How I hate the tables in the DMG that relate to Hand to Hand combat. I decided there had to be a simpler way to enter hand to hand, pummel and pin. These are the tables I devised to simplify the process. Where shown, the first numbers are percentages and those in parenthesis are d20 rolls (for whatever mood I happen to be in that game session).
| 01-10 (1-2) | Fails to enter HTH, Victim may take 1 free attack |
| 11-25 (3-5) | Fails to enter HTH, Attacker loses round |
| 26-55 (6-11) | In HTH, Victim may draw a new weapon, no attacks this round |
| 56-90 (12-18) | In HTH, Victim may not draw a new weapon, no attacks this round |
| 91-00 (19-20) | In HTH, Victim may not draw a new weapon, Attacker gets full attack round |
| Modifiers: | |
|---|---|
| +10% (2) | Entering from behind |
| +5% (1) | per Dexterity point in favor of Attacker |
| -5% (1) | per Dexterity point in favor of Defender |
| +10% (2) | Character has Brawling Talent |
| +20% (4) | if victim can not leave hex (ie. against a wall) |
| Victim may ignore if more that 2X size of attacker | |
I view pummeling as a "non-lethal" form of beating someone up. Therefore, all damage caused is treated as "fatigue" or non-permanent. The damage will restore itself given a short period of time, but is sufficient to incapacitate a figure in large enough amounts. The damage is applied against the targets Constitution and not their Hit Points.
| 01-10 (1-2) | 1 point (attacker takes damage) |
| 11-25 (3-5) | NO Damage |
| 26-50 (6-10) | 1 point (victim takes damage) |
| 51-65 (11-13) | 2 points |
| 66-75 (14-15) | 3 points |
| 76-80 (16) | 4 points |
| 81-85 (17) | 5 points |
| 86-90 (18) | 6 points |
| 91-95 (19) | 1/2 unadjusted Constitution or 7 (whichever is higher) |
| 95+ (20+) | Knockout, Victim at 0 Constitution |
| 5 XP per Con point damage sustained | |
| 1 XP per Con point damage inflicted | |
| 1/2 normal Kill HD XP | |
| Modifiers: | |
|---|---|
| +5% (1) | per Strength point in favor of attacker |
| +25% (5) | Attacker is a MONK |
| +5% (1) | Victim is held |
| +10% (2) | Victim has 1 arm pinned |
| +25% (5) | Victim is pinned |
| +10% (2) | Character has Brawling Talent |
| +20% (4) | Attacking with a blunt weapon |
| 01-50 (1-10) | Not Held |
| 51-75 (11-15) | Held, Victim has both arms free |
| 76-90 (16-18) | Held, Victim has 1 arm free (50/50 chance per arm) |
| 91-00 (19-20) | Victim is pinned |
| 101+ (21+) | No Contest, Pinned |
| Modifiers: | |
|---|---|
| +10% (2) | per Strength point in favor of Attacker |
| -10% (2) | per Strength point in favor of Defender |
| +10% (2) | Character has Brawling Talent |
| +10% (2) | per additional attacker |
| +25% (5) | if 1 arm already pinned |
| Modifiers: | |
|---|---|
| Break Pin : Strength roll - % roll (d20), larger difference winning (tie goes to holder) | |
| -10% (2) | if 1 arm pinned |
| -25% (5) | if both arms pinned |
| -10% (2) | per additional attacker |
This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.
Bob Senkewicz / Howell, New Jersey / senk@optonline.net