I've decided to redo how thrown weapon damage is done because I can and how it's done doesn't make any sense to me.
Thrown weapons will now always benefit from your strength damage modifier, no matter what. So if you have a +2 damage modifier, and you chuck a throwing knife, it's a d6p+2. Same goes if your modifier is a penalty.
Additionally, if you find that your character is a little weak in the arm or you want some extra power behind your throw, you can get a jogging or running start. If you are going at least 10 ft/sec (that's jogging for medium sized creatures and running for small sized creatures) then you receive a +3 to damage.
You still cannot specialize in thrown weapon damage.
Sunday, October 18, 2015
Wednesday, October 14, 2015
NPA/NPD and Unarmed Attacks
If you successfully score a Near Perfect Attack or a Near Perfect Defense, you may instead forgo the standard bonus to gain a free unarmed combat maneuver against your opponent.
It doesn't effect your count or switch your to fighting with two weapons (attacking with both). If you are using an Advance Combat Maneuver, you still add any bonuses of penalties from that.
If you are swapping out a Near Perfect Attack, you'll still need to roll a separate attack roll for the unarmed maneuver.
Obviously, you must be in melee with your attacker to gain this bonus.
It doesn't effect your count or switch your to fighting with two weapons (attacking with both). If you are using an Advance Combat Maneuver, you still add any bonuses of penalties from that.
If you are swapping out a Near Perfect Attack, you'll still need to roll a separate attack roll for the unarmed maneuver.
Obviously, you must be in melee with your attacker to gain this bonus.
Revised Shield Bash
Shield bashes suck right now. I've redone the damage:
Medium shield are more effective then their smaller counter parts at shoving your opponent around. As such, you gain your net FoS to determine Knock Backs when bashing with them.
Bucklers: 1d4+1d4p
Small: 1d4p+1d6
Medium: 1d6p+1d4p
Large: 1d4p + 1d4
Body: 1d6+1d4
Shields have a maximum Reach of 0. So, an ogre and a human using a shield will have a Reach of 0, while a dwarf or halfling will have a Reach of -1.
Going into combat with only a shield means that you count as unarmed and the attacker attacks at half speed, however the attacker doesn't get the free attack if the defender shield bashes.
Medium shield are more effective then their smaller counter parts at shoving your opponent around. As such, you gain your net FoS to determine Knock Backs when bashing with them.
Large and Body shields have reduced damage dice because they are harder to swing effectively in combat. Obviously, if someone was to grab one end of a body shield and swing it, full-boar, into someone's face, it'll do a lot better damage, but that's not usually the case in pitched melee.
When shield bashing with a Large, or Body shield a lot of it is using force or momentum to try and throw your attacker around, rather then strictly do damage. Because of this, using these two types of shields to bash have their damage count as double for determining knock-backs and you may add your net FoS as well (your FoS - their FoS)
Superior Quality Shields and Bashing
A well-balanced shield made of the finest materials would, of course, be more effective at not only its defensive job but also its offensive job so any bonuses or penalties that a shield has is added to its Attack and Damage, just like a normal weapon.
Superior Quality Shields and Bashing
A well-balanced shield made of the finest materials would, of course, be more effective at not only its defensive job but also its offensive job so any bonuses or penalties that a shield has is added to its Attack and Damage, just like a normal weapon.
Practical Unarmed Fighting
I know that you go home every night, sit on your bed, open up your PHB, and lovingly caress the pages of the Unarmed Fighting section. A silent tear rolls down your check as you wonder if you'll ever get to use them in combat.
Well, buck up, you whiner! This is your practical guide to unarmed fighting!
It is extremely unwise to try and go into combat without a weapon but just because you're using one doesn't mean you can't throw punches and try to throw your opponents.
By switching to unarmed fighting (attacking w/ both) you trade off some defense for the opportunity to back hand your enemy.
Here's some things to keep in mind:
You can't make an unarmed attack for the first little bit of engaging with an opponent. You have to wait half your unmodified primary weapon speed +1 before making an unarmed attack.
After that point you can make an additional unarmed at anytime in the combat but you take the following penalties:
Your next primary weapon attack happens 2 seconds later. Additionally, for the next 10 seconds you defend with a d10p (instead of a d20p-4, or d20p if you have a shield), even if your primary weapon attack happens before then.
You can decrease the time you defend with a reduced die by specializing in unarmed Speed (or buying the speed bonus talent in unarmed fighting).
But if you're using an Advanced Combat Maneuver, you gain all the bonuses and penalties on both attacks.
Also, usually, you'd be saddled with an additional -2 attack and damage for using your off-hand but this doesn't apply in this case, because I said so.
Some unarmed fighting techniques will require you to drop your weapon if it's two handed.
Things you don't need a free hand for:
Strike, Overbear, Bullrush, Shield bash (obviously requires a shield)
Things you need at least one free hand for:
Grab, Break Hold, Scramble-For-Weapon
Things you need both hands for:
Tackle,Toss/Take Down, Hold
Well, buck up, you whiner! This is your practical guide to unarmed fighting!
It is extremely unwise to try and go into combat without a weapon but just because you're using one doesn't mean you can't throw punches and try to throw your opponents.
By switching to unarmed fighting (attacking w/ both) you trade off some defense for the opportunity to back hand your enemy.
Here's some things to keep in mind:
You can't make an unarmed attack for the first little bit of engaging with an opponent. You have to wait half your unmodified primary weapon speed +1 before making an unarmed attack.
After that point you can make an additional unarmed at anytime in the combat but you take the following penalties:
Your next primary weapon attack happens 2 seconds later. Additionally, for the next 10 seconds you defend with a d10p (instead of a d20p-4, or d20p if you have a shield), even if your primary weapon attack happens before then.
You can decrease the time you defend with a reduced die by specializing in unarmed Speed (or buying the speed bonus talent in unarmed fighting).
But if you're using an Advanced Combat Maneuver, you gain all the bonuses and penalties on both attacks.
Also, usually, you'd be saddled with an additional -2 attack and damage for using your off-hand but this doesn't apply in this case, because I said so.
Some unarmed fighting techniques will require you to drop your weapon if it's two handed.
Things you don't need a free hand for:
Strike, Overbear, Bullrush, Shield bash (obviously requires a shield)
Things you need at least one free hand for:
Grab, Break Hold, Scramble-For-Weapon
Things you need both hands for:
Tackle,Toss/Take Down, Hold
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