There's one house rule that doesn't fit anywhere obvious as a modification to the standard rules: actions taken out of turn (other than attacks of opportunity).

One of these is taking a 5 foot step when you are pressing the attack on an enemy. The other is dodging out of turn, when you see that someone is about to attack you.

When you are aware of an incoming attack, but before the attack roll, you may opt to take an out-of-turn dodge. This is like taking the Total Defense action out of turn (even though you already took some other action on your turn), with 3 caveats:

  1. On your next turn, the only action you can take is Total Defense, and an optional 5 foot step. In essense, you have been allowed to take your next action (in a limited way) in advance of your turn, so you've already chosen.

  2. Until your next turn, you do not get any added armor class bonus that is specific to Total Defense, such as the synergy bonus from the Tumble skill. You get only the base +4 dodge bonus that anyone gets when performing the Total Defense action.

  3. You suffer the full disadvantages of performing the Total Defense action (you no longer threaten the squares around you, though you may still threaten enemies that try to enter your own square), but the benefits of Total Defense (the +4 dodge bonus to AC) apply only in respect to the attacker in response to whom you took the out of turn dodge.

Combat Statistics

Attack Bonus

When making a touch attack, the attacker does not get an attack bonus for Strength. Swinging a hammer harder does not increase the chance that you will hit a nail on the head. (The attack bonus for Weapon Finesse still applies, though, even though it is analogous to the attack bonus for Strength.) Due to house rules for Power Attack, using Power Attack when making a touch attack decreases the chance of hitting the target.

Even when not making a touch attack, the attack bonus for Strength has a non-standard limit applied to it. The bonus to hit cannot exceed the target's armor (including armor enhancements, natural and artificial armor, shields, and armoring magic... all the things that a touch attack ignores). With a sufficiently high Strength bonus, an attack effectively becomes a touch attack. That is, the attack bonus for Strength offsets AC bonuses for armor and such, so the situation is equivalent to the attacker making a touch attack against the defender.

An attacker with the Combat Expertise feat can overcome this limitation by using its Strength modifier in a controlled attack rather than a brute-force attack, using its Strength to guide the weapon better rather than to hit harder. In this case the damage bonus is lost, but the attack bonus for Strength counts fully, even for a touch attack. For every +1 the attacker sacrifices from its Strength ability modifier, it gets a +1 attack bonus for control. The limit of the "control bonus" to attack is the attacker's base attack bonus. This change comes as a free action, and lasts until just before the attacker's next turn. This is conceptually the opposite of Power Attack.

Damage

The damage bonus for Strength, when making two-handed attacks may receive more than the standard 50% increase. The minimum damage increase for using two hands is +2 for a size Medium creature, and +/-1 for each size category away from Medium.

Speed

Base speeds for shorter character races have changed. Most of what is speed 20 in the PHB becomes speed 25, instead. Their speed when encumbered by armor are as listed in the PHB.

Saving Throws

Reflex saves allow a creature to move up to 5' out of turn when moving is the only way to save versus an effect (like being caught in a Wall of Fire). A large creature can move as much as its shortest dimension, just enough to vacate an effected square, if that is what a successful save implies. The distance moved is subtracted from the distance the creature can move on its next turn.

Actions in Combat

Atacks of Opportunity

(See also the modification to the Ready action, below.)

An action that provokes an attack of opportunity cannot give a free attack on any creature that did not provoke an attack of opportunity. This may seem obvious, but Cleave and Great Cleave both seem to give the potential to violate this, so they may not be used when taking an attack of opportunity, except to cleave through to others who also provoked.

Getting Out of Melee

The PHB rules specify that if all you do is move (not run) from combat, you can leave without an attack of opportunity. This means you can take either a single or double move for your round, but do nothing else. So you can't open a door, jump over a pit, call to your friends, etc. I think the appropriate practical limitation here is that you can't be concentrating on anything else, paying more than a tiny bit of attention to anything else, or putting yourself off-balance for anything other than moving and disengaging from melee.

