The Burden or the Odds

Homebrew Cairn/Block Parry Dodge-like fighty rules: quick reference

in a dungeon

(Man, if only you guys had as much gear as *these* guys!)


Very loose summary

You'll be told what the monsters are seem to intend to do.
Decide what you're doing. Moving, attacking, moving and attacking, doing a gambit like tripping or disarming a foe, etc.
If you do only 1 thing you'll act before enemies trying to do 2 things.
If you're attacked, decide whether to Just take it, Fight Back, Block, Dodge, or Parry.

How rounds work

Rounds take about 6 seconds.
At the start of the round, the GM hints at what the bad guys intend to do. "The orc is looking at Jim, with its sword out".
Then the players decide what they're doing.

Quick turns go before Full turns.

Quick turns are a single action:


Full turns consist of moving + a single action, or actions that take more time, such as moving towards an enemy nearby before striking, attacking and then moving away, moving before or after making a ranged attack, or casting a spell or miracle.

Weapons act as a tie-breaker. When a distance is being closed, the longer weapon goes first; when both combatants are starting off close to each other, the shorter weapon goes first.

Turn order:

Multiple Attackers

If multiple attackers target the same foe at the same time, roll all damage dice and keep one. Note that a creature can still take damage at multiple moments during a round (before and after their turn, as part of Fight Back, etc.), and that these separate moments do not use a shared single highest result.

Also note that only the weapon tag/effects of the highest result are used; it’s as if only the highest result lands the blow.

Any of the 'helping' attack rolls that roll 4 or higher bolster the highest result, adding +1 damage to it.

Stunts & Maneuvers: Performing Gambits

When making an attack, a character can choose to make a gambit instead. A gambit is a move such as stunning, shoving, disarming, tripping, and so forth. A gambit should be decided upon when an attack is declared. Gambits deal no damage.

To perform a gambit, the weapon damage dice of the attacker is rolled. If this roll comes up 1, 2, or 3, this becomes the Difficulty of the Save. On a 4 or higher, no Difficulty is applied.

The type of Save is determined by the Warden, and the target of the Gambit must make this Save equal or under their Ability and above the Difficulty.

If the target fails, the gambit succeeds. If the target succeeds, they may immediately try a gambit of their own against the performer of the gambit. This effect can cause a chain of failed gambits, until one succeeds.

Harald wants to shove his opponent down some stairs. He’s wielding a dagger, so he rolls a d6, and rolls a 2. The goblin now needs to roll equal or under their STR of 8, and above 2.

Gambits cannot be blocked, dodged, or parried. If multiple attackers attack a single target and one or more attackers choose to perform a gambit, resolve those before checking who rolled the highest damage. To determine the priority of Gambits in the initiative order, use the size of your weapon as normally done for initiative.

Sacrificing Gear

When in a desperate spot, a character can sacrifice their equipment to negate an incoming blow. Performing such a feat requires either desperation or complete dedication. The character needs to either be at 0 HP or choose to lower their defense and “drop” to 0 HP voluntarily. This move destroys the used equipment, which is now useless unless repaired. Repairing costs are 75% of the item’s cost when new, but shields are always broken when sacrificed and cannot be repaired.

Mundane attacks (weapons, claws, teeth, etc.) can be stopped with Balanced (d8) and Slow (d10) weapons, shields, and medium and heavy armor.

Special attacks (magic, elemental energy, etc.) can only be stopped with heavy armor and shields.

Block, Dodge & Parry

Before damage is rolled, Player Characters under attack have the following options:

Each of these options is essentially a reaction — they happen in the split-second in which a character is attacked. Some enemies might also have access to these abilities as well. Note that an attacking creature cannot take a reaction; if an orc blademaster strikes at a PC and the PC fights back, the orc cannot block or take similar reactions, as that could create an infinite chain of reactions.


Death and Dismemberment Table

Stolen from skerples.
Death and Dismemberment Roll (X): 1d20 + Number of Current Injuries - current STR

Physical damage

1 Arm 2 Leg 3-4 Torso 5-6 Head
1+ Disabled X Days Disabled X Days Cracked Ribs X Days Concussed X Days
11+ 1 Fatal Wound, Mangled 1 Fatal Wound, Mangled 1 Fatal Wound, Crushed 1 Fatal Wound, Skullcracked
16+ X-15 Fatal Wounds X-15 Fatal Wounds X-15 Fatal Wounds X-15 Fatal Wounds

Energy damage

Acid/Fire Cold/Frost Lightning Magic
1+ Burned X Days Frostbite X Days Burned X Days Anathema X Days
11+ 1 Fatal Wound, Save or Blind 1 Fatal Wound, Frozen 1 Fatal Wound, Save or Deaf 1 Fatal Wound, Save or Marked
16+ X-15 Fatal Wounds X-15 Fatal Wounds X-15 Fatal Wounds X-15 Fatal Wounds

Fatal Wounds

A PC has 3 rounds to clear all their Fatal Wounds, or they die. They can attempt to remove a Fatal Wound at the end of their turn by rolling a 1 on a d6. An adjacent ally can attempt to remove a Fatal Wound by spending their turn doctoring the wounded PC and then rolling under half their Intelligence. Up to two allies can help at once, but no more (although they might lend bonuses to the roll), and only two Fatal Wounds can be removed per round by doctoring, no matter how many allies are present.

