Dissolution House Rules: Difference between revisions

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| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
|-
|-
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 1.5(8)+7=<br/>19
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 1.5(8+7)=<br/>22
|-
|-
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
|-
|-
| '''Scoffney w/ +1 rifle''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12)+1=<br/>19
| '''Scoffney w/ +1 rifle''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12+1)=<br/>19
|-
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12)+1+3=<br/>22 || 1.5(12)+1+3(3.5)=29.5 || 1.5(12)+1+3(6)=37
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12+1)+3=<br/>22 || 1.5(12+1)+3(3.5)=30 || 1.5(12+1)+3(6)=37
|-
|-
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24

Revision as of 00:15, 1 January 2011

House rules for the Dissolution campaign.

Critical hits

When you roll within your critical range, you have a choice:

  • You may roll for a critical hit, as per the standard rules.
  • You may automatically just take max weapon damage. (If your critical multiplier is ×3, you deal 1.5 times max weapon damage.)

This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:

Type Weapon damage Bonus damage Ancillary damage
Description the base dice damage of the weapon fixed damage from strength, magical plusses, etc. sneak attack, vital strike, added energy damage, etc.
Standard rules Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually ×2) Applied only once, even if critical succeeded.
House rule No additional roll needed. Damage roll treated as if highest number came up on each die. If range is ×3, multiply the result by 1.5 (round down). Applied only once

To use abilities that trigger off of critical hits (such as critical feats), you must make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.

In most cases, the house rule will result in a lower average damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:

Damage Roll No crit Standard crit (if achieved) House rule
Situation Weapon Bonus Ancillary Crit range Min Average Max Min Average Max Min Average Max
Lostwhite w/ +1 flaming flail 1d8 +9 +1d6 fire ×2 1+9+1=
11
4.5+9+3.5=
17
8+9+6=
23
2(1+9)+1=
21
2(4.5+9)+3.5=
30.5
2(8+9)+6=
40
8+9+1=
18
8+9+3.5=
20.5
8+9+6=
23
Lostwhite w/ +1 greatsword 2d6 +11 ×2 2+11=
13
7+11=
18
12+11=
23
2(1+11)=
24
2(7+11)=
36
2(12+11)=
46
12+11=
23
Lostwhite w/ +1 battleaxe 1d8 +7 ×3 1+7=
8
4.5+7=
11.5
8+7=
15
3(1+7)=
24
3(4.5+7)=
34.5
3(8+7)=
45
1.5(8+7)=
22
Caralaria w/ fist and vital strike 1d10 +6 +1d10 ×2 1+6+1=
8
5.5+6+5.5=
16
10+6+10=
26
2(1+6)+1=
15
2(5.5+6)+5.5=
28.5
2(10+6)+10=
42
10+6+1=
17
10+6+5.5=
21.5
10+6+10=
26
Scoffney w/ +1 rifle 1d12 +1 ×3 1+1=
2
6.5+1=
7.5
12+1=
13
3(1+1)=
6
3(6.5+1)=
22.5
3(12+1)=
39
1.5(12+1)=
19
Scoffney w/ +1 rifle and sneak attack 1d12 +1 +3d6 ×3 1+1+3=
5
6.5+1+3(3.5)=
18
12+1+3(6)=
31
3(1+1)+3=
7
3(6.5+1)+3(3.5)=
24.5
3(12+1)+3(6)=
44
1.5(12+1)+3=
22
1.5(12+1)+3(3.5)=30 1.5(12+1)+3(6)=37
Oreni's scorching ray 4d6 ×2 4(1)=
4
4(3.5)=
14
4(6)=
24
2(4(1))=
8
2(4(3.5))=
28
2(4(6))=
48
4(6)=
24

The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.

Sneak Attacks and Ranged Weapons

Just a clarification to the standard rules on sneak attacks:

  • Sneak attacks can be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
  • Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
  • You cannot normally flank a target with a ranged weapon.

So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus. Targets lose their Dex bonus to AC in any of the following situations:

Reach Spell

This one is really a mistake that was active for long enough to make us keep it. This is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').

This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.

Wands

Similarly, we treat wands as if they all have the Reach Spell feat. That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.

Vital Strike

From the look of the errata, looks like we read this one wrong as well, but we're keeping it as well. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.

Arterial Strike

This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in Complete Warrior.

Prerequisite: Sneak attack ability, base attack bonus +4. Benefit: If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 bleed. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.

Close Shot (Combat)

This is a new feat, which extends "point blank" range.

Prerequisite: base attack bonus +3. Benefit: Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:

  • Using Point Blank Shot.
  • Sneak attacking with ranged weapons.
  • Using the Reach Spell feat (see above).
  • Casting touch spells from wands (see above).
  • The Furtive Shot rogue talent (see below).

Normal: Point blank range is normally 30'.

Furtive Shot

This is a new rogue talent:

Furtive Shot (Ex): If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.