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Difference between revisions of "Combat Rules"
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Bull Rush DC = 10 + Str Modifier + Size Mod + Stability Mod | Bull Rush DC = 10 + Str Modifier + Size Mod + Stability Mod | ||
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Disarm DC = 10 + Attack Modifiers + Size Mod + Object Mod + Gauntlet Mod | Disarm DC = 10 + Attack Modifiers + Size Mod + Object Mod + Gauntlet Mod | ||
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Grapple DC = 10 + Str Modifier + Size Mod + BAB + Feats | Grapple DC = 10 + Str Modifier + Size Mod + BAB + Feats | ||
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Overrun DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod | Overrun DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod | ||
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Sunder DC = 10 + Attack Modifiers + Size Mod + Object Mod | Sunder DC = 10 + Attack Modifiers + Size Mod + Object Mod | ||
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Trip DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod | Trip DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod | ||
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Modifiers | Modifiers | ||
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Size Mod = -4 if you are small; +0 if medium; +4 if large; +8 if huge. | Size Mod = -4 if you are small; +0 if medium; +4 if large; +8 if huge. | ||
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Stability Mod = +4 if you are a dwarf, liontaur, or centaur. | Stability Mod = +4 if you are a dwarf, liontaur, or centaur. | ||
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Attack Mods = BAB + all usual attack modifiers, including Str, feats, weapon enhancement bonuses, size mods to hit, etc. | Attack Mods = BAB + all usual attack modifiers, including Str, feats, weapon enhancement bonuses, size mods to hit, etc. | ||
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Object Mod = +4 if you are using a two-handed weapon, -4 if you are using a light weapon. | Object Mod = +4 if you are using a two-handed weapon, -4 if you are using a light weapon. | ||
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Gauntlet Mod = +10 if wearing locked gauntlets. | Gauntlet Mod = +10 if wearing locked gauntlets. | ||
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BAB = Base Attack Bonus | BAB = Base Attack Bonus | ||
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Feats = +4 if you have Improved Grapple or similar feat, +1 if you have Weapon Focus (Grapple). | Feats = +4 if you have Improved Grapple or similar feat, +1 if you have Weapon Focus (Grapple). | ||
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Also see Tables 8-5 and 8-6 in the DMG. | Also see Tables 8-5 and 8-6 in the DMG. | ||
Revision as of 07:37, 18 February 2008
Online 3D Combat Rules
01/16/01
The following rules and guidelines are in force to allow enjoyable player and DM interactions in the limited environment of the online message board game. Suggestions are always appreciated, but should not be made within the game boards. All suggestions for improvements, refinements, and other non-character subjects should be addressed to Jerry at gericko@gmail.com. Your suggestions and comments are always appreciated.
Thanks,
Jerry
Contents
- 1 Importance of Posting During Combat
- 2 Note on AC
- 3 Role-playing During Combat
- 4 Hitting Your Opponent
- 5 Other Die Rolls
- 6 Unconsciousness and Death
- 7 Critical Hits and Fumbles
- 8 Called Shots
- 9 Parrying
- 10 Attacks of Opportunity
- 11 Surprise
- 12 Partial, Free, Move-Equivalent, Standard, and Full-Round Actions
- 13 Hero Points
- 14 Collecting Missiles after Combat
- 15 Special Attacks
Importance of Posting During Combat
In combat, it is extremely important to post every day. The mage who doesn't answer with the fireball at the proper time or the fighter who doesn't protect the cleric who has fallen can cause the death of a fellow adventurer or even of the whole group. If you know something is going to prevent your posting even for a single day during combat, make arrangements with your DM.
Initiative:
We use alternating group initiative.
There are two scenarios for initiative. The most common one is when one group attacks another. In this case the ones initiating the combat goes first. From this point on, initiative alternates back and forth until combat is over.
The second scenario for initiative is when both groups close and join combat at the same time. In this case, the DM will roll for initiative and announce whether the party or the opponents have won. From this point on initiative alternates back and forth until combat is over.
