02 outubro 2001

Nino, a votacao eh para ver se coloco os livros de d&d 3a edicao n'A Casa dos Gritos ou no Grupo D&D.

Segue uma boa lista de regras opcionais...

"Colorful Combat in the d20 System
Kris Havlak

You�ve vanquished dragons and necromancers, wielded blades of psionic energy against hordes of orcs, tried every feat to see which carry the greatest power, and discovered that unstoppable +5 Vorpal longsword buried in an ancient tomb. Combat has lost its fantastical aura and unpredictable thrill. Perhaps you find certain rules in Dungeons and Dragons� too unrealistic, or you need more options. Maybe you�re sick of just rolling those dice until your opponent falls. Herein is a set of optional modifications to d20 combat based around historical melee combat and the immense array of options present in real life. None of these modifications will drastically alter the Dungeons and Dragons� game or get your prized 20th level fighter killed off from a lucky goblin arrow. Feel free to mix and match as you see fit to create the fantasy combat system most suitable to your needs.

Penetration
Much of the wide array of medieval weapons and armor implemented by the Dungeons and Dragons� originated from the coevolution between arms and armor during the middle ages. Armor would be crafted to stop the day�s weapons, which in turn would themselves improve to penetrate more advanced armor. This process led to a wide array of specialized weapons designed to penetrate heavy armor. The d20 system, however, does not provide rules for handling these differences. To solve this, we�ll add a �penetration� statistic to every weapon. Weapons specialized in penetrating heavy armors will be able to cancel out an amount of their opponents� AC up to this penetration statistic.
For example, Halaron�s warhammer has a penetration of 2. He attacks Jelanna, who is wearing leather armor which gives her a +2 armor bonus. However, the warhammer�s penetration cancels this out, giving Jelanna no armor bonus from her leather against Halaron�s warhammer. Had Jelanna been wearing full plate with an armor bonus of +8, this bonus would have been decreased to +6 by the warhammer. Had she been wearing no armor, the warhammer�s penetration would have had no effect.

Weapon Mass
The d20 system has a large number of weapons with a historically unrealistic mass. Although this doesn�t significantly affect play, this article provides more realistic masses for the sake of believability.

Weapon Nomenclature
Unsurprisingly for a fantasy game, Dungeons and Dragons� contains a number of non-historical weapons bearing historical names, and also historical weapons with inaccurate names. Fixing these will do two things: provide accurate historical weapons for historic d20 games and make special fantasy weapons seem even more fantastic. Thus our �broadsword� becomes a �riding sword,� the �long sword� a �war sword,� and the �falchion� is a one-handed, short chopping weapon. A number of wholly fictional weapons such as the dire flail are kept/added for special use in fantasy games.

Shields
Since metal shields were scarcely found historically, their use in the d20 system should be optional. If they are kept, making them substantially worse than wooden shields will add variety to a rule system. For added flavor, we�re going to add additional historical shields-- a hide shield, a round shield, and a kite shield. Tower shields will be reserved for providing cover from missiles; they can be used for melee cover but both combatants receive the cover bonus.

Armor Class
To change the nature of Dungeons and Dragons� combat almost entirely, we can make a radical change to AC. The base AC of all creatures becomes 5, rather than 10. Shields and weapons become more valuable: double armor bonuses of shields (or use values in parenthesis in our updated shield listing) and give a +2 bonus to AC for the use of a weapon (passive parrying). This rule will change the nature of combat but restore the historical value of shields to the game.

Unthreatening opponents
As would make sense, hitting an unarmed opponent with a large weapon is not really that hard (provided they don�t run away). To reflect this, we can add a rule that gives unthreatening targets (those without a weapon or mode of defense like a shield) a five point penalty to AC. This rule may slightly unbalance the game to the disfavor of spellcasters but will make trying to strike down that unarmed foe much less frustrating.

Timing and Initiative
Since timing and perception are essential to real combat, optional rules that make timing more valuable can be added to expand upon the nature of combat. Actions such as refocus, delay, and hold become invaluable if we make a simple rule to discourage striking wildly: a recovery time. After an attack is made, the attacker gets a -5 AC penalty (or, if optional AC rule is being used, no passive parrying bonus for the weapon) until she recovers. Recovery takes a number of initiative segments based on size category: 1 for tiny, 2 for small, 3 for medium, 4 for large, etc. A corresponding rule which can be implemented is the optional multiple attacks rule. Those with more than one attack must wait their recovery time between attacks. This can be used with or without the AC penalty for recovering.

