House Rules

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House Rules

#1 Post by dmw71 »

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:

---
00. Encounters: Sequence of Events
---
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

#2 Post by dmw71 »

BTB
When an encounter (with another living thing; not an object) takes place, the following sequence of events will occur:

01. All sides will check for surprise, as needed
02. The distance between the two (or more) parties will be determined (DM)
03. The reactions of the other party or parties will be determined (DM)
04. The intended actions of the opponents will be determined (DM)
05. Characters declare their intended actions
06. Initiative is rolled
07. Resolve declared actions
08. Repeat steps 02 through 07, as needed.
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01. Surprise and Initiative

#3 Post by dmw71 »

BTB
Surprise
This game will borrow from the rules on surprise from 2E ruleset (2E PHB, pages 147-148).

Depending upon the situation, a surprise check may be requested for:
1. The entire party
2. A specific group of players
3. Each player individually

Surprise will be determined by rolling 1d10 with a result of 1, 2, or 3 indicating that the party/group/individual is potentially surprised. These results may be subject to modifiers and the DM will report the results of the surprise roll(s) after all modifiers have been applied.

Surprising Party
The surprising group receives one round of attacks with melee, missile, or magical items. There is not enough time during a surprise 'round' to prepare and cast spells.

Surprised Party
Characters or monsters that are surprised are caught off guard and thus lose all armor class reaction bonuses for high Dexterity during that instant of surprise.


Notes:
1. Surprise can also be used to avoid an encounter. Unsurprised characters can attempt to flee from a surprised group before the other group reacts.
2. If both groups manage to surprise each other, the effects of surprise are cancelled.


***


Initiative
This game will borrow from the rules on initiative from 2E ruleset (2E PHB, pages 124-126).

There will be two methods of determining initiative in this game:
1. Group (with Individual modifiers)
2. Individual (with Individual modifiers)

The DM will indicate at the beginning of each round which method is to be used (so, yes, the determination method may change from round-to-round).

---

In either method, actions will be resolved with the lowest modified initiative result acting first (tie results occur simultaneously)!

---

Group Initiative
A single d10 initiative die rolled for each group involved in the combat to establish a 'baseline' for that group. Each individual within that group will apply their own individual modifiers to determine the order in which their individual actions will take place.

Individual Initiative
Each individual involved involved in the conflict will generate their own d10 initiative roll. Just as in the 'Group Initiative' method above, each individual will apply their individual modifiers to their own initiative roll to determine the order in which their actions will take place.

---

Initiative Modifiers
While there are other modifiers that will be in play, the two primary modifiers that players need to be aware of are the following:
1. Attacking With Weapon = Weapon Speed
2. Casting a Spell = Casting Time

If attempting any situation not listed above, the DM will advise the player what their initiative modifier will be for that action.
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02. Attack and Damage Rolls

#4 Post by dmw71 »

BTB
Attack Rolls
This game will be using the Calculated THAC0 table from 2E in combat situations. The progression is smoother and more realistic than the Attach Charts presented in the 1E DMG, pages 74-75. In fact, if the following 'Special Note Regarding Fighters' Progression' rules from the 1E DMG are applied, the Attack Charts (1E) and THAC0 progression charts (2E) are nearly identical.
1E DMG, page 74 wrote:Special Note Regarding Fighters' Progression: This table is designed to allow fighters to advance by 5% per level of experience attained, rather than 10% every 2 levels, if you believe that such will be helpful in your particular campaign. If you opt for a per level advancement in combat ability, simply use the table but give a +1 "to hit" bonus to fighters who attain the second level of experience shown in each group of 2 levels, i.e. 1-2, 3-4, etc. You may, of course, elect not to allow per level combat advancement.
In any system, if the final, modified die roll on 1d20 is equal to or greater than the number needed to hit the target, the attack succeeds. If the roll is lower than that needed, the attack fails.

***

Damage Rolls
There will be known combat modifiers (e.g. Strength bonuses, weapon bonuses, etc...), but there may also be unknown modifiers applied by the DM before determining whether or not a posted attack roll actually hits. For this reason, always post the results of a damage roll any time you make an attack roll (unless you roll a natural '1' which will always miss).