The DM will note the number of the round as it progresses for purposes of counting the duration of spells, etc. Usually, the DM will post the results of the parties actions and then, with a separate post, proceed with the opponent's initiative. After that, the DM will announce that the party has initiative once again as he concludes his posting.
Note that if the DM ends his post with 3 dots (. . .) it means that he's not done yet and that there will be another DM post entry shortly. You should wait to post until the DM makes that additional post and it ends with a single period.
Note on AC
The DM will either announce the AC of the monster(s) or, to heighten the mystery and suspense of the encounter, attempt to keep it a mystery for a short time, say until the monster is hit for the first time. If he does the latter, simply state what AC you hit with each attack so the DM can easily determine whether you hit or not without having to look up each player's To hit bonuses on your character sheet.
Role-playing During Combat
When you write your turn, COMPLETELY cover your actions. State in your post what AC you hit and the number you rolled. Then state how much damage you did. If it is a spell, list the damage from the spell, and list the DC that any victim must save against and the type of saving throw needed. List all the facts needed to resolve the action so that the DM doesn't have to pull out his PHB and character sheets 8 times a round to resolve each player's actions.
Once that is accomplished, get creative with your post. Even though it is combat and that requires that you post the numbers, continue to role-play adding details, descriptions and feelings. Go ahead and say "the man-bear hit with his claw rolling an 18 and hitting AC23 slashing the hairy Orc (#5) across his chest for 5 points of damage. Blood spurts from the wound matting in the man-bear's hide."
But remember, descriptive doesn't mean getting carried away. You are restricted by the rules as to what you can accomplish in one 6 second round.
It is beyond the acceptable realm of creativity to say "Geof flips over the orc, landing on the halfling's table. He then hurls his dagger over his shoulder at the orc. At first it looks as if he hopelessly missed, but then the dagger bounces off the floor (rolled a 18) and flies straight back and sticks right in the orcs chest doing 4 pts of dmg."...
You get the idea. If you stretch your "story" too far, or try to accomplish too much in one round, the DM will likely negate your actions. The one exception to this is in a bar fight or similar occasion when the DM's loosen up. At those times, its much more fun to swing by a chandelier, do a double flip, or walk on the top of a few orc heads than it is to duke it out toe to toe. Your DM will tell you when the combat is a "free for all" encounter.
You are always free to be creative. If something you are doing in your opinion requires an ability check, say at a penalty, apply it to yourself out of honor and try the maneuver.
Remember, it is ALWAYS the DMs right to come back later and apply different penalties and change the difficulty. Consider the following problem:
Gareth calls a shot to the dragons eye and applies a -4 penalty to himself. He rolls a 19 and thinks that he succeeds.
Then Onrad's following post gives himself a +4 to hit the dragon because it is blinded. Now the DM has to come back and explain that the eyes of the Dragon have a specialized type of Stoneskin spell applied to them and that neither Gareth's called shot nor Onrad's stroke did any damage.
These awkward circumstances can and do occasionally occur. Go for what you want to do and the DM will deal with things as he decides best.
Hitting Your Opponent
If you hit the opponents, you may describe how the hit looks. You can decide where the hit is, knowing that it doesn't matter, only hit points do. You do not have the right to make your opponent shiver with fear or look with scared "eyes" at you. Only the DM can do that. Make sure that you do not assign an emotion or a role-playing response from an opponent in combat. The DM will do this.
For example, you may say:
Onrad:
Onrad strikes out twice with his sword at the nasty goblin hitting once rolling a 15 and a 12. There is the sound of metal upon bone as the sword stabs him in the shoulder and pulls out again doing 7 points of damage.
You may not say:
Onrad:
The goblin falls to his knees in fear and respect before the almighty Onrad as the mighty warrior swings his sword toward him. The goblin shakes knowing death is near as he is hit (Onrad rolls a 15 and a 12 hitting once) in the shoulder for 7 points of damage just missing the goblin's dear old heart that is about to burst from all this activity."
