Wow, I haven't blogged since forever...
This is just a quick post about our additional wrestling rules for Mazes & Minotaurs. One of my players wrestles A LOT in our campaign (which is still going in! I just stopped updating the log... sorry... we had session #23 last Thursday!).
Basically, we modified and added the critical hits from the Companion to the basic unarmed combat rules.
ADDITIONAL WRESTLING RULES FOR MAZES & MINOTAURS
A successful wrestling attack does no damage but means
the attacker has grappled his opponent.
A grappled character is immobilized and can only
try to break free from his opponent’s hold. To break free, the victim must roll
higher than the grappler’s Might score on 1D20 + Melee mod. Only one such attempt
may be made per battle round.
An immobilized character cannot defend effectively against
melee attacks: all melee attack rolls made against him receive a +4 bonus. Note
that the grappler himself may not directly attack his victim while maintaining
his hold.
However, the grappler can try to get a better hold
on the opponent. Make a regular melee attack roll. If it is a critical (the
roll exceeds the target’s EDC by 10 or more), roll D20 to learn the effect:
1-4 = Stunned!
Opponent takes is -2 to attack, break free and EDC
next round.
5-8 = Dazed!
Opponent is -4 to attack, break free and EDC next
round.
9-12 = Chokehold!
Opponent is in a chokehold and pushed to the ground
and must spend a round getting back up (which means they cannot attempt to
break free next round). Prone characters suffer a -4 penalty to EDC.
13-14 = Armor Strap Torn!
Opponent loses a randomly chosen piece of armor. If
the opponent wears no armor, they are -4 to attack, break free and EDC next
round.
15-16 = Strained!
The grappler can choose to disable (pull/strain) one
of the opponent’s limbs: the opponent takes 1d6 subdual damage and is -2 to
attack, breaking free and EDC until healed.
17-19 = Maimed!
The grappler can choose to break one of the
opponent’s limbs: the opponent takes 2d6 subdual damage and is -4 to attack,
breaking free and EDC until healed.
20 = K.O.!
Opponent falls unconscious (this counts as subdual
damage, as if knocked out by pugilism).
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