D rules, damage is taken simultaneously, so it is possible for two combatants to kill each other in one turn. Damage is applied at the end of shooting combat first, and then at the end of melee combat. Although, some weapons or strategies allow for a "first strike" advantage. e.g. A spear has greater reach than a sword, so a Spearman can inflict damage before a Swordsman, and if the Swordsman gets killed in the attack, his attack fails to make it to the Spearman.
Armor Ratings are as follows:
Armor | Rating |
Hide | 1 |
Leather | 2 |
Studded | 3 |
Chain | 4 |
Scale | 5 |
Plate | 6 |
As the example continues, the players rolled their damage dice with the
attack roll to save time. Morgan scored a 9 (7; +2 for STR), and the Goblin
scored a 3. Morgan wears chain mail armor, and the Goblin wears leather
armor: 4 and 2, respectfully. The Goblin takes 5 points of damage (9-2), but it only had 5 hp, so it died. Morgan's armor totally absorbed the damage (3-4), and she survived the attack without taking a scratch.
When converting Armor Rating for Armor Class, use the following table:
AC | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
AR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Magic weapons adds its bonus to ones Offensive Combat Rank and as a bonus damage die. For example, a +2 Sword adds 2 to ones Rank, and damage is 3d8. (Magic weapons really speed-up combat!) Magic body armor adds its bonus to ones Armor Rating, while magic shields adds to ones Defensive Combat Rank. The Shield spell provides an Armor Rating, while a Ring of Protection adjusts OCR.
For example, Morgan found some magic treasure: a +1 Holy Sword (+3 vs demons and undead), +1 Chain Mail, +1 Shield, +1 Ring of Protection and a +2 Backstretcher. While welding the magic sword, her OCR is 4 (2; +1 for DEX; +1 for magic) and damage is 4-18 (2d8+2), but against unholy fiends, her OCR becomes 6 and damage is 6-34 (4d8+2). Her DCR is 16 (2+10; +1 for DEX; +2 for magic shield; +1 for magic ring) and her Armor Rating is 5 (4; +1 magic). The backstretcher is a wand that allows magic-users to throw various Bigby's hand spells, but she is not particularly bright about things.
I'm considering a weapon proficiency system that grants additional Combat Rank, damage dice, and attack-per-turn, as one builds proficiency levels with specific weapon types.
So, what do you guys think?