Showing posts with label Orlandia. Show all posts
Showing posts with label Orlandia. Show all posts

Thursday, October 1, 2009

Orlandia Samples

More samples from Orlandia.. 

Here is a list of actions you can perform in combat and what sort of action it is to perform.

List of Combat Actions

In any combat round a character can perform the following special maneuvers or combat options.

ACTIVATE OR USE A MAGIC ITEM

A character may use or activate a magic item that is carried and in-hand. If he has to fetch the item from his pack or other location the act of fetching is his action.

CALLED SHOT

Action: Extended.
Reduce your attack roll by a number not to exceed your BtH modifier and add two times that number to your damage roll. Anyone can attempt a called shot.

CAST/MAINTAIN A SPELL

Action: Usually Extended. Specific spells may state otherwise. Both casting and maintaining a spell require the use of Extended Actions.

CHARGE

Action: Extended.
You must move a distance at least equal to your normal movement (but not more than 2x normal movement) in a straight line. If you do, you may also make an attack. If you hit you deal +2 damage. You also suffer a -4 penalty to your armor class until your next turn. If a you are struck prior to attacking (due to a readied action or an opponent wielding a reach weapon), your movement ends at the point you are struck and you may not make an attack. You can not charge in any sort of difficult terrain or if your visibility is limited for any reason.

COUP DE GRACE

Action: Extended.
You attempt to kill a helpless opponent. An opponent is helpless if it is sleeping, tightly bound, pinned in a grapple or otherwise at your mercy. You automatically hit a helpless opponent and deal maximum damage, add all modifiers for Strength and magic, and  then multiply it by 2. This may be enough to kill a weaker creature outright but stronger creatures may still survive.

DELAY

Action: None but you cannot interrupt another person or creatures initiative. If you wait until another character or creatures turn you take your action after theirs completes.
You choose not to take your action on your initiative. You may take your initiative at any point later in the round. If you delay into the next round you begin your initiative at 10. If you wish to interrupt an enemy you must win a base d10 roll (as if you tied the creature on its initiative roll normally).

DISARM

Action: Extended.
Any class can attempt to disarm an opponent but it is easier for the more combat-oriented classes.
If your BtH is equal to your level -1 (or greater) do the following:
Make an attack against AC 18 + the HD or level of the defender + the defenders dexterity modifier.
For example, a ranger (with a +1 strength modifier and a +1 magic modifier) would need to hit an armor class of 23 to disarm a 5 hit dice creature or 5th level opponent. He has a +4 BtH bonus, +1 for strength, +1 for magic, meaning, he has an overall +6 on his attack roll vs. an armor class of 23. He needs a 17+ to succeed.
If not, then do the following:

Make an attack against armor class 20 + the HD or level of the defender + the defenders dexterity modifier.
For example, a 5th level wizard (with no strength or magic modifiers) would need to hit an armor class of 25 to disarm a 5 hit dice creature or 5th level opponent. He has a +1 BtH bonus so he basically needs a natural 20 to succeed.

DISENGAGE

Action: Extended. You do nothing else in a round besides disengaging from an opponent.

Fighting
Move up to 1/2 your normal movement.
Hasty
Move up to 4x your normal movement, but take a -2 penalty to armor class for the round and any opponents you were engaged with get a free attack against you as you run away.

DROP PRONE

Action: Free.

EVADE

Action: Extended.
Choose an opponent. You gain a +4 AC bonus against attacks from that opponent until your next turn.

FLANK ATTACK

Action: None, used in conjunction with an attack.
You gain a +1 bonus to hit an opponent that you flank.

GRAPPLE

Action: Extended.
Make a normal attack against armor class 15. The armor class of the defender is modified by its strength and dexterity, as well as any size differences between the attacker and defender. For each size category the defender is larger than the attacker, the defender adds +2 to its armor class. For each size category the defender is smaller than the attacker, the defenders armor class is reduced by 2.
The basic to hit bonus may or may not apply, depending on the circumstances.
You can attempt a few special maneuvers when you are grappling an opponent.
PIN/BREAK PIN
If you are grappling an opponent at the beginning of your turn, you can now attempt to pin him. You and the opponent make Strength checks. If your roll is 10 or more greater than his, you pin him. If the attack is successful, the defender is held and cannot use any actions that require freedom of movement except to attempt to break the hold on his next action. Until then he is considered prone and defenseless. The defender can break the hold by making his own successful grappling attack following the same process on his turn. Attempting to pin an opponent is an Extended Action.
MAINTAIN PIN
If you have an opponent pinned at the beginning of your turn, you do not have to make a check to maintain the pin, it is automatic until broken by the opponent. Maintaining a pin is a Normal Action.
INJURE
If you have an opponent pinned at the beginning of your turn, you can automatically deal damage to him. You do not have to make a grapple check to maintain the pin, you simply deal damage. The amount is your normal natural weapon damage modified by your Strength. Injuring a pinned opponent is a Simple Action.
THROW
If you are grappling an opponent at the beginning of your turn, you can attempt to throw the opponent anywhere within your natural reach (the area in which you could make an unarmed melee attack), where the opponent will land prone. The opponent must weigh less than your Strength score x 10. You and the opponent make Strength checks (1d20 + Str modifier). If your roll is greater than the opponents, you throw the opponent. If the opponent rolls higher he is not thrown but remains grappled. Attempting to throw an opponent is an Extended Action.

