SECTIONS
INTRO
COMBAT (current page)
NEW FEATS
MONSTERS
MAGIC
ARADIA (setting)
OVERVIEW
COMBAT SYSTEM
These are the changes to the D&D Combat System which are at the
base of all other alterations in this campaign.
Combat is herein handled as a series of Sequences, like in an action movie or a comic book. This system allows individual players to go more often and gain more control over how their character looks during the fight (which can be important to a lot of people.)
Combat starts as normal. Each player rolls 1d20 and adds their INIT bonuses. This generates your Momentum Points (MPs) for the upcoming Combat Sequence. You may want to use only a 1d6 for initiative, especially if some people are consistently high or low rollers.
This is where things really start to change. Those with the most MPs get to go first. The GM will usually count down from the highest MP rolled. When the count-down gets to the amount of MP you currently have, you get a turn. You must spend at least 1 MP to have your character attempt any action or attack. Unless this action is directly opposed by another character, it automatically succeeds.
You can spend more than 1 MP on your turn, if you wish. For every MP you spend, you gain +1 to your attack or skill roll.
However, for every MP you spend, you must describe one move your character makes towards the outcome you want. A move can be a twirl, a slash, a kick, a slice, a blindside, a leap, a flip, a slide, a fancy two-handed weapon spin, a ricochet from your crossbow, a shield-bash or anything else you think would spice up the fight. Your character automatically performs each move, but the effectiveness is determined by the outcome of your roll.
All characters can move more than once each Sequence. Every time the count down gets to the amount of MPs you have left, you can take another turn. Other rules changes have been instituted to compensate fighters for the loss.
You may find it easier to use Mean Damage Values for your weaponry rather than rolling the extra dice. A chart of MDVs can be found at the bottom of this page. A Mean Damage Value is nothing more than a score based on the most probable outcome of damage rolls.
Other than the rules changes above, Combat remains the same as the basic D&D game. You still compare a 1d20+attack roll to your target’s Armor Class to see if your hit did Damage, for instance.
MDVs (MEAN DAMAGE VALUES)
If you decide to use MDVs instead of damage rolls, you may wish to
take a moment and copy down the MDV for your weapons before play starts.
This really does speed up play.
d3
1d3 | -2hp |
2d3 | -4hp |
3d3 | -6hp |
4d3 | -8hp |
5d3 | -10hp |
d4
1d4 | -3hp |
2d4 | -5hp |
3d4 | -8hp |
4d4 | -11hp |
5d4 | -13hp |
d6
1d6 | -4hp |
2d6 | -7hp |
3d6 | -11hp |
4d6 | -15hp |
5d6 | -18hp |
d8
1d8 | -5hp |
2d8 | -9hp |
3d8 | -14hp |
4d8 | -19hp |
5d8 | -23hp |
d10
1d10 | -6hp |
2d10 | -11hp |
3d10 | -17hp |
4d10 | -23hp |
5d10 | -28hp |
d20 & d2
1d20 | -11hp |
1d2 | -2hp |
2d2 | -3hp |