Stances
To integrate flexibility into a combat system, we can add �stances� to combat. These are specialized forms that a combatant specifies at the beginning of each round. Each one represents a historical �guard,� and has a set benefit and penalty. Stances must be maintained an entire round, and cannot be taken if flat-footed.

Standard: No bonus or penalty.
Defensive: +2 AC, -2 to damage rolls
Offensive: -2 AC, +2 to attack rolls
Closed: +2 AC, -2 to attack rolls
Power: -2 AC, +2 damage rolls

Active Parries
Melee weapons can, of course, be used to block oncoming attacks. Any individual on any round or initiative segment, provided they have an action available and are not recovering (if that rule is used), can attempt to parry an attack that would have otherwise hit. To parry, make an attack roll with your weapon against a difficulty class equal to 10 plus the number of points your attacker hit by. If you match this, you parry the attack. However, you�ve used up your action for that round. If you would get more than one attack, one of these can be used to parry and the other(s) normally.

Two Weapons
Under the current d20 rules, there is little reason to use 2 weapons. Especially if you�re implementing the shield rule or the new armor class rule, reduce 2-weapon penalties by 2.

Flails
We�re going to give specialized weapons like the flail a +1 bonus to hit vs. any type of shield (or a +2 bonus if optional AC rule used). However, the flail cannot be used in an active or passive parry. Flails get no bonus on a disarm role; it was very difficult to trap anything in a flail�s chain.

Disarms
Disarms are very hard to achieve and should not be a standard combat option. If you really want to make a parry, it should be done at a -5 penalty by the attacker.

Costs
Many of the weapon choices made by medieval warriors were based on money: swords were far more expensive than polearms or axes, let alone clubs and slings. Costs on our revised weapon list have been adjusted.

Criticals
I took the liberty of adjusting the critical threat ranges of weapons to aid realism, variety, and/or play balance. Again, these new values are optional.

Ranged Weapons
Most of the optional rules discussed above also apply to missile combat. We�ll do two things to add realism. First, when firing into a melee you have a chance to hit friendly forces. Your initial attack roll can be made with whatever penalty you desire (standard -4). The higher the penalty the more careful you are not to hit friendly forces. If you miss, you must make an attack roll versus the nearest opponent but with double the penalty. If this also misses, the attack is assumed to have missed everyone completely. Secondly, a number of specialized arrows and bolts have been added to the revised weapon list to provide additional options.


Which rules to use?
All of the rules here are optional, and of course not suited for every gaming group. Below is a look at the advantages and disadvantages of every rule. Single word terms are given to make comparison easy:

Realism: this rule makes the game more realistic or historically accurate.
Color: this rule adds color, variety, or style to the game.
Options: this rule increases options available to the players.
Change: this rule moderately alters the system.
Slow: this rule may slow down game play.
Balance: this rule may alter game balance.
Very Slow: this rule will significantly slow game play.

Rule Notes
Penetration Realism, Color, Slow
Mass Realism
Nomenclature Realism, Color
Shields Realism, Color
Armor Class Realism, Change, Balance
Unthreatening Opponents Realism, Balance
Recovery Time Realism, Options, Very Slow
Multiple Attacks Realism, Slow
Stances Realism, Options, Balance, Slow
Active Parries Realism, Options
Two Weapons Realism, Balance
Flails Realism, Color, Options
Disarms Realism
Costs Realism, Color, Balance
Criticals Realism, Color, Balance
Fire into Melee Realism, Options, Slow
Specialized Arrows/Bolts Realism, Color


