House Rules
House Rules
This topic will be used as an open, ongoing repository where I will address any ambiguous subjects or clarify any questions or situations that crop up during the game:
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00. Encounters: Sequence of Events
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01. Surprise and Initiative
02. Attack and Damage Rolls
03. Multiple Attacks and Initiative
04. Weapon Specialization
05. Attacking with Two Weapons
06. Firing Missiles Into Combat
07. Expended Missiles
08. Critical Hits and Misses -- updated (10/17/2013)
09. Damage and Death
10. Starting Age
11. Training Costs-- updated (10/17/2013)
12. Encumbrance
13. Experience Points
14. Movement
15. Getting Into and Out of Armor
16. Torch as a Weapon
17. Casting From a Spellbook
18.
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00. Encounters: Sequence of Events
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01. Surprise and Initiative
02. Attack and Damage Rolls
03. Multiple Attacks and Initiative
04. Weapon Specialization
05. Attacking with Two Weapons
06. Firing Missiles Into Combat
07. Expended Missiles
08. Critical Hits and Misses -- updated (10/17/2013)
09. Damage and Death
10. Starting Age
11. Training Costs-- updated (10/17/2013)
12. Encumbrance
13. Experience Points
14. Movement
15. Getting Into and Out of Armor
16. Torch as a Weapon
17. Casting From a Spellbook
18.
-- Games --
- DM: In Development
04. Weapon Specialization
BTB
Last edited by dmw71 on Tue Sep 19, 2017 5:22 am, edited 2 times in total.
Reason: Edit: Initial weapon proficiencies link
Reason: Edit: Initial weapon proficiencies link
-- Games --
- DM: In Development
07. Expended Missiles
The recovery of expended missiles is not automatic and the action must be requested by the player. When an attempt to recover an expended missile is made, the chances of success (per missile fired) is as stated below:
25% if the arrow hit its target
50% if the arrow missed its target
If rolling for single arrows becomes too cumbersome, a bulk retrieval rule will be devised and enacted.
25% if the arrow hit its target
50% if the arrow missed its target
If rolling for single arrows becomes too cumbersome, a bulk retrieval rule will be devised and enacted.
-- Games --
- DM: In Development
08. Critical Hits and Misses (Updated)
Natural 20
Two die; use highest.
Natural 1
Free counter attack.
Two die; use highest.
Natural 1
Free counter attack.
Last edited by dmw71 on Tue Sep 19, 2017 5:40 am, edited 10 times in total.
Reason: Edit 1: strength bonus. Edit 2: critical xp awards. Edit 3: Loss of next turn. Edit 4: break percentage. Edit 5: Critical misses and damaged weapons. Edits 6-7: Grammar and formatting. Edit 8: Second 1 in new critical miss rule.
Reason: Edit 1: strength bonus. Edit 2: critical xp awards. Edit 3: Loss of next turn. Edit 4: break percentage. Edit 5: Critical misses and damaged weapons. Edits 6-7: Grammar and formatting. Edit 8: Second 1 in new critical miss rule.
-- Games --
- DM: In Development
09. Damage and Death
Unconscious
When any character is reduced to exactly zero hit points, they simply fall unconscious but are stable.
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Dying
When any character is reduced to negative hit points, they are rendered unconscious and will continue to lose 1 hit point per round until ultimately dying (see, 'Death'):
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Death
Death due to hit point loss occurs when a character reaches an amount of negative hit points equal to their Constitution ability score divided by two (rounding down), see chart below:
Constitution
The above chart has also been added to the notes on Constitution in the '01. Ability Scores' topic.
Notes:
1. Monsters are considered dead at zero hit points
2. Any player character will have the ability to attempt to 'bind wounds' and prevent futher hit point loss to an unconscious character.
3. In order to successfully bind the wounds of a dying character, the steps required to administer this aid are a full round process and any interruption will result in a failed attempt.
4. A character can attempt to administer aid an unlimited number of times; at least until either the aid attempt was successful or the victim has passed.
