Miscellaneous Combat Rules 

 

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Subdual Damage | Called Shots  |  Disarming  | Parrying | Cover | Two Weapons  | Unarmed Combat | Grappling

Subdual Damage

     Certain weapons, and pummeling, do subdual damage. This is non-lethal, and tracked separately from regular "wounding" damage. If the PC's current hit points drop below the number of subdual points they've received, they are knocked unconscious.

      PCs recover from subdual damage at an hourly rate of 1 subdual pt for each level they have. (Multi-class PCs use their class with the highest level.) Once their HPs outnumber their subdual damage points, PCs regain their senses, but retain any excess subdual points. (So a just-recovered prisoner may be pummeled into unconsciousness again quite easily.)

      Pummeling and subdual weapons can be used to inflict regular wounding damage, but the attacker has -4 to hit due to the need to strike vulnerable areas of their target. Regular weapons can do subdual damage as well, but at the same -4 due to the need to pull the force of the blow.

 

Called Shots

     When you wish to make a Called Shot, you announce this before initiative is rolled, and you receive a +1 initiative penalty and a –4 attack penalty. You can take Called Shots with melee, thrown, and missile weapons, and even with weapon-like spells such as magic missile. Called Shots can be used for a variety of purposes, like disarming, striking a specific body part, or smashing something being held. 

 

Disarming

     Disarming is a Called Shot (-4 attack) at the weapon your target is currently using. (This may also be used to knock other small items from the opponent’s grasp.)  A disarmed weapon will land 1-6 feet away from the disarmed individual. It may be recovered normally the next round, but used with a +4 initiative penalty. (On a critical hit, you may choose to catch the disarmed weapon yourself!)

      Modifiers:

4    Attacking with a shorter  weapon than the opponent’s is an extra -2 to the attack.

4    Attacking with a longer  weapon then the opponent’s is a +2 to the attack.

4    Using a one-handed  weapon to disarm a two-handed weapon is -4 (cumulative with above).

4    Small thrown (not missile) weapons incur a –2, due to light weight.

4    Thrown and missile weapon disarms may only succeed against single-hand weapons.

 

Parrying

     An armed character in melee may decide to concentrate on defending himself rather than attacking. You must use a weapon you’re proficient with to parry.  This defensive fighting, or parrying, improves AC by +2 for that round against all attacks. However, during that round any attacks are at -4.

     Ambidextrous PCs or those skilled in Two Weapon Combat Style may parry with two weapons; this increases the AC bonus to +3 but doesn't alleviate the attack penalties.

 

Cover

     Targets have hard cover according to how much of their body is hidden behind something that would stop a weapon. Cover adds to the target's armor class. Soft cover, such as curtains or bushes, offer half the listed AC bonus.

Target's body percentage behind cover:

Target's AC Bonus:

25% +2
50% +4
75% +6
90% +10

 

Two Weapons

            Fighting with a weapon in each hand incurs -6/-4 penalties to attacks.  If the weapons are both small, such as knives or daggers, the penalties are only -4/-2.

 

 Unarmed Combat

            This generic style of fighting encompasses punches, kicks, elbows, and any other bodily weapons at a brawler's disposal. Unarmed damage is 3/2/1 subdual

 

 Grappling

             Grappling or wrestling may be done empty-handed, or with one small weapon such as a knife or dagger. Holding an opponent requires an attack roll to begin grappling, then an opposed Str roll on that round and on each round that the grapple continues. The winner of the Str contest that round may do one of the following:

            1. Pummel - Inflict normal unarmed [subdual] damage (or the weapon's damage).

            2. Pin – this holds the target immobile for one round. (-4 to victim's AC that round.)

            3. Escape – a held target may get free of the grapple.

 

 
     

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