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