Moving Furniture
Re-Editing today 07-04-23 because I was probably drunk when i started this post & you can tell from my blabbering gibberish speak.
I'm tempted to reedit it but would take to long, thanks.
There has to be a thread somewhere on interacting with furniture. I'll throw one out there. For now ill use a system someone else suggested on another thread for handling strength & dexterity which I sorta like.
Roll 2D6. Roll bellow your starting Bpoints (round up) to succeed.
CWarrior/Gargoyle - 9 or less.
Barb/Dwarf, Fimir/Mummy- 8 or less.
Elf/Rogue, Orc/Zombie - 6 or less.
Wiz, Skeleton/Goblin- 4 or less.
Contested Strength rolls to HOLD A DOOR SHUT: Barb (needs an 8 or less) rolls a 6 to hold it shut after running out of the room. This is an action.
Orc (needs a 6 or less) rolls a 3 to force it open on his turn.
The Orc wins the contest because his roll was 3 bellow what he needed, where as the Barb was only 2 bellow what he needed.
Wiz (needs a 4 or less) rolls a 3.
Gargoyle (needs a 9 or less) rolls a 9.
The Wizard wins because he rolled 1 less than he needed. Gargoyle lost because he only rolled what he needed to. The door stays shut till another monster adjacent from the door succeeds in a roll, or the Gargoyle trys next turn.
(The Wizard keeps his original roll while each monster attempts to beat it).
If they ever tie, then the hero wins because more monsters are most likely on their way to make some better rolls.
Using this system, let's get into furniture. Not sure if this is cool but hero's or monsters can climb on to most furniture at a cost of 2 movement? Maybe 3?
The Table, Torture Rack, Bookcase & Weapons Rack can be TIPPED OVER by rolling bellow your BPoints. Alternatively if you climb on to anything but the Weapons Rack, you gain a +2 to your roll that you need to roll under. (This is simply available for weaker characters who don't think they'll make their roll).
TABLE/TORTURE RACK: When Tipped Over, they act as a defensive wall or to funnel enemies. A +1DEF Die to both hero's & monsters fighting through the Table/TortureR.
( Weaker or injured hero's might like this when out numbered or against to powerful of an enemy). Monsters may climb over this for 2Movement as long as there is an empty square to land in.
BOOKCASE/WEAPONS RACK: When TIPPED OVER does 1CD dammage to all under it hero or monster. Regardless Monsters or Hero's now appear on top of the fallen furniture in the square they were on.
Attacking a hero or monster "perched" atop the BookCase is at a -1CD to hit with melee weapons. A monster can climb up there & attack you though.
MOVE FURNITURE: Roll bellow your BPoints. All furniture may be moved 2squares In any direction or you may rotate it 90degrees from one of its corners. Nothing must be in its way to do this though.
All furniture (except the Weapons Rack) provides a +1DEF from non-magical missile attacks when adjacent & hidden behind it. This works for monsters too.
TREASURE CHEST/THRONE: May be moved 2squares as normal or can be thown (half your starting BPoints per square) for a 2ATT.
I'm tempted to reedit it but would take to long, thanks.
There has to be a thread somewhere on interacting with furniture. I'll throw one out there. For now ill use a system someone else suggested on another thread for handling strength & dexterity which I sorta like.
Roll 2D6. Roll bellow your starting Bpoints (round up) to succeed.
CWarrior/Gargoyle - 9 or less.
Barb/Dwarf, Fimir/Mummy- 8 or less.
Elf/Rogue, Orc/Zombie - 6 or less.
Wiz, Skeleton/Goblin- 4 or less.
Contested Strength rolls to HOLD A DOOR SHUT: Barb (needs an 8 or less) rolls a 6 to hold it shut after running out of the room. This is an action.
Orc (needs a 6 or less) rolls a 3 to force it open on his turn.
The Orc wins the contest because his roll was 3 bellow what he needed, where as the Barb was only 2 bellow what he needed.
Wiz (needs a 4 or less) rolls a 3.
Gargoyle (needs a 9 or less) rolls a 9.
The Wizard wins because he rolled 1 less than he needed. Gargoyle lost because he only rolled what he needed to. The door stays shut till another monster adjacent from the door succeeds in a roll, or the Gargoyle trys next turn.
(The Wizard keeps his original roll while each monster attempts to beat it).
If they ever tie, then the hero wins because more monsters are most likely on their way to make some better rolls.
Using this system, let's get into furniture. Not sure if this is cool but hero's or monsters can climb on to most furniture at a cost of 2 movement? Maybe 3?
The Table, Torture Rack, Bookcase & Weapons Rack can be TIPPED OVER by rolling bellow your BPoints. Alternatively if you climb on to anything but the Weapons Rack, you gain a +2 to your roll that you need to roll under. (This is simply available for weaker characters who don't think they'll make their roll).
TABLE/TORTURE RACK: When Tipped Over, they act as a defensive wall or to funnel enemies. A +1DEF Die to both hero's & monsters fighting through the Table/TortureR.
( Weaker or injured hero's might like this when out numbered or against to powerful of an enemy). Monsters may climb over this for 2Movement as long as there is an empty square to land in.
BOOKCASE/WEAPONS RACK: When TIPPED OVER does 1CD dammage to all under it hero or monster. Regardless Monsters or Hero's now appear on top of the fallen furniture in the square they were on.
Attacking a hero or monster "perched" atop the BookCase is at a -1CD to hit with melee weapons. A monster can climb up there & attack you though.
MOVE FURNITURE: Roll bellow your BPoints. All furniture may be moved 2squares In any direction or you may rotate it 90degrees from one of its corners. Nothing must be in its way to do this though.
All furniture (except the Weapons Rack) provides a +1DEF from non-magical missile attacks when adjacent & hidden behind it. This works for monsters too.
TREASURE CHEST/THRONE: May be moved 2squares as normal or can be thown (half your starting BPoints per square) for a 2ATT.
s worth of unarmed damage before losing a BodyPoint.
to succeed.
to succeed.