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That's exactly how I used to do it in 3.0.
I've been told I'm a brutal GM tho;)

As stated above this rule doesn't really account for the non-cover scenarios, but to do that goes beyond the core rules and kinda hoses archers (which are awesome!) IMO=)

We also had a house rule that you could not take the -4 but I think stood a chance (situational percentile? I doubt it was 50%) to hit your ally. Can't remember the specifics tho.
-JoeD

Hank Woon wrote:


A simpler (but potentially much more brutal) method is to apply a +4 to the enemy's AC for the roll (instead of subtracting the 4 from the player's roll). If it's a miss, but the roll will hit an adjacent ally who is engaged in melee with the target, then it does so.

Example:

Target's AC 13.
Ally fighter's AC 15.

Roll vs. AC 17: Player rolls a 16.

16 > fighter's AC but less than target's AC. Player hits ally instead, rolls damage normally.