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07:37, 2nd June 2024 (GMT+0)

d20 - Combat Options: Melee.

Posted by w byrdFor group 0
w byrd
player, 3 posts
Tue 8 Apr 2014
at 05:55
  • msg #1

d20 - Combat Options: Melee

Working on a more flexible, more melee freindly set of options for Modern D20 and DnD 3.X.

I need some feedback and someone to spot any obvious holes, potential game breakers...

A few basics:

This system was designed to work with a Skill based combat system. Any note that indicates (Training Required) indicates that at least one rank with the weapon( or weapon type) being used is required to attempt this maneuver.

If used without the skill based combat system Training required would indicate a feat would be needed for this ability.

Penalties apply to the character until his next initiative.

Bonuses do not linger, they apply only to the individual attack being attempted.

If a character has sufficient attacks to execute multiple maneuvers of differing types the penalties stack but the bonuses do not ( unless specifically stated)

If a character attempts to combine maneuvers the penalties and bonuses stack. So if he really wants to try a running, spinning, Sacrifice,Power, Sledgehammer, Kick he may well do so...and if it lands it's gonna look mighty good....but he is opening himself up for a serious return strike if he doesn't take out his target.

 
Abort

Free Action ( combined with move action)
AC/Def:      +0
Init:        +0
to Hit:      +0
DmG:         +0
Note:
Character immediately sacrifices an upcoming move or attack action to take a defensive action

requires a successful REF Save DC 12

To abort to a defensive action the character must sacrifice an attack action


Strike
attack action   +0
AC/DEF     +0
Init:      +0
to Hit:    +0
DmG:       +0
Note:
Note: as Per D20 Modern HtH Melee attack

Sacrifice Strike
Attack Action
AC/DEF      See Note
Init:       +0
to Hit:     See Note
DmG:        See Note
Note:
-1 to AC/DEF Per +1 to damage(Max +4)or +1 to hit ( Max +4)
Combat expertise feat negates Init penalty and increases max bonus to +5


Power Strike (Training Required)
full attack
AC/DEF    +0
Init:     -2
to Hit:   See Note
DmG:      See Note
Note:
-1 to hit per +1 to damage(Max +4)
Power attack Feat negates Init Penalty, and allows character to sacrifice up to his ranks in weapons skill (Or BAB) to increase damage

Fast Strike (Training Required)
Full attack
AC/DEF    -2
Init:      See note
to Hit:    See Note
DmG:
Note:
-1 to damage or to hit per +1 to Init(Max +4)
May combine to hit and damage penalties, but can not increase init bonus above +4

Sweep(requires Training)
Full Attack
AC/DEF     -2
Init:      -2
to Hit:    See Note
DmG:       +0
Note:
 May strike More than one target in a full attack action
additional -2 per target after second
        ( 1st target -2. second target -3, third target -4, 4th target -6

max targets=(Dex Mod+1)
Targets must be adjacent, no five foot move
can be combined with kick
Cleave Feat Negates Init Penalty and reduces to hit penalties by 2pts,
Great Cleave Negaets Init penalty Reduces To hit penalties by 2 pts May attack any targets within reach, and who are adjacent to one his space.

Spinning Strike (requires Training)
Full Attack
AC/DEF     -2
Init:      -2
to Hit:    +2
DmG:       +2
Note:
uses up 5ft movement
can be combined with kick

Running Strike(requires Training)
Full attack
AC/DEF     -2
Init:      -2
to Hit:    +2
DmG:       See Note
Note:
Combined with full move

For each 5 foot of movement the character gains +1 to damage

May continue past target If there is no obstructions

May not be combined with charge.

Movement and Attack Of Opportunity rules same as charge.

May be combined with Jump Strike kick, or strike.

Kick
Attack Action
AC/DEF    +0
Init:     +0
to Hit:   -2
DmG:       see Note
Note:
Use x1.5 Str to determine damage Mod, no movement during round.
can be combined with kick.
   May be used when no hands free to attack.

Sledgehammer Blow
Full attack
AC/DEF     -2
Init:      -4
to Hit:    +1
DmG:       +4
Note:
        can be interrupted
Begins on normal initiative for character, and lands 4 initiatives later.
        ( Characters normal Init is 10 blow lands on Init 6, he is vulnerable to being interrupted during this time.

25% Knock out chance, 95% Knock out on critical hit
Can be combined with kick
can be combined with Power Strike.
Interrupted by successful attack dealing damage( character may make Fort Save/concentration check DC (8 plus damage taken)


Parry(requires Training)

attack action
AC/DEF     See Note
Init:      +0
to Hit:    +0
DmG:       +0
Note:
-1 rank weapon skill Per +1 AC versus melee/HtH

Sacrifices attack action

Using a shield add +2 to characters Parry bonus

Unarmed vs armed parry -2 unless unarmed weapons training or Improved Unarmed combat Feat taken.

May combined with fighting defensive/full defensive
May abort to this action


Block(requires Training)
attack action
AC/DEF     see note
Init:      See note
to Hit:    see Note
DmG:       see Note
Note:
On successful Opposed attack Roll Incoming Melee/HtH attack Negated.

Sacrifices attack action

May combined with fighting defensive/full defensive

May abort to this action

If using shield add the shield AC bonus to the character Block Check

If equipped with shield may attempt to Block arrows or thrown weapons at -4

requires weapon to parry armed attack May abort to this action


Dodge
Attack Action
AC/DEF     See Note
Init:      See Note
to Hit:    See Note
DmG:       See Note
Note:
On successful Reflex save DC( attackers attack roll) Incoming Melee/HtH attack Negated.

Sacrifices attack action

May combined with fighting defensive/full defensive

May abort to this action

requires weapon to parry armed attack May abort to this action

May dodge arrows and thrown weapons at -5 penalty


Intercept:( requires Training)
attack action
AC -4
Init     +0
To hit   +0
DMG +0
Character may attempt to intercept a melee/HtH attack targeting a character adjacent to him

To intercept an attack the character must make a successful Block attempt versus the Attackers Roll.

May abort to this action
Intercept triggers Attack of Opportunity

Dive to Cover
Move action
AC:      See Note
Init:    See Note
To Hit:  See Note
Damage:  See Note
NOTE
Allows character to take cover behind any object within 10 feet. with Successful Relflex or Jump Check DC 12
Target is prone at point of impact unless successful tumble check DC 12 made.
If roll fails character lands 1/2 distance to nearest cover and is prone.

  Cover Gained
Clutterd Area  Full cover
Normal Area    Half cover
opene Area     1/4 cover

May abort to this action

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