Post by reaperwolf on Nov 27, 2014 15:07:58 GMT -5
Other than the skill listed on page 18 of the HOW core rulebook there's no real treatment on how to conduct punches, kicks, etc.
This got me thinking...
Unarmed Combat skill should probably provide bonus attacks as your skill bonus rises, I'm thinking 1 extra attack for every +3. Sounds about right.
So what damage? Probably less than a sling so 1d6-2 sounds about right but what about STR? If there's no Min. STR then unarmed damage from a halfling with STR 6 is the same as damage from a human with STR 18 which is all sorts of wrong.
One option is to use a sliding scale:
STR DMG
0-1 Nil
2-3 1
4-5 1d6-4*
6-7 1d6-3*
8-9 1d6-2*
10-11 1d6-1*
12-13 1d6
14-15 1d6+1
16-17 1d6+2
18-19 etc.
*Minimum damage (before armor) is 1 point.
Wearing a gauntlet or heavy boot increases damage by +1, wearing brass knuckles or cestus +2
ARMED VS. UNARMED
Even a knife gives a fighter a significant advantage over an unarmed combatant. The armed combatant enjoys +1 Initiative vs. the unarmed opponent and receives a +1 to hit chance. An unarmed defender cannot parry or block but they can dodge. If the unarmed attacker fumbles the attack roll, the armed defender gets a free attack. For the purposes of these rules, terrors with natural attacks are considered armed.
ARMORED BRAWLING (Optional)
Armor provides twice the usual damage reduction against an unarmed attack so even leather provides 2 points of protection while punching someone wearing full plate is futile.
Kicks are significantly more powerful than punches but should be harder to execute, maybe -2 to the attack chance for +1 damage.
DIRTY TRICKS (Optional)
Eye-gouges, head-butts, etc. are all possible (provided the target has the appropriate anatomy) with a 4D/Unarmed Combat roll. If successful the attack deals +2 damage an on a critical hit stuns the target for 1d6-2 rounds (min 1 round).
I haven't playtested these yet. It would be neat if this were addressed in future printings of the HOW core rulebook or at the very least mention punch/kick on the weapon table. Again, I suggest 1d6-2, and Min STR 8.
This got me thinking...
Unarmed Combat skill should probably provide bonus attacks as your skill bonus rises, I'm thinking 1 extra attack for every +3. Sounds about right.
So what damage? Probably less than a sling so 1d6-2 sounds about right but what about STR? If there's no Min. STR then unarmed damage from a halfling with STR 6 is the same as damage from a human with STR 18 which is all sorts of wrong.
One option is to use a sliding scale:
STR DMG
0-1 Nil
2-3 1
4-5 1d6-4*
6-7 1d6-3*
8-9 1d6-2*
10-11 1d6-1*
12-13 1d6
14-15 1d6+1
16-17 1d6+2
18-19 etc.
*Minimum damage (before armor) is 1 point.
Wearing a gauntlet or heavy boot increases damage by +1, wearing brass knuckles or cestus +2
ARMED VS. UNARMED
Even a knife gives a fighter a significant advantage over an unarmed combatant. The armed combatant enjoys +1 Initiative vs. the unarmed opponent and receives a +1 to hit chance. An unarmed defender cannot parry or block but they can dodge. If the unarmed attacker fumbles the attack roll, the armed defender gets a free attack. For the purposes of these rules, terrors with natural attacks are considered armed.
ARMORED BRAWLING (Optional)
Armor provides twice the usual damage reduction against an unarmed attack so even leather provides 2 points of protection while punching someone wearing full plate is futile.
Kicks are significantly more powerful than punches but should be harder to execute, maybe -2 to the attack chance for +1 damage.
DIRTY TRICKS (Optional)
Eye-gouges, head-butts, etc. are all possible (provided the target has the appropriate anatomy) with a 4D/Unarmed Combat roll. If successful the attack deals +2 damage an on a critical hit stuns the target for 1d6-2 rounds (min 1 round).
I haven't playtested these yet. It would be neat if this were addressed in future printings of the HOW core rulebook or at the very least mention punch/kick on the weapon table. Again, I suggest 1d6-2, and Min STR 8.