Post by Zulgyan on Oct 30, 2007 16:23:47 GMT -3
Un borrador de lo que estoy laburando... Muchas cosas ya son así en el libro pero acá las ordeno y las pongo más clarito.
Movement
Un personaje puede moverse su movement rate dentro de un round y realizar alguna acción. Un personaje tambien puede trotar el doble de su movement rate durante un round, pero esto solo le permite realizar acciones menores como desenvainar un arma u otra acción simple. Tambien se pueden correr en una linea mas o menos recta el cuadruple del movement rate, pero se pieden los bonos de dexterity al hacerlo.
A veces, el movimiento puede resultar dificultoso porque en el camino hay malezas, es rocoso, hay escombros, es desnivelado, etc. En estos casos, el DM estimará cual es la reducción al movimiento si es que el personaje quiere moverse con el cuidado necesario. El personaje siempre puede intentar un dexterity check para sobrepasar con destreza estos obstaculos bajo el riesgo de tropezar y caer en donde el DM determine y con los efectos que eso pueda significar.
Melee
Facing
Each character or creature is assumed to have a front, flanks, and rear. When creatures of equal size are battling, up to six can sorround a single figure.
Normally, a defender attempts to keep his opponents in sight. Thus, if there are no special circumstances (such as a thief moving silently behind the defender), opponents first occupy the front, then the flanks, and finally the rear. It's assumed that the defender will try to keep attackers from getting around him.
The diagram and description apply only when combat involves creatures of the same size. If the attacker is one size greater than the defenders, he occupies two spaces on the diagram. From creatures two size or more larger, the attacker occupies 3 to 4 spaces. Creatures of a size smaller ocuppie half a space.
Flank: +1 to hit.
Rear: +2 to hit.
Attacking helpless defenders: During a general melee attacks against helpless defender (like those that are slepping of held) have +10 bonus to hit and +4 damage. Outside a general melee or when the battle is over, helpless defenders are slain automatically.
Combat Options
Charge: el personaje se lanza en una corrida que le permite moverse el double de movement. El movimiento debe ser más o menos en linea recta o de lo contrario se pierde el envión necesario para la carga. La carga necesita una distancia razonable del enemigo para poder ser efectiva. Si el terreno es dificultoso, como puede der una carga bajando una escalera, el DM puede exigir al jugador un dexterity check o de lo contrario el personaje se tropieza y cae al piso. Pueden haber obstaculos que hagan imposible la carga. La fuerza que se gana con la carga otorga +2 bonos al daño, pero al mismo tiempo el cargador se expone más y debe sacrifar defensa por -2 AC.
Dodge:Un personaje puede concentrarse en esquivar golpes antes que atacar a sus enemigos. Si no ataca en ese round gana +2 AC contra tres ataques.
Evade: Un personaje puede concentrarse en defenderse de un oponente en particular, siguiendo de cerca sus movimientos. Para ello sacrifica sus capacidad de atacar en el round pero obtiene +4 AC contra un oponente.
Salir Corriendo: Si un personaje sale corriendo para escapar de una melee (al doble o cuadruple del movimiento), todos los enemigos que lo tenía cerca en melee tienen un ataque gratis contra el con +2 bonos al ataque.
Alejarse: Un personaje puede alejarse cuidadosamente de una melee. El personaje puede moverse hasta su move pero luego no puede realizar ninguna acción. Si un personaje quisiera hacer alguna acción, esto le obligará a descuidar su defensa al retirarse porque necesita ser más veloz, y odos los enemigos que lo tenía cerca en melee tienen un ataque gratis contra el con +2 bonos al ataque.
Hold Action: Si un personaje mantiene su acción declarada durante el round, puede actuar primero en la iniciativa del proximo round si no cambia su acción.
Aim: Si un personaje se pasa un round apuntando con una arma range a un enemigo, puede atacarlo en el siguiente round con un +2 bonus al ataque si nada perturbó su concentración.
Combat Maneuvers
Unarmed Maneuvers:
The following maneuvers are perfomed without weapons.
Disarm: Attack roll modified by strenght, + 2 if monk vs. 20 + BtH + dex o str (whichever is higher). You steal opponents weapon.
Overbear: This type of attack is used to knock an opponent down. This is a tactic used in wrestling and other types of hand-to-hand combat, as well as when an animal charges and knocks someone over. Overbeared makes an attack rolls modified by strenght vs. 15 + BtH + dex or strength (whichever is higher) + Size (+2 or -2 for each size category) +1 per additional attacker.
Grapple: Grappling involves grabbing and holding a defender, as with classical wrestling or a snake constricting its body around its prey. The grappler makes an attack roll modified by strenght vs. 15 + BtH + dex and str + Size (+2 or -2 for each size category). Can only Grapple humanoid types one size difference. Success means both are grappled and must make grapple checks to do any grapple action. Grapple actions: Break grapple, draw knife or dagger, attack with knife or dagger, Move opponent 5 ft, do subdual damage, lift to then throw. Both considered prone and defenseless.