Attack Actions

Attack or Full Attack

If you are backing away from an opponent while attacking (took a step back last round so you no longer threatened, then attacked the same opponent in the following round after he closed again), you have a -1 attack versus that target until your next turn, but also a +1 on your armor class versus that target until your next turn. This is cumulative with the AC bonus for Fighting Defensively.

Attacking with Two Weapons
The off-hand weapon is used to attack as follows: after any miss on a normal attack (i.e. not an attack of opportunity) with the primary weapon, you may attack with the off-hand weapon using the same base attack bonus (e.g. full, -5, -10) as the miss that just took place. (The total attack bonus may be different, depending on ambidexterity, weapon skills, etc, relevant to the off-hand weapon.)

If the off-hand weapon is not used in a round, you can designate (as with the Dodge feat) a single opponent against whom the off-hand weapon will give you a +2 parry bonus to AC until your turn next round. Against any attackers not so designated, you get a +1 parry bonus to AC until your next turn. These AC bonuses apply only to melee attacks, not missile fire.

A special parrying weapon in the off hand (e.g. with a bell guard) gives +1 more to AC against the designated attacker. Your off-hand weapon cannot be used outside of your initiative turn.

Charge

Fivtoria has a house rule for Charge that is analagous to the one for Power Attack. The charging attacker still gets the -2 penalty to AC (as in the standard rules), but instead of the +2 bonus to hit, he gets an effective +4 bonus to Strength and a -1 to attack, which results in a net +1 to attack, and a +2 or +3 to damage (for a one-handed or two-handed weapon, respectively). This Strength bonus can be applied to attack-like actions against one target who is either in the way of the charge (for Overrun or Bull Rush) or at its destination (for attack or Trip). The AC, attack and Strength modifiers for the charge all expire just before the charger's next turn.

Magical Actions

Casting a Spell

"Casting Defensively" is disallowed in the world of Fivtoria. The game world's feel and history (and basis in the 1st Edition) are incompatible with the rules for casting defensively.

A spell can be interrupted even by a failed grapple attempt. An opponent who is given an attack of opportunity by the casting of a spell can grapple with one hand (or foot) at -20, probably losing as a result of the penalty. This will still interrupt a spell if the caster fails a Concentration check of DC 10 + spell level. (That's the standard check formula with a caster hit for zero damage.) This allows a touch attack to interrupt, rather than a regular melee attack, while maintaining the ability to attack the caster with a non-light weapon in the following round, and maintaining one's Dexterity bonus against the caster's allies. Remember that the Concentration skill is not standard in Fivtoria, the way it is in settings that allow defensive casting.

A caster may still get a spell off in the face of attckers, just by casting a spell that is fast enough:

If someone casts a spell in melee, and the spell has a casting time[*] of greater than 1 (default: spell level greater than 1), the spell will be interrupted unless the caster either isn't hit or makes the Concentration check, as per standard rules.

[*]: What 1st Edition AD&D called "casting time 1 segment" was renamed in 2nd Edition to "casting time 1" (leaving out the "segment"). The 2nd-Ed terminology fits much better with 3rd-Ed, so I'm using that. But it means the same thing as the 1st-Ed equivalent.

But if the spell has a casting time of 1 (default: spell level 1 or 0), we deviate from standard rules for a spell cast undefensively. Attacks of opportunity will go off as usual, but the spell may succeed even if the caster fails his Concentration check. This is because the spell is so quick that the caster may be able to complete it before the distraction (the damage) has a chance to matter.

Aside: Attacks of Opportunity are generally in response to attacks that are not immediate. You get an attack of opportunity against someone firing a crossbow, but that is because he is loading and aiming. If all he has to do is pull the trigger, you get no AoO and must have a ready action to interrupt him -- and even then your attack might not prevent the shot even if it kills the shooter.

So, for quick spells, a creature hitting with an attack of opportunity or a ready attack needs to make a reflex save to deliver the damage quickly enough to interrupt the spell. The DC of this reflex save is 10 plus the prime requisite bonus of the caster, plus the Dexterity bonus of the caster. (Dex mod replaces spell level in the caster's usual save DC.)