Magical healing removes 1 Fatal Wound per 2 points of HP it would normally restore.

PCs with Fatal Wounds are unconscious. This does not mean they are quiet or asleep (they can be screaming their heads off, clutching their stumps, etc.), but it means that they cannot take any conscious or deliberate actions. No shouting advice, no hopping away, nothing helpful or useful or sensible. Remind them of that. If they try anyway, they automatically fail their next Fatal Wound roll.

An allied PC can run over to a wounded PC and help them in the same turn provided they act without hesitation. If they delay (other than to ask the GM to clarify what they see), they run over and help on the next turn.

Injuries

The Death and Dismemberment table is not the only way to gain these Injuries. Injuries gained by any means count for the Death and Dismemberment Roll.

Anathema: Cannot benefit from magical healing or be the target of helpful magic.
Blind: Cannot see. -8 penalty to Attack and Defense. Automatically hit by some attacks (cones of fire, poison clouds, thousands of arrows, etc.)
Burned: Cannot wear armour. If the PC has also suffered a Fatal Wound from the same attack that Burned them, they must also Save become permanently disfigured. If they pass, they gain an Interesting Scar.
Cracked Ribs: The PC's maximum HP is reduced by 2.
Crushed: Save. If they fail, roll on the table below. If they pass, they gain an Interesting Scar.
  1. Permanently lose 1 Strength
  2. Permanently lose 1 Dexterity
  3. Crushed Throat. Cannot speak louder than a whisper
  4. Crushed Guts. Strength is 4 for the purposes of holding your breath. Can swim; can't dive.
  5. Broken Spine. Paralyzed from the neck down. Save to recover after 1d6 days. If failed, Save again after 1d6 weeks. If both Saves are failed, the PC is permanently paralyzed.
Concussed: The PC's Wisdom becomes 4 for Initiative purposes. Spells have a 1-in-6 chance of failing.
Deaf: Cannot hear. If ambushed, always last in Initiative order.
Disabled: The injured limb becomes unusable. A Disabled arm cannot hold anything; held items are dropped. A Disabled leg cannot support the PC's weight; they fall prone, and their movement speed is halved. A PC with two Disabled legs but two working arms can crawl at 1/20th their normal movement speed.
Frostbite: The PC's Dexterity becomes 4 for the purposes of delicate tasks (card tricks, lockpicking, tying shoelaces) Fingertips, ears, and nose go black and may fall off.
Frozen: Save. If they fail, roll on the table below. If they pass, lose 1d6 digits (randomly chosen, use a d20). Lost digits are still attached, but will snap off or melt away.
  1. Lose 2d6 digits (random chosen)
  2. Lose all but 1 digit (randomly chosen)
  3. Lose both hands
  4. Lose both feet
  5. Lose both hands, both feet, and nose
  6. Lose both hands, both feet, nose, and eyes (Blind)
Mangled: Save. If they fail, they lose the limb. It is permanently Disabled. If they pass, Save again. If they pass this second Save, they gain an Interesting Scar. If they fail, they lose a digit.
Marked: Save. If they fail, any magical attack against the PC automatically deals double damage, applies a -4 penalty to Save, or has a suitably nasty enhanced effect, like cursing their bloodline or stealing all their memories. If they pass, any magical attack against the PC automatically deals 1 extra damage or has a minor extra effect, like setting their hair on fire or cursing their dog. They also gain an Interesting Scar, usually known as a curse-mark.
Skullcracked: Save. If they fail, roll on the table below. If they pass, they gain an Interesting Scar.
  1. Permanently lose 1 Intelligence.
  2. Permanently lose 1 Wisdom.
  3. Permanently lose 1 Charisma.
  4. Left eye lost. -1 to ranged attacks. If both eyes lost, Blind.
  5. Right eye lost. -1 to ranged attacked. If both eyes lost, Blind.
  6. Coma. Save to recover after 1d6 days. If failed, Save again after 1d6 weeks. If both Saves are failed, the PC is permanently unconscious.




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