Friday Night D&D
Characters do not add str or Dex mods to their attack roll unless they have the following abilities
- Fighter skill: classes that get the fighter abilities may add thier str mod to thier ‘to hit’ roll in melee
- Archery skill: this ability allows some classes to add their Dex mod to their ‘to hit’ roll in ranged
- Initiative non-suprised 1d10. 1d4 if surprised modified by speed factors below
-0 for simple weapons ( dagger, staff, sling hand axe)
-1 for one-handed melee,
-2 for two handed melee,
-2 casting spell from scroll,
-3 casting spell,
bows shoot 2x in a round with one action, second shot is at -3 to the first shot.
o= dazed ( conscious but cannot move & attack, can only do one not both)
-1 and worse is “unconscious & dying” .
Minus Constitution score (not modifier) is Death.
Each turn that a character is dying he makes a con check, if success he is only unconscious no longer dying. If he has a positive con modifier he heals that amount, if this healing puts him to 1 hp he awakes. If at end of turn he is still suffering from “dying condition” he suffers 1d6 damage.
Combat movement rules. ill be using some rules taken from the Dungeon Command mini game, very simple and dumbed down solutions. They do the job without being to restrictive. or annoying like attacks of opportunity
- If you move to or through adjacent space of an enemy your movement ends and you lose the rest of your movement.
- at the beginning of your turn if you are adjacent to an enemy, your speed is changed to be “5 feet” for the rest of your turn.
- (clarify Basic D&D movement rules) Everyone has 2 speeds, a travel speed, and a move speed, typically its 120’ (60’) the travel speed is for distance over travels and is not used in combat, the combat speed is your max move (if you did no Action). but doing an action reduces your speed by half. so ends up being (for the most part) like 3&4 edition where you normally would move 30’ or 6 squares in a turn if you do an action, or 60’ or 12 squares in a turn that you do not take an action. i will go through everyones classes and update their speed as well. for simplicity ill use the half move speed
Close Quarter combat (this does not apply to class “magic like” attacks. such as dragon breathe, and eldritch blast)
- If you do a ranged attack against someone that is point blank you suffer -4 to attack, if you succeed a Wis/Concentration check then you suffer only -2 instead.
- Ranged spells that are cast at a target that is at point blank trigger a Wis/Concentration check, if failed the spell fails and the rest of the turn is lost (but the spell is not) (burning hands is considered a reach spell not a ranged spell)
Concentration checks for casters:
If you rolled initiative to cast a spell, and you were wounded between your last turn and your current turn then you must make a concentration/wis check with -2 (if wounded) or -4 (if you were suffering any kind of negative condition) if you fail the spell fails and the turn is waisted (but the spell is not)
Changing initiative actions..
- If the new action is faster action than the one you currently did, no initiative change is needed. only if its slower will you need to role a new initiative for the next turn. so you roll your next initiative at the beginning of the next persons turn.
- when changing your initiative, If you roll less than your current initiative, (which would make you come up for a second turn) you still cannot take a turn until the next round starts back at the top of the initiative
Weapon Skill Point Progression
LVL – Fighter Classes – Non-Fighter Classes
1 – 4 – 2
3 – 5 – 3
6 – 6 – 4
9 – 7 – 5
11 – 8 – 6
15 – 9 – 7
19 – 10 – 7
23 – 11 – 8
27 – 12 – 8
30 – 13 – 8
33 – 14 – 9
36 – 15 – 10
No skill weapon penalty:
- -2 attack for 1d4 damage (fighter classes)
- -4 attack 1d2 damage (non fighter classes)