Push: Attack rolls modified by strenght, +1 if using a medium or larger shield vs. 15 + BtH + strength + Size (+2 or -2 for each size category). Combatants employ this manuever to force an opponent somewhere 5 feet from where it's now standing + 1 feet por every point of success in excess.
Armed Maneuvers:
The following maneuvers are perfomed with weapons.
Trip: To pull or trip an opponent, the character must be armed with a weapon that has the ability to snare someone's legs. The following weapons all qualify: bill, bola, bow, heavy crossbow, flails, harthingy, javelin, khopesh, lasso, mancatcher, net, pick, any polearm, quarterstaff, scourge, spear, staff sling, and whip. These weapons feature long staff-like pieces, chains or ropes, or heads that can catch and pull an anemy's legs out from under him. Attack rolls vs. 15 + BtH + dex or strength (whichever is higher) + Size (+2 or -2 for each size category).
Disarm: Attack roll modified by strenght vs. 18 + BtH + dex o str (whichever is higher). Enemy weapon is droped somewhere nearby. If it would be relevant where the weapon falls (maybe the fight is ocurring just besides a clift) the DM must determine randomly where the weapon falls. Disarm may be attempted with ranged weapons if the DM finds it reasonable (usually comparing sizes bewteen weapons). Penalties for this action should be around -4.
Destabilize: Attacker does a series of feints, false moves and distracting maneuvers that can put the defender off-balance. This is done with dexterity check vs. BtH + dex = CL, opponent suffers -2 AC until next round. Monks may do this manuever unarmed.
As a general rule, defenders not aware and unexpecting of their attacker, can't use BtH in their defense against maneuvers.
TWO WEAPON FIGHTING
At some point, characters will attempt to fight with a weapon in both hands. This is a difficult skill to master, and it takes much experience to do it well (see the monk class). When using two weapons, the player must designate which hand is used for the primary attack and which is the off hand attack. The off-hand weapon must be a small weapon; does that deal no more that 1d6 points of damage. Typically, this is determined by the handedness of the character, either right handed or left handed. The character is allowed to swing with both weapons, thus gaining two attacks in a single round, but the attack with the primary hand is at -3 and the attack with the off hand is at -6. These penalties are affected by the character’s dexterity modifier. If a character is using 2 small weapons that deal 1d4 damage or lower, the attack with the primary hand is at -2 and the attack with the off hand is at -4. If the character is using two medium weapons,the attack with the primary hand is at -4 and the attack with the off hand is at -8.
Movement
Un personaje puede moverse su movement rate dentro de un round y realizar alguna acción. Un personaje tambien puede trotar el doble de su movement rate durante un round, pero esto solo le permite realizar acciones menores como desenvainar un arma u otra acción simple. Tambien se pueden correr en una linea mas o menos recta el cuadruple del movement rate, pero se pieden los bonos de dexterity al hacerlo.
A veces, el movimiento puede resultar dificultoso porque en el camino hay malezas, es rocoso, hay escombros, es desnivelado, etc. En estos casos, el DM estimará cual es la reducción al movimiento si es que el personaje quiere moverse con el cuidado necesario. El personaje siempre puede intentar un dexterity check para sobrepasar con destreza estos obstaculos bajo el riesgo de tropezar y caer en donde el DM determine y con los efectos que eso pueda significar.
Melee
Facing
Each character or creature is assumed to have a front, flanks, and rear. When creatures of equal size are battling, up to six can sorround a single figure.
Normally, a defender attempts to keep his opponents in sight. Thus, if there are no special circumstances (such as a thief moving silently behind the defender), opponents first occupy the front, then the flanks, and finally the rear. It's assumed that the defender will try to keep attackers from getting around him.
The diagram and description apply only when combat involves creatures of the same size. If the attacker is one size greater than the defenders, he occupies two spaces on the diagram. From creatures two size or more larger, the attacker occupies 3 to 4 spaces. Creatures of a size smaller ocuppie half a space.
Flank: +1 to hit.
Rear: +2 to hit.
Attacking helpless defenders: During a general melee attacks against helpless defender (like those that are slepping of held) have +10 bonus to hit and +4 damage. Outside a general melee or when the battle is over, helpless defenders are slain automatically.
Combat Options
Charge: el personaje se lanza en una corrida que le permite moverse el double de movement. El movimiento debe ser más o menos en linea recta o de lo contrario se pierde el envión necesario para la carga. La carga necesita una distancia razonable del enemigo para poder ser efectiva. Si el terreno es dificultoso, como puede der una carga bajando una escalera, el DM puede exigir al jugador un dexterity check o de lo contrario el personaje se tropieza y cae al piso. Pueden haber obstaculos que hagan imposible la carga. La fuerza que se gana con la carga otorga +2 bonos al daño, pero al mismo tiempo el cargador se expone más y debe sacrifar defensa por -2 AC.