If the caster takes a step back (into an unthreatened space) before casting, he can cast a spell without interruption. But if an enemy is pressing the attack on the caster, it will follow and still threaten. Still, the step back does give some respite to the caster, so he would simply succeed with a spell of casting time 1 (but still might be hit with an attack of opportunity), and would have the DC described above to get off a spell with a casting time of 2, instead of 1.

By standard rules, a spell that is cast as a free action (a quickened spell) does not provoke an attack of opportunity. House rule: spells with a casting time of zero also do not provoke. Such spells inlude the "power word" arcane spells, and must be verbal-only.

Move Actions

Move

Crawling
You can roll 5 feet without provoking an attack of opportunity (unless a regular move would have provoked in the same circumstances), as a full-round action.

Injury and Death

Loss of Hit Points

Massive Damage

By the standard rules, any single delivery of 50+ hit points of damage to a creature requires it to make a DC 15 Fortitude save, or die. This is an admitted kludge. In Fivtoria, the following variant of the Massive Damage rules allows us to keep the knock-down rule that has so long been a part of Fivtorian history.

The effects of Massive Damage take place whenever a single delivery of damage (lethal, non-lethal, or otherwise (including Constitution damage or drain, loss of Constitution from the expiration of a spell or Rage, negative levels, or near-lethal damage)) to a creature meets any of the following 3 criteria:

  1. The target goes negative. It either takes damage or its hit points otherwise drop leaving it with either a negative HP total or with more non-lethal damage than remaining hit points. (I.e. at a negative HP total, counting all forms of injury even though non-lethal forms of damage are accounted for differently in D&D v3.*.)

  2. The target takes half its full hit points. The damage just delivered meets or exceeds half of the creature's healthy hit points. ("Healthy hit points" means if all hit-point injuries were healed, but still with the current Constitution score and negative levels.)

  3. The target takes more than Con + 2x level, in damage. The damage just delivered (lethal, non-lethal, Constitution decrease, etc.) meets or exceeds the creature's current Constitution score, plus its character level, plus its hit dice (whether from level or not).

If the massive damage was caused by a melee hit or a bludgeoning ranged hit, the target is knocked prone in its current space (-4 AC and -4 attack in melee). If caused by a melee hit delivered by someone with Cleave, the attacker is allowed to cleave through as though the target had been killed, rather than just knocked down.

Regardless of the instrument of massive damage, the target must make a single Fortitude saving throw. If it saves versus DC 30, there is no further effect. If it saves only versus DC 20, it is Staggered for 1 round (only a move action or a standard action). If it saves only versus DC 10, it is Dazed for 1 round (no action, does not threaten the surrounding area, normal defense). If it fails even versus DC 10, it is Stunned for 1 round (no action, does not threaten the surrounding area, drops everything, loses its Dexterity bonus (if any), and takes a further penalty of -2 AC).

Creatures in D&D that are immune to the standard death by massive damage (e.g. undead and constructs) still get knocked down, but they cannot be stunned, dazed or staggered. Creatures without a Constitution score are not subject to the Constitution-based criterion for massive damage. And they are generally destroyed upon reaching zero hit points, so the only remaining massive damage criterion is half their full hit points.

Doubly-massive damage: If one delivery of damage meets 2 of the criteria independently (e.g. massive damage that also leave the target with negative hit points), or independently meets one of them twice (e.g. double a threshold is inflicted), then the target must save twice, and take the worse result. If trebly-massive, the target must save 3 times. And so on.

Being prone in melee is dangerous. You provoke by getting up, or by crawling at a speed of 5 feet (10 feet per double move). Two factors make the prone position less dangerous in Fivtoria than in (some) other games that use the D&D v3.5 rules:

  1. We have a house rule that humanoid creatures (and some others with appropriate builds) can roll (rather than crawl) 5 feet as a full-round action, which does not provoke an attack of opportunity. This allows a prone and badly injured character some chance of getting out of melee alive.

