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Breaking the limits of the d20: Getting the Impossible Cinamatographics into Your Game.

Started by the_taken, July 04, 2006, 04:15:19 PM

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the_taken

Do you become down hearted when, after 20+ hours of searching thru every splat book you have, you just can't find that special combination of rules that would allow a RPG table top character, PC or NPC, to partake in an awesome action sequence that you've seen in a comic book, video game, movie or TV program. Some stuff you see is just plane crazy, and at first glance (or even eigth glance) you might not find that little feat/spell/item that would fill out a character's abilites, or that special rule that would complete the campaign in a fantastic manner.

The purpose of this thread is to provide a few special rules or pointing out things a game master might overlook at first.
This thread isn't about any form of character creation. The WotC forumns have a plenty of those. If your looking for a character aproximation build try asking those that frequent the Character Optimization boards. I lurk there on a daily basis.

If you've looked over your books and can't find anything, ask and I'll either find it or make up a simple rule for you. Feel free to contribute as well.

Hibou

Aye, I've had that trouble more often than not. While I can't remember any off of the top of my head, when other people start posting I'll surely have more to say :D
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the_taken

My first addition is a special rule.

No specific rules exist for this event. So somebody came up with an idea. Thank's to Zeroflowne's post on the WotC anime boards for this idea.

Eye of the Disapating Storm - Test of the Fighting Spririts
This special rule is usualy invoked by two martial warriors that have enterd a stand-off sate. Wether the've fought at all within up to this point or not is irrelevent. Looking at each other in the eyes, each at first waits for the other to attack. Times slows down as each waits apon the other to make the first move. For dramatic effect, a breaze might blow some dust, petals or something between the two warriors. Suddenly, wether caused by a sound or an instinctual empathic urge, the two warriors simultaneaously charge, fully intending to end the fight in one mighty attack. The warriors pour every ounce of power they have into this one attack. They headlessly run closer and closer and closer, always maintaining eye contact. They meet in one leaping charge and in single flash, the fight ends. As the dust settles, one warriors stands with a viscious injury, exusted but still ready for more, while the other collapses from both exustion and a terrible injury.

Initiating
Setting up this sequence is simple.
    Two opposing melee warriors must be within the sum of each others charging range but no less than 20ft (4 squares) apart.*They must have line of sight to each other.*In the first round of the sequence, they must both ready actions to charge if the other one moves forward.*No intervening objects or entities may completely obstruct each others charge, although jump checks may be used to jump over an obstruction.*Both must chose to again ready action to charge if the other moves forward in the second round of the sequence.*Finaly, no other outside entity must have taken any of the melee warrior's atention off of the other. Forcing a character to make a reflex or will save, be subject to an attack roll, or force a level, ability or skill check other than a concentration check counts as taking their atention away. A character make a concentration check agains the save DC of the distracting spell or check to maintain concetration on his opponent. The DC to maintain concentration after taking damage is the same as concentrating on a spell after taking damage.

The Clash
On the third round of the sequence the game master rolls 1d20+2d6. This is the initiative count that the two warriors will charge each other on. The two warriors act simultaneously, and use the charging action. Each counts as being at the end of their charge for the purpose of determinig if the warriors may charge each other. They may make use of a swift action along the way, but any swift action that changes their charging action cancels the Eye of the Disapating Strom. Immediately after determining the results of the charge, the two warriors act as if under the effects of a single Time Stop spell, although they are both affected by the same one, and the effect is dispelled when one warrior is reduced to 0 or less HP, or when both warriors want to end the sequence. During this unique Time Stop affect, the two warriors may only use special abiliteis (such as spells) on them-selves or weapons, or target each other with melee or reach atacks even if the other is not in a threatened square. Any feats may be used as part of those actions.

The End
At the end of the sequence, each participant makes a move action to their maximum allowed distance in the same direction that they charged in, and ignore each other for the purpose of occupying and threatening squares. Obstructions can be circumvented if at all possible.