Note: These attack and damage rolls may be combined, see: 'Die-roll macro syntax and rules' For example:

Code: Select all

To hit: [1d20+1], damage with mace: [1d6+2]
---

Weapon Damage
The 'Damage vs. Opponent' (1E PHB, page 37) differences based upon the size of the opponent has been eliminated. The damge listed for each weapon, found in the '08. Equipment' thread, will be the same damage amount against all creatures regardless of their size.
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03. Multiple Attacks and Initiative

#5 Post by dmw71 »

BTB
The following guidelines should be noted when it comes to handling multiple attacks in a given round:

* If the 'multiple' attacks are due to different attack forms (e.g. claws and bite, or fighting with two weapons), the attacks occur at the same time in the appropriate modified initiative order.

* When the 'multiple' attacks are coming from the same weapon (e.g. skill with a weapon, or character level), the first attack will occur in the appropriate modified initiative order and the second attack will take place after all other actions have taken place in that round. If more than one combatant has multiple attacks in a given round, the second (and subsequent) attacks will also be resolved in the modified initiative order.

Example: A Fighter with two attacks per round is battling a monster with a single attack per round. The first attack by the Fighter will take place according to the rolled and modified initiative order; if the Fighter won initiative, they would attack first, then the monster, then the Fighter again. If the Fighter lost initiative, the monster would attack first, then the Fighter would get both of their attacks.

---

This subject was previously discussed in the 'Attack Sequencing vs. Round Count' thread; highlighted by Alethan's illustration of a potential solution, here: viewtopic.php?f=28&t=612#p12464, but also quoted below:
Alethan wrote:Get rid of the concept of "every other round is the additional attack". You don't get 3 attacks every 2 rounds no matter what weapon you have in your hands at the time.

Instead, the first round you attack with a weapon is the lower number of your attack rate. If you continue attacking with that weapon in the consecutive round, then you get your bonus attack. Explain the additional attack by saying the momentum of the initial round helps you to make the additional attack.

So Tim and Steve enter combat with a pair of orcs. Both have a 3/2 attack rate with their long swords.
Round one: They both attack one time. Tim lands a lucky blow and drops his orc. But he sees seven more orcs charging at them from 180 yards away. They'll be here in two rounds.
Round two: Steve continues his attack and gets two attacks this round. Tim stops to dig into his pack for a potion of giant strength.
Round three: Steve has some pretty bad luck and is still fighting his orc. He gets one attack this round. Tim finally finds his potion and drinks it. The drums beat on. They are coming...
Round four: Steve gets two attacks this round again. He finally connects with his second hit and drops the orc. he looks up to see seven more surrounding them. Tim gets to attack, as well, but since this attack isn't a consecutive round after his first one, he starts over with one attack.
Round five: Steve gets one attack and Tim gets two attacks.
---

They key thing to take from these discussions is, at least in this game, logic will dictate if, how and/or when multuple attacks will take place.
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04. Weapon Specialization

#6 Post by dmw71 »

BTB
These rules have also been included as part of the published rules for the Fighter and Ranger classes (the only two classes able to take advantage of it), but will be reposted here as well:

Weapon Specialization
1E UA, page 18 wrote:Only members of the fighter class and the ranger sub-class can make use of weapon specialization.
This rule will be enforced. The Cavalier, Paladin and Barbarian classes are not eligible to specialize.
1E UA, page 18 wrote:If weapon specialization is to be practiced by the fighter or ranger, that decision must be made when the character is initially created.
The above is true, with the following exceptions:
1. A character does not begin the game specialized in a weapon (with one exception, see step 7).
2. The players must indicate their intent to specialize.
3. The character will fill all its initial weapon proficiencies as normal (with one exception, see step 6).
4. If a character wishes to specialize, that player must indicate which of their selected starting weapons will be their intended weapon.
5. The specialization will take place once the character qualifies for a new weapon (4th level), and the process of specialization will absorb that new weapon proficiency (e.g. no new weapon will actually be added).
---
6. If the intended weapons is of the ranged variety, it will still cost three total slots in order to achieve this. In this situation, a character must leave one of their initial slots left open. This vacated slot and the newly gained proficiency slot gained once reaching 4th level will both be used in order to become specialized in the intended ranged weapon.
---
7. A single-class Fighter (not Ranger) of any race can begin specialized in the weapon of their choosing; using two or three (for a ranged weapon) of their initial weapon proficiency slots on their intended weapon.