  2. A trip attack of opportunity for standing up does the attacker no good, because the trip takes place before you've stood up, thereby having no effect. This is a rules interpretation, and quite likely in conflict with how most people would interpret the rules.

Still, you don't want to get knocked prone when alone and/or fighting an opponent with reach.

Falling prone is not meaningful for a creature in flight (unless it loses all altitude). If merely knocked down, it loses 10 feet of altitude just before its next turn. If Dazed, it loses 20 feet of altitude just before its next turn, but otherwise continues in whatever horizontal direction it was flying just before it took Massive Damage (i.e. no movement if hovering, continuing to coast otherwise), and with any downward (but not upward) momentum that it had before. If Stunned, it loses 50 feet of altitude (a 20 foot drop, then a 30 movement straight downward). These altitude losses apply to any flight under the control of someone who has taken massive damage, even if that creature is not the same as the one in "flight" (as with the Levitate spell).

Falling prone is not meaningful for a swimming creature, either. Creatures swimming on the surface lose 5 feet of altitude, but otherwise there is no special effect for being "knocked down."

Some examples of massive damage in battles:

Disabled

When your current hit points are below 1, but not more negative than your level (plus non-level hit dice), you are Disabled. (The standard rules have a creature be disabled only at exactly 0 hit points.) Note that any amount of damage that leaves you with negative hit points counts as Massive Damage.

The Disabled condition allows you only a move action or a standard action, and any strenuous action (attack, spell, running) will cause you to lose 1 more hit point at the end of your turn. Healing that restores you to a positive hit point total immediately removes you from the Disabled state.

Dying

When your character has a negative hit point total, but not as low as -(level+10), he is dying. A dying creature loses 1 hit point every round. This continues until the character dies or becomes stable (see below). The non-standard part of this house rule is that the "dying" range is increased (for PC-type races) by, and overlaps with Disabled for, a number of hit points equal to the character's level. So a character can be both dying and Disabled, needing to bind his own wounds (which does not count as strenuous) before he dies. If conscious and dying, any action will prevent the usual base 10% chance per round to stabilize. (See below for Fivtoria's variation from the standard 10% chance, in the Recovery section.)

Dying creatures of size Large often have many more than 10 hit points to lose before their death. (See Death, below.) To account for this, roll their 10% (or whatever the percentage comes out to) only every N rounds/hours/days, but failing the roll results in the loss of N hit points. (In other words, do the same as for humans, but in chunks of N hit points at a time.) N is 1 for Medium and smaller creatures, 2 for Large and Huge creatures, and 3 for Gargantuan and Colossal creatures.

Death

Death for a creature of size Medium or Small comes at -(level+10) hp, which is 10 points after falling unconscious. For every size the creature is larger, it can lose 5 more hit points before death.

Stable Characters and Recovery

Once a creature has passed the Disabled state (negative more than level/dice), it cannot be simply healed back to full health. Any healing beyond that which is natural (or "fast healing") does not reverse the damage, it merely turns it into near-lethal damage. Near-lethal damage cannot be healed magically; it must be healed back naturally as though it were non-lethal damage (generally 1 point per level per hour).

While in this state of post-Disabled recovery, the creature is in the Exhausted state (no run or charge, half speed, -6 Strength and Dexterity) and also suffers a -6 penalty to Intelligence, Wisdom and Charisma.

Once the creature has healed back enough lethal or near-lethal damage to reach 0 hit points, it is no longer Exhausted. It graduates to being in the Fatigued state (no run or charge, -2 Strength and Dexterity) and also suffers a -2 penalty to Intelligence, Wisdom and Charisma. A creature requires 8 hours of full rest (sleep for races that do sleep) to recover from the Fatigued state.

The chance to stabilize, to recover HP without help, or to wake is a uniform 10% according to the PHB. For compatibility with Fivtorian history (which includes high-Constitution characters recovering on their own from near-death experiences), a high Constitution must improve this chance. Adjust the 10% by twice a character's Constitution modifier. For creatures, only adjust the percentage if its Constitution is unsually high or low for its race.