Do not assume that just because your dice rolls appear in the dice field of the posting page that everyone will understand what the roll is for. Go ahead and INCLUDE the roll with the above information in your post to be as clear as possible. Then add the descriptive elements to your post.
One example of a properly written combat action is as follows:
Jus:
"Ouch!" Jus winces seeing the Fireball go off. He shudders for a moment realizing what probably would have happened to him. Jus then quickly pulls out his bow and takes aim across the stream at Orc #2, being extra careful not to hit Tiburon who is closed with him. He rolls an 18 (hitting AC of 20) (-5 to avoid hitting Tiburon) and buries the arrow in the Orc's thigh (3dmg)!
The next pair of examples shows the difference between just listing the information and focusing more on the "story" aspects of the attack:
Bear:
The bear hit Orc #5 with a 16 hitting AC18 for 6 points of damage, missed with his second claw attack (rolled a 3) and hit with his bite (rolled a 19, which hits an AC 19) for 8 points of damage.
Bear:
The bear lets out a roar of frustration and attacks Orc #5 again, tearing the flesh off of the Orc's back (h16/ac18/d6). He swings his other claw at the Orc's face, but can't connect (h3). Determined not to let this meal get away, the bear sinks his teeth into the orcs neck causing the blood to flow (h19/ac19/d8). The bear roars in triumph spinning in the sacred war dance of his ancestors.
If you use abbreviations in your turn (like h for to-hit roll, ac for armor class hit, and d for damage roll in the second example above), make sure your DM understands the terms you are using.
Other Die Rolls
Roll all spell effects, like points healed from Cure Light Wounds, and damage from your spells just like a fighter does. If you need to know the damage or effects from an item, email the DM.
If you cast a spell, use an item, etc. you must note in your post if the spell requires a save for the opponent. If it includes damage, that must be posted.
Example of a spell with a save and damage:
Jus realizes that his friend Onrad is about to be beset by 4 huge two-headed trolls. He quickly casts Fireball centering it on the centerpoint between the 4 trolls. (Save for half damage) Each one takes 29/15 points of damage! Jus shakes his fist at the crispy trolls and prepares for the next one to close on him by drawing his sword.
Again in all turns be sure to list:
a) the number you rolled,
b) any "unusual" adjustments to that attack roll,
c) the AC hit with the modified roll,
d) your damage if any, and
e) any "unusual" adjustments to your damage roll.
Unconsciousness and Death
Remember that binding someone's wounds requires a Healing Check with a DC of 15. This skill is an "untrained" one, meaning that you don't have to have ranks in the skill to use it. You should have a Healer's Kit in your equipment to do this.
A PC will survive an extra segment for each hero point that he has.
Critical Hits and Fumbles
We will use the rules in the PHB3 for Critical Hits. (see p. 97 and p.123) with the exception that a 1 is always a miss and a 20 is always a hit. Rolling a 20, though, doesn't mean that you have a critical hit. Instead you have a "threat." As per the rules, you must roll a second dice and hit the opponent's AC a second time or roll an additional 20 to get a critical hit.
Called Shots
I haven't seen any rules in 3D for Called Shots, so for now, we'll not use them. Instead, if there is an unusual action you want to attempt, just make your rolls as normal and the DM will decide if you succeed in your attempt or not.
Parrying
This is another discontinued rule in 3D. Instead you have options like Total Defense (p. 127) and Fighting Defensively (p. 124)
Attacks of Opportunity
This rule can be confusing. I "quote" below from Chris Lindsey, one of our players who was a playtester for 3D. His explanation of this rule is very clear.
"Ah yes... attacks of opportunity, the main thing to remember about attacks of opportunity is they occur under a specified set of circumstances. When we first starting play-testing, we took this rule, and broke it down into its component parts, listing out each plausible circumstance... here you go... "For melee combat, you provoke an attack of opportunity when you move into the threatened area of an opponent, and they are not in your threatened area... this is long hand for saying that their weapon can get to you, while yours cannot get to them. This most frequently occurs when dealing with weapons and monsters who have a reach greater than 5 feet.