1E UA, page 18 wrote:Double specialization is taken instead of a proficiency “slot” whenever the character qualifies for a new weapon, and can only be taken in the weapon type that the character is already specialized in.
Double specialization is available and will be played by the book. A specialized character must elect to become double specialized once they gain a new weapon proficiency slot (7th level).
---
Specializing in more than a single weapon is not possible.
Last edited by dmw71 on Tue Sep 19, 2017 5:22 am, edited 2 times in total.
Reason: Edit: Initial weapon proficiencies link
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05. Attacking with Two Weapons

#7 Post by dmw71 »

BTB
Attacking with two weapons will be allowed subject to the following conditions and rules:
1. No shield can be used.
2. The primary weapon can be any single-handed weapon the character is proficient with.
3. The secondary weapon must be both smaller in size and weigh less than the character's primary weapon.
4. A dagger can always be used as a secondary weapon, even if the primary weapon is also a dagger.
---
5. Attacks made with the primary weapon suffer a -2 penalty to hit
6. Attacks made with the secondary weapon will suffer a -4 penalty to hit.
7. The character's Reaction Adjustment for a high Dexterity score modifies this penalty, but can never raise a penalty above zero (0).
---

The following distinction is also important to note:
2E PHB, page 127 wrote:The use of two weapons enables the character to make one additional attack each combat round, with the second weapon. The character gains only one additional attack each round, regardless of the number of attacks he may normally be allowed. Thus, a warrior able to attack 3/2 (once in the first round and twice in the second) can attack 5/2 (twice in the first round and three times in the second).
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06. Firing Missiles Into Combat

#8 Post by dmw71 »

BTB
Range Modifiers

Code: Select all

Range   Modifier
=====   =======
Short     0
Medium   -2
Long     -5
---
Missile Weapon Ranges

Code: Select all

                                Ranges (yards)
Item                             S    M     L
Blowgun (Barbed Dart)           10 |  20 |  30
Blowgun (Needle)                10 |  20 |  30
Short bow (Flight)              60 | 120 | 210
Short bow (Sheaf)               40 |  80 | 170
Long bow (Flight)               70 | 140 | 210
Long bow (Sheaf)                50 | 100 | 170
Composite short bow (Flight)    50 | 100 | 180
Composite short bow (Sheaf)     40 |  80 | 150
Composite long bow (Flight)     60 | 120 | 210
Composite long bow (Sheaf)      40 |  80 | 170
Club                            10 |  20 |  30
Crossbow (Hand quarrel)         20 |  40 |  60
Crossbow (Light quarrel)        60 | 120 | 180
Crossbow (Heavy quarrel         80 | 160 | 240
Dagger or dirk                  10 |  20 |  30
Dart                            10 |  20 |  40
Hand or throwing axe            10 |  20 |  30
Harpoon                         10 |  20 |  30
Javelin                         20 |  40 |  60
Knife                           10 |  20 |  30
Sling bullet                    50 | 100 | 200
Sling stone                     40 |  80 | 160
Spear                           10 |  20 |  30
Staff sling bullet              30 |  60 |  90
Staff sling stone               30 |  60 |  90
---

Firing into Melee
The 2E rules regarding ranged attacks will be used in this game.
2E PHB, page 132 wrote:When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium (M) figure counts as 1. Small (S) figures count as 1/2, Large (L) as 2, Huge (H) as 4, and Gargantuan (G) as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot.
Unlike the ranged rules presented in OSRIC, I agree that there should be adjustments based upon the size of the creatures involved in the melee being fired into. A halfling character with a sling, firing into a melee consisting of four other halfling characters battling a giant, is most likely going to hit the giant.
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07. Expended Missiles

#9 Post by dmw71 »

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.
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08. Critical Hits and Misses (Updated)

#10 Post by dmw71 »

Natural 20
Two die; use highest.