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Natural Healing
The healing rules presented in the 2E PHB will be used in this game:
Magical Healing
The healing rules presented in the 2E PHB will be used in this game:
Returning to Consciousness
A character healed from negative-to-positive hit points will return to consciousness and will not remain in a coma or require a full week of bed rest.
When any character is reduced to exactly zero hit points, they simply fall unconscious but are stable.
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Dying
When any character is reduced to negative hit points, they are rendered unconscious and will continue to lose 1 hit point per round until ultimately dying (see, 'Death'):
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Death
Death due to hit point loss occurs when a character reaches an amount of negative hit points equal to their Constitution ability score divided by two (rounding down), see chart below:
Constitution
Code: Select all
Ability
Score Alive
Until
1 0
2-3 -1
4-5 -2
6-7 -3
8-9 -4
10-11 -5
12-13 -6
14-15 -7
16-17 -8
18-19 -9
20-21 -10
Etc...
Notes:
1. Monsters are considered dead at zero hit points
2. Any player character will have the ability to attempt to 'bind wounds' and prevent futher hit point loss to an unconscious character.
3. In order to successfully bind the wounds of a dying character, the steps required to administer this aid are a full round process and any interruption will result in a failed attempt.
4. A character can attempt to administer aid an unlimited number of times; at least until either the aid attempt was successful or the victim has passed.
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Natural Healing
The healing rules presented in the 2E PHB will be used in this game:
---2E PHB, pages 140-141 wrote:Characters heal naturally at a rate of 1 hit point per day eight consecutive hours of rest. Rest is defined as low activity--nothing more strenuous than riding a horse or traveling from one place to another. Fighting, running in fear, lifting a heavy boulder, or any other physical activity prevents resting, since it strains old wounds and may even reopen them.
If a character has complete bed rest (doing nothing for an entire day), he can regain 3 hit points for the day. For each complete week of bed rest, the character can add any Constitution hit point bonus he might have to the base of 21 points (3 points per day) he regained during that week.
In both cases above, the character is assumed to be getting adequate food, water, and sleep. If these are lacking, the character does not regain any hit points that day.
Magical Healing
The healing rules presented in the 2E PHB will be used in this game:
---2E PHB, page 141 wrote:Healing spells, potions, and magical devices can speed the process of healing considerably... By using these methods, wounds close instantly and vigor is restored. The effects are immediate.
Remember that under no circumstances can a character be healed to a point greater than his original hit point total.
Returning to Consciousness
A character healed from negative-to-positive hit points will return to consciousness and will not remain in a coma or require a full week of bed rest.
Last edited by dmw71 on Thu Jun 06, 2013 4:21 pm, edited 3 times in total.
Reason: "day" = "eight consecutive hours" | unconscious vs dying
Reason: "day" = "eight consecutive hours" | unconscious vs dying
-- Games --
- DM: In Development
11. Training Costs (Updated)
Update: 10/17/2013
Effective immediately, all benefits (including hit points) from attaining a new level will go into affect after a successful night of sleep (~6 hours). No more training costs.
Original Rules:
Effective immediately, all benefits (including hit points) from attaining a new level will go into affect after a successful night of sleep (~6 hours). No more training costs.
Original Rules:
Last edited by dmw71 on Thu Oct 17, 2013 7:17 pm, edited 1 time in total.
Reason: Elminated
Reason: Elminated
-- Games --
- DM: In Development
12. Encumbrance
Encumbrance
Encumbrance will be measured in pounds (not coins) and will use the following rules for simplified tracking purposes.
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Clothing and Adventuring Gear
To keep things simple and not get completely bogged down in too much nit-picking accounting, the following groups of item will all weigh the following fixed number of pounds:
Clothing: 5
Adventuring Gear: 20
The 'clothing' category also includes any footwear the character may be wearing. As for 'adventuring gear,' as long as what your character is carrying is reasonable, this category can assume about anything found in the 'Equipment' list on the '08. Equipment' page will fall under the broad 'Adventuring Gear' category.
It's important to note that these 'adventuring gear' items must still be purchased!
