Has anyone made a simple / quick rule book for combat ?


Homebrew and House Rules


^^^


Yes.

But you end up with problems. Fix those problem, and you create more rules.

End result, your playing a different game.

..............

Example

No bonus allowed to hit or miss. (except luck points)
Effect, no longer need Str, Dex. Realize you no longer need ability score at all, and get rid of them.
Result. Have three ability ( 3d6 to start +1 per level for each)

Health = hp = Normal hit points ( Heals 1 per hour of rest or 2 per hour of sleep )

Skills = skill points = can have up to 5 in any one skill, player picks which skill and how many point to put in them up to there max starting point total. Roll a 1d6 and roll equal or better than your skill point total (no bonus or penalty allowed = if you want to give them a bonus, just let them succeed, if you want to give them a penalty, just tale them they fail). Any yes, anyone can roll a 1 on any skill and succeed, even if untrained.

Luck = pool of points. You can only spend a max number of point in a round equal to your level. ( A 5th level fighter with 16 point, could spend 5 point in a round). Luck an be used to modify any roll, that your character is allowed to make (The fighter could effect his attack roll, but NOT the attack roll of anyone/anything else). It acts as a bonus to the roll, but can not make the roll go above the rolls max ( example: roll a 1d20 to hit, the fighter adds +5 to hit before the roll.... the roll is 18, so is treated as 20, with the other points lost.). Luck points have no effect on roll minims or Maximums when rolled. (example: roll a 1d6 damage, the fighter adds a +3 to damage luck bonus.... the roll is 1 damage, but as this is a natural minim roll, the luck bonus has no effect).
Luck bonus mainly are used for your rolls on to hit, damage, saving throws, initiative rolls, and skill checks. (Luck works kind of like hp in that you use them up, and you regain luck at a rate of 1 per hour of rest or 2 per hour of sleep).

..............................

Attack Roll (player decided what kind of attack he makes ... the higher the number that greater the risk of a miss)

5+ = body shot = to hit main body = 4 or less is a miss
10+ = aimed shot = to hit head, arms, and legs (Why = well like if they are not armored), to hit a well bucket swinging in the air type stuff = 9 or less is a miss
15+ = called shot = to hit eyes, ears, finger, toes, internal organs (once you punch throw the armor), or like the swinging rope that is holding a well bucket = 14 or less is a miss.

Problem, how do you handily AC with this system, solution turn armor in a HP system with some damage reduction.

Light armor = 20 hp = light shield +5 hp
Medium armor = 40 hp = medium shield + 10 hp
Heavy armor = 60 hp = heavy shield +15 hp

The armor will take up to 10 point of damage from each attack with any remain damage passing throw to the target wearing the armor. Any damage the armor takes is reduced from the armor total hp.
Shield act a separate line of defense, like a separate set of armor for the armor. player can chose to use or not use a shield for the attack that hits them. If they use the shield, it will take damage first.
(example = 5th level fighter, with a heavy armor and light shield has 60 hp armor and +5 hp shield, A 6th level fighter troll throws a 1d6 spear at the fighter and hits for 1d6 (x 2 vital strike ) + 6 damage (fighter power attack) for ( 4 rolled x 2 vital strike = 8 damage + 6 power attack damage = 14 points of damage total. The fighter use his shield so it take 5 point of damage and is destroyed, with the other 9 points of damage is reduced from his armor down to 51 hp left. ======== now if he had not used the shield, then the armor would be down to 50 hp, and he would have lost 4 hp from himself as that damage would have gotten throw).

** DM option (adult like this, but i leave it out for kids learning) = Environmental Armor or EVA for short = space armor/magic armor

Light +10 hp + 1 hour oxygen supply normal
Medium + 20 hp + 2 hour oxygen supply normal
Heavy + 30 hp + 4 hour oxygen supply normal

EVA hp are lost first, and all hp have to be lost before effecting the armor normal hp. While you have EVA hp, your suit is a sealed armor that protect you from gasses, external poisons, and breath attacks. (( most EVA suit has a visor that can be opened and closed, so you do not use of the oxygen supply, but while open, you are vulnerable to these attacks )).
(example= A Mage wearing light armor with light EVA, is taking a space walk on the moon. When a Moon spider jumps out and hit him for 15 points of damage. The first 10 point is taken off the EVA armor, with the other 5 point coming off his normal armor, and the mage is unhurt in the first attack. The problem is that the EVA armor is damaged (at zero), and the armor is no longer sealed, and the mage next round has to start taking suffocation damage each round.... and still has to worry about the moon spider to boot.)

=========================

What a mage wear armor.... well yes light armor for mages. Fighter are trained for medium armor and medium shields. Pionic can use heavy armor and heavy shields.

Fighter automatically get a power attack +1 damage per level to any single target per attack. They also get vital strike effect every 4 levels to any one (and only one) attack per round up to a max of x5 damage.. (example 1d6 spear, does x2 damage at 4th level, x3 damage at 8th level, x4 damage at 12th level, x5 damage at 16th level).

Mage has spells, ( although spell damage is reduced to 1d6 for 1-3 level spells, 2d6 for 4-6 level spells, 3d6 for 7-9 level spells and 4d6 for 10th level spells ). No spell resistance (why damage is lowered), no concentration checks, and no saving throws.... although the mage does have to make attack rolls which takes there place.
Many mage spells can effect more that one target, at a distance.

Pionic has spells. (think cleric, but no gods). Heavy armored, but they have Short Range spells; 4 inch + 1 inch per level reach. There offensive spells can only effect only one target (What is a offensive spell, that is determined by the caster, target, and DM. If anyone says it is offensive, then it is offensive). Beneficial spells like "breath underwater", require a group huddle, with a max of 8 target being effected by any single spell.
They also have to make an attack roll, to effect there target, veering by type of spell. (so no spell resistance, no concentration checks, and no saving throws).

Why is Pionic spell limited to one target with a max of 2 foot range at level 20. Because Pionic has such spells as Harm ( 10 hp per level damage and Heal 10 hp per level restore), Poison/Disease/Curse Cure/Cause with permanent effects. Command/Charm person, Baleful polymorph targets.

Some spell shuffling is required (current mage/cleric list ), but this is long overdue by now anyway.

=======================================

Another problem = conversion = So what about a +3 Magic sword from D&D that is + to hit and damage.

**** The + to hit is lost. ******

The sword remains magic, and is just +3 to damage. It can still be used to hit creature that require +3 or less magic weapon to be damaged.

============================

And the list goes own and explodes with spell conversion.

Like i said a different game. But a simpler game that you can keep in your mind, without a rule book to flip throw ((( ok spells are always an exception to that rule ;-p)

PS:

Internal organ ( Poison /Disease rolls ) 15+ to hit or saving throw checks. Harder to be effected, but harder to cure
Fire ( body shots ) 5+ to catch on fire, or smother put out fire.
Mind control spells ( Internal organ brain) 15+ to hit, and you have to tell the DM, where your targeting ... aka normally the head. .... also most mind control spells belong to Pionic (to limit there target number and range).

Ok, rambling... you did ask this in homebrew :)


Yes, there is a quick simple guide book in the Beginner's Box. However, as Oliver mentioned, the simplified rules are also a different version of the game.


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Quite. However, if you are seeking a quick and simple reference for combat by the rules, then I would point you to SORD for Pathfinder.

Combat encompasses three of four pages, and takes some getting used to. But, if you print off a couple sturdy copies to have at hand, it would become second nature.


Sord looks amazing, I'll definitely check it out.

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