Introduction
Behind the Curtain: Saving vs. Mundane Attacks
1. Attacker rolls Impact
The attacker rolls 1d4, 1d6, 1d8, or 1d10, depending on the weapon wielded. This die roll may be affected by Brawn Synergy Bonuses, size modifiers (based on the attacker's size), or special abilities. Special abilities can also add bonus dice to this roll (e.g. +1d6).
2. Check for Off-Guard
Whether the target is more or less able to defend themselves will make a big difference in the result of the attack. Barring special abilities that give or prevent the Off-Guard condition, there are three main times that a target will be considered Off-Guard:
- The target is surprised; that is, the attack happens during a surprise round. Note that a target should almost always get a Perception check or something similar to avoid being Surprised.
- The attack Impact exceeds the target's remaining Vitality Points.
- The target is paralyzed, unconscious, or otherwise helpless to defend itself.
3. Target rolls Save
The defender rolls a Defense Save against the Accuracy DC of the attack. The Accuracy DC is equal to 10+the attacker's Fighting Level+miscellaneous modifiers.
Discussion topic: Should I keep the rule where the target uses a Fortitude Save instead of a Defense Save if it is Off-Guard?
4. If the Save is successful, and the target is not Off-Guard:
In this case, the attack generally has no effect unless its Impact beat the target's Armor Value.
If Impact > Armor Value: The target loses 2 Vitality Points.
Discussion topic: Is this too small an effect? Probably can only be determined by playtesting.
5. If the Save fails, or the target is Off-Guard:
In this case, the target loses Vitality Points equal to the attack's Impact, and the attack counts as a "hit" for the purposes of injury poison and similar effects.
If Impact > Armor Value: The attacker chooses a Hazard to inflict upon the target.
6. If the Save fails, and the target is Off-Guard:
In this case, the target loses Vitality Points equal to the attack's Impact, and the attack counts as a "hit" for the purposes of injury poison and similar effects. Also, the attacker chooses a Hazard to inflict upon the target.
If Impact > Armor Value: The target is Dropped.
7. Hazard Menu
Requirements | Effect |
---|---|
none (available by default) | Target is Clobbered, i.e. if this attack is interrupting an action, target loses that action; otherwise, target is Staggered on its next turn. |
Attacker is bigger than target (in size categories) | Push target a number of grid spaces equal to the size category difference. |
Attacker is bigger than target (in size categories) and target Staggered | Knock target Prone. |
Save natural roll is below weapon Peril rating, or target Off-Guard | Wound target. |
Target has Momentum | Gain Momentum. |
Target Off-Guard and Wounded | The target is Dying. |
Target Off-Guard and Dying | The target is Dropped. |
Discussion topic: Should any of these options be modified? Keep in mind that special abilities can, of course, add options to the Hazard Menu; but this current draft is for default attack resolution. Note also that there will be separate rules for coup de grace, tripping (when the attacker isn't intending to deal damage), bull rushes (when the attacker isn't intending to deal damage), and other special attacks. Still, I'm sure some small improvements can be made to what I've written.
8. Condition Definitions
- Dead: should be mostly obvious. A dead creature cannot take actions, including free actions such as talking, and is considered an object rather than a creature. Also, Dead is relatively difficult to cure, compared to most other conditions.
- Dropped: a Dropped creature is "out of the fight" and cannot take actions. A Dropped creature is also Prone.
- Dying: a Dying creature is also Staggered. If a Dying creature takes a strenuous action (e.g. attacking, casting a spell, or running), it Drops unless it passes a DC 15 Fortitude Save. If not treated, a Dying creature must make a DC 10 Heroism Check every 10 minutes or die.
- Prone: a Prone creature cannot move more than one grid space per movement without first spending a move action to stand up. Prone will also give other various penalties, but I don't want to deal with detailing them quite yet.
- Staggered: a Staggered creature does not gain a Move Action on its turn (unless it sacrifices its Standard Action in favor of a Move Action).
- Wounded: a Wounded creature takes a -2 circumstance penalty to all Saves. (This may not be severe enough. The penalty might have to be upgraded to -5. Playtesting is needed.)
Behind the Curtain: ChangeLog
OK. If anyone is willing to run some playtests on this, definitely let me know!
