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 Post subject: [d20] Multiple low level opponents against the heroes
PostPosted: Thu Dec 30, 2010 1:14 pm 
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Location: Cayey, Puerto RIco
OPTIONAL RULE TO CALCULATE AUTOMATIC DAMAGE PER ROUND FOR COMBAT AGAINST HORDES OF OPPONENTS:

In the d20 system when I’m playing D&D, d20 Modern and d20 Future I use this house rule to speed up combat against armies of simple low level creatures or enemies. When I want to spice the encounter I add higher level officers to the enemy army who attack directly some of the characters.

Let’s take a group of 30 goblin fast hero 3 attacking a group of 7 heroes as an example:
Goblin Fast Hero 3: CR 3; Small humanoid; HD 3d8; hp 17; Mas 11; Init +2; Spd 35 ft.; Defense 18, touch 17, flat-footed 16 (+1 size, +2 Dex, +4 class, +1 leather jacket); BAB +2; Grap –3; Atk +2 melee (1d2–1, slam or 1d6–1/19–20, metal baton); Full Atk +2 melee (1d2–1, slam or 1d6–1/19–20, metal baton), or +5 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft.; AL evil, tribe; SV Fort +3, Ref +4, Will +1; AP 1; Rep +1; Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8.
Skills: Hide +8, Knowledge (streetwise) +2, Listen +3, Move Silently +6, Read/Write Goblin, Sleight of Hand +5, Speak Goblin, Spot +3, Tumble +5.
Feats: Alertness, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents (Fast Hero): Evasion, increased speed.
Possessions: Metal baton, Desert Eagle (.50AE autoloader), 25 rounds of .50AE ammunition, windbreaker, concealed carry holster, basic walkie-talkie.


#1 Calculate the Multiple base damage Rating (MR) = AB+(Full Damage of one attack)+1(per each point of improved critical)+1(per each extra attack)
Example: Goblin Fast Hero 3 attacking with metal batons = (AB:+2) +(Damage:5) +1(Improved Critical metal baton) = MR of 8

#2 Calculate the attackers ratio. Divide the number of enemy attackers by the number of heroes characters.
Example: The number of goblins is 30 and the attackers are 7. The ratio is 30/ 7 = 4.28 or 4 to 1 or 4 / 1.

#3 Compare the Defense of the character in the table with the ratio and modify the MR by the number on the table. Apply damage each combat round to the characters. Apply Damage Reduction and other modifiers, roll for concealment, etc.

Ratio
Enemy
/Hero 5-10 11-15 16-20 21-25 26-30 31-35
2/1 -6 -7 -8 -9 -10 -11
3/1 -5 -6 -7 -8 -9 -10
4/1 -4 -5 -6 -7 -8 -9
5/1 -3 -4 -5 -6 -7 -8
6/1 -2 -3 -4 -5 -6 -7
7/1 -1 -2 -3 -4 -5 -6
8/1 +0 -1 -2 -3 -4 -5
9/1 +1 +0 -1 -2 -3 -4
10/1 +2 +1 +0 -1 -2 -3
11 or
more/1 +3 +2 +1 +0 -1 +2

Example: MR of 8 with a 4/1 ratio will do 4HP to Def 5 to 10, 3HP to Def 11 to 15, 2HP to Def 16 to 20, 1HP to Def 21 to 25, 0HP to Def 26 to 30 and 0HP to Def 31 to 35.

#4 Apply Tactics - Its already considered in the rule that the hordes will be flanking, aiding each other in combat, and doing what they always do to destroy an enemy when they have the advantage of numbers the following rules are optional to make the encounter more interesting:
* If the G.M. wants he can allow the officers of the goblin army to try to move their troops in a special way or attack with a special weapon as to gain additional benefits against the heroes that counts as an increase in their MR of +2 to +4. The heroes can make a Knowledge (Tactics) check to identify the maneuver and try to counteract it. They can change weapons to a weapon that does more damage, or use weapons that have mastercraft bonuses.
* The goblins can gang up on the higher Defense characters and don’t attack the lower Defense characters to be able to increase the ratio and, at the same time, the damage. In this case the characters ignored take no damage in that combat turn.
* The individual heroes can find a way to increase their defense using tactics like: dodge bonuses, partial or full defense and various degrees of cover.
* The group of heroes can decrease the ratio of enemies attacking them by retreating into a smaller place. The enemy army can do range attacks against the heroes but the heroes in total cover from the enemies can’t be attack (and they can’t attack back).