"If you take a move, full or otherwise in a round, and you move from a threatened area to a threatened area, you do provoke an attack of opportunity from those who previously threatened you. The assumption being that as you move into a new threatened area, your attention shifts from the previous threat to the new one. ( If a player decides to be tricky and say that they are focusing on the old threat rather than the new... then the new threat gets the attack of opportunity... they may not deal with both at the same time)
"This is why when two creatures are attacking the same PC, one of them gains the flanking bonus... because a PC, and most monsters, can only deal with one threat fully at a time.(But that is neither here nor there)
"If you take a full move in a round (nothing but moving) and you move from a threatened area to a non-threatened area, you do not provoke an attack of opportunity from those who previously threatened you. Your attention can remain focused on those who were previously attacking you, and therefore, you are still defending yourself from those attacks.
"This is the most difficult part of the rule... the other circumstances are pretty cut and dry... They are described on Table 8-1 on page 122 of the PHB... The one thing to keep in mind regarding this table is that it is dealing with two different circumstances at the same time. One is whether or not you can move and perform a specified action, and the other is whether or not a specified action provokes an attack of opportunity.
"I hope that this helps... if not please fire your questions my way, and I'll try and help as best as I can... I usually use a combat map and miniatures when I describe this rule to someone... its not as easy to do that over email.... : )
Chris Lindsay"
Surprise
A term, which has a completely new meaning, is the term "surprise." I quote once again from Chris, who writes these helpful words:
"The other iffy part for me is the surprise round. We keep coming into circumstances where the rules don't seem to apply. Who knows about the other? Who gets those initial attacks before Round 1? That sort of stuff.
Surprise is all a matter of awareness.. when I do surprise... I determine at what point the PCs/NPCs have an opportunity to become aware of one other... whether one or the other are making sounds or marching into view(obstructed or otherwise). If both groups are just tramping along blissfully unaware of each other, then both of them roll either a Listen or Spot check whichever is more appropriate to notice the other group... whoever makes the check is not surprised... those who fail are... I use the following DCs based on the size of the creatures/PCs involved: (And I usually make these checks on my own behind the screen so as not to alert the players)
DC 20 for Tiny
DC 15 for Small (Halfling and Gnomes)
DC 10 for Medium (Human, Elves, Dwarves, Half Elves, and Half orcs)
DC 5 for Large...
Any bigger, and the PCs are either blind or deaf... : )
If someone is actively attempting to not be heard or seen then it is an opposed roll Listen vs. Move Silently or Spot vs. Hide... Whoever wins the roll determines the outcome... of who is and who isn't surprised.
Chris Lindsay"
Partial, Free, Move-Equivalent, Standard, and Full-Round Actions
Become very familiar with these terms. Table 8-3 and 8-4 on pp. 127-128 of the PHB3 is very helpful here. If you're not sure about whether an action is allowed or not, go for it. Your DM can decide during his post as to whether your action(s) succeed.
Hero Points
When a PC performs an action that is heroic according to his class, i.e. something that truly benefits the party, puts herself at risk for them, and is successful; the DM will award a hero point when experience is given out. The number of hero points a PC has cannot exceed her current "character" level. When you are awarded a Hero Point, you also receive 50xp times your level.
Hero points may be used to re-roll any roll one time. If you are striking the dragon and roll a 2 missing the beast, you may use a hero point to re-roll the attack roll. If you are saving vs. poison or die and you fail the roll, you may use a hero point to re-roll that save one time.
Hero points may also be used to increase a rolls chance for success by 10% or +2 on a d20. (Yes that's right old guys, it has been changed. 5% and +1 was too skimpy for what you have to do to earn it. Right?)
