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1

Shamelessly stealing the idea from a bulgarian RPG, I would propose a combination of skill rolls. The example in the book described that while throwing a knife requires a skill roll, "throwing a knife, while standing on your hands on a galloping horse during an earthquake" requires throwing against all of the skills and taking the lowest result (note that ...


3

Having thrown both knives and grenades, I'd say the two are not the same skill (furthermore javeling throwing is not similar to either knife nor grenade throwing). A thrown knife is, typically, fairly light, spins and needs to impact point-first. This requires careful co-ordination between throwing speed and spin on the knife. A grenade is typically fairly ...


0

No. There are no attacks of opportunity in Dangerous Journeys. If you are using the 30 beat CT attacks of opportunity would be useless and unbalanced.


2

Yes. The key wording here is the "as a" vs. "instead of" Powers that indicate that they can be used "as a" basic attack gain all of the benefits of basic attacks. Powers that can be used "instead of" basic attacks do not gain these benefits and are just substituted in placed of the basic attack and do not gain the benefits granted to basic attacks. More ...


4

Yes. As you noted, Biting Swarm says You can use this power as a ranged basic attack. Thus, it counts as a ranged basic attack, and any other effects that modify or trigger off of basic attacks work on Biting Swarm. While the phrasing isn't as clear as This power counts as a basic ranged attack (which is obviously a yes) or This power can be used in place ...


1

Played a game several years back (AD&D 2ed, that far back) where the DM did have breakable weapons. He made up a rather simple system that allowed for weapon breakage that was easy to keep track of for him and for us, and it did add a good point of realism. You don't have to use these, but this was the basic house rules set that we used, broken down by ...


1

In the case of goblins, I'd go with traps. A trapped lair provides hazards for adventurers, but it also allows the cunning inventor a chance to make escape routes and cave-ins designed to obscure his escape under the pretense of a deadly trap. There are a whole bunch of ways that he could fake his death, but what the PCs don't know is that there's hay at the ...


4

Yes, you can drop your weapon (free), ready a new one (move), and attack (standard), all in the same turn. However, if you're switching between a reach weapon and a one-handed weapon, you can actually do better than that: Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands? Both are ...


6

Yes, you can combine any given set of standard, move, and free actions in that manner. Additionally, if you have a BAB of +1 or higher, you can draw a weapon as a free action when moving. So if you want to, you can drop a weapon, move + draw, and attack. Or you can get Quick Draw, drop, do some other move-equivalent action, draw, and attack.


13

My character has a reach weapon and so I an trying to figure out what my options are once a opponent has come within 5 ft. It looks like I can drop my current weapon (free action), draw another(movement action) and attack all in one turn. Is that correct? Yes, that's accurate. Would I also get an attack of opportunity when a opponent leaves the area ...


10

You see spell DC on spells that do not have an attack roll. These spells usually automatically hit, but give the target a chance to overcome some or all of the spells effects by making a Saving throw. The DC of the spell is the target number for the saving throw. To calculate the Spell DC: 10 + spell level + ability modifier (Wizards use INT, Clerics ...


2

DC stands for difficulty check. Anytime your character performs an action that doesn't have a guaranteed success, you need to check (usually skill) for success. The result of the check has to be equal to or greater than the DC of the action being performed to succeed. The calculation for a spell is 10 + spell level + ability modifier. To clarify for spell ...


6

You can use your manufactured weapon as normal for full attacks – iteratives, Two-Weapon Fighting, Flurry of Blows, whatever. You then get any natural weapon attacks, all treated as secondary attacks (−5 penalty to attack, Strength to damage halved), unless the limb involved in the natural attack was already used for a manufactured weapon. This ...


3

There are multiple reasons to go for Active Defense. The odds are in fact against you most of the time when your Wits is a 2, an AD can be pretty farfetched. What you are typically aiming for is at least one explosion if they have already succeeded at the attack. IN the situation above, it is difficult especially when facing an opponent rolling and ...


5

Posting this as an answer, to give myself some more room to type. The stock 7th Sea initiative system seems like it would work well for this. To summarize the system, for those following along at home: Combat is held in rounds of 10 phases each. At the start of each round, each player rolls a number of ten sided dice equal to their Panache rating ...


1

Let's deconstruct the problem first You want a chance of really bad outcome to: scale with a skill level be conditions dependent: weapon type, visibility, whatnot be a flat percentile Rob made a great Rolemaster overview, so I'll concentrate on Unknown Armies. Game satisfies all three conditions and is quite easy to explain. Unknown Armies Uses a ...


2

Spycraft 2.0 has error ranges. To sum up, generally rolling a 1 (and failing, thus if your skill is high enough it may be avoided) results in an Error. An opponent may then spend an action die to convert it to a critical failure. But feats and talents can modify the error range both ways so you can end up having 0 chance of error as easily as 15%. You still ...


2

In "Drakar & Demoner" (in the Gigant expansion, definitely), using a D20, there's a risk of fumble on rolling a natural 20. To actually fumble, roll for skill again and fail. This means that at skill 1 (approximately "worse than untrained"), you have very close to 5% of fumble, but at skill 15 (approximately "master and beyond"), you only have 1.25% ...


6

Rolemaster (Standard and Classic) uses a variable fumble chance for every weapon. Critical Miss Chance Rolemaster uses a cascading d% system (01-05 roll down 96-00 roll up) but unmodified rolls within the weapon fumble range automatically cause a fumble (and a roll on the appropriate weapon fumble table) Varying by weapons Sample weapon fumble ranges: ...


3

There was an old system called Rolemaster that did this sort of thing. It was published by a company called 'Iron Crown Enterprises'. I'm not sure if it's still in print, but you could probably find copies of it on ebay. This had quite an elaborate system for dealing with weapon fumbles and critical hits. Try searching for 'Character Law', 'Arms Law', ...


2

In Legend and RuneQuest 6, your critical chance is 1/10 of your combat skill, rounded up. As RuneQuest 6/Legend is a percentile system, it's quite easy to calculate the percentage - if you have a combat skill of 50%, your chance of a critical is 5% (roll below 5 on a d100). Fumbles is only 2% - on a roll of 99 and 100. However, RuneQuest 6 has an ...



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