Natural 1
Free counter attack.
Note that critical hits and misses apply to both player characters and monsters alike.

Natural 20
On a roll of a natural 20, the attack will do maximum damage for the weapon (not including any strength bonuses) and enable the character a second attack roll. If this second attack roll results in a hit, the already maximum damage will be multiplied by 1.5 (maximum damage + 0.5 maximum damage) with any strength bonus being applied after-the-fact. If this additional roll is a second natural 20, the already maximum damaged is doubled (maximum damage * 2), again with any strength bonus being applied after-the-fact.

Unmodified Experience Point Bonuses
Natural 20 = 20xp (first application: viewtopic.php?f=48&t=1197&p=31890#p31880)
Double 20 = 400xp (first application: viewtopic.php?p=34271#p34322)

Natural 1
Original Rule:
On a roll of a natural 1, some unfortunate event happens to the character who rolled it which will result in the loss of the next round's attack a more dramatic automatic miss (the DM will decide the exact event when a monster fumbles; the player can elaborate on what happens when their character fumbles). As with a natural 20, a second attack roll is required when a natural 1 is rolled. If this second attack roll is also a miss, there is a 50% chance of the weapon breaking (01-50 = break, 51-00 = safe). For each magical bonus the weapon may possess, this percentage of breaking is reduced by 10%. If this second attack roll is also a natural 1, the chance of the of the weapon breaking is 100% (although, magical weapons are still entitled to the cumulative 10% breakage reduction per magical plus).

Update: 10/17/2013
On a roll of a natural 1, a second attack roll must be made. If this second attack roll is also a 1 or lower (with any negative adjustments), the weapon being used must make a successful saving throw (base save = 10 for all weapons) or become damaged. Any pluses a magical weapon might have are applied as bonuses towards this saving throw.

* A successful saving throw results in simply a dramatic miss.
* A failed saving throw, the weapon becomes damaged (see below).


Damaged Weapons
When a weapon becomes damaged, it suffers the following penalties:
-1 on all future attack rolls
-1 on all future damage rolls
+1 on all future critical miss saving throws (e.g. base save = 11)

Weapon damage can be a cumulative penalty, so future unsuccessful saving throws will stack the 1-point penalty:
* Failed critical miss save #2: -2 attack, -2 damage, +2 save (base save = 12)
* Failed critical miss save #3: -3 attack, -3 damage, +3 save (base save = 13)
* Etc...

Eventually, a weapon can be rendered virtually useless, though no weapon will ever do less than 1 point of damage on a successful hit.
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.
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09. Damage and Death

#11 Post by dmw71 »

Unconscious
When any character is reduced to exactly zero hit points, they simply fall unconscious but are stable.

---

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'):

---

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...
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.

---

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
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10. Starting Age

#12 Post by dmw71 »

BTB
Characters can use the 'Age' table (2E PHB, page 33) to randomly determine their starting age. The 'maximum' age for a character will be rolled and secretly recorded by the DM.

As there are no ability score adjustments for 'young' age, and it is impossible for a starting character to begin as 'middle aged,' there are no initial age-related ability score adjustments.
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11. Training Costs (Updated)

#13 Post by dmw71 »

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:
The cost to pay for training upon level advancement will be calculated as follows:

[Current Level] * [Class Cost] * [1d4]

Code: Select all

              Class
Class          Cost
Cavalier      1,250 
Cleric          750
Druid         1,000
Fighter       1,000
Barbarian         0
Paladin       1,375
Ranger        1,125
Magic-User    1,250
Illusionist   1,125
Thief           625
Acrobat       1,250
Assassin        750
For example, a 1st-level Fighter earns enough experience points to reach 2nd-level. Their training costs would be as follows:

[Current Level] (1) * [Class Cost] (1,000) * [1d4] = (1) * (1,000) * (1d4)

When that same Fighter has earned enough experience points to qualify for 3rd-level, their training costs would now be:

