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›adnd2 vs hack4

Borogovian ADnD

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adnd2 vs hack4

  • Analysis Combat
  • Analysis Leveling

Ken's Hack4

  • House Rules
  • Zasz of the Bells

Analysis Combat

adnd1 ph 104

  • 1 minute rounds, so dex is not a factor
  • haste/slow means you don't need a roll
  • roll off using d6

adnd2 standard rules

A round is 1 minute.

init

ph 124

  1. each faction rolls 1d10. low goes first.
    • -2 hastes
    • +2 slowed
    • -1 higher ground
    • -2 set to receive a charge
    • +1 waiting (chapter 11?)
    • +2 wading or slippery footing
    • +3 hindered (tangled, climbing, held)
    • +4 wading in deep water
    • +6 foreign envionment (a human swimming)
    • +spell cast time if unitless.

multi attacks

ph 126+7

  • attack routines and separate weapons all go off on the same tick.
    • note that the -2/-4 attack penalty is then modified by dex's reaction mod, which can't make the penalty go positive. Also being a ranger negates these penalties.
    • one weapon must be smaller than the other.
  • fighter multi-attacks: everyone's normal action goes off, then a bonus round to handle all 2nd attacks, etc.

to hit

  • ranged:
    • -2 for medium, -5 for long.
    • cover: from -1 to -10 depending on coverage and solidity.
  • melee:
    • optional rule: parry mode (no move or actions) grants level/2 in AC bonus. +1 more for fighters. (parry does not apply to rear or missile attacks.)
  • spell:
    • RAW, touch spells are against normal AC. I'll think about it after reading the spell desc.

Damage

  • 50+ damage? save vs death

move

  • speed 9 means combat-move 90 feet in a minute, or half that and make a melee attack or use missiles at half the stationary fire rate.
  • withdrawing without giving the opponent a free combat routine: 1/3 movement.
    • at either speed, an opponent can choose to stay engaged unless a friend can block.

optionals not in play

  • individual init (ph126)
  • weapon speed (ph127)
  • other mods on table 56 (ph125)

unexpected rules

  • wizard touch spells are against the normal AC, there is no ignore-armor clause on ph131.
    • if touching a friendly who's too busy to stand still, wizard must hit AC10.
  • firing into melee: roll on the "everyone in that melee" list before comparing attack to AC. ph132

hack

A round is 6 seconds, a segment is .6 -- a turn is 1 minute.

init

ph 133 gm90

  • readied missiles go on segment 1. spells on zero. (+1d4 if you need to rummage for components. If you finish casting before 5, you can start prepping components for next turn.) otherwise:
  • each participant rolls 1d10 - dex plus table12C:
    • -10 haste
    • +10 slowed
    • -1 high ground
    • -3 set to receive a charge
    • +3 wading or slippery footing
    • +6 wading in deep water
    • +8 foreign env
    • +5 hindered (tangled, climbing, held)
    • +1 waiting (chapter 14?)
    • + weapon speed
    • +5 to also draw a weapon
    • -2 is the speed of natural weaponry (inc. fists)
    • -1 breath weapon
    • + spell casting time for spells, innates, or magic items
    • +d4 to search for item, including pulling out spell components
    • +1 per tenth of movement rate travelled
  • readying a magic device to fire is +4 (gm91)
  • readying a missile with ROF < 1 takes a round. a ROF of >= 1 can be readied in (6-ROF) segments.

A high ROF readied missile weapon goes on fixed initiatives:

ROFSegments
<21
21,6
31,5,9
41,4,7,10
51,3,5,7,9

multiattack

  • fighters with multiple attacks roll init for each separately and reroll one die at a time to fix any ties.
  • note that while attack routines go off on different segments, the attack of opportunity on a fleeing target is a free instant attack routine.

Attack mods

  • flanking: negates shields
  • rear flank: negate dex bonus
  • rear: +2 to hit
  • +2 to hit for encumbered, off balance, or one leg pinned
  • +4 for all legs pinned. slowed, partially bound
  • stunned, motionless, prone: +4 and no dex/shield.
  • asleep or immobilized: melee=auto. missle: +4. damage dice are max. (but roll anyway for pen.) attacker free of interference: coup de grace.
  • invisible target: -4 and can't use rear/flanking modifiers.

called shots

gm100

  • 20's are no longer auto hit, but a success on a 19 or 20 is a crit.
  • I see no rule about this cancelling "shooting into melee" risks. |Loc|-atk |-|- |arm|-3 |eye, internal organ|-10 |groin|-4 |hand, head, neck|-6 |leg|-2 |tendon|-8 |torso|-2

Damage

  • 0 to -3 hp: fallen, bleeding (-1 at the beginning of each round), and must make a half-con check (per round) to remain conscious.
    • at -6, permanent scarring. at -10, dead.
    • any magic healing, use of skill, or rolling a half-wis check stops the bleed out.
  • a hit that puts you at -4 has already killed you.

I don't see a "declare follow-through" timing rule on ph138.

← Thief TablesAnalysis Leveling →
  • adnd2 standard rules
    • init
    • multi attacks
    • to hit
    • Damage
    • move
    • optionals not in play
    • unexpected rules
  • hack
    • init
    • multiattack
    • Attack mods
    • called shots
    • Damage
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