Nonlethal Damage

The hit point range of the Staggered state corresponds to the Disabled state for lethal damage (0 to -level/dice). Beyond that the creature is unconscious. Magical healing applies by default first to lethal damage, then to non-lethal. But an intelligent creature applying magical (or other accellerated) healing can choose which to heal first: lethal or non-lethal damage. The preferred type is healed first, and any excess is applied to the other. Magical healing does not heal both at once, as is normal for 3rd Edition D&D.

Movement, Position and Distance

Pressing the attack on an enemy allows you to take an out-of-turn 5 foot step. If you have designated that you are pressing the attack against a particular enemy, and the enemy takes a step away from you, you are allowed (not forced) to borrow a step from your next turn to keep pace with the enemy, following him immediately. This makes the enemy unable to step back and make a ranged attack or cast a spell without provoking an attack of opportunity from you.

When your turn does come, if you take action(s) that would normally give you a 5 foot step, that step is unavailable as you have already taken it. If you take action(s) that would normally give you a move, the amount of available move is reduced by 5 feet (the amount of move you took out of turn), and you may not charge or run.

If multiple creatures are pressing the attack on a single enemy, they attempt to follow in initiative order. They may not all be able to follow, depending on terrain obstacles.

Combat Modifiers

An attacker can line up a blow on a helpless or flat-footed target, and hold the attack for later, preserving the helpless or flat-footed state of the defender for the purposes of that one attack. For example, Morra could sneak up and put a knife to someone's back or throat, then interrogate him. If he tries to get away, she would still get her sneak attack damage, because she placed the weapon before he was aware of her.

Helpless Defenders

See the body hit rules.

Special Initiative Actions

Ready

Fivtoria house rules provide for one exception to the standard Ready rule: you may choose "Attack of Opportunity" as your trigger, in which case your regular attacks for the round give you an advantage similar to (and cumulative with) the Combat Reflexes feat. Individual attacks of a full-attack sequence may be readied in this way, so that a high-level Fighter with 3 attacks per round could take the full-bonus attack normally, and increase by two his total available attacks of opportunity.

Note: This allows a combatant to reserve an attack that would normally be at Base Attack - 10, and use it at full base attack. This is a big advantage, but the downside is that if insufficient attacks of opportunity are provoked, the attacks reserved for this purpose are lost after a round (upon the combatant's next initiative turn).

The Ready action is also often used to disrupt a spell that does not provoke an attack of opportunity. For example, if no member of a group is in melee with an enemy Wizard, the group's archer may want to Ready an arrow for the moment the Wizard starts casting a spell, so as to disrupt his spell. The standard rules allow the arrow to fly 1000 feet and still have its normal chance to disrupt any spell. But since with Fivtoria we're using specific casting times of less than a round, we need to account for the travel time of a ranged weapon as it relates to the casting time of the spell.

The casting of a spell that triggers a Ready missile can be disrupted if the spell's casting time is greater than the attacker's number of range increments. So to disrupt a spell with casting time 3 (default 3rd level), an attacker Ready with a dagger (range increment 10 feet) would need to be within 29 feet, while an attacker Ready with a longbow (range increment 100 feet) would need to be within 299 feet of the spell caster.

The casting of a spell that triggers a Ready spell can be disrupted if the triggering spell has a casting time no shorter than the Ready spell. If the Ready spell has the same or shorter casting time, use the Concentration rules to determine if the triggering spell was disrupted.

Average Initiatives

For convenience, a group of NPCs will usually have their initiative rolled once, for the group. But if initiative is rolled individually, then a group wants to sync up, the standard-rules special initiative actions allow this only by having almost everyone Delay, so the whole group ends up with the worst initiative that anyone had in the group.

Because various combatants will have different initiative modifiers, the only fair way to provide for initiative synchronization is the additional (house rules) "Average Initiatives" action. If this required a special feat, then every time an NPC group is given group initiative rather than individual initiative, they would be getting use of such a feat, whether or not they "bought" it.