The DM reserves the right to occasionally audit the equipment lists carried by characters, and any amounts of equipment believed to be excessive will result in a possible encumbrance adjustment (e.g. "you're carrying an extra five, or an extra ten pounds"). The actual weight of each 'adventuring gear' item should still be recorded on the character sheet, but the fixed twenty-pound amount will still be used for general encumbrance purposes.
Each character will be required to track the individual weights for the following types of items:
Armor & Shields
Weapons & Ammunition
Class-Related Items (e.g. any class-specific item not found in the 'Equipment' list on the '08. Equipment' page)
Provisions (e.g. anything from the 'Food Items' list on the '08. Equipment' page)
Wealth (e.g. coins, precious stones, etc...)
Misc. Items (Note: The 'misc items' listing is a catch-all category used to group things that don't fit into one of the more defined categories above)
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Tracking Encumbrance
The encumbrance of each character should be more easily recorded and tracked by using and populating the number of pounds carried in each of the following categories:
Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: ??
Weapons & Ammunition: ??
Class-Related Items: ??
Provisions: ??
Wealth: ??
Misc. Items: ??
=
Total Carried: ???
This 'Total Carried' amount above will be compared against the values on the Modified Movement Rates table (also see 'Modified Movement Rate,' below) to determine the characters rate of movement.
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Carrying Locations
The location of all items carried must be identified (e.g. in-hand, worn, backpack, large pouch #1, etc...) on your character sheet. In the event a character looks to "dump" possession in order to decrease the amount of weight carried (and potentially increasing their movement rate), the weight of the container itself plus the individual weights of all items inside said container will be deducted from the 'Total Carried' about to determine the new modified movement rate (these weight amounts can be calculated ahead of time for planning purposes).
(Note: This will most likely be the only time the weight of individual items will need to be summed and used.)
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Containers
The below table shows the capacity and volume the various containers are capable of holding.
Any character interested in an item not found in the table can consult the DM to determine the appropriate amounts.
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Magical Armor and Encumbrance
In this game, magical armor will weigh the same as its non-magical counterpart. However, the weight 'category' of magical armor drops to the next lowest category:
* 'Heavy' magical armor will be considered 'medium'
* 'Medium' magical armor will be considered 'light'
* 'Light' magical armor will be considered unarmored.
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Effects of Encumbrance
(Base Movement Rate * 0.50)
A character whose modified movement rate is equal to or less than their base movement rate (e.g. 6" from 12") will suffer a -1 penalty on their attack roll.
(Base Movement Rate * 0.33)
If reduced to one-third or less of their base movement rate (e.g. 4" from 12"), the attack penalty is -2. Additionally, the heavily encumbered character suffers an armor class penalty of +1.
(Base Movement Rate = 1)
If your character's modified movement rate is ever reduced to 1', the attack roll penalty is -4 and the armor class penalty is +3.
Encumbrance will be measured in pounds (not coins) and will use the following rules for simplified tracking purposes.
---
Clothing and Adventuring Gear
To keep things simple and not get completely bogged down in too much nit-picking accounting, the following groups of item will all weigh the following fixed number of pounds:
Clothing: 5
Adventuring Gear: 20
The 'clothing' category also includes any footwear the character may be wearing. As for 'adventuring gear,' as long as what your character is carrying is reasonable, this category can assume about anything found in the 'Equipment' list on the '08. Equipment' page will fall under the broad 'Adventuring Gear' category.
It's important to note that these 'adventuring gear' items must still be purchased!
The DM reserves the right to occasionally audit the equipment lists carried by characters, and any amounts of equipment believed to be excessive will result in a possible encumbrance adjustment (e.g. "you're carrying an extra five, or an extra ten pounds"). The actual weight of each 'adventuring gear' item should still be recorded on the character sheet, but the fixed twenty-pound amount will still be used for general encumbrance purposes.
Each character will be required to track the individual weights for the following types of items:
Armor & Shields
Weapons & Ammunition
Class-Related Items (e.g. any class-specific item not found in the 'Equipment' list on the '08. Equipment' page)
Provisions (e.g. anything from the 'Food Items' list on the '08. Equipment' page)
Wealth (e.g. coins, precious stones, etc...)