Xeviat

the_taken, I don't have much to say at this momment, but what you just described is called an Iaijutsu duel. They have rules for it in Oriental Adventures and Rokugan d20. There is also a mental version that allows two warriors to determine who's the strongest.
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the_taken

Quote from: Xeviatthe_taken, I don't have much to say at this momment, but what you just described is called an Iaijutsu duel. They have rules for it in Oriental Adventures and Rokugan d20. There is also a mental version that allows two warriors to determine who's the strongest.
:rockwall: :moron:

Xeviat

How about we work with two requests I've seen most often: tackling and choaking.

I've done tackling before, but I'm not sure my solution was good enough. I basically allowed a charge to end in a grapple, and the outcome of the grapple would deal damage to the target and make both the target and the grappler prone.

As for choaking, I'll ask one dumb question first: does someone pass out when choaked because they can't breath, or is it because the blood-flow to their brain is cut off.

If it's breath, there is a quick and easy solution: deal grapple damage until they pass out and say you choked them. Or, add a rule that you can, with a penalty to your grapple check, suffocate a target that you hold pinned (or just add to the pin rules that if you stop them from speaking, you stop them from breathing). Most characters will last 10 rounds, though, before having to make fortitude saves.

If it's blood loss, then it has to be a special grapple action. I'd say this:

[ic=Choaking]Choaking is a special manuver allowed within the grapple subset of rules. In order to suffocate a target, you must pin them on your action and your target must not break the pin on their action. On your next following action, you may strengthen the pin; if you succeed another pin check, your target begins to suffocate. On each of your actions, you must check to maintain the pin, and on each of your target's actions they must check to break the pin; if the target fails to break the pin, they must make a Constitution check (Endurance feat applies) with a DC 10, increasing by +1 each round. Upon the first failed check, the opponent falls to 0 hp and is unconscious. If you maintain the hold for one more round, the target falls to -1 hp; if you maintain the hold for a second round, they die (though it would be more efficient to just coup de grace them once they fall unconscious).[/ic]

I'm not sure if that's balanced, but choaking someone is something that someone can do without training. I'm more prone to having "choaking" just be a descriptive element for grappling; most choaks still let the opponent attack you, unless you are a skilled combatant (read: BAB +6 or higher) so you can pin and attack in the same round. Something like a choak hold that drops someone in a matter of seconds is a technique that would have to be learned.

So in this case, I'm siding with the most simplistic solution: use standard grapple rules, say the damage is due to suffocation, and use the choak hold feat (I believe it's in Complete Warrior and Sword and Fist).
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

limetom

I like Iron Heroes for this kind of stuff.  

They actually bothered to make rules for riding down a tapestry with your sword (a la Prince of Perisa), throwing a bench, or pushing your way through a crowd.

Xeviat

Are those rules OGL? Can they be discussed here? Such things don't seem too difficult.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

SDragon

need a core changeling? no problem, so long as theres a level one arcane spell slot open:

disguise self.
unless youre in a setting that was specifically designed to have illusions so common that everybody questions what they see, then 99.99% of any NPC you come across will be fooled by this. the limitations on it arent all that restrictive, either; the "limited" duration is plenty for almost any encounter (peaceful or non-peaceful), unless youre openly carrying strongly identifying gear, you wont need to disguise it, and since most creatures an average NPC will encounter are either small, medium, or large, the limit to one size category difference isnt that big of an impact.

this, plus extend spell means that a level four sorcerer can have the spell active for up to 11 hours and 20 minutes per day, so the "at will" descriptor on changelings doesnt really make too much of a difference.

edit- xeviat: the reason a person passes out when choked is more because the person cant breath well enough to provide proper oxygen to the brain. choking does limit blood flow to the brain, and that does affect the oxygen flow, but provided proper oxygen levels throughout the body, the limited blood flow wouldnt cause a person to pass out.
that said, i do believe the limited blood flow, while not signifigant in and of itself, does play a role in passing out.
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limetom

Unfortunately, they are not OGL.  I think it is really the only section that has any real deviation from the standard rules (or, more importantly, would be more popular), so  I am guessing that Malhavoc Press ruled that its the only way to make money off of them.

Suffice to say, many of them are either skill checks, ability checks, and/or attack rolls, with DCs ranging from 5 to 20 (most being 15).