The Revised Weapon List

Historical Weapons:
Weapon Cost Damage Critical Weight Pen. Size/Type
Simple Weapons:
Mace, Light 15gp 1d6 x2 2lb. 1 S/Bludgeoning
Sickle 4gp 1d6 x2 2lb. 0 S/Slashing
Halfspear� 2gp 1d6 x3 3lb. 0 M/Piercing
Mace, Heavy 20gp 1d8 x2 4lb. 1 M/Bludgeoning
Morningstar 8gp 1d8 x2 4lb. 0 M/Pierce-Bludge
Quarterstaff� -- 1d6/1d6 x2 3lb. 0 L/Bludgeoning
Spear (short) 2gp 1d8 x3 4lb. 0 L/Piercing
Maul 3gp 1d8 x3 6lb. 1 L/Bludgeoning
Crossbow, light 20gp 1d8 -- 6lb. -- S/Piercing
Crossbow, heavy 40gp 1d10 -- 9lb. -- M/Piercing
-Normal Bolts(10) 1gp -- 19-20/x2 1lb. 1 --
-Broad Bolts (10) 2gp -- 18-20/x2 1lb. 0 --
-Bodkin Bolts (10) 2gp -- x2 1lb. 2 --
Javelin 1gp 1d6 x2 1lb. 0 M/Piercing
Martial Weapons:
Axe, throwing 2gp 1d6 x2 2lb. 0 S/Slashing
Axe, hand 2gp 1d6 x3 2lb. 1 S/Slashing
Warhammer, light 15gp 1d4 x4 2lb. 2 S/Pierce-Bludge
Short Sword 20gp 1d6 19-20/x3 2lb. 0 S/Pierce-Slash
Battleaxe 5gp 1d8 x3 4lb. 1 M/Slashing
Flail, light 8gp 1d8 x2 3lb. 1 M/Bludgeoning
Riding Sword 40gp 1d8 19-20/x3 3lb. 0 M/Slash-Pierce
Warhammer, heavy 20gp 1d6 x4 3lb. 2 M/Pierce-Bludge
Falchion 30gp 1d6 18-20/x3 3lb. 1 M/Slashing
Rapier 40gp 1d6 18-20/x2 3lb. 0 M/Slashing
Scimitar 30gp 1d6 18-20/x3 3lb. 0 M/Slashing
Estoc 30gp 1d6 19-20/x3 3lb. 2 M/Piercing
Flail, heavy 15gp 1d10 19-20/x2 5lb. 1 L/Bludgeoning
Glaive 8gp 1d10 x3 4lb. 0 L/Slash-Pierce
Bec de Corbin�� 25gp 1d8 x3 4lb. 2 L/Pierce-Bludge
Greataxe 10gp 1d12 x3 5lb. 1 L/Slashing
Greatclub 4gp 1d10 x2 5lb. 0 L/Bludgeoning
Greatsword 60gp 1d10 19-20/x3 4lb. 0 L/Slash-Pierce
Guisarme 9gp 2d4 x3 4lb. 0 L/Slashing
Halberd�� 10gp 1d10 x3 4lb. 0 L/Slashing
Spear, Long�� 5gp 1d8 x3 4lb. 0 L/Piercing
Pike��� 5gp 1d8 x3 5lb. 0 L/Piercing
Ranseur�� 10gp 2d4 x3 4lb. 0 L/Piercing
Scythe 10gp 2d4 x4 4lb. 0 L/Slash-Pierce
Sword, 2-Hand� 70gp 1d10 19-20/x3 5lb. 0 L/Slashing
Scimitar, great 50gp 1d8 18-20/x3 4lb. 0 L/Slashing
Arrows (10)
Normal 1gp -- x3 1lb. 0 --
Broad 2gp -- 19-20/x2 1lb. 0 --
Bodkin 2gp -- x2 1lb. 1 --

Exotic Weapons:
Weapon Cost Damage Critical Weight Pen. Size/Type
Kukri, light 6gp 1d4 18-20/x2 1lb. 0 T/Slashing
Kukri, heavy 8gp 1d6 18-20/x2 2lb. 0 S/Slashing
Sword, Bastard 50gp 1d10 19-20/x3 3lb. 0 M/Slashing
Waraxe, Dwarven 20gp 1d10 x3 4lb. 1 M/Slashing
Hammer, gnome� 20gp 1d6/1d4 x3/x4 4lb. 1/2 M/Bludge-Pierce
Axe, Orc Double� 40gp 1d8/1d8 x3 6lb. 1 L/Slashing
Chain, spiked� 15gp 2d4 x2 6lb. 0 L/Piercing
Flail, dire� 40gp 1d8/1d8 19-20/x2 6lb. 1 L/Bludgeoning
Sword, 2-blade� 100gp1d8/1d8 19-20/x3 6lb. 0 L/Slashing
Ugrosh, Dwarven 30gp 1d8/1d6 x3 5lb. 1 L/Slash-Pierce

� Reach Weapon �� Extended Reach Weapon (threatens to 15�)
� Double Damage vs. Charge
� Double Weapon

The following weapons remain unchanged from the standard d20 rules: Gauntlet, Unarmed Strikes, Dagger, Katar, Spiked Gauntlet, Club, Light Lance, Sap, Heavy Lance, Shortbow, Longbow, Kama, Nunchaku, Siangham.





Shields Cost AC bon. Check Pen Spell Fail Weight
Buckler 10gp +1(+2) -1 5% 3lb.
Small Shield 2gp +1(+2) -1 5% 4lb.
Round Shield 5gp +2(+4) -2 15% 6lb.
Heater Shield 5gp +2(+4) -2 15% 8lb.
Kite Shield 7gp +2(+4) -2 15% 10lb.
Tower Shield 10gp Special -10 50% 25lb"

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