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Unlimited Rules Engine Question

Discussion in 'General Discussion' started by Bloodwolf, Sep 11, 2014.

  1. Bloodwolf

    Bloodwolf Member

    Joined:
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    As Thraxxis and Owlbear know I asked a question of the Unlimited Rules Engine on the Kickstarter. Here is a much more detailed version of my question to see if the engine would handle this and also I'm kind of interested in feedback from the community on what they think of this house rule I would love to start using.

    Knock Downs

    Knock downs can occur when an attacker meets certain requirements on successful hits that use the Strength bonus and that deal damage. When a defender's weight is less than, or equal to, the maximum Medium encumbrance of the attacker the attacker has a chance of knocking down the defender on a successful hit that also meets other conditions that will be described below. The effects of the knock down are also determined by conditions that will be described below.

    When the attacker and the defender are the same size the attacker not only has to be strong enough but also has to roll the maximum damage to have a chance of knocking down the defender, or roll a confirmed critical hit. This is also true if the attacker is smaller than the defender. When the attacker is larger than the defender there is a chance of knocking down the defender with every successful hit that deals damage and the attacker meets the strength requirements described above.

    The defender is allowed a Reflex savings throw to avoid being knocked down. The DC for the Ref save is the damage dealt by the attack. The defender gains a bonus to its roll of +4 if they are stable like a Dwarf, a +4 if they have more than two legs, a +4 for each size category larger than the attacker, and a +2 synergy bonus if they have 5 ranks or more in Balance. The defender also gains a penalty of -4 for each size category smaller than the attacker and a -4 if they are unstable for some other reason. The attacker gains a +5 to the knock down DC, but not the weapon loss DC described below, for using a bludgeoning weapon and a -5 for to the knock down DC, but not the weapon loss DC described below, for using a piercing weapon.

    If the strength of the attacker is great enough that the weight of the defender is a Light encumbrance for the attacker then there is a chance that the defender will also be "thrown" for a distance determined by what percentage of the Light encumbrance the defender is. Being thrown can occur with any successful knock down regardless of size. The direction that the defender is “thrown” is determined by rolling a d6 and consulting the attached chart. A roll of a 6 indicates that the defender is not “thrown” and just knocked prone in front of the attacker as if the defenders weight prevented a throw. The only exception to this is noted when the attacker is two sizes larger than the defender. In this case roll to determine distance “thrown” and then divide the distance in half. This new distance is the distance straight up that the attack lifted the defender off the ground.

    The knock down does not cause damage by itself but if the defender is “thrown” then the distance that the defender is “thrown” determines if the defender will also take falling damage. Unlike normal falls the damage taken by being “thrown” is subdual damage and not lethal unless the defender is “thrown” into a hard surface before returning to the ground. The only exception is during the instance when the defender is thrown straight up. The damage dealt by being “thrown” is equal to 1d6 per 10 feet of the distance thrown divided by two (I.E. If the distance “thrown” was 55 feet then the damage would be 3d6. 55/2=27.5 rounded to 30 30/10=3d6.). Upon landing the defender will also slide for half the distance “thrown” if on a normal surface. If the surface is considered rough then the distance the defender will slide is divided in half again. If the surface is considered slick then the distance that the defender will slide is equal to the distance the defender was “thrown.” There is no additional damage done during the slide even if the defender hits a solid object during the slide unless the object hit would normally be able to do damage in which case the defender is hurt in accordance to the object struck. If the defender has the Tumble skill and succeeds with a skill check that has a DC equal to the total damage dealt the defender is able to regain its footing during the slide and reduce the damage of the throw by 1d6 to a min of 0. So in the example above a successful Tumble check would reduce the damage from 3d6 to 2d6. (55/2=27.5 rounded to 30 30/10=3d6-1d6=2d6)

    If the defender fails the initial Ref save and is knocked down then the defender must also make a successful Will savings throw to avoid dropping its weapon, if not attached. The DC for this Will save is the total damage dealt by the attack and knock down. If the defender’s save result is less than the initial damage dealt then the defender losses the weapon during the hit that knocked the defender down. In which case a d6 is rolled again to determine the direction that the weapon travels from the original attack with a 6 again indicating that the weapon does not travel but simply drops to the ground. The distance that the weapon travels is equal to half the distance that the defender is “thrown” or into the adjacent square if no throw occurs. If the defender’s savings throw is more than the initial damage but less than the total damage then the weapon is lost when the defender lands from being “thrown.” At which point roll a d6 like above to determine the direction that the weapon travels from the point of impact from being “thrown” and once again travels for half the distance thrown. If the defender makes a successful Tumble check then the DC to determine if the weapon is lost is equal to the original attack because they could have lost their grip at the point of impact.

