My group played with these rules and a map i made last weekend in a battle royale. It did not go as expected. It took much longer than any of us thought it would be and very little action. At the end i just started tossing them items just to try and make it move along quicker could any of the groups on here take the rules and play test them with my map if i can upload with this in a battle arena type of session and see if they work and where i can implement some changes to them. Hopefully this will fix it. My group were open to the idea of a another go at it they said maybe if had more people it might be better, or class restrictions. It would be great if anyone could help please and thank you. I will provide a link for the map and the rules below.
Limb damage rules- You must call out a limb before you make an attack for it to be affected. If a limb takes 1/5 of your max HP, limb will become crippled and will affect you accordingly. Leg damage: One leg, half movement and loss of dash action, two legs, movement becomes zero and AC decreases by 2. Arm damage: Predominant/Off-hand arm Attack, -2 to attack roll and can't add damage Modifier to damage, if dual wielding without the duelist fighting style and using your bonus action to attack with offhand weapon . Predominant/Off-hand arm defense/parry, if using a shield in off-hand lose AC bonus from it, -2 to Parrying. Head damage: Disadvantage on attack and parrying. For magic spell attacks that have an area of effect you will not be able to call for specific limbs to be damaged. Damage will be applied normally.
Parrying rules- as a reaction, Parrying can occur when limb damage is called. To Parry: you must call to parry attack, make a perception roll, if perception roll successful attacker and defender will make dexterity rolls with modifier. Perception roll results: 1-10: Failure, 11-13: Success, but Dex roll is at Disadvantage, 14+: Success, Critical success: Dex roll at advantage. When rolling for Dex if the Parriers roll is higher than the attackers damage is negated, If the parriers roll matches or is one lower than the attackers, take half damage, If the roll is 2 or more below the attackers, it is a failure and defender takes full damage. If both the parrier and attacker rolls either a critical failure or critical success together re-roll. If the Parrier rolls a Critical success damage is negated and can make a counter attack, if successful roll for damage without adding modifier
Potion Rules- Potions instantly heal crippled limbs when taken. If crippled limbs are healed in this way depending on up to which fifth of your max hp you are healed that many limbs can be re-crippled on their next hit. For example: if a character has 60HP total, had 3 crippled limbs making their current HP 24, and if they use a greater healing potion, which is 4D4+4, and they roll an 8 healing for a total of 12 points making their HP 36. Of the 3 crippled limbs 2 now can be instantly be re-crippled by any amount of damage taken to them. Potions can be partitioned into smaller capsules to use instantly as a free action once during your turn, however these will be weakened. If you partition a greater healing potion you will get 4 capsules that will be worth 1D4+1, Superior healing potions will be partitioned into either 8 capsules worth 1D4+1 or 4 capsules worth 2D4+2, and Supreme Healing Potions will be partitioned into either 10 capsules worth 1D4+2 or 5 capsules worth 2D4+4. When using the free action you can take up to 3 capsules in any combination of potion tiers.
Limit for potions: 4 Greater. 3 Superior, 1 Supreme. You can also drink a portion of potions out of the bottle like you would the capsules but they will take an action to do this Greater: 300G Superior: 500G Supreme: 1800G
Flight Rules- 80ft Flight Height
Items- Everyone will receive 2 stones of Scrying for free, you must use an action to use item, has a DC rating of 16, these will have an instantaneous effect and will last for 30 sec or until dispelled by the user or an outside force. You will be able to see the person and the immediate area around them (5ft). You are able to swivel the view. You can make a perception check to see more of their surroundings. Critical failure: scry ends immediately and whatever you did see is wiped from your mind, 2-10: Failure, 11-15: success you can see up to 10 feet out form the subject around them, 16-19: success, can see up to 20 feet from the subject around, Critical success: success, can see up to 40 feet out and around subject. All other rules for scrying are normal. More can be purchased from the shop before the fight begins for 750G. Limit of 5
For magic users there are spells that can take some time to cast, for these spells that would take an hour or more to cast there will be an item called the pearl of casting. This consumable Item allows you to instantly cast those spells. Normal casting rules apply after using a pearl i.e. Casting components. All magic users will get one of these for free. Additional pearls can be purchased from the shop for 600G. Limit of 3
A sapphire for magical protection can be used to shield against magic spell attacks, magical weapons and monk physical attacks are not affected. The Sapphire is charged with magical a negation field. This negation field can be fully used up or slowly drained over time. I.E. If you are attacked by a magic spell you can use the sapphire to use its full charge and negate the full damage (rounded down) of the attack, use only half its charge to negate half the damage (rounded down), or use only 1/4 of its charge to negate 1/4 of the damage (rounded down). Once a certain increment of the sapphire is used you can only use that increment unless it can easily go into the first increment. I.E. If you first use half the charge of a sapphire, with the other half you have left the sapphire can either be used 1 more time by using the other half or 2 more times by only using the last half as quarters. The lowest increment amount that can be used 1/10. You can purchase more from the shop before the battle for 800G a piece. Limit of 3
NO Legendary or artifact items will be allowed. All common and uncommon magic items will be allowed for purchase all common items will be able to be purchased for 900G. Uncommon items can be purchased for 1500G a piece. A list of rare and very rare items that will be allowed will be made available for 3000G apiece. Only one rare and very rare item per person.
