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House Rules: Combat
Note: We converted to 3.5 so some of these alterations may not be necessary - I'm in the process of updating this!
Bull Rush
A Bull Rush follows all the rules as described in the PHB, however it
requires a melee touch attack prior to the strength checks and after
the defender has made their Attack of Opportunity. (If this is stated
anywhere in the rules, let me know. Like the Disarm addendum
below, it is just something that makes sense to me enough that I
wonder if I didn't overlook it.)
Death's Door Variant Rule
A character is considered disabled from zero to the
negative of 1/2 their con. The character may
take only partial actions, and strenuous actions
(running, attacking, spell casting, or using any ability
that requires physical exertion) may open wounds causing
bleeding and the loss of one HP per round. To avoid such an open wound,
the character must make a constitution check at DC 10-(negative hit points). Further, any spells cast while in this
condition require a concentration check or the spell is
lost. The DC is (15+spell level-(negative hit
points)). Combat casting is applicable to this
Concentration check. Anyone may see to a Disabled characters
wounds and stop bleeding with a Full Round action.
A character who passes beyond the
negative of 1/2 their constitution score is Dying as per the rules in
the PHB on page 129, and can take no action. A character's chance to stabilize
on their own is 5%+
their constitution score. Only a healer may try to stabilize a character
who is Dying, and a successful check is required: DC 10-(-HPs)
as a Full Round action. Spells are lost from the memory of a Dying
character.
Healing spells will automatically stabilize Disabled
or Dying characters. Any character that was Dying will
be Exhausted (-6 str and dex, 1/2 move: see DMG) almost regardless
the methods used to
stabilize. (Though a True Heal or any similar spell that removes
Fatigue will still have that effect.)
A character is Dead once they
have reached a number equivalent to the negative of their
con score.
Disarming
A character may only attempt to disarm a weapon within at least one size category of their own. Thus, no matter how
skilled you are with something like a dagger, you cant relieve a hill
giant of his tree trunk sized club or a fighter of a two
handed sword. (I never saw any such disarm size restriction in the rules, but it
seems only logical. I know there is a penalty for trying to disarm
larger weapons already but it seems absurd that their are no caps.)
The 5' step rule
Isn't it hard to believe that say a creature the length of a football
field can only move five feet in the same space of time and with the
same ability it takes for a medium sized character to do the same? I
propose balancing the free step as I'll call it, by allowing a
creature a free move that is equivalent to their natural reach. For
instance, a Hill Giant can now make a ten foot step as
opposed to just a five foot step. Is it fair? Well, no but then again,
fighting someone twice your size isn't easy. Of course, this also
means those under Small size can move 0 feet for a free step. This can
be handled by simply allowing a five foot minimum (easiest way) or tracking steps in
1/2 square (2.5 foot) increments.
Trampling
A target that is prone is considered one size
category smaller for purposes of being trampled.
Targets that are overrun and then have their space moved
through can be trampled in the same round if such an attack is
available to the attacker. (i.e. No feat necessary for a
raging bull to do damage to you as they force you to the
ground and stampede through your space....) If faced by
multiple overrunning opponents, you can only choose to ignore
a number equal to your dex modifier. (no standing in a
stampede or versus a charging army on horseback simply saying
"I ignore him" over and over)
Withdraw, Full
Round Action
This house rule is not currently in effect in the campaign. I'm
leaving it up though because it generated quite a bit of mixed
feedback when I first posted it.
I have something of a disagreement with the rules. The
section describing attacks of opportunity says that when you move
within or out of a threatened space, you are open to an attack of
opportunity (AoO from here on). However, if all you do is move during
your turn (and not run, as running is fleeing and prompts a
"fleeing attack" AoO) the space you start in isn't
considered threatened. This poses some problems though as a character
can Double Move out of a melee. The combatant they were engaged with
must then Charge to re-engage melee assuming each has the same
movement rate. This seems like a sure fire way to "flee" a
melee without response from your attacker. Further if your attacker
wants to respond, they must do so on terms you have handed them (a
charge) which may not be advantageous to them.
Withdrawing from combat is a Full Round
action and you only move your base speed since it is done cautiously
and defensively. Anything else: double move, running, moving and using
a standard action, will mean the space you start out in IS
threatened and your opponent receives an AoO.
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