[Current Level] (2) * [Class Cost] (1,000) * [1d4] = (2) * (1,000) * (1d4)


Notes:
1. Multi-class characters will need to train for each class they advance in.
2. While members of the Paladin class will still be required to adhere to the following restrictions, "keeping only sufficient treasures to support themselves" is definitely extended to include their projected costs to train.
1E PHB, page 24 wrote: 2. They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. (Your DM will give details of this as necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the paladin selects.
Last edited by dmw71 on Thu Oct 17, 2013 7:17 pm, edited 1 time in total.
Reason: Elminated
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12. Encumbrance

#14 Post by dmw71 »

Encumbrance
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'
Any character interested in an item not found in the table can consult the DM to determine the appropriate amounts.

---

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.
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13. Experience Points

#15 Post by dmw71 »

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).

---

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.

---

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.
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14. Movement

#16 Post by dmw71 »

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)

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.
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15. Getting Into and Out of Armor

#17 Post by dmw71 »

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.

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
The 'official' rules on this subject are below, hidden:
Purple Worm: Player's Handbook
- Chapter 6: Money and Equipment
-- Equipment Descriptions
--- Getting Into and Out of Armor

Getting Into and Out of Armor
There are times when it is important to know how quickly a character can get into or out of his armor. Accidents and unforeseen events happen all the time. The party is attacked at night. Those sleeping around the campfire may want to don their armor before rushing into battle. A character slips and falls into the river where his heavy armor pulls him down like a stone. He greatly desires to get it off before he drowns. Just how long does it take him?

The time required to don armor depends on its make. Those armors that are a single piece--leather tunics, robes, chain mail--take one round (two for metal items) to don with slight assistance. Without aid, the time is doubled. Armor that is made of separate pieces require 1d6 + 4 rounds, again with assistance. Without help, the time required is tripled. In all cases, the times given assume that the proper undergarments and padding are also worn.

Sometimes characters need to get into armor in a hurry and thus, they dress hastily. This assumes that some buckles aren't fastened, seatings adjusted, etc. Single suits can be hastily donned in one round at the cost of 1 worse AC (though never worse than 8). Thus, a fighter could hastily pull on his brigandine jack (AC 6) and charge into a fray with an AC of 7. Hastily donning piece armor (plate mail for example) improves the character's AC by 1 (from a base of 10) for every round spent dressing. A fighter could choose to spend three rounds fitting on parts of his plate mail, giving him an AC of 7, before going into battle.

Removing armor is a much quicker matter. Most can be shed in a single round. Piece armor (particularly full plate) requires 1d4 + 1 rounds. However, if the character is willing to cut straps and bend pins, such armors can be removed in half the time (roll 1d4 + 1, divide by 2, then round fractions up).
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16. Torch as a Weapon

#18 Post by dmw71 »

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
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17. Casting From a Spellbook

#19 Post by dmw71 »

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
Lots of questions always arise on these topics, so I'm placing all this info here in one topic, to maybe help people understand how all these things can work in the game. This is mostly based on how the rules function in the Rules Cyclopedia, with lots of added fluff to explain why they work that way.




Spellcasting 101

In order to harness the magical forces of the cosmos, a magic-user must learn to imprint the magical power of a spell into his mind. This is usually referred to as "memorization," but it is actually more than simply remembering words and hand gestures to repeat later on, although that is part of what must be memorized. The more important part of memorizing a spell is actually imprinting and storing the required magical energy in your mind. This is accomplished through study of one's spellbook.

So, before a magic-user can learn to actually cast a spell, he must learn to write a spell in his spellbook, in a form that is specifically in tune with his own magical energies. Each person's magical energies, astrological signs, and mental workings are unique. No spellcaster can memorize a spell that is written by someone else, because it won't be tuned for his own magical energy. In order for a magic-user to memorize any spell, that spell must be scribed with the appropriate glyphs and symbols in the specific order to be compatible with that mage's astrological signs, star charts, numerological constants, and personal energies. This process is necessarily a bit time-consuming, because the mage must consult his stars and astrological charts, plus do a bit of experimentation with rare materials to observe the reactions to his personal energies in order to find the proper glyphs to inscribe into his spellbook.