Rare Items: Any item with just a + to AC or Attack and/or damage roll can be used, Armor of Resistance, Arrow Catching Shield, Belt of Dwarvenkind, Belt of Giant Strength, Boots of Speed, Bracers of Defence, Cape of the Mountebank, Cloak of Displacement, Cloak of the Bat, Dagger of Venom, Flame Tongue, Mace of Terror, Ring of Evasion, Ring of Spell Storing, Shield of Missile Attraction, Sun Blade, Sword of Life Stealing, Sword of Wounding, Viscous Weapon,
Very Rare Item: Any item with just a + to AC or Attack and/or damage roll can be used, Spellguard Shield, Animated Shield, Voyager Staff, Staff of Striking, Dancing Sword, Wand of the War Mage +3, Sword of Sharpness, Staff of Thunder and Lightning, Scimitar of Speed, Rod of the Pact Keeper, ring of Telekinesis, Oathbow, Frost Brand, Dwarven Plate
You can scavenge items off of any dead opponent you find, you will have to make an investigation check to see what you find on the body. Any magic items acquired this way must be attuned to new owner. To attune magic items it will take an action to equip item and attune to it at the same time
You will be able to buy magic items before the battle they will be instantly attuned to you after you purchase them. Remember to make the most out of your money you will have a limited amount, 11,000G total, don't blow your whole wad! It might come in handy.
Magic Rules- Casting time for 1-10 minute spells will be changed to one action, but they will have to go through a difficulty check before it takes effect, if you fail the check the spell will still take effect, but the spell will be weakened to half of its capability i.e. the duration, damage, or effect.
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My group played with these rules and a map i made last weekend in a battle royale. It did not go as expected. It took much longer than any of us thought it would be and very little action. At the end i just started tossing them items just to try and make it move along quicker could any of the groups on here take the rules and play test them with my map if i can upload with this in a battle arena type of session and see if they work and where i can implement some changes to them. Hopefully this will fix it. My group were open to the idea of a another go at it they said maybe if had more people it might be better, or class restrictions. It would be great if anyone could help please and thank you. I will provide a link for the map and the rules below.
My Battle Map
Limb damage rules- You must call out a limb before you make an attack for it to be affected. If a limb takes 1/5 of your max HP, limb will become crippled and will affect you accordingly. Leg damage: One leg, half movement and loss of dash action, two legs, movement becomes zero and AC decreases by 2. Arm damage: Predominant/Off-hand arm Attack, -2 to attack roll and can't add damage Modifier to damage, if dual wielding without the duelist fighting style and using your bonus action to attack with offhand weapon . Predominant/Off-hand arm defense/parry, if using a shield in off-hand lose AC bonus from it, -2 to Parrying. Head damage: Disadvantage on attack and parrying. For magic spell attacks that have an area of effect you will not be able to call for specific limbs to be damaged. Damage will be applied normally.
Parrying rules- as a reaction, Parrying can occur when limb damage is called. To Parry: you must call to parry attack, make a perception roll, if perception roll successful attacker and defender will make dexterity rolls with modifier. Perception roll results: 1-10: Failure, 11-13: Success, but Dex roll is at Disadvantage, 14+: Success, Critical success: Dex roll at advantage. When rolling for Dex if the Parriers roll is higher than the attackers damage is negated, If the parriers roll matches or is one lower than the attackers, take half damage, If the roll is 2 or more below the attackers, it is a failure and defender takes full damage. If both the parrier and attacker rolls either a critical failure or critical success together re-roll. If the Parrier rolls a Critical success damage is negated and can make a counter attack, if successful roll for damage without adding modifier
Potion Rules- Potions instantly heal crippled limbs when taken. If crippled limbs are healed in this way depending on up to which fifth of your max hp you are healed that many limbs can be re-crippled on their next hit. For example: if a character has 60HP total, had 3 crippled limbs making their current HP 24, and if they use a greater healing potion, which is 4D4+4, and they roll an 8 healing for a total of 12 points making their HP 36. Of the 3 crippled limbs 2 now can be instantly be re-crippled by any amount of damage taken to them. Potions can be partitioned into smaller capsules to use instantly as a free action once during your turn, however these will be weakened. If you partition a greater healing potion you will get 4 capsules that will be worth 1D4+1, Superior healing potions will be partitioned into either 8 capsules worth 1D4+1 or 4 capsules worth 2D4+2, and Supreme Healing Potions will be partitioned into either 10 capsules worth 1D4+2 or 5 capsules worth 2D4+4. When using the free action you can take up to 3 capsules in any combination of potion tiers.