Mario A. Agrait Rodríguez ([email protected])
2010.12.28

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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Tue Jan 04, 2011 7:02 pm 
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Joined: Tue Jun 01, 2010 11:53 pm
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Hay una regla de HackMaster que habla de overbearing. Aqui la posteo para ver si te sirve para esto.

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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Wed Jan 05, 2011 11:58 am 
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Location: Cayey, Puerto RIco
Eso está interesante. Voy a ver como lo comparo contra las reglas de swarm attack y lo uso. Gracias.

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Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Thu Jan 06, 2011 2:50 am 
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Si no me equivoco habia una regla en D&D 2E que trataba sobre lo que estas hablando.
No me acuerdo del nombre ahora mismo, pero creo que era que si estabas completamente surrounded, no importa el nivel de el enemigo habia que hacer un save o morias. Tengo que ponerme a buscar en mi archivo, a ver si la encuentro.

En un juego, un jugador habia hecho un ejercito como de miles de deambulantes y los puso a atacar un dragon. El dragon murio por culpa de esa regla. Muchos deambulantes murieron en el proceso, pero lo logro al final.

No se si habias escuchado de algo como eso. Quisas Roberto podria saber algo.


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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Fri Jan 07, 2011 3:57 am 
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Joined: Wed Jun 02, 2010 2:32 pm
Posts: 3
Location: Guaynabo
Saludos, estuve buscando mi Player’s Handbook de segunda edición y las reglas que aparecen de Overbearing son las mismas de Hackmaster.
Las reglas de Swarm sirven para criaturas pequeñas:
http://www.d20srd.org/srd/monsters/swarm.htm
El Dungeon Master Guide II tiene unos Mob Rules en las páginas 59-61. Tengo copia digital del libro si alguien lo necesita, son útiles…
Aquí hay discusión de las reglas que a lo mejor les interesan:
http://www.enworld.org/forum/general-rp ... 3-5-a.html
¡Saludos a todos!

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“La lucha nunca cesa. La vida es lucha toda por obtener la libertad ansiada. Lo demás es la nada” Corretjer


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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Fri Jan 07, 2011 1:44 pm 
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Joined: Tue Jun 01, 2010 4:13 pm
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Location: Cayey, Puerto RIco
Las reglas de swarm y las de mobs las conozco (tengo el DMG2) las he tomado en consideraci'on para crear esta tabla. La regla de swarm me funcionaría pero no aplica en esta regla el AC (o Def) del personaje, el swarm pega automáticamente (esto es debido a que son consideradas criaturas pequeñas que se meten en la armadura), La regla de mob me pasa algo parecido. Mi intencion no es dejar de usar ninguna de las dos reglas (las dos son muy buenas).

Estos son los objetivos de mi tabla y las razones de haberla creado:

*En mi tabla se resume la tirada de multiples dados con un simple calculo de ratio cada ronda.
*Cada jugador puede comparar el AC de su personaje contra la tabla y saber cuanto daño sufrió sin tirar dados adicionales.
*Los personajes siguen teniendo que pelear contra el enemigo individual; el AC, HP,etc del enemigo sigue en función. Siguen usando los ataques normales, no tiene restricciones en estos ataques, etc. como pasa contra swarms y mobs.
*Enemigos individuales (oficiales, spelcasters) se pueden sacar de la formula del ratio para que hagan ataques especificos y mantener el encuentro divertido, solo se necesita sacarlos del ratio y tirar los ataques de estos aparte.
*Cuando el ratio baja a un numero considerablemente jugable (3 a 1 o menos) puedo decidir tirar los dados sin ningun problema.

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Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Mon Oct 10, 2011 12:41 pm 
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Another Quick Damage Formula for d20

This rule takes into consideration the hit probability and the damage per round. A monster with average rolls 10 on the d20 and average damage on his attacks can be calculated in 20 rounds. The probabilities of hitting any AC varies with the AB and the probabilities of hitting a critical roll depends on the AB and the critical range.

Threshold AC - Is the average roll of a monster and is calculated with 10+AB+(1 per additional attack)+(1 per improved critical)
Threshold Damage = Is the average damage of the attack that does more damage
Ratio Modifier = (Number of opponents/Number of Adventurers)-1

In the scale the damage goes down one point to the right of the TAC (down to 1) and up one point to the left of the scale up to double the TD.