Misc. Items (Note: The 'misc items' listing is a catch-all category used to group things that don't fit into one of the more defined categories above)
---
Tracking Encumbrance
The encumbrance of each character should be more easily recorded and tracked by using and populating the number of pounds carried in each of the following categories:
Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: ??
Weapons & Ammunition: ??
Class-Related Items: ??
Provisions: ??
Wealth: ??
Misc. Items: ??
=
Total Carried: ???
This 'Total Carried' amount above will be compared against the values on the Modified Movement Rates table (also see 'Modified Movement Rate,' below) to determine the characters rate of movement.
---
Carrying Locations
The location of all items carried must be identified (e.g. in-hand, worn, backpack, large pouch #1, etc...) on your character sheet. In the event a character looks to "dump" possession in order to decrease the amount of weight carried (and potentially increasing their movement rate), the weight of the container itself plus the individual weights of all items inside said container will be deducted from the 'Total Carried' about to determine the new modified movement rate (these weight amounts can be calculated ahead of time for planning purposes).
(Note: This will most likely be the only time the weight of individual items will need to be summed and used.)
---
Containers
The below table shows the capacity and volume the various containers are capable of holding.
Code: Select all
Table: Stowage Capacity (2E PHB, page 105)
Item Weight Cap. Volume
=============================================
Backpack 50 lbs. 3' × 2' × 1'
Basket, large 20 lbs. 2' × 2' × 2'
Basket, small 10 lbs. 1' × 1' × 1'
Belt pouch, large 8 lbs. 6" × 8" × 2"
Belt pouch, small 5 lbs. 4" × 6" × 2"
Chest, large 100 lbs. 3' × 2' × 2'
Chest, small 40 lbs. 2' × 1' × 1'
Sack, large 30 lbs. 2' × 2' × 1'
Sack, small 15 lbs. 1' × 1' × 8"
Saddle bags, large 30 lbs. 18" × 1' × 6"
Saddle bags, small 20 lbs. 1' × 1' × 6"
Satchel 40 lbs. 2' x 1' x 1'
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Magical Armor and Encumbrance
In this game, magical armor will weigh the same as its non-magical counterpart. However, the weight 'category' of magical armor drops to the next lowest category:
* 'Heavy' magical armor will be considered 'medium'
* 'Medium' magical armor will be considered 'light'
* 'Light' magical armor will be considered unarmored.
---
Effects of Encumbrance
(Base Movement Rate * 0.50)
A character whose modified movement rate is equal to or less than their base movement rate (e.g. 6" from 12") will suffer a -1 penalty on their attack roll.
(Base Movement Rate * 0.33)
If reduced to one-third or less of their base movement rate (e.g. 4" from 12"), the attack penalty is -2. Additionally, the heavily encumbered character suffers an armor class penalty of +1.
(Base Movement Rate = 1)
If your character's modified movement rate is ever reduced to 1', the attack roll penalty is -4 and the armor class penalty is +3.
-- Games --
- DM: In Development
13. Experience Points
Distribution
My philosphy when it comes to the timing and distribution of experience points is more like a video game: Once you've earned them, they're yours. If you characters is engaged in a battle against three rats and kills one of them, I don't post the experience point total for that single rate immediately, but I will grant you the experience point total for defeating all three rats once the encounter ends (you don't need to wait for the whole "big picture" adventure to end or retreat to safety).
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Awards
I tend to be a bit more liberal when it comes to handing out experience points in the very beginning of a game, rewarding excellent roleplaying or use of abilities. While such behavior will still be rewarded as the game progresses, the frequency of such rewards will be relatively less frequent.
In all instances, when an experience points amount is awarded in a thread, that is the unmodified amount. The modified amounts for each character will be tracked and recorded by the DM, but each player should be responsible for calculating their own modifiers to earned experience points. If a player ever has a question about the experience point total they have listed for their character, they can request a verification check from the DM to confirm the amounts match. If not, the DM will be willing to share the total they have for the character and it will be the responsibility of the player to disprove this DM amount.