You may use a combination of those two as well. Let's say you miss your save vs. poison and have had that character for 5 years. You don't want to lose him. You have 9 hero points so you use one to reroll and the other 8 to give you a +16 to the roll -- virtually guaranteeing success. It also uses up all your hero points, however, leaving you without any more extra chances in the future until you can earn more.
If you fail a roll the DM makes, you may use a hero point to re-roll in your next post the following round. You will still be subject to the situation for one round until the re-roll is made, assuming that it succeeds. Hero points may not be used after following round.
Example:
During the NPC's initiative, an Entangle Spell has been cast upon you. The DM rolled, and you failed your save. The next turn, you can use a hero point to re-roll the save. If you succeed, you are instantly freed from the spell, which held you fast the previous round.
A hero point must be used at the character's first opportunity or the situation has passed him/her by.
If you would rather not be entangled at all, you must specify on your character sheet when the DM should use a hero point for you. Otherwise, the DM will only use a hero point to prevent your character's death.
Collecting Missiles after Combat
The PHB on p. 97, and in other locations, says that arrows, bolts, and bullets that hit their target are destroyed. Those that miss have a 50% chance to be destroyed or lost. The DMG on p. 184 states the same thing with regard to magical arrows. A magical arrow, bolt, or bullet that hits is destroyed. Magical arrows are thus cheaper in 3E than in 2E.
Other thrown weapons such as daggers, nets, clubs, etc. are not destroyed when used in combat.
Special Attacks
Special Attacks In The Wold
Summary
1) The following applies to Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip attacks, collectively called special attacks.
2) Making a special attack never provokes an attack of opportunity.
3) All creatures (characters and monsters) take a -4 non-proficiency penalty when making special attacks. However, this penalty is lifted if the creature has a feat that provides a bonus or expertise in the particular special attack. It is also lifted if the character is a Duelist, Hand of Domi, or Monk. For monsters, it is also lifted if the monster has a special ability or expertise in the attack, such as Improved Grab or Trip. Only attackers, not defenders, suffer the -4 penalty.
4) When defending against a special attack, it is assumed that the target of the attack takes ten on all opposed checks. If a player anticipates using a special attack, he or she should tell the DM as soon as possible so the DM can post a special attack DC (the opposed-taking-ten-roll) that the target uses. If a character habitually uses a special attack, the DM might want to post targets' special attack DCs when posting target armor classes. Note that player characters are also assumed to take ten when defending against special attacks.
5) When an attacker makes a special attack, the attack automatically fails if the attacker rolls a natural 1, 2, or 3 on the opposed check.
6) When a combatant is trying to escape a grapple, the combatant must make a different roll against each opponent separately. To escape, the combatant has to win all the rolls.
7) When an attacker using Trip or Disarm does not succeed then the attacker must make a reflex save vs the target's Trip or Disarm DC. Failure means that the attacker is disarmed, tripped, or possibly may choose to drop a weapon. This save also fails on a 1, 2, or 3.
8) In all other ways, the standard rules in the PHB apply to special attacks.
Calculating Your Special Attack DCs
These are the numbers for your opposed rolls assuming you take ten when you are attacked. Here's how to figure them out:
Bull Rush DC = 10 + Str Modifier + Size Mod + Stability Mod
Disarm DC = 10 + Attack Modifiers + Size Mod + Object Mod + Gauntlet Mod
Grapple DC = 10 + Str Modifier + Size Mod + BAB + Feats
Overrun DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod
Sunder DC = 10 + Attack Modifiers + Size Mod + Object Mod
Trip DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod
Modifiers
Size Mod = -4 if you are small; +0 if medium; +4 if large; +8 if huge.
Stability Mod = +4 if you are a dwarf, liontaur, or centaur.
Attack Mods = BAB + all usual attack modifiers, including Str, feats, weapon enhancement bonuses, size mods to hit, etc.
Object Mod = +4 if you are using a two-handed weapon, -4 if you are using a light weapon.
Gauntlet Mod = +10 if wearing locked gauntlets.