Any creature can, as a standard action, subtract from its initiative roll and add the same amount to an adjacent creature's initiative roll, with the limit that the roll being raised may not be raised so much that it exceeds the roll being lowered.

For groups, it is acceptable to average this across all members, rather than to try individual pairings to get the desired result.

Example: Two hobgoblins are moving into battle. The ThingA rolled a 15 for initiative, and has a +1 modifier for Dexterity, for an initiative of 16. ThingB rolled an 8 for initiative, and has a +4 modifier due to the Improved Initiative feat, for an initiative of 12. ThingA doesn't want to charge in alone, so makes a gesture to ThingB that indicates "you first." Their initiative rolls differ by 7, so ThingA can give no more than 3 of his initiative roll to ThingB. He decides to give it all, which results in ThingB having an initiative of 8 +3 (averaging) +4 (improved init), for a net initiative of 15. ThingA is left with 15 -3 (averaging) +1 (dex), for a net initiative of 13. ThingB now has the higher initiative, and can decide whether to charge in, or to make sure he isn't abandoned (by delaying to 13 so the two move together). This would be much simpler in practice, assuming the creatures aren't worried about betrayal.

Special Attacks and Damage

Bull Rush

According to PHB3 p137, the target of a bull rush gets a +4 stability bonus if it has more than 2 legs, or "is otherwise exceptionally stable." To reflect that the reverse is also true, a flat-footed defender will generally get a -4 circumstance penalty due to lack of stability, and is likely to get -8 if the attacker can choose the right moment (e.g. when the target is leaning over).

A creature performing a Bull Rush action makes an opposed Strength check to succeed. If charging, PHB3 gives a +2 bonus on this check, which is provided for in Fivtoria house rules by the +4 effective Strength while charging. The two bonuses are not cumulative.

Disarm

If you disarm an opponent who is wielding a two-handed weapon, the weapon becomes unready and is held by only one hand (disarmer's choice of hand). To remove the weapon from both hands, either seizing it or causing it to fall, you must either win the opposed attack roll by 10 or you must make two successful disarm attempts (though the defender loses the +4 bonus for a two-handed weapon, as it is now in only one hand).

Overrun

To overrun an opponent, the attacker must be charging. The house rules for charging provide a +4 Strength bonus against either the target of the charge or one creature in the way of the charge. If the Strength bonus is used in an overrun, it applies only to the initial Strength check to Trip the opponent, and to any Trample attacks that may result against the same opponent. If the initial Trip attempt fails, the Strength bonus does not help avoid the defender's counter-trip. (Compared to PHB3, this results in a net +2 to Overrun, but only if the attacker gives up the benefit of the charge against its ultimate target.)

Trip

A Trip action, when taken as an attack of opportunity or when the target is denied its Dexterity bonus, grants the tripper an additional +4 (because the target is poorly prepared to defend), and if the attempt fails the defender doesn't get an opportunity to try to counter-trip.

Fivtoria Additions

Power Attack

As a move-equivalent action, any creature may boost its effective Strength for one round, at the cost of an attack penalty. For each -1 taken on all attacks, there is a corresponding +1 on Strength for all melee attacks (other than with a light manufactured weapon) for that turn, and until just before that creature's next turn. The average net result is that for each -1 attack the creature gets +1 damage (or 50% higher with any attack that would normally get 1.5 times the creature's damage bonus). (For each -2 attack, the creature gets an additional +1 Strength modifier, offsetting one of the 2 penalties to attack.)

This trading of attack bonus for Strength bonus is limited by size (not by base attack). For every size above Diminutive, a creature may take up to -2 attack in return for the opposite adjustment to Strength (limited to one weapon). So a human Fighter (size Medium) can take a penalty of up to -6 attack for the corresponding bonus to Strength (+3 additional Strength modifier), meaning he can increase his damage by up to +4 (with a two-handed weapon). (Actually, it could turn out to be as much as +5, either because of rounding effects for a character who starts at, say, 20 Strength, or because of the special exception for lower-Strength characters wielding two-handed weapons.)