Limit for potions: 4 Greater. 3 Superior, 1 Supreme. You can also drink a portion of potions out of the bottle like you would the capsules but they will take an action to do this Greater: 300G Superior: 500G Supreme: 1800G
Flight Rules- 80ft Flight Height
Items- Everyone will receive 2 stones of Scrying for free, you must use an action to use item, has a DC rating of 16, these will have an instantaneous effect and will last for 30 sec or until dispelled by the user or an outside force. You will be able to see the person and the immediate area around them (5ft). You are able to swivel the view. You can make a perception check to see more of their surroundings. Critical failure: scry ends immediately and whatever you did see is wiped from your mind, 2-10: Failure, 11-15: success you can see up to 10 feet out form the subject around them, 16-19: success, can see up to 20 feet from the subject around, Critical success: success, can see up to 40 feet out and around subject. All other rules for scrying are normal. More can be purchased from the shop before the fight begins for 750G. Limit of 5
For magic users there are spells that can take some time to cast, for these spells that would take an hour or more to cast there will be an item called the pearl of casting. This consumable Item allows you to instantly cast those spells. Normal casting rules apply after using a pearl i.e. Casting components. All magic users will get one of these for free. Additional pearls can be purchased from the shop for 600G. Limit of 3
A sapphire for magical protection can be used to shield against magic spell attacks, magical weapons and monk physical attacks are not affected. The Sapphire is charged with magical a negation field. This negation field can be fully used up or slowly drained over time. I.E. If you are attacked by a magic spell you can use the sapphire to use its full charge and negate the full damage (rounded down) of the attack, use only half its charge to negate half the damage (rounded down), or use only 1/4 of its charge to negate 1/4 of the damage (rounded down). Once a certain increment of the sapphire is used you can only use that increment unless it can easily go into the first increment. I.E. If you first use half the charge of a sapphire, with the other half you have left the sapphire can either be used 1 more time by using the other half or 2 more times by only using the last half as quarters. The lowest increment amount that can be used 1/10. You can purchase more from the shop before the battle for 800G a piece. Limit of 3
NO Legendary or artifact items will be allowed. All common and uncommon magic items will be allowed for purchase all common items will be able to be purchased for 900G. Uncommon items can be purchased for 1500G a piece. A list of rare and very rare items that will be allowed will be made available for 3000G apiece. Only one rare and very rare item per person.
Rare Items: Any item with just a + to AC or Attack and/or damage roll can be used, Armor of Resistance, Arrow Catching Shield, Belt of Dwarvenkind, Belt of Giant Strength, Boots of Speed, Bracers of Defence, Cape of the Mountebank, Cloak of Displacement, Cloak of the Bat, Dagger of Venom, Flame Tongue, Mace of Terror, Ring of Evasion, Ring of Spell Storing, Shield of Missile Attraction, Sun Blade, Sword of Life Stealing, Sword of Wounding, Viscous Weapon,
Very Rare Item: Any item with just a + to AC or Attack and/or damage roll can be used, Spellguard Shield, Animated Shield, Voyager Staff, Staff of Striking, Dancing Sword, Wand of the War Mage +3, Sword of Sharpness, Staff of Thunder and Lightning, Scimitar of Speed, Rod of the Pact Keeper, ring of Telekinesis, Oathbow, Frost Brand, Dwarven Plate
You can scavenge items off of any dead opponent you find, you will have to make an investigation check to see what you find on the body. Any magic items acquired this way must be attuned to new owner. To attune magic items it will take an action to equip item and attune to it at the same time
You will be able to buy magic items before the battle they will be instantly attuned to you after you purchase them. Remember to make the most out of your money you will have a limited amount, 11,000G total, don't blow your whole wad! It might come in handy.
Magic Rules- Casting time for 1-10 minute spells will be changed to one action, but they will have to go through a difficulty check before it takes effect, if you fail the check the spell will still take effect, but the spell will be weakened to half of its capability i.e. the duration, damage, or effect.