BAB = Base Attack Bonus
Feats = +4 if you have Improved Grapple or similar feat, +1 if you have Weapon Focus (Grapple).
Also see Tables 8-5 and 8-6 in the DMG.
Complete Special Attacks Rules for Wold Use
The following applies the summary above to the core rules for special attacks. Now you do not need to refer to your books and then apply the Woldian changes -- instead, just consult the rules below, presented here in one easy place.
Bull Rush
You can make a bull rush as a standard action (an attack) or as part of a charge. When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.
Initiating a Bull Rush First, you move into the defender's space. This does not provoke an attack of opportunity.
Second, you make a Strength check against the defender's Bull Rush DC.
Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Bull Rush feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. Add a +2 bonus if you are charging. The defender's DC is 10 plus Str bonus plus the size modifier listed above. The defender also gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.
Bull Rush Results Note that your bull rush attack fails on a roll of a natural 1, 2, or 3. If you beat (not tie) the defender's Bull Rush DC, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender's DC. You can't, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)
If you fail to roll above the defender's DC, you move 5 feet straight back to where you were before you moved into his space (defender wins ties). If that space is occupied, you fall prone in that space.
Disarm
As a melee attack, you may attempt to disarm your opponent. If you get multiple attacks, you can attempt to disarm multiple times (at successively lower base attack bonuses). If you disarm with a weapon, you knock the opponent's weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.
Initiating a Disarm You can attempt to disarm a melee weapon or other object. If the item you are attempting to disarm isn't a melee weapon, then the defender takes a penalty (see below) and there is no chance that you will drop your weapon if you fail.
First, you make an attack roll with your weapon -- using your usual BAB and modifiers -- trying to beat the defender's Disarm DC.
Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Disarm feat Add a +4 bonus if your weapon is two handed or add a -4 penalty if it is light (an unarmed strike is light). Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for weapon size and body size listed above. If the defender is holding an object other than a melee weapon, then the defender takes a -4 penalty on the DC. A defender wearing spiked gauntlets can't be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus on his disarm DC.
Disarm Results Note that your disarm fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, the defender is disarmed (defender wins ties). If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender's weapon is on the ground in the defender's square.
If you fail on your attempt to disarm an opponent's melee weapon, then make a reflex save vs. the defender's Disarm DC. This save fails on a 1, 2, or 3. If you fail the save, you drop your own weapon in your square. You do not need to make this save if you fail to disarm an object that is not a melee weapon.
Disarming Items You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.
If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, no reflex save is required if the attempt fails. This otherwise functions identically to a disarm attempt, as noted above.
You can't snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his DC to resist the attempt.
Grapple
Grapple Checks As a melee attack, you may attempt to grab and wrestle your opponent. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). Repeatedly in a grapple, you need to make grapple checks against the opponent's grapple DC. A grapple check is like a melee attack roll. Your grapple check starts with your base attack bonus and then is modified as follows:
Add your Strength bonus (or penalty). Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk, or if you are a monster with the Improved Grab ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Grapple feat Add a +1 bonus instead of the -4 non-prof penalty if you have the Weapon Focus (Grapple) feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's grapple DC is 10 plus base attack bonus plus ALL the modifiers listed above EXCEPT the -4 non-proficiency penalty. Note that your grapple check fails on a roll of a natural 1, 2, or 3. Otherwise, you win the grapple check if you beat the defender's DC (defender wins ties).
Initiating a Grapple To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee touch attack.
First, you make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. Second, make a grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
Maintaining a Grapple To maintain the grapple for later rounds, you must move into the target's space. (This movement is free and doesn't count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can't move into your target's space, you can't maintain the grapple and must immediately let go of the target. To grapple again, you must begin over with a new melee touch attack.
Grappling Consequences While you're grappling, your ability to attack others and defend yourself is limited:
No Threatened Squares: You don't threaten any squares while grappling. No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling. (You can still use it against opponents you are grappling.) Rogues can sneak attack you. No Movement: You can't move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling. Subject to Missile Fire: If you fire into a grapple, roll randomly to see which grappling combatant you strike. That defender loses any Dexterity bonus to AC.