Yes, this process is indeed a bit complex, but it is the first thing all magic-users must learn in their quest to master magic, since, as mentioned, no mage can memorize spells using another mage's spellbook. In fact, because each spell is written to be specific to a certain mage, any other mage viewing that written spell will find it to be completely incomprehensible, though use of a Read Magic spell will allow comprehension of what the written spell actually does, though this still does not allow another mage to imprint the incompatible spell formulas into his own mind.

Each mage must write his own version of a spell into a spellbook in order to enable him to cast it.

So what exactly is a spellbook then? Contrary a common misconception, spellbooks are not actually magical in themselves -- they are not magicaly enchanted items. You may think of them as "instruction manuals" that each mage must study in order to memorize a spell, made from standard non-magical (but generally high-quality) parchment and ink, like any other book. Each spell in a spellbook will generally take up a single page, because the magic-user must be able to see the entirety of the spell formulas when he is imprinting it into his mind. This is why spellbooks tend to be on the large size -- large books with large-enough pages to fully hold a single spell formula entirely and legibly.

A magic-user must stare at the magical symbols, runes, and glyphs on a page to force the magical energies they represent directly into his mind, along with noting the proper hand gestures and mystical words needed to release that energy from his mind. The magic-user must have a well-rested mind in order to receive a spell, and it requires somewhat intense concentration upon the formula written on the page, though slight interruptions in concentration will not ruin the process or memorization. To those readers not yet versed in this process, you might liken it to staring at a picture for an extended period of time until you can see that image even after you look away from the page and close your eyes... except that the properly-ordered glyphs and runes being imprinted into the mind of a spellcaster will actually semi-permanently imprint the power they contain into his mind, ready to be released at a later point. Not until the spell is fully imprinted in the mage's mind will the spell be ready to cast, and this takes some time -- around an hour. A spell simply cannot be prepared any faster than that, as it takes time to be firmly imprinted into the mage's mind and fully form the energies needed to cast it. As a magic-user becomes more capable of memorizing more numerous and more powerful spells, he will find, through experience, that he can still imprint even his maximum number of spells into his mind within an hour of study.

Let us digress a moment and touch upon how it is that a neophyte magic-user inscribes a spell formula into his spellbook. In order to develop a spell specifically in tune with his own magical energies, a magic-user can attempt to build the formula completely from scratch. Obviously this will require a lot of time, research, and costs (for rare components and reagents) in order to work out the unknown formula. For a simple spell, this process will require around a week to complete, and the mage can expect to spend around 1000 gold coins for the rare components expended in the process. Further, an untalented student might fail in his attempt, and have to start over in his research, though it would not take as long or cost as much in his second attempt, since we learn even through failure. The benefit of building your own spell from scratch is that you can not only build the formula for a common spell you have not yet mastered, but you can also create just about anything (within your power) that you can imagine, such as a brand new spell, never before seen.

However, if you are attempting to master a commonly known spell, you are better off obtaining a copy of that spell from another mage's spellbook. If you have a copy of another mage's complete spell to start your work from, this will save you time and costs when reworking the formula for your own use, since you don't have to begin completely from scratch. To transcribe a simple spell in this manner, you might expect to pay only 400 gold coins and spend a mere 4 days to work out the correct formula for yourself (though as a note, the process can be speeded up by spending more money on special components; conversely, the process can be accomplished more frugally if one takes more time and care with the use of their components -- for example, a magic-user might choose to spend 700 gold coins for extra components, intending to burn though the materials rapidly in order to complete his research in only 1 day, or he may be very careful with his components and calculations, taking a full 7 days in the process but only having to expend 100 gold coins on components). Additionally, your chance of success is improved by building upon the works of others. Though as previously noted, this will require the use of a Read Magic spell in order to comprehend the other mage's formula -- for this reason, Read Magic is almost invariably the first spell every magic-user learns (with the added benefit that mis-casting Read Magic by inexperienced students generally doesn't result in any major destruction or death).

