Combat:
HpMax=4+ConMod
AC=10+DexMod+Shield
Parry dice=character level.
When you make an attack roll 1d20. If the roll is higher than the targets AC you hit.
If you roll a 20 roll on for a critical hit, if you roll a 1 roll for a critical fumble, roll under because why not.
If an opponent scores a hit role parry dice and decide whether to sunder your shield to prevent all damage before they roll damage. Parry dice reduces damage by 1d6 per dice used.
once a shield has been sundered 3 times the shield is destroyed.
Damage reduction does stack with parry dice.
if you reach 0 Hp make a save vs Con or die, if your Hp= 0-ConMod you die, you don't get a save.
save vs stat means you have to roll above 20-Stat. so if you need to save vs Con and your Con is 13 you need a roll a d20 and get a result greater than 7.
Every turn you get a standard action, a move action and a bonus action.
Attack:
Unarmed:
Damage: 1
Reach: 5’
Slots: 0
Special: not recommended for use against people with actual weapons.
Improvised Weapon:
Damage: 1d4
Reach: varies
Slots: n/a
Special: May be thrown deals -1 damage per 5’, breaks after a single use.
Knife:
Damage: 1d6
Reach: 5’
Slots: 1
Special: May be thrown deals -1 damage per 10’, Suffers no penalties for fighting in confined spaces
Rapier:
Damage: 1d6+StrMod
Reach: 10’
Slots: 2
Special: Ignores all damage reduction provided by chainmail and lamellar, plate armour and shields provide twice the damage reduction against rapiers.
Short Sword:
Damage: 1d6+1+StrMod
Reach: 10’
Slots: 2
Special: a bog standard shortsword
Medium Sword:
Damage: 1d6+StrMod
Reach: 10’
Slots: 2
Special: may be wielded with 2 hands to deal 1d8+StrMod damage
Long Sword:
Damage: 1d10+StrMod
Reach: 10’
Slots: 3
Special: must be wielded two handed.
Bludgeon:
Damage: 1d6+StrMod
Reach: 10’
Slots: 2
Special: Ignore half the damage reduction of armour
Axe:
Damage: 1d6+StrMod
Reach: 10’
Slots: 2
Special: may attempt to disarm an opponents shield as an action
Flexible weapon:
Damage: 1d6-1+StrMod
Reach: 10’
Slots: 1
Special: Ignores A provided by shields
Polearm:
Damage: 1d8+StrMod
Reach: 15’
Slots: 3
Special: Can’t be used to attack opponents within 5’, Must be wielded two handed.
Sling:
Damage: 1d6+StrMod
Reach:ranged
Slots:1
Special: -1 to hit for every 20' after the first, may share a slot with 3 stones.
Bow:
Damage: 1d8+StrMod
Reach:ranged
Slots: 2
Special: -1 to hit for every 30' after the first, a single slot can store 20 arrows.Crossbow:
Damage: 1d12+StrMod
Reach:ranged
Slots: 2
Special: -1 to hit for every 30' after the first, a single slot can store 20 arrows, reloading a crossbow takes a standard action.Arquebus:
Damage:3d6
Reach:ranged
Slots:3
Special: -1 to hit for every 30' after the first, a single slot can store 10 bullets, reloading a arquebus takes a standard action, the gun is very noisy and smokey when fired making it impossible to hide.
Defend:
Clothes:
Damage Reduction: 0
Slots: 0
Special: a type of armour, you are not naked
Light armour:
Damage Reduction: 2
AC Bonus: 0
Slots: 1
Special: a type of armour, e.g. gambeson, leather doublet
Medium armour:
Damage Reduction: 3
AC Bonus: 0
Slots: 2
Special: a type of armour, e.g. chainmail, lamellar
Heavy armour:
Damage Reduction: 5
AC Bonus: 0
Slots: 3
Special: a type of armour, e.g. plate armour
Small shield:
Damage Reduction: 0
AC Bonus: 2
Slots: 1
Special: a type of shield, e.g. a buckler
Medium shield:
Damage Reduction: 0
AC Bonus: 3
Slots: 2
Special: a type of shield, may be wielded as a bludgeon, may sunder up to three times to prevent all damage. e.g. a targe, a heater shield
Large shield:
Damage Reduction: 0
AC Bonus: 4
Slots: 3
Special: a type of shield, may sunder the shield up to 3 times to prevent all damage. e.g. a tower shield, a kite shield
Inspired by:
https://undeadwaffle.com/2022/10/19/death-to-hp-long-live-hd/
https://www.drivethrurpg.com/product/298460/Dragon-Heresy-Introductory-Set
https://drive.google.com/file/d/0BxVHEMMjLlZ4Z0c2aG9ZbnpKUlE/view?resourcekey=0-a_CczeaD2LZFOAto0hqyOg
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