    The charts for this knock down idea I put together in Excel to get the weight limits, distances, and direction. Here are the distances and direction charts. If anyone wants me to list the weight limit charts just ask but I created a separate sheet in the worksheet for each size in 3.5 each ranging from a Str 1 to Str 50 and so they would be a lot more to this post. And sorry if these are a little difficult to read. Like most forums extra spaces aren't read and tabs aren't really of much use either. So I used"/" to separate what should be columns.

    Direction Thrown
    Direction on d6
    1 To Defender's Right
    2 To Defender's Right Rear
    3 To Defender's Rear
    4 To Defender's Left Rear
    5 To Defender's Left
    6 No Throw Just Knocked Down (Except Special)

    Distance Thrown

    Attacker Four Sizes Smaller
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/0/0/0
    50-75% of Light Load/0/0/0
    25-75% of Light Load/0/0/0
    0-25% of Light Load/(1d2-1) X 5'/0/5

    Attacker Three Sizes Smaller
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/0/0/0
    50-75% of Light Load/0/0/0
    25-75% of Light Load/(1d2-1) X 5'/0/5
    0-25% of Light Load/(1d3-1) X 5' /0/10

    Attacker Two Sizes Smaller
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/0/0/0
    50-75% of Light Load/(1d2-1) X 5'/0/5
    25-75% of Light Load/(1d3-1) X 5'/0/10
    0-25% of Light Load/(1d4-1) X 5'/0/15

    Attacker One Size Smaller
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d2-1) X 5'/0/5
    50-75% of Light Load/(1d3-1) X 5'/0/10
    25-75% of Light Load/(1d4-1) X 5'/0/15
    0-25% of Light Load/(1d6-1) X 5'/0/25

    Equal Sizes
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d2-1) X 5'/0/5
    50-75% of Light Load/(1d4-1) X 5'/0/15
    25-75% of Light Load/(1d6-1) X 5'/0/25
    0-25% of Light Load/(1d8-1) X 5'/0/35

    Attacker One Size Larger
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d4-1) X 5'/0/15
    50-75% of Light Load/(1d6-1) X 5'/0/25
    25-75% of Light Load/(1d8-1) X 5'/0/35
    0-25% of Light Load/(1d10-1) X 5'/0/45

    Attacker Two Sizes Larger
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d8-1) X 5'/0/35
    50-75% of Light Load/(1d10-1) X 5'/0/45
    25-75% of Light Load/(1d12-1) X 5'/0/55
    0-25% of Light Load/(1d6+1d8-1) X 5'/5/65

    Attacker Three Sizes Larger
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d12-1) X 5'/5/55
    50-75% of Light Load/(1d6+1d8-1) X 5'/5/65
    25-75% of Light Load/(1d8+1d10-1) X 5'/5/85
    0-25% of Light Load/(1d10+1d12-1) X 5'/5/105

    Attacker Four Sizes Larger
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d8+1d10-1) X 5'/5/85
    50-75% of Light Load/(1d10+1d12-1) X 5'/5/105
    25-75% of Light Load/(1d8+1d20-1) X 5'/5/135
    0-25% of Light Load/(1d4+2d10-1) X 5'/10/165

    Attacker Five Sizes Larger
    Encumbrance Weight/Distance Thrown/Min Distance/Max Distance
    +75% of Light Load/(1d8+1d20-1) X 5'/5/135
    50-75% of Light Load/(1d4+2d10-1) X 5'/10/165
    25-75% of Light Load/(1d2+2d20-1) X 5'/10/205
    0-25% of Light Load/(1d10+2d20-1) X 5'/10/245

    I only went to 4 sizes smaller because I don't think you would have the mass to generate the power needed to truly throw something five times larger than yourself. We aren't dealing with the Hulk.
     

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