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16

Abstractions Before you tweak the combat system, make sure you understand how its abstraction works. A single attack roll is not necessarily a single swipe of a character's sword. Rather, it represents your character trying hard to kill his opponent for the round. It could be a single slash, or it could be a lengthy clash of steel-on-steel coupled with ...


14

From RAW When a creature’s hit points drop below 0, it becomes unconscious. When a creature’s hit points reach a negative total equal to its Constitution score, it dies. -- Core, page 12 under 'Hit points' 'Creature' would imply that the rules effect everyone. Although there are some exceptions, such as Undead and Constructs Not at risk of death ...


13

Fate Worlds: Kriegszeppelin Valkyrie You might find what you want in Fate Worlds Vol.1, specifically "Kriegszeppelin Valkyrie" (KV). It is a mod/campaign where PCs are WWI pilots. Their planes are stationed on a giant flying aircraft carrier, the eponym Kriegszeppelin Valkyrie. Change "planes" to fighters and "flying aircraft carrier" to "capital ship", and ...


12

The first option In my opinion, the first option is the most likely interpretation of the rules as written, probably what the authors were going for, and the best way to run things at the table. Multiweapon Fighting does exactly the same thing as Two-Weapon Fighting, it just affects more weapons. So if you have more than two weapons, you use Multiweapon ...


10

The charge special attack says you "make a melee basic attack" at the end of the movement. So, the damage-dealing attack is made when you're already in flianking position. The same is true for every power that has you move before striking. You consider flanking positions the moment the to hit roll is rolled. If you're flanking in that moment, you get combat ...


8

By far the simplest solution is to start the players at a higher level. If you dont' want to do that then get either B1 In search of the unknown, B2 Cave of Chaos, N1 Against the Cult of the Reptile God, or T1 Village of Hommlet. Get them leveled up through those adventures and then proceed to the A series. I personally used Hommlet and made the evil cleric ...


7

Groups Used to Have More Players It wasn't unheard of in RPG gaming's early days to play in much larger groups than are expected when playing contemporary RPGs. A group of 6 was reasonable, and I played AD&D in high school with groups as large as 12, with players rotating in and out week by week. Thus it's not uncommon for older adventures to be built ...


6

I don't think there are any rules for falling onto someone, so it is to the DM's discretion. Page 42 of the DMG has suggested guidelines for actions the rules don't cover, including suggestions for bonus modifiers during favourable circumstances. So it's really is up to the DM to decide what are the precise consequences of this. I think that the main factor ...


6

No tool like this exists for Rogue Trader... I spent about half an hour searching around on google, forums, and the official Rogue Trader site to see if there was anything approaching what you described and there is not. In fact the only tool of any kind I could find was for star system generation (and everything within) However, you shouldn't be the one ...


5

All characters and enemies follow the same conditons rules. The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to ...


4

The possibility of unpredictable, improvised consequences is actually something D&D 4e was designed to eliminate, so it's hard to implement on purpose. And not just hard—it's potentially game-breaking as well, because 4e can only afford to be so tightly balanced because it assumes that the rules work a very certain way. Adding "well, you could ...


4

The eidolon totally gets iterative attacks with a manufactured weapon when its base attack bonus is +6 or higher. From here... Base Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, ...


4

I haven't found anything I truly liked along those lines, but Fate Core does have the tools to build an air/space craft fighting system when you focus on what a system is trying to show. Especially in the references you've given, space combat piloting is about trying to maneuver yourself and your opponent so they're in the right place for you to bring your ...


3

There's an excellent look at how to do this in Dark Star, a space-fighter-pilot based setting in the March issue of Magpie Games' Fate Codex. Here's a summary of the rules: Starships are extras, using the Fate fractal to treat each as a character. Ships have their own skill list, representing systems and their operators (Engine, Sensors, Weapons, etc.) ...


3

Firstly, don't your characters have at will attacks which do something besides damage? Is your entire partly comprised of slayers and Rangers? Leaders, Controllers and many defenders get add ons to their at-wills. Even many strikers who mostly do hp damage require specific setups for that damage, which makes their attacks more complicated than "I hit for ...


2

'drop from the air axe first' - sounds like a charge, and could be treated accordingly (no damage bonus, +1 to hit). In any case, if you're playing 4e RAW, then the PHB list of combat actions is exhaustive and there aren't any other alternatives - no matter how you attack, from where, and what description of attack is included, it's one of those listed ...


2

Diaspora has an excellent space combat system that is non-trivial, but is still relatively fast to play. Ships are all represented as characters with several skills and stress tracks. Ship crews are important because use of ship skills is limited or amplified by the associated crew skill. If a ship has a Beam skill of 4, but it's gunner has only a ...


2

I had a group of 4 PCs taken down by two NPCs wielding Power Axes, light armour. One PC named Garret had Power Armor and full health with a man-portable lascannon. I think his BS was 70 and he was famous for taking down several tanks and even War-Walkers. Another time I had a first time player have a demon intrude on his ship the first time he ever entered ...


2

Soft Cover Soft cover is cover, except with the differences that it says. Emphasis mine: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Hide check. That's pretty clear. It says flat ...


1

Depends on the enemy. Undead "die" when they reach to 0 HP, summoned creatures vanish when they reach to 0 HP, etc. But most natural creatures (like humanoids) just fall unconscious when their HP goes below 0. If the HP reaches exactly 0, then they are disabled. If a creature performs a standard action it takes one more point of damage. You can read more ...


1

The only fix is: House Ruling As every CP2020 player/DM knows, the rules are very fexible but easy to exploit. I'm a long-time CP2020 player and Im still tweaking the rules to make them more "real", for me a 12mm bullet should be, at least, as deadly as a Martial Artist. Some house ruling for melee/martial arts: Melee damage halves soft armor: Blunt ...


1

I like the 30 second timer per round idea to motivate players, or even 20 or 10 seconds to really get the game moving. As an extreme solution: keep the timer going! Once the time limit is up, the DM immediately resets it and continues game play. How about ditching the initiative and turn order rules? Waiting to complete your turn is a huge time sink. Why ...


1

No If you want to deliver a touch spell you need to spend one attack to make a touch attack. Any attack that happens to involve touching your opponent is not enough to deliver the spell. This is proven by the rules explicitly talking about using natural attacks or unarmed strikes to deliver spells, but never talking about combat maneuvers being able to do ...


1

After reading this question here about maneuvers within attacks of opportunity and its chosen answer, as well as this rule from the prd: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or ...



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