Wednesday, November 20, 2019

Club House Rules-Combat


CLUB HOUSE RULES-COMBAT
Rule #1: BETTER CRITICAL HIT (UPON HIT)
When you score a critical hit, roll for damage normally. Then determine the maximum damage you can roll with your attack bonus before applying any modifiers. Combine the maximum result with your rolled damage, and then add any modifiers. This is your critical hit damage.
Rule #2: RESTORING HIT POINTS
When you would normally roll one or more dice to restore hit points with a potion, you instead use the highest number possible for each die. For example, instead of regaining 2D4+2 hit points, when you consume a potion of healing, you regain 10.
Potion Cost: Potion of Healing = 50GP, Greater Potion of Healing = 100GP, Superior Potion of Healing = 500GP.
Potion Availability: GM rolls 1D6 for availability in markets.
Potion Restrictions: Not usable as a bonus action.
Rule #3: BLOODIED CONDITION
A character is bloodied when the character’s hit points are equal to or less than one-half the character’s maximum hit points, rounded down, one-half the character’s maximum hit points, rounded down, and is referred to as the character’s bloodied value. For example, a character with 50 maximum hit points has a bloodied value of 25, and is bloodied whenever the character’s hit points are equal to or less than 25.
Rule #4: MINIONS
Minion creatures have only one hit point. A missed attack never damages a minion. When a minion is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Minions always deal average damage, and never have legendary or lair actions.
Rule #5: FLANKING ADVANTAGE
When a character and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank the enemy, and each of them has an advantage on melee attack rolls against that enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides of the enemy’s space, the enemy is flanked. A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A large creature or larger creature is flanking as long as one part of its space qualifies for flanking.


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