If You're Grappling When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses. While grappling, you can:
- Activate a Magic Item: So long as the item doesn't require a spell completion trigger (no reading scrolls). You don't need to make a grapple check to activate the item.
- Attack Your Opponent: Make an attack with an unarmed strike, a natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks. You can't attack with two weapons while grappling, even if both are light weapons.
- Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don't have to make a successful grapple check to cast the spell.
- Damage Your Opponent: You can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check. (Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.)
- Draw a Light Weapon: Draw a light weapon as a move action with a successful grapple check.
- Escape from Grapple: You can escape a grapple by winning a grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, make a different roll against each opponent separately. To escape, you have to win all the rolls.. (Opponents don't have to try to hold you if they don't want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
- Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
- Retrieve a Spell Component: Produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
- Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
- Break Another's Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
- Use Opponent's Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn't require another action). You don't gain possession of the weapon by performing this action.
If You're Pinning an Opponent
You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent's weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt. You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa). You can't draw or use a weapon (against the pinned character or any other character), escape another's grapple, retrieve a spell component, pin another character, or break another's pin while you are pinning an opponent.
If You're Pinned by an Opponent When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you're pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. Treat your Dexterity as 0 (-5 modifier). Rogues can sneak attack you. At your opponent's option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you're still grappling.
Joining a Grapple If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that your melee touch attack to grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.
Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, you must make beat the grapple DCs of each opponent, rolling a check for each one.
Overrun
You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.
Initiating an Overrun First, you move into the defender's space. This does not provoke an attack of opportunity from the defender.
Second, does the defender choose to avoid you or block you? If you have the Improved Overrun feat, your target may not choose to avoid you.
If he avoids you, your opponent doesn't suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn't count against your actions this round (except for any movement required to enter the opponent's square).
If your opponent blocks you, make a Strength check against the defender's Overrun DC.
Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, a Monk, or a monster with the Trample ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Overrun feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.
Overrun Results Note that your overrun fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, he is knocked prone and you can continue your movement as normal (defender wins ties).
If you lose, make a Reflex save vs. the defender's overrun DC. If you fail the save, you have to move 5 feet back the way you came and fall prone, ending your movement there. If your overrun fails but you are not knocked prone (because you made the reflex save), you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.
Mounted Overrun (Trample) If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, you do not suffer the -4 non-prof penalty, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.
Sunder
You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you're attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.)
Initiating a Sunder First, you make an attack roll with your weapon -- using your usual BAB and modifiers -- trying to beat the defender's Sunder DC.
Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Sunder feat Add a +4 bonus if your weapon is two handed or add a -4 penalty if it is light (an unarmed strike is light). Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for weapon size and body size listed above.
Sunder Results Note that your sunder fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, then, roll damage and deal it to the weapon or shield. If you fail the sunder attempt, you don't deal any damage.
Sundering a Carried or Worn Object You don't use an typical sunder attack roll to damage a carried or worn object. Instead, just make an attack roll against the object's AC. A carried or worn object's AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Apply the -4 non-prof penalty unless you negate it per the list above. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can't sunder armor worn by another character.
Trip
You can try to trip an opponent as an unarmed melee attack or as a melee touch attack with a particular tripping weapon. You can only trip an opponent who is one size category larger than you, the same size, or smaller.
Initiating a Trip First, you make a melee touch attack against the target. If you fail to hit the target, the trip attempt fails. Second, if your attack succeeds, make a Strength check opposed by the defender's Trip DC.
Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, a Monk, or a monster with the Trip ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Trip feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.
Trip Results Note that your trip fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, the he falls prone (the defender wins ties).
If you fail on your attempt to trip an opponent, then make a reflex save vs. the defender's Trip DC. This save fails on a 1, 2, or 3. If you fail the save, you fall prone in your square. If you are using a tripping weapon, you can choose to drop the weapon rather than fall prone after a failed save.
