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Post by Magistrate Bookkeeper Worm on Sept 24, 2013 1:31:32 GMT
Notes are a mess cleaned up version will be later:
Tower Keep Tower Sizes are too small Tower: 25x25 Keep: 50x50 Castle: 100x100
Distance visibility
1 Hex Combat rounds starting distance
Static Distance 100' Defenders get +10 perception
Each 1 over the other gives a 10' adjustment +/- the 100' line **Possible update after Stealth impliented**
If attackers win they may attempt a stealth roll vs Perception with normal penalties to gain a surprise round
Hardness of walls Stone:
Unworked Hardness 8 900/5 foot Healed Stone Hardness 8/ 540/5foot
Attackers must break through Outer Wall and Inner Wall If outer wall breaks then upper Walkway collapses (maybe on attacker) Counts as rough terrain (1/2 movement)
Hardness of iron gate Hardness 10 60/2In
Strong Wooden Hardness 5 20
Range increase 20%/25%/30%
Tower: 20% Keep: 20%/25% Castle: 25%/30%
Defenders on wall get:
Arrow slits +4 reflex +8 AC Improved dodge
On Wall +4 AC +2 Reflex
Climbing Walls: Natural depends on material dc30/25 climbing cliff natural with plenty of footholds dc 10
Rope 1/4 movement speed double rate +5 difficulty
-4 no progress -5 fall
Catch climb check wall's dc+20 Adjacent may try to catch Melee touch attack vs AC must attempt climb check Walls dc+10
Fire DC 15 reflex to avoid rolling on ground give +4 to put out
Stairs 1/2 movement acrobatics can avoid dc 16 at 4' and +5/1' after that
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Ku
Blackspear Legion
Posts: 83
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Post by Ku on Sept 24, 2013 2:19:26 GMT
I suggest during siege combat on keeps, towers, etc. that the defenders get a perception roll vs the attacking units stealth check. For basic reasons that for now we are using just PC's to attack keeps. These small groups of elite attackers would not openly march on a keep to break down the doors. A person would have known where the keep was and the distance from the walls to begin taking stealth measures. I can understand Perception rolls vs Perception rolls when in the wild for random encounters or hunts mainly because you are treveling in the wilderness and have no idea what may come upon you.
On the other hand a guard is not in the wilderness and would be on the constant look out. Hence the +10 for perception rolls. The offensive force against the keep would also know to expect guards(or keep defenses) and would be cautious to not been seen. Hence the stealth check.
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Post by Sentar(Spade) on Sept 24, 2013 2:33:34 GMT
Wow this is brutal on attackers. What is this fire DC?
Sorry Solreth caught me up on that all the other GM's got together to set this up. And that Fortress rules were used.
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Post by Sentar(Spade) on Sept 24, 2013 2:39:59 GMT
How tall are the walls and such for higher ground bonus, which I think should be the bonuses for being on the wall. The +8 AC for the slit is pretty powerful maybe +5?
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Post by hunterkiller725 on Sept 24, 2013 4:12:47 GMT
How tall are the walls and such for higher ground bonus, which I think should be the bonuses for being on the wall. The +8 AC for the slit is pretty powerful maybe +5? as far as i know an arrow slit offers total concealment so its not a bonus to ac but a % to miss after all you can only see like 10 percent of a person through an arrow slit
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Sept 25, 2013 4:14:31 GMT
Arrow slit rules are confirmed to be pathfinder rules made by Paizo. Things such as cover from the wall are also Paizo rules. High ground though I found doesn't actually give you a bonus to ranged attacks or to AC. The most it gives is a +1 to melee attacks if you have the high ground. Just to say. This is what I found on the PRD. paizo.com/prd/combat.html Search for Combat Modifiers.
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