LOAD/RELOAD BOW/CROSSBOW

Action: Free for all but Heavy Crossbow which is Simple.

MOUNTED COMBAT MANEUVER

Action: Varies.
Anyone can attempt any of the following maneuvers by making a horsemanship check.

MOVE

- UP TO 1/2 NORMAL MOVEMENT

Action: Simple. Moving even 5' counts as a Simple Action.
- UP TO NORMAL MOVEMENT
Action: Normal.
- UP TO 2x NORMAL MOVEMENT
Action: Extended.
You suffer a -2 penalty to your AC vs. melee attacks. You can not move more than your normal movement in any sort of difficult or hampered terrain, or if your visibility is limited for any reason.
- UP TO 4x NORMAL MOVEMENT
Action: Extended.
You suffer a -4 penalty to your AC vs. melee attacks but gain a +2 bonus vs. ranged attacks.You can not move more than your normal movement in any sort of difficult or hampered terrain, or if your visibility is limited for any reason.

OPEN/CLOSE A DOOR

Action: Usually Free, unless stuck or locked.

OVERBEAR

Action: Normal.
Your AC is reduced by 2 until your next action. Make a normal attack against armor class 15 (the basic to hit bonus may or may not apply, depending on the circumstances). For each size category the defender is larger than the attacker, add +2 to its armor class. For each size category the defender is smaller than the attacker, subtract 2 from its armor class.
If the attack is successful, the defender takes 1-2 points of subdual damage and is knocked prone for the remainder of that round. An attacker cannot knock over a defender two or more sizes larger than himself.

PUMMEL

Action: Normal.
Make a normal attack roll against the targets normal armor class. The basic to hit bonus may or may not apply, depending on the circumstances.
If the attack is successful, the attacker deals subdual damage modified by its Str modifier. The exact amount depends on the attackers size:
Attacker Size

Damage

Tiny
1
Small
1
Medium
1-2
Large
1-4
Huge
1-8
Gargantuan
1-10
Colossal
1-12

READY

Action: None.
You can ready outside of initiative. If an initiative roll is called for within the next minute make a Wisdom check vs. CL equal to the HD of the weakest enemy present. If you fail you roll initiative normally. If you succeed your initiative is automatically 10 for the first round of combat. You can use the Ready option 1 time per day per 3 levels (1 at levels 1-3, 2x at levels 4-6, etc). Note that Readying has nothing to do with Surprise.

REAR ATTACK

Action: None, used in conjunction with an attack.
You gain a +2 bonus to hit an opponent from behind.

SEARCH

Action: Usually Extended.
Searching includes looking for traps or trying to find something specific in a relatively small area.

STAND UP FROM PRONE

Action: Simple.

TOUCH ATTACK

Action: None if used in conjunction with casting a touch-range spell. If used in following rounds it uses a Normal Action.
Make an attack vs. AC 10 + Dex + any magic items + any active spells.

TURN UNDEAD

Action: Extended.

TWO WEAPON ATTACK

Action: Extended.
Make 2 attacks, one at -3 and one at -6, modified by Dex. The character’s Str modifier only applies to damage.

USE A CLASS ABILITY

Action: Varies but usually Normal.

USE AN ITEM

Action: Usually Simple. Some items may state otherwise.
This includes mundane tasks like lighting a torch, drinking a potion, drawing a weapon, etc.

Orlandia Samples

For anyone too lazy to go over to my Orlandia site I'm going to post some snippets here and see if I can get some feedback. I hate feeling like I am operating in a vacuum and love getting feedback (even if its nothing more than "man that sucks" lol). So without further ado, here's my Actions Cleanup for Castles & Crusades rules.

Actions Types

In a combat, characters can perform a wide variety of actions. Actions are categorized into four basic types, Free, Simple, Normal, and Extended.
In a single round you may:
  • Use one Extended Action and 1-2 Free Actions (but not Simple Actions).
  • Use one Normal Action and one Simple Action and 1-2 Free Actions.
Notes:
You can not perform two Simple Actions by trading a Normal Action for a Simple Action.

FREE ACTIONS

  • The GM will determine if what you want to do makes more sense as a Free or a Simple Action, though common things such as speaking, or drawing a weapon, would usually be considered Free Actions. This is purposely vague as circumstances may cause a normally Free Action to become a Simple Action, or vice versa.
  • You can usually use Free Actions even when it is not your turn, within reason.

SIMPLE ACTIONS

  • Cast a cantrip or orison spell.
  • Move half your normal movement.
  • Pick up, put down, give, take objects (assuming no resistance).

NORMAL ACTIONS

  • Move your normal movement.
  • Make a Normal Attack (or perform a Normal Combat Maneuver).
  • Use most Class Abilities.

EXTENDED ACTIONS

  • Cast a 1st-9th level spell. Note that some spells may use lesser actions. Those will be stated in each spells description. Also, when a spellcaster is able to cast 4th level spells, 1st level spells are reduced to only needing Normal Actions to cast. From that point forward, spells of 3 levels or more below the casters highest castable level are reduced to Normal Actions (unless stated otherwise of course).
  • Make an Extended Attack (or perform an Extended Combat Maneuver).
  • Move more than your normal movement. You can move up to four times your normal movement but you suffer an Armor Class penalty against melee attacks (but a bonus against ranged attacks) depending on how much you move. You can not move more than twice your normal movement in any sort of rough, difficult, or hampered terrain, or when your visibility is limited (in an area of fog, or you are blind, etc).