General > Graveyard
Hackmaster 4e IC - Quest for the Unknown
Malek Deneith:
As you stand, discuss, and prepare your next move you suddenly feel a tingle through Maouns' telepathic bond. This tingle is immediatly followed by a savage roar - both of which added together give Michael just enough time to duck forward and to the left, into the nearest niche and barely avoiding collision with a creature running out of the darkness. Said creature, a humanoid, swings a battle axe at the space where Michael stood just seconds ago. Second later said humanoid notices his miss and straightens itself, looking for a new target. You notice the ugly, brutish features of it's face and body... as well as the horrible, repulsive smell.
Spoiler: Combat Data (click to show/hide)Your enemy is a Trash Ogre (Size: Medium). It's currently standing about ten feet in front of second line of your planned marching order (i.e. in front of Jace and Sho Lee).
Michael is in the niche slightly behind the Ogre, also some ten feet away from him.
Oh and Jace, make me another paralyzation save (hyuck, hyuck, hyuck)
Spoiler: Tutorial (click to show/hide)Welcome to your first combat maggots. Pray it won't be your last!
How does this work? Simple. Each of you states your actions and rolls the rolls, and then I process those, including movements for monsters and give you the results.
Or in more detail:
Melee:
Melee users need to declare whom they are attacking, and give me the following rolls:
- Attack roll (1d20 + strength bonus + specialization/talent/magic item bonuses if any)
- Damage roll in case you hit (your weapon's damage die for the appropiate monster size* + strength bonus + specialization/talent/magic item bonuses if any)
- Initiative roll (1d10 - dexterity reaction adjustment + weapon speed factor + other modifiers**)
If they have more than one attack in the round I'm going to need a set of three above rolls per attack.
Melee users can move and attack, but each 1/10th of movement rate (see later in movement) traveled takes 1 segment (so effectively gives a +1 penalty to initiative)
Ranged:
Ranged users work mostly as above but with following differences:
- Their attack roll uses dexterity missile bonus instead of strength to-hit bonus
- Their damage roll does not apply strength bonus to damage unless they use thrown weapons or have a specially constructed bow
- They don't roll initiative, instead they fire shots at pre-determined segments (more on segments in a bit)
What segments you ask? Well, it's based on rate of fire.
- ROF 1 (Sam's crossbow) shoots once, at Segment 1
- ROF 2 (Sam throwing daggers) shoots twice, at Segments 1 and 6, assuming he has two daggers ready.
If the ranged weapon user doesn't have their weapon ready, he can roll initiative (as above) to fire one shot. The modifier for drawing the weapon in sich case is +5 for ROF 1 weapon, and +4 for ROF 2 weapon.
You can shoot and move in the same round, but if you do you can move only half of your movement rate, fire at half your ROF and the shot at last possible segment (so moving while throwing daggers would mean one dagger thrown at Segment 6... moving with crossbow fireing would mean shot at segment 1 of next round since you'd be shooting at ROF of 1/2).
Magic:
Spells are always cast on the segment indicated by the spell description (assuming someone doesn't hit the mage before this happens disrupting their concentration). The only modifier applied is one for preparing the components if you didn't have them at hand before - this is usually 1d4 segments if the components are handy. In addition no action can be taken for 5 segments (or until end of the current round, whichever is lower) after casting the spell, and even if the spell ends fast enough for the mage to have a few segments to spare he can't cast another (exception - mage can cast up to two cantrips in one round).
Movement:
As mentioned in the melee section movement takes 1 segment 1/10th of movement rate. Your movement rate for melee is 10 feet times your movement rate (so regular unencumbered human could move 120 feet in a round at 12 feet per segment)
Fractional Multiple Attacks:
To explain those with an example - Michael with his 3/2 attacks would get 1 attack in first round, 2 attacks in second and so on (three attacks in two rounds, get it?). Sho Lee with his 5/4 open hand attacks would attack once for three rounds and then twice in fourth (assuming combat lasts that long)
Segments
Each round has ten segments. Your initiative roll for melee (or pre-defined initiative for missile combat and magic) tells you on which segment your action will take place (so lower is better, negative results take place on segment 1 but before other results). If you happen to have an initiative result of above 10 your action takes place in the next round at the stated initiative -10 and you can't declare new actions that round. So for example if someone with two attacks drew his weapon (+5) and rolled 1 and 10 on the dice, he'd make first attack on segment 6, and the second on segment 5 of following round.
Penetration
Remember that maximum roll on damage die allows to re-roll that die (One die. If you roll 2d4 for damage and they come up 1 and 4, only the second one gets rolled again) and add the result -1 to the total. And that re-rolled die can penetrate again (again added at -1). Crossbows penetrate at maximum and maximum -1 roll. If you roll something like 1d6-2 die, the re-roll is 1d6 not 1d6-2.
Honor
To those two of you with great honor - it gets added to *each* *single* die you roll. (i.e. a 2d4 weapon would turn into a 2d4+2 weapon :P)
Damage Cap
Also remember there is a cap on damage modifiers - the modifiers to damage (except ones from a magic weapon) can't exceed the maximum you can roll on the weapon dice (so 2d4 weapon would allow 2d4+8 max, 1d6-2 weapon would allows 1d6-2+4 max etc.). Penetration rolls don't increase this. On the other hand great honor bonus apparently does (so a 2d4 weapon used by a great honor person could deal 2d4+2+10 damage!).
* If your weapon has a die that has a penalty included in it, remember that the die roll must always result in minimum of 1. So a weapon with 1d6-1 damage, wielded by a characte with a +3 bonus to damage would deal not 1d6+2 (3-8) but 1d6-1+3 (4-8) damage
** The list of common initiative modifiers is listed in table 12C in Combat chapter. If want to do something not encompassed by the above explanations and modifiers from the table ask me OOC and I'll tell you what the speed of your actions is. For example if Michael would want to prepare his shield now I'd say he can still attack but at a +5 penalty to initiative ;)
shark20061:
Out of nowhere, Sho Lee starts putting on a show! He's throwing punches and kicks like crazy!
Spoiler (click to show/hide)Using Intimidating Display as first move of combat.
raekuul:
Jace freezes in panic.
S.K. Ren:
Maoun lifts off of Emuleio's back, hovering near the ceiling; ready to unleash some magical goodness on the foul smelling creature.
Spoiler (click to show/hide)I'm moving in and hovering up next to the ceiling within 5 ft of the Ogre. Whether he moves after that will adjust what my plans are.
Motorheadbanger:
Michael gets in melee and attacks the ogre.
Spoiler (click to show/hide)1st attack:
Attack roll = 23
Damage roll = 4
Initiative roll = 9
2nd attack for the second round:
Attack roll = 23
Damage roll = 8
Initiative roll = 9 (it is ten minus mistaken movement mod)
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