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Multi-Class
Any experience points awarded will be divided equally between the classes. If any class has a bonus, that bonus will be applied to the portion of the experience points awarded to that class only. In all cases, normal rounding rules apply.
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Recording
It is the responsibility of each player to keep the most current experience point total for their character recorded on their character sheet at all times.
My philosphy when it comes to the timing and distribution of experience points is more like a video game: Once you've earned them, they're yours. If you characters is engaged in a battle against three rats and kills one of them, I don't post the experience point total for that single rate immediately, but I will grant you the experience point total for defeating all three rats once the encounter ends (you don't need to wait for the whole "big picture" adventure to end or retreat to safety).
---
Awards
I tend to be a bit more liberal when it comes to handing out experience points in the very beginning of a game, rewarding excellent roleplaying or use of abilities. While such behavior will still be rewarded as the game progresses, the frequency of such rewards will be relatively less frequent.
In all instances, when an experience points amount is awarded in a thread, that is the unmodified amount. The modified amounts for each character will be tracked and recorded by the DM, but each player should be responsible for calculating their own modifiers to earned experience points. If a player ever has a question about the experience point total they have listed for their character, they can request a verification check from the DM to confirm the amounts match. If not, the DM will be willing to share the total they have for the character and it will be the responsibility of the player to disprove this DM amount.
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Multi-Class
Any experience points awarded will be divided equally between the classes. If any class has a bonus, that bonus will be applied to the portion of the experience points awarded to that class only. In all cases, normal rounding rules apply.
---
Recording
It is the responsibility of each player to keep the most current experience point total for their character recorded on their character sheet at all times.
-- Games --
- DM: In Development
14. Movement
Modified Movement Rate
The 'Modified Movement Rate' table below will be used to determine your character's movement rate for your strength and current load carried. Note the two rows at the top are for the various base movement rates. Characters with a base movement rate of 12 use the top row; those with a base movement rate of 6 use the bottom row.
Table: Modified Movement Rates (2E PHB, page 103)
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Movement in Combat
In a combat round, a being can move up to 10 times its movement rating in feet. Thus, if a character has a movement rating of 9, he can move up to 90 feet in a round. However, the types of moves a character can make during combat are somewhat limited.
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Movement in Melee
The basic move is to get closer for combat--i.e., move close enough to an enemy to attack. This is neither a blind rush nor a casual stroll. Instead, the character approaches quickly but with caution. When closing for combat, a character can move up to half his allowed distance and still make a melee attack.
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Movement and Missile Combat
Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.
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Charging an Opponent
A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge.
However, charging gives opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class, and they suffer an AC penalty of 1. Finally, if the defender is using a spear or pole arm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.
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Retreat
To get out of a combat, characters can make a careful withdrawal or they can simply flee.
Withdrawing
When making a withdrawal, a character carefully backs away from his opponent, who can choose to follow. The character moves up to 1/3 his normal movement rate.
If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.
Fleeing
To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.
The enemy is allowed a free attack--or multiple attacks if the creature has several attacks per round--at the rear of the fleeing character (rear attacks receive a +2 bonus). This attack is made the instant the character flees. It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant. The fleeing character can be pursued, unless a companion blocks the advance of the enemy.
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Effects of Encumbrance (also see: 12. Encumbrance)
(Base Movement Rate * 0.50)
A character whose modified movement rate is equal to or less than their base movement rate (e.g. 6" from 12") will suffer a -1 penalty on their attack roll.
(Base Movement Rate * 0.33)
If reduced to one-third or less of their base movement rate (e.g. 4" from 12"), the attack penalty is -2. Additionally, the heavily encumbered character suffers an armor class penalty of +1.
(Base Movement Rate = 1)
If your character's modified movement rate is ever reduced to 1', the attack roll penalty is -4 and the armor class penalty is +3.
