Customizing my Macdonald's Iniative Order

 I have been playing my home game for some time using OSE as a base. However, as the campaign has continued, me and my players have been hacking the rules or adding new mechanics as we like. Usually my additions are from blogs I like, and so id like to share the combat rule sheet I used based off of Prismatic Wastelands MacDonald's Initiative. I originally introduced these rules as they are to my players, but over the last few months we have found ways to make the mechanic carry even more impact in combat, largely inspired by me playing Elden Ring. My current goal is to keep the ability to quickly choose an action at the start of a round, while also allowing for many ways of handling a pitched combat.

The following is the rules handout I have on my table with my players one to one. I would recommend reading Prismatic Wastelands blog first, then this one.

 

Current combat rules for Far Horizon campaign


At the start of combat procedures, each player declares their action for the round. Actions are decided simultaneously by all players. Then, based on what their action was, each player rolls a speed dice that determines the order in which their actions occur. These start at speed 1 and count up until all creatures have taken their turn. The following table determines the dice used:


Action

Dice Used

Weapon Attack

Damage dice of the Weapon

Spell Cast

1d6 + Spell Level (if casting time is otherwise instant)

Grabbing items from Bag or ground (provided they are not quickly accessible)

1d4

Non-weapon attack (such as grappling, shoving, or any other hostile maneuver)

1d6



In addition there are several special actions  or situations that vary uniquely depending on the weapon or action. They are listed below

Parry
Creatures equipped with a shield or weapon that has the Parry(dice) keyword may choose to parry as an action. The creature decides a target and rolls the listed dice next to the keyword. If the chosen creature attacks you but rolls a speed dice higher than your speed dice, the parry is successful. The successful parry will deal 3 dice worth of damage to the opposing creature. If the parry is unsuccessful, the opposing creature will do the same back to the parrying creature. The parry will not work against weapons with the heavy keyword, or weapons performing a heavy attack, however these attacks will not gain the bonus from a failed parry above.

In the situation in which the Parry and parried attack occur on the same speed number, the parrying creature does a perfect parry, instantly inflicting a mortal wound (instant kill on creature with <3HD, Full 3HD of damage otherwise) on a creature.

Block
Creatures equipped with a shield that has the Block(dice) Keyword may instead choose to hunker down in front of their shield. The blocking creature will roll the dice next to the block keyword. All attacks directed at or through a creature who is blocking will be intercepted and instead deal damage to the dice rolled for blocking that round. When the damage is overcome, the creature's shieldbroken for the rest of the round and will receive attacks with advantage until end of the round



Heavy Attacks.
Heavy attacks will roll the speed dice of your chosen weapon twice and take the higher result, in exchange the attack roll and damage roll get to do the same. However, if the creature making a heavy attack receives damage or is significantly interrupted before their attack, they are thrown off balance, and will receive any following attacks with advantage on the attack roll. (NOTE THIS IS DIFFERENT FROM THE HEAVY QUALITY)

Cleave Attacks
Cleave attacks will function the same as heavy attacks, except instead of receiving advantage, attacks may target the number of creatures as listed in the weapons cleave value.

Charge and Brace

A creature may charge at another creature so long as they are at least 20 ft away. A charge will roll the weapon's speed dice twice and take the lower result. On a successful hit, it will deal 2 dice worth of damage. 

A creature may choose to brace as an action, in which they will roll their speed dice as normal. If their speed is less than, but not equal to, the speed of a creature that charges them, they score a hit that deals 2 dice of damage back. Should no creature charge them but instead approach them, they may attack with their weapon as normal.

Weapons with the brace keyword will use the listed dice instead of their weapon dice when bracing.

Combined Attacks
If creatures wish to coordinate their actions together, such as one throwing oil and another throwing a torch to ignite it, they each roll the relevant speed dice for their action. The combined action will occur on the highest of the two. If one of the component actions are interrupted, then those still standing may choose to follow through with their original action regardless, or withhold their action.

Weapon tables

Swords
Weapon Dice
Qualities
Dagger
1d4
Melee, Parry(1d6)
Shortsword
1d6
Melee, Parry(1d8)
Longsword
1d8
Melee, Cleave(2)
Greatsword
1d10
Melee, Cleave (3), 2-Handed, Brace(1d6)
Grandsword (40 gp)
1d12
Melee,Cleave(4), Heavy, 2-handed, Giant


Giant: This weapon is large and cumbersome, bordering on unusable. The weapon will roll with disadvantage in rooms with low ceilings, tight corridors, or busy environments where the blade will collide with things other than its desired target. In addition, the weapon may not be stored in inventory and will be dropped when other items are used, and will take two entire containers to stow on a mule or horse.

Axes
Weapon Dice
Qualities
Hand Axe
1d6
Melee, Splitting
War Axe
1d8
Melee, Cleave(2) Splitting, Two-handed
Great Axe
1d10
Melee, Cleave(2), Splitting, Two-handed, Giant, Charge

Giant: This weapon is large and cumbersome, bordering on unusable. The weapon will roll with disadvantage in rooms with low ceilings, tight corridors, or busy environments where the blade will collide with things other than its desired target. In addition, the weapon may not be stored in inventory and will be dropped when other items are used, and will take two entire containers to stow on a mule or horse.
Splitting: When attacking a creature who is blocking, the attack will deal twice as much damage, and any damage in excess will be transferred to the target directly.


Blunt Weapons
Weapon Dice
Qualities

Mace
1d4
Melee
Staff
1d4
Melee
Club
1d6
Melee
Warhammer
1d6
Melee, Heavy
Maul
1d8
Melee, Heavy, Two-Handed
Great Maul
1d10
Melee, Heavy, Giant, Two-handed

Giant: This weapon is large and cumbersome, bordering on unusable. The weapon will roll with disadvantage in rooms with low ceilings, tight corridors, or busy environments where the blade will collide with things other than its desired target. In addition, the weapon may not be stored in inventory and will be dropped when other items are used, and will take two entire containers to stow on a mule or horse.



Spears
Weapon Dice
Qualities
Lance
1d6
Melee, Horseback(1d12)
Polearm
1d10
Melee, Cleave (3), Two-handed, Brace(1d4)
Spear
1d6
Melee, Thrown, Brace(1d4)

Horseback: This weapon will use the listen dice as it weapon dice when attacking from horseback while moving.


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