Stand Tall and Proud
This combat system modifies Into the Odd, Cairn, or another similar system.
If you go knowingly into combat, roll 1d6 for your HP value. If you are surprised or caught off guard, start with 0 HP.
Gain 1 extra HP for each of the following:
- If you slept well last night.
- If you are in good health (No injuries).
- If you are not starving, weak, or distracted (No status effects).
- If you are young and strong (>15 STR).
- If you are wily and quick (>15 DEX).
- If you are of iron will (>15 WIL).
If you are in single combat and not surprised or off guard, gain 3 extra HP for each of the following:
- If you have fought your enemy before.
- If you have a learned technique or weapon which counters that of the enemy.
- If you know your enemy's fighting style.
- If you know your enemy's history and hometown.
- If you loved your enemy, once.
And Lose The Restraining Hand of Mercy
Each round of combat you can choose to attack, dodge, or gambit. Each action is associated with an ability score: attack (STR), dodge (DEX), gambit (WIL). All combatants decide simultaneously and reveal their choice. Then they must make a save with the relevant ability score.
If you roll under your ability score, that is your initiative. Combatants take their turns from highest to lowest, with ability scores breaking ties. If ability scores are tied the combatants roll 1d6 with higher going first.
If you roll above your ability score you fumble. Your initiative is 1, but you can still take your action as planned.
Actions:
If you attack, you deal your weapon's damage to an opponent of your choosing.
If you dodge, you can either avoid the next attack, or escape melee combat.
If you gambit, you can either recover 1d4 HP or take some cunning and complicated action in the environment. If you choose to take an action that targets an enemy, the enemy must make an appropriate saving throw or suffer the consequences.
For Fate Has Crowned Thee Immortal
If you lose all HP any remaining damage goes on a wound table of the DM's choosing. This is a new injury for the purposes of HP calculation in future combats.
Alternatively, if you reach 0 HP you are on the ground, dying. Any more damage will finish you off.
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