This is similar to the standard PHB Power Attack feat, but cannot be used with a full action (unless the creature has the Power Attack feat or is under the effects of a Haste spell), since it consumes a move-equivalent action every round it is used. Otherwise, this variant allows for only 50% more damage bonus when using two hands on a weapon, and the attacker's touch-attack probability is lowered. (The Strength bonus to attack does not apply to touch attacks, and cannot exceed the armor bonus, shield bonus, natural armor bonus, and applicable enhancement bonuses of the defender.)

Windup Shot

As a full-round action a creature may wind up for a devastating blow on his next turn. The target must be flat-footed and stationary throughout the full round, and anything that breaks the attacker's concentration (determined as though casing a 0th-level spell) will disrupt the windup. On the attacker's next turn, only the first attack rolled gets the advantage of the windup.

The advantage of a windup is a greater Strength bonus to damage. If the attacker is using a weapon in one hand, the Strength bonus is calculated as though the weapon were in two hands (i.e. 1.5 times the attacker's Strength modifier, with a minimum increase). If the attacker is using a weapon in two hands, double the damage bonus he usually receives for the second hand (i.e. 2 times the attacker's Strength modifier, or double the minimum increase).

A windup shot takes two rounds: one full-round action to wind up, then another round to deliver the blow. So it is usually combined with a Power Attack, activated in the move-equivalent action on the second round. The target is usually a sleeping creature who will be awakened by an attack, so the attacker wants to make that first strike count as much as possible. It can be combined with a sneak attack. Both the windup and the attack provoke attacks of opportunity.

Reach Weapons

Most hafted "reach" weapons (polearms) can be used against an adjacent foe, doing damage as a spear. The weapon is held differently in the two modes, and switching from one to the other is identical to changing weapons, except that no weapon needs to be put away or dropped. (The Quickdraw feat is very popular with polearm wielders.) The non-reach mode of fighting with a reach weapon still uses the same weapon proficiency.

Sunder

Breaking weapons is harder unless you have a breaking weapon appropriate for the task. Weapons are rated by their ability to damage flesh, not wood or iron. Inappropriate weapons deal as little as half damage. A hammer or mace would generally deal full sundering damage to a sword. A sword or axe would generally deal full sundering damage to a wooden haft.

Furthermore, very hard wood can have hardness as high as 7, and up to +50% HP. Steel can have hardness as high as 15. Mithril has hardness 20, adamantite has hardness 30, and adamant has hardness 50 (and 60hp/inch). Each bonus (to either attack or damage) for fine workmanship adds +5% or +1 (whichever is less) to hardness and +10% or +5 (whichever is less) to hit points. As standard, each +1 enhancement bonus gives +2 hardness and +10hp. Another change: anyone can use his weapon (but not shield) defensively, like fighting defensively but giving the bonus to the weapon (or other held item) rather than to oneself. This gives +8 on the opposed Sunder (defense) check at the cost of -2 to hit with that weapon (or those weapons), and -2 on armor class (unless you have another weapon with which you are willing to defend yourself).

Shields

Shields have a different AC bonus than the values listed in the PHB.

The AC bonus for a shield applies only to people on one side or the other of the defender. If flanked, the shield defends against only one of the flankers.

As in the standard rules, when someone uses a shield without proficiency, the user suffers the shield's armor check penalty to all attack rolls and some skill rolls, such as Ride. In the world of Fivtoria, if you are proficient with a shield as though it were a simple weapon (using the same mechanics as weapon proficiency), the non-proficiency penalty goes away, and the shield usually gives a higher armor class bonus.

Some shields can be more effective at higher levels of proficiency (martial or exotic). If shields are in class, then all shield proficiencies are in class, even if they are classified here as exotic. (Exception: A truly exotic shield, like a halfling, would still count as "out of class" and cost double for proficiency.)