Dodge:Un personaje puede concentrarse en esquivar golpes antes que atacar a sus enemigos. Si no ataca en ese round gana +2 AC contra tres ataques.
Evade: Un personaje puede concentrarse en defenderse de un oponente en particular, siguiendo de cerca sus movimientos. Para ello sacrifica sus capacidad de atacar en el round pero obtiene +4 AC contra un oponente.
Salir Corriendo: Si un personaje sale corriendo para escapar de una melee (al doble o cuadruple del movimiento), todos los enemigos que lo tenía cerca en melee tienen un ataque gratis contra el con +2 bonos al ataque.
Alejarse: Un personaje puede alejarse cuidadosamente de una melee. El personaje puede moverse hasta su move pero luego no puede realizar ninguna acción. Si un personaje quisiera hacer alguna acción, esto le obligará a descuidar su defensa al retirarse porque necesita ser más veloz, y odos los enemigos que lo tenía cerca en melee tienen un ataque gratis contra el con +2 bonos al ataque.
Hold Action: Si un personaje mantiene su acción declarada durante el round, puede actuar primero en la iniciativa del proximo round si no cambia su acción.
Aim: Si un personaje se pasa un round apuntando con una arma range a un enemigo, puede atacarlo en el siguiente round con un +2 bonus al ataque si nada perturbó su concentración.
Combat Maneuvers
Unarmed Maneuvers:
The following maneuvers are perfomed without weapons.
Disarm: Attack roll modified by strenght, + 2 if monk vs. 20 + BtH + dex o str (whichever is higher). You steal opponents weapon.
Overbear: This type of attack is used to knock an opponent down. This is a tactic used in wrestling and other types of hand-to-hand combat, as well as when an animal charges and knocks someone over. Overbeared makes an attack rolls modified by strenght vs. 15 + BtH + dex or strength (whichever is higher) + Size (+2 or -2 for each size category) +1 per additional attacker.
Grapple: Grappling involves grabbing and holding a defender, as with classical wrestling or a snake constricting its body around its prey. The grappler makes an attack roll modified by strenght vs. 15 + BtH + dex and str + Size (+2 or -2 for each size category). Can only Grapple humanoid types one size difference. Success means both are grappled and must make grapple checks to do any grapple action. Grapple actions: Break grapple, draw knife or dagger, attack with knife or dagger, Move opponent 5 ft, do subdual damage, lift to then throw. Both considered prone and defenseless.
Push: Attack rolls modified by strenght, +1 if using a medium or larger shield vs. 15 + BtH + strength + Size (+2 or -2 for each size category). Combatants employ this manuever to force an opponent somewhere 5 feet from where it's now standing + 1 feet por every point of success in excess.
Armed Maneuvers:
The following maneuvers are perfomed with weapons.
Trip: To pull or trip an opponent, the character must be armed with a weapon that has the ability to snare someone's legs. The following weapons all qualify: bill, bola, bow, heavy crossbow, flails, harthingy, javelin, khopesh, lasso, mancatcher, net, pick, any polearm, quarterstaff, scourge, spear, staff sling, and whip. These weapons feature long staff-like pieces, chains or ropes, or heads that can catch and pull an anemy's legs out from under him. Attack rolls vs. 15 + BtH + dex or strength (whichever is higher) + Size (+2 or -2 for each size category).
Disarm: Attack roll modified by strenght vs. 18 + BtH + dex o str (whichever is higher). Enemy weapon is droped somewhere nearby. If it would be relevant where the weapon falls (maybe the fight is ocurring just besides a clift) the DM must determine randomly where the weapon falls. Disarm may be attempted with ranged weapons if the DM finds it reasonable (usually comparing sizes bewteen weapons). Penalties for this action should be around -4.
Destabilize: Attacker does a series of feints, false moves and distracting maneuvers that can put the defender off-balance. This is done with dexterity check vs. BtH + dex = CL, opponent suffers -2 AC until next round. Monks may do this manuever unarmed.
As a general rule, defenders not aware and unexpecting of their attacker, can't use BtH in their defense against maneuvers.
TWO WEAPON FIGHTING
At some point, characters will attempt to fight with a weapon in both hands. This is a difficult skill to master, and it takes much experience to do it well (see the monk class). When using two weapons, the player must designate which hand is used for the primary attack and which is the off hand attack. The off-hand weapon must be a small weapon; does that deal no more that 1d6 points of damage. Typically, this is determined by the handedness of the character, either right handed or left handed. The character is allowed to swing with both weapons, thus gaining two attacks in a single round, but the attack with the primary hand is at -3 and the attack with the off hand is at -6. These penalties are affected by the character’s dexterity modifier. If a character is using 2 small weapons that deal 1d4 damage or lower, the attack with the primary hand is at -2 and the attack with the off hand is at -4. If the character is using two medium weapons,the attack with the primary hand is at -4 and the attack with the off hand is at -8.