---
Movement and Mounts
The below table displays the average carrying capacities for the most common mounts found in the game. When calculating a mount's load, be sure to include the weight of the rider.
The 'Modified Movement Rate' table below will be used to determine your character's movement rate for your strength and current load carried. Note the two rows at the top are for the various base movement rates. Characters with a base movement rate of 12 use the top row; those with a base movement rate of 6 use the bottom row.
Table: Modified Movement Rates (2E PHB, page 103)
Code: Select all
Strength 12 11 10 9 8 7 6 5 4 3 2 1 <-- 12" Base Move (Elf, Half-Elf, Half-Orc, Human)
Score 6 5 5 4 4 3 3 2 2 1 1 1 <-- 6" Base Move (Dwarf, Gnome, Halfling)
==========================================================
2 1 -- 2 -- -- 3 -- -- 4 -- -- 5
3 5 -- 6 -- 7 -- -- 8 -- 9 -- --
4-5 10 11 12 13 14 15 16 17 18 19 20 21
6-7 20 23 26 29 32 35 38 41 44 47 50 53
8-9 35 40 45 50 55 60 65 70 75 80 85 89
10-11 40 46 52 58 64 70 76 82 88 94 100 106
12-13 45 53 61 69 77 85 93 101 109 117 125 133
14-15 55 65 75 85 95 105 115 125 135 145 155 165
16 70 80 90 100 110 120 130 140 150 160 170 180
17 85 97 109 121 133 145 157 169 181 193 205 217
18 110 123 136 149 162 175 188 201 214 227 240 253
18/01-50 135 148 161 174 187 200 213 226 239 252 265 278
18/51-75 160 173 186 199 212 225 238 251 264 277 290 303
18/76-90 185 198 211 224 237 250 263 276 289 302 315 328
18/91-99 235 248 261 274 287 300 313 326 339 352 365 378
18/100 335 348 361 374 387 400 413 426 439 452 465 478
Movement in Combat
In a combat round, a being can move up to 10 times its movement rating in feet. Thus, if a character has a movement rating of 9, he can move up to 90 feet in a round. However, the types of moves a character can make during combat are somewhat limited.
---
Movement in Melee
The basic move is to get closer for combat--i.e., move close enough to an enemy to attack. This is neither a blind rush nor a casual stroll. Instead, the character approaches quickly but with caution. When closing for combat, a character can move up to half his allowed distance and still make a melee attack.
---
Movement and Missile Combat
Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.
---
Charging an Opponent
A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge.
However, charging gives opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class, and they suffer an AC penalty of 1. Finally, if the defender is using a spear or pole arm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.
---
Retreat
To get out of a combat, characters can make a careful withdrawal or they can simply flee.
Withdrawing
When making a withdrawal, a character carefully backs away from his opponent, who can choose to follow. The character moves up to 1/3 his normal movement rate.
If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.
Fleeing
To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.
The enemy is allowed a free attack--or multiple attacks if the creature has several attacks per round--at the rear of the fleeing character (rear attacks receive a +2 bonus). This attack is made the instant the character flees. It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant. The fleeing character can be pursued, unless a companion blocks the advance of the enemy.
---
Effects of Encumbrance (also see: 12. Encumbrance)
(Base Movement Rate * 0.50)
A character whose modified movement rate is equal to or less than their base movement rate (e.g. 6" from 12") will suffer a -1 penalty on their attack roll.
(Base Movement Rate * 0.33)
If reduced to one-third or less of their base movement rate (e.g. 4" from 12"), the attack penalty is -2. Additionally, the heavily encumbered character suffers an armor class penalty of +1.
(Base Movement Rate = 1)
If your character's modified movement rate is ever reduced to 1', the attack roll penalty is -4 and the armor class penalty is +3.
---
Movement and Mounts
The below table displays the average carrying capacities for the most common mounts found in the game. When calculating a mount's load, be sure to include the weight of the rider.
Code: Select all
Table 49: Carrying Capacities of Animals
2/3 1/3
Mount Base Move Move Move
=======================================================
Camel 0-330 lbs. 331-500 lbs. 501-660 lbs.