    SHIELD   PROF:AC
    bucker   none:0 simple:1 martial:2
    light    none:1 simple:2 martial:3
    heavy    none:2 simple:3 martial:4
    tower    none:cover simple:cover exotic:cover(moving)
    shields are considered a narrow group
Tower shields (if I understand correctly) let the "wearer" choose the degree of AC bonus for cover (as per PHB3 p133) that both he and attackers will get against each other. When non-proficient, the fact that the "wearer" is tethered to the tower shield and has to keep it from falling over results in the standard penalty to his own attacks (the armor check penalty, which is -10 for a tower shield).

"Simple" proficiency in the tower shield (usually 3 ranks) eliminates the armor check penalty for attacking around one's tower shield, when the shield is resting on the ground - when the "wearer" is not moving, or is perhaps taking a 5' step to rotate around the shield. If an attack is made in the same round as the "wearer" moves, then he requires the exotic-level of proficiency (usually 5 ranks) with the shield to avoid the -10 armor check penalty on his attacks.

Armor

Arcane spell failure chances are doubled for ferrous armor, and there is some reduction in power (as though using a metamagic feat). These penalties apply to wizards and witches casting, but not to divine casters or users of old magic.

Close Combat

The "close combat" concept that we're used to is fighting while in the same square. This is related to, but not the same as, grappling. Each participant in a close combat can take an extra melee attack at full bonus (as though hasted), as long as that participant is taking only non-grappling attacks, and is taking them only against others who share the same space. If there are more than 2 creatures sharing the same space, your attack rate is as normal (not hasted), unless you don't care who you hit (3 times the chance to hit your desired target as each undesired one).

In a close combat of no more people than can squeeze in a space (e.g. 2 creatures of size Medium) the participants still have their Dexterity AC bonus against each other and those outside the square. They have the penalties of squeezing (-4 AC and -4 attack) against anyone attacking the shared square(s). If more creatures join than can squeeze into the space (up to the maximum number that can grapple at once), they all suffer the penalties of a tight squeeze: -4 AC, no Dexterity bonus to AC, and no attacks or threat outside the space.

Initiating a grapple when already in close combat does not provoke an attack of opportunity. (That should have happened upon entering close combat, when one creature had to enter the square of the other.) Any participants in a grapple no longer threaten or have the ability to attack others in close combat (but outside the grapple), and lose their Dex bonus against the others in close combat, just as though those people were in adjacent spaces rather than sharing the same space (except that the grapplers can pull them in without even provoking).

Entering a close combat is like entering a grapple: you provoke an attack of opportunity from the person you're moving in on (if that person isn't already grappled by someone else). If there are already multiple people in the space, you provoke an attack of opportunity from every opponent (who can threaten) upon your entry. Those are all Fend-Off attacks.

The two most common uses of the close combat rules (other than perhaps bar brawls) are when animals trip a humanoid and when a Monk attacks a Wizard:

Fend Off

Moving into the same square as an enemy gives that enemy an attack of opportunity, which is the fend-off. The 3rd Ed rules seem to have the norm be to grapple someone before moving into his square, but there is still an attack of opportunity (fend-off) for the intial grapple. If the defender rolls well enough to hit with the fend-off, you have the option of aborting your move into his square. If you decide to pass his fend-off anyway, you'll take a "body hit," which typically inflicts extra damage as though he were a Rogue.

Damage Reduction

Fivtoria has long used DR mechanics quite similar to those in the current D&D rules. I have only a few changes:

  1. Weapons that are similar to those needed to bypass DR will partially bypass it. For example, a weapon with a bit of silver will bypass about half of any DR /silver, and a blessed person wielding a normal weapon will bypass a little of DR /good. It is thus possible to get an advantage against DR without brining a wagon train of materials.

  2. A weapon that has one of two needed properties to bypass DR (e.g. a magic or holy weapon against a creature with DR 10/magic and good) will bypass half the DR.

  3. And as in the past, vampires are vulnerable to dead organic matter (e.g. wood or bone), rather than to magic and silver (e.g. "DR 10/wood").

Note that lycanthropes now have completely standard DR (10/silver) which is somewhat (but not too) incompatible with how they have been run in the past.