Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on Mar 23, 2009 10:30:06 GMT -5
Rules items:I have outlined a few rules regarding etiquette to be used on the boards. Specifically, this is in regard to delays in posting, as well as using secret rolls for the game. This information is fully laid out Here. I am also contemplating using some alternate rules for Criticals. Specifically, I would use the Critical Hit Deck. What this would mean for the game, is that whenever a player successfully criticals, normal damage would be rolled, and I would add any effects that take place in my notes. With the use of the Critical Hit, I also have the option of adding Critical Fumbles. I will try out using these decks for now, if anyone has a problem with this, please let me know, and we can discuss things. So for now, please simply post normal damage for critical hit possibilities.
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Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on Apr 1, 2009 22:59:34 GMT -5
Critical Hit & Fumble Decks:To clarify, for the time being, I will be using these decks. The use of these accessories changes the way things work in the following ways: Critical HitsCriticals are mostly unchanged, you still roll to confirm normally. However the damage is changed, for ease of use, simply roll normal damage (being sure to show the die type and modifiers, including separating any damage that specifically does not get multiplied by critical hits). When I have confirmed that the attack is in fact a critical hit, I will draw a card from the deck and modify the results in my notes, portraying any obvious results in my summary. For weapons with a critical multiplier higher than normal, I will use my best judgment in picking the most appropriate and worthwhile card to take effect. Critical FumblesThis is an addition to the normal rules. The rules we will be using are as follows: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using his full base attack bonus (and accompanying modifiers). If the attack would miss the target, the attacker fumbles and must draw a card from the deck. The following rules modify this basic definition: - If an attacker has Weapon Focus for the chosen weapon, he may draw two cards from the deck and choose one of the results (from his attack type) to apply. A character with Greater Weapon Focus may draw three cards.
- Anytime a player scores a critical hit, he can instead roll normal damage and hold on to one card. He can exchange this card at any time to negate a critical fumble.
- If the attacker is not proficient with the weapon used in the attack, there is a threat to fumble on a natural 1 or 2 on the die roll.
The first optional rule will again use my best judgment on which result to take. If a player wants more input on what result to use they may contact me. (This applies of course to both fumbles and criticals) For the second optional rule, you must inform me that you are saving the card when the critical is rolled. Once the results have been posted it will not be changed. The following are additional abilities that can be used in the game that relate to the critical fumbles: New Weapon Ability: Sure Grip Weapon A sure grip weapon is enchanted to avoid mishaps in battle. Whenever you threaten to critical fumble using a sure grip weapon, you only confirm the fumble if the second roll is a natural 1 on the die. Moderate abjuration; CL 7th; Craft Magic Arms and Armor, remove curse; Price +1 bonus.
New Spells: Fumble Enchantment(Compulsion)[Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This enchantment causes the target to become more clumsy and apt to fumble. Whenever the target misses with an attack, that attack is automatically a critical fumble threat. The target must confirm the critical fumble as normal Focus: A broken masterwork dagger (costs 302 gp).
Fumble, Mass Enchantment(Compulsion)[Mind-Affecting] Level: Brd 6, Sor/Wiz 6 Target: One creature/level, no two of which can be more than 30 ft. apart This spell functions like fumble, except that it affects multiple creatures.
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