Tripping a Mounted Opponent You may make a trip attack against a mounted opponent. The defender may use his Ride ranks and modifiers to determine his Trip DC in place of his Str or Dex modifier. If you succeed, you pull the rider from his mount.
Rationale for Special Attacks Revision
The problem with special attacks online is dealing with all the opposing rolls and attacks of opportunity that must take place in a single round to perform a special attack. In a live, table-top game, special attacks use simple and easy-to-understand rules and can be performed quickly. But online text gaming has its limitations, and adjustments need to be made. These house rules were created to give a more simple way to perform these actions by eliminating the extra die rolling. We want to keep those "IF this happens THEN that happens, BUT IF it didnt happen THEN this happens instead" posts to a minimum.
By removing the attacks of opportunity and assuming that defenders take ten on opposed rolls, we get rid of the back and forth that is so easy face to face and so annoying in message board play.
The complexity of the situation gets worse for an attacker with a high base attack bonus who can make multiple special attacks in a single turn. For example:
EXAMPLE ONE If I'm a fighter with three attacks, I could use the first action to start a grapple. If that works, I could use my second attack to pin. If it doesn't work, I can try to start the grapple again. For my third action, if I pinned him, I can hurt my opponent with his own weapon. If I just grappled him, I can try to pin him. If I didn't even start a grapple on the first two tries, I can try to start a grapple again. At the end of the round, there are four possible outcomes -- not grappled, grappled, pinned, pinned and injured by his own weapon.
The mage standing in the next square wants to know what happened! Because if the opponent is grappled, then the mage can start his spell with no fear of an attack of opportunity. Otherwise he might try to cast on the defensive. Depends on whether that grapple worked.
EXAMPLE TWO. Here's a simpler option: two fighters are fighting toe to toe. One fighter tries to disarm the other (standard action). If he succeeds, he uses a move equivalent action to pick up his opponent's weapon! If he fails, he takes his remaining two attacks as part of a full round action.
Even for a group without high BABs, the new rules make things simpler:
EXAMPLE THREE. A party of low-level PCs fights a potent enemy, say an ogre. One PC, posting right after the DM, grapples the ogre. Under the standard rules, no one knows if the grapple is a success. So the rest of the party attacks the ogre. If the ogre is grappled, per the PHB p.156, the ogre loses his Attacks of Opportunity, his movement, and his Dex bonus to AC. So as the rest of the party circles the grappling PC and the Ogre, do their attacks hit? Do the rogues get sneak attack damage (since it loses Dex bonuses)? Do they have to worry about the ogre chasing them?
In face to face play, everyone knows right away if the ogre is grappled, and they can act accordingly. That's because the DM can make the ogre's opposed roll immediately. Under the new rules, the party also knows immediately if the ogre is grappled or not, since it is assumed that his opposed roll is a 10. The new rules more closely simulate face to face play because the results of a given special attack are immediately known.
ALL of these situations are MUCH easier to resolve if the grappling/disarming player knows he succeeded or failed as he is writing his turn. That's what these house rules are designed for.
But one quirk we put into the revised rules was that all special attacks automatically fail on a roll of 1 or 2. Here's why:
When both defender and attacker are rolling, even when the defender is very weak, there are two chances in twenty for the defender to succeed -- if the attacker rolls a one, or if the defender rolls a 20. (Technically, these are not assured successes, but they are pretty darn good!) Thus the weak defender has a two in twenty chace to resist a special attack.
But with the new system, in which the defender takes ten on all opposed rolls, the defender loses his chance to roll a 20. The weak defender has his chances cut in half, with only one chance in 20 for success -- if the opponent rolls a 1.
Therefore, if the attacker automatically fails on both a 1 and a 2, the chance of success for the defender rises back to 2 in 20.
After debate and conversation on power balance, the auto fail chance for an attacker using a special attack is now on a 1, 2, or 3.
These rules approved by Development ACDM Cayzle on June 17, 2005.