Of course, once a magic-user has developed the formula he needs to cast a spell, he can easily make copies of that formula for himself in a backup spellbook, requiring only that care be taken to make the copy exact, with no typographical errors. Aside from some quality ink, parchment, and quills, it will generally only require about 2 hours of work to copy a single spell correctly.


So now, students, you understand the basics of spellcasting. It requires a specific magical formula worked out by a mage and written into his spellbook + the mind of that specific mage capable of absorbing that specific formula + an hour to imprint the magic power upon the mind + the releasing of that power through the proper gestures and words.

Of course, as is common knowledge, once the power is released by casting the spell, the imprinted power in your mind is obviously released in the process, so you won't be able to cast that spell again until you memorizes it once more to re-imprint that spell into your mind.

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.

For this reason and others, we come to the topic of magical spell scrolls.

What is a spell scroll? Basically speaking, it is a magically-enchanted vessel for spell energy, with included instructions for releasing that energy and thus allowing a magic-user to "cast the spell..." in a manner of speaking. This "casting" is not as involved as actually casting a spell from the mind, since activating a spell scroll only involves focusing on any targets or specific effects needed to control the magic, while reading the magical activation words from the parchment -- usually the same words as required for the original writer of the scroll to cast that same spell, since it is actually a stored version of his own spell. Since the magical words, glyphs, and runes on a spell scroll are written by another magic-user (in his own magical idiom), this will again require use of a Read Magic spell in order for another mage to properly comprehend them, but once so comprehended, a mage may use the spell scroll at any time in the future without further use of Read Magic.

Obviously, it is not a simple procedure to store spell energy within a scroll. Only upon reaching higher levels of ability will you be able to master the enchantment process. For now, it is sufficient to say that even the most simple of spells would require an expenditure of around 500 gold coins (for rare inks, parchment, and spell components, because when enchanting a scroll, mundane ink and parchment will simply not be able to store the spell energy), and a period of about a week in order to allow the scroll to fully absorb the enchantment. And even then, the process may fail (dependent on the skill of the mage), resulting in nothing but a worthless piece of paper.

However, one major benefit of spell scrolls (aside from having a portable, pre-charged spell ready to cast at any time), is that a magic-user can easily reverse-engineer any spell contained in a scroll, as long as he has appropriate skill to be able to cast the spell from his own mind.

Indeed, since the fully-developed magical energies -- the completed spell -- is stored within a scroll, a magic-user, rather than releasing the spell from the scroll to generate the usual spell instantly, can instead release the energy slowly into his own mind so that he can fully comprehend it, and, aided by the scroll creator's own magical phrasing, the mage will be able to easily know which glyphs, runes, and mystical symbols (and in what order) are needed for him to be able to imprint the spell into his own mind.

Since the spell energy is released into the magic-user's mind for analysis (it will not be in a proper form for him to store in his mind), this will drain the magical charge from the scroll just as if it had been cast. But during this process the mage can easily transcribe the spell formula into his own spellbook in the appropriate format for him to later memorize. This process is fairly quick, requiring only that the same care be taken as when making a direct copy of a spellbook page -- so generally around 2 hours should be needed.



I believe we have covered all the basic information you need in order to get started. Please make sure your tuition is paid in full. You may begin research right away on the Read Magic spell. The library and laboratory will be at your disposal.

Once you have mastered Read Magic, you will then be able to use it to study other spell transcriptions made by previous students to add to your spellbooks. If you show aptitude, you may be awarded some scrolls in order to speed up your acquisition of spell knowledge.


What's that, Potter? ... NO, you do not get a magic wand.... You couldn't even use it yet -- not until you master controlling magical forces in your mind through spellcasting. What? NO! Wands are NOT required for casting spells! How stupid would that be? All someone would have to do is take away your wand and you'd be completely helpless.... Plus, how would you even enchant a wand if you don't already have one, and you couldn't cast spells without one? Such nonsense. Just go learn how to do your spell research, and then no matter what happens, you will always be able to rebuild a spellbook from scratch so that you can cast spells.


Any further questions?
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