Dog 0-15 lbs. 16-20 lbs. 21-30 lbs.
Elephant 0-500 lbs. 501-750 lbs. 751-1,000 lbs.
Horse, draft 0-260 lbs. 261-390 lbs. 391-520 lbs.
Horse, heavy 0-260 lbs. 261-390 lbs. 391-520 lbs.
Horse, light 0-170 lbs. 171-255 lbs. 256-340 lbs.
Horse, medium 0-220 lbs. 221-330 lbs. 331-440 lbs.
Horse, riding 0-180 lbs. 181-270 lbs. 271-360 lbs.
Mule 0-250 lbs. 251-375 lbs. 376-500 lbs.
Ox 0-220 lbs. 221-330 lbs. 331-440 lbs.
Yak 0-220 lbs. 221-330 lbs. 331-440 lbs.
-- Games --
- DM: In Development
15. Getting Into and Out of Armor
While it will not be a perfect rule, to simplify and standardize the timing for the various armor types, I am going to implement the following rules:
Donning Armor
The number of rounds required to don armor is equal to 10 minus the level of protection it offers (e.g. base AC).
Removing Armor
The time to remove armor will equal half the time to don a like piece of armor, rounding down.
With Help
Donning or removing armor with help will halve the above number or rounds required, rounding down.
The 'official' rules on this subject are below, hidden:
Donning Armor
The number of rounds required to don armor is equal to 10 minus the level of protection it offers (e.g. base AC).
Removing Armor
The time to remove armor will equal half the time to don a like piece of armor, rounding down.
With Help
Donning or removing armor with help will halve the above number or rounds required, rounding down.
Code: Select all
-- Rounds --
Armor AC Remove Don Weight Category
Banded Mail 4 3 6 40 lbs. Heavy
Brigandine 6 2 5 35 lbs. Medium
Bronze Plate Mail 4 3 6 45 lbs. Heavy
Chain Mail 5 2 5 40 lbs. Heavy
Field Plate Mail 2 4 8 60 lbs. Heavy
Full Plate Mail 1 4 9 70 lbs. Heavy
Hide 6 2 4 30 lbs. Medium
Leather 8 1 2 15 lbs. Light
Padded 8 1 2 10 lbs. Light
Plate Mail 3 3 7 50 lbs. Heavy
Ring Mail 7 1 3 30 lbs. Medium
Scale Mail 6 2 4 30 lbs. Medium
Splint Mail 4 3 6 40 lbs. Heavy
Studded Leather 7 1 3 25 lbs. Light
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- DM: In Development
16. Torch as a Weapon
A torch used as a weapon will do 1d3 damage, or 1d3+1 if lit. A lit torch used as a weapon that misses by more than 5 will be extinguished.
First ruled: viewtopic.php?p=64822#p64822
First ruled: viewtopic.php?p=64822#p64822
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- DM: In Development
17. Casting From a Spellbook
Casting spells directly from a spellbook is not allowed. Intuitively, I was against this but, to be fair, decided to reconsider my stance. While I read many different opinions from many different sources, I will defer to the following as the "authority" as it details the process far better than I could/would. You're welcome to read the full discussion, copied below, but the pertinent section is copied here:
Understanding this process should also make it clear why a magic-user cannot cast spells directly from his spellbook -- it takes an hour for the magical "charge" to build up in the mind and be ready to use. Obviously, this can be inconvenient when a mage needs to cast a certain spell quickly, but he has not previously imprinted that spell into his mind.
See full text here (emphasis mine):
Reaper's Guide to Spells, Spellcasting, Spellbooks & Scrolls
Understanding this process should also make it clear why a magic-user cannot cast spells directly from his spellbook -- it takes an hour for the magical "charge" to build up in the mind and be ready to use. Obviously, this can be inconvenient when a mage needs to cast a certain spell quickly, but he has not previously imprinted that spell into his mind.
See full text here (emphasis mine):
Reaper's Guide to Spells, Spellcasting, Spellbooks & Scrolls
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- DM: In Development