Example:
The attack is a single attack at +5. The damage is 1d6+1. The ratio of creatures against adventurers is 4 to 1.
Threshold AC (TAC)= 10 + 5 = 15
Threshold Damage (TD) = the average between 2 and 7 = 4
Ratio Modifier (RM) = 4 - 1 = 3

0-10 11-15 16-20 21-25 26-30 31-35 36-45
5 4 3 2 1 1 1

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Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [d20] Multiple low level opponents against the heroes
PostPosted: Tue Nov 08, 2011 12:54 pm 
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Location: Cayey, Puerto RIco
Quick Damage Formula for d20
V.2.1
2011.02.19

This rule takes into consideration the following facts about combat in the d20 system:
• No matter what AC the target has and what AB the creature has, he will automatically hit in 5% of the rolls, a natural 20.
• If there are enough enemies and number of attacks the probability of rolling a natural 20 increase.

Damage per Round:
This calculation takes into account the hit probability and the damage per attack of the enemy.

Damage per Round (DPR) = Higher AB + Maximum Damage of Higher Damage Attack + 1 per Improved Critical + 1 per Critical Multiplier of x3 or more +1.

Note: By adding the AB and the full damage of the attack to calculate the DPR you take into account the probabilities of hitting the character and probabilities to inflict damage of the enemy.

Ratio Modifier:
This calculation takes into account how many enemies the character haves to deal with. The more enemy the more special combat tactics can be done like flanking and aid combat.

Ratio Modifier = (Number of opponents/Number of Adventurers).

Note: Each time a number of enemies equal to the Ratio Modifier is eliminated from combat, reduce the DPR by 1, down to 1 point of damage per combat turn.

Armor Class Damage Reduction:
This number is calculated using the Armor Class of the character, using the same method to calculate the attribute modifier of a character. Ten points are subtracted from the Armor Class and the total divided between two, rounding down (AC -10)/2. The modifier becomes a DR score for the character. This DR does not stack with other DR.

AC: 0-11_12-13_14-15_16-17_18-19_20-21_22-23_24-25_26-27_28-29_30-31_32-33_34-35_36-37_38-39_40-41_42-43_44-45
DR: __0____1_____2_____3____4____5_____6_____7_____8____9____10____11____12____13____14___15____16___17

Notes: If a character uses combat maneuver (partial or total defense), class features, feats (dodge, expertise), cover (partial, total, etc.) or any other way to increase his AC, the modifier is recalculated to represent the new increased AC and DR. If the character’s AC is decreased by been pinned, blinded, flat footed, etc the DR is recalculated also.

Example:
The attack is a single attack at +5. The damage is 1d6+1. The ratio of creatures against adventurers is 4 to 1.
DPR = 5+7 = 13.
A character with AC 18 will reduce 4 points of damage for a total of 9.
If that character increases his AC to 21 by using a partial defense maneuver or partial cover, his DR will increase to 5 reducing the damage to 8.
Each time 4 enemies are down one point is reduced from the DPR.

General Notes:
*DR - Damage Reduction still applies. If the character’s damage reduction is greater than the DR provided by the AC use the higher one.
*Applied Tactics – It’s already considered in the rule that the hordes are doing what they always do to destroy an enemy when they have the advantage of numbers but tactics like flanking, and aiding each other in combat can be used by the attackers.
*Officers - If the G.M. wants he can allow the officers of the goblin army to try to move their troops in a special way or attack with a special weapon as to gain additional benefits against the heroes that counts as an increase in their DPR of +1 to +4 of moral, confident or tactical bonus. The heroes can make a Knowledge (Tactics) check to identify the maneuver and try to counteract it.
*Equipment and magic- They can change weapons to a weapon that does more damage, or use weapons that have mastercraft bonuses, add poison to the weapons, or increase the attack with spells like a Bless.
* Gang Up - The enemies can gang up on the higher Defense characters and don’t attack the lower Defense characters to be able to increase the ratio and, at the same time, to do more damage to that character. In this case the characters ignored take no damage in that combat turn.
* The individual heroes can find a way to increase their AC defense using tactics like: dodge bonuses, partial or full defense and various degrees of cover. This new modified AC will have a different DR.
* The group of heroes can decrease the ratio of enemies attacking them by retreating into a smaller place more difficult for the greater number of enemies to move. The enemy army can do range attacks against the heroes but the heroes in total cover from the enemies can’t be attacked (and they can’t attack back).

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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