Post by Admin on Apr 17, 2016 20:14:44 GMT
A bit of background: FreddyP ran a long-running T1-4 campaign, and, I thought that this might be of interest to some.
Here goes:
MONSTER MANUAL
Monster THAC0: A monster’s HD and THAC0 add up to 20.
Monster Alignment: It is possible for a monster to have an alignment not listed in the Monster Manual or Monstrous Compendiums.
Monster Identification: Any character may attempt to identify a monster and receive its special powers, defense, etc. A character has a percentage chance equal to their # of Languages slot based on Intelligence. The DM makes the roll secretly. If successful, the character will know all or almost all of its special powers, defenses, etc. There is a 5% chance that the character will improperly identify a monster and receive a false reading, as adjudicated by the DM. A character may only identify a monster with HD equal to or lesser than the character's level.
Animals: If it "would be" an animal in the real world, procreates naturally and does not have any supernatural/magical abilities, it is an animal and can be affected by spells that affect animals.
ABILITIES
Special Character Creation Rules: Method V is preferred. Any Method in the 2E PHB is acceptable. Method must be chosen prior to rolling.
Prime Requisites: No XP bonus for Prime Requisites.
RACES
Racial Movement: Humans, Elves, Half-Elves, Half-Orcs, 12 Movement; Dwarves, 9 Movement; Gnomes and Halflings, 6 Movement. Humanoid Movement rates are also changed in many cases from 9 to 12.
Racial Level Limits: These are not being used.
CLASSES
At 1st level, all wizards gain the ability to cast Detect Magic and Read Magic once a day in addition to their normal allotment of spells for the day.
Priests may Spontaneous Cast. They must choose one spell per spell level that is faith/ethos appropriate. After they have chosen this spell, it cannot be changed. They may choose one spell for each spell level.
Human Thieves: To account for the demihuman thief skill bonuses, Human Thieves will receive an additional 30% to distribute how they see fit at 1st level.
Thief Weapons: Thieves may become proficient in any one-handed weapon and any missile weapon.
Thief Scroll Use: Thieves can use all Scrolls (Wizard and Priest). There is a 70% chance of catastrophic failure, -5% level to 10th level where it becomes 25%.
Monks/Assassins: The 2nd Edition Monk/Assassin out of the Scarlet Brotherhood book is used instead.
Multi-Classed and Dual-Classed Priests: Multi/Dual-Classed Priests are not restricted to weapons specific only to their mythos.
SKILLS
Wizards automatically receive Reading/Writing at 1st Level. Priests automatically receive Religion at 1st Level.
Thief/Monk Proficiencies: Both Thieves and Monks will receive extra NWPs at the DM’s discretion to compensate for their stealthy/quick/dexterous nature.
For proficiency purposes, Reading/Writing counts as one proficiency that covers all written forms of all languages the character knows. Not all languages have a written form.
Healing Nonweapon Proficiency: This can be used at any time but requires one full turn (ten minutes). After a successful proficiency check, the healer may roll 1d3 and the wounded receives that much in healing. Multiple healers can administer the proficiency upon the wounded however, it still takes one turn to work. The proficiency check is rolled after the ten minutes. Other than the healing aspect, the Healing proficiency acts just like it says in the PHB.
Proficiency Checks: To account for the high abilities scores, proficiency checks will be rolled using 2d12 as opposed to 1d20.
For proficiency purposes, dagger/throwing dagger, hand/throwing axe, spear/throwing spear, long bow/composite long bow, footman's/horseman's flail, footman's/horseman's pick, footman's/horseman's mace, short bow/composite short bow and both 1H/2H forms of bastard sword are considered one proficiency.
Weapon Specialization: Only fighters (single, dual or multi-classed) may specialize in weapons. They may only specialize in a single weapon at 1st level. At 4/8/12/16/20 Levels, they receive a bonus WP which must be used to specialize in a weapon they are already proficient in. Thus, Fighters may specialize in 2 weapons at 4th level, 3 weapons at 8th level, 4 weapons at 12th level, 5 weapons at 16th level and 6 weapons at 20th level.
EQUIPMENT
Coin Weight: Coins weigh 1/10 of a pound like in 1st Edition.
Bows: Only flight arrows, does 1d6 damage.
Crossbows: All Crossbows gain +1 to hit at any range. Light and Heavy Crossbows used the same kind of bolt. Hand Crossbows use their own special kind of bolt. The damage for Light Crossbows is 1d8 damage; the damage for Heavy Crossbows is 1d10 damage; the damage for Hand Crossbows is 1d4.
Supplies: As long as you make an attempt to stock up on supplies, light sources, oil, food, water, clothes, etc. I’m not going to make you mark each one tick by tick. You may be put into situations where you don’t have reasonable access to supplies and those times you will have to just deal with it. Paying standard upkeep costs (50gp/level per month) generally takes this into account.
Simple Encumbrance Rule: We use a special, very simple chart for our encumberance and how fast we move.
Upkeep Costs: If you choose to not pay standard upkeep costs (50gp/level per month), your equipment will break, you will run out of components, rations, food, water, your spells will fizzle and you will roll for diseases more often, all based upon DM Fiat. In exchange for paying standard upkeep costs, you can purchase most normal things with just a hand wave. Upkeep costs can be lowered through successful nonweapon proficiency checks and roleplaying.
Item inventory: If its not on the sheet, it doesn't exist. No exceptions.
COMBAT
We use the Parry Rule from the PHB.
Firing into Melee: Roll to hit normally. On a natural 5 or less, if it doesn't hit, there's a chance you hit another target in the same area, DM discretion as to the target. Roll to hit the secondary target. If that misses, it doesn't hit anyone.
Movement & Missile Range: Each point of Movement translates into 5 feet or 5 yards depending on the scale. Each point of Missile Range translates into 10 feet or 10 yards depending on the scale.
Moving Through Friendlies: A figure may move "through" other friendly figures with no movement penalties.
Missile Recovery: 50% of fired missiles are recoverable. You can either assume 50% are lost or roll.
For miniature combat, diagonals are consider adjacent to to the squares they touch. For movement purposes, a diagonal will only count as one movement. And for facing purposes, 8 squares touch the 1 square they surround.
Reach: Pole-arms between 10’ and 19’ in length cannot attack or threaten (for purposes of Attacks of Opportunity) the square adjacent to them. They can attack and threaten two squares away. The few pole-arms over 20’ in length cannot attack or threaten the first two squares but may to do on the third squares. Weapons exceeding 10’ in length that are not Pole-arms (usually giant-sized weapons) may attack 1 or more squares away, depending on the length of the weapon (subject to DM fiat depending on size and situation)
2 Weapon Fighting: All classes can attempt 2 Weapon Fighting. The modifier is -4 for offhand and -2 for main hand, mitigated by the user's Dexterity Reaction Adjustment.
Attacks of Opportunity: Subject to DM fiat only. Disengaging from an enemy will cause an Attack of Opportunity.
Critical Hits & Misses: 1s always miss. 20s always hit. When a 20 is rolled, it automatically does maximum damage as long as the attacker does not need a natural 20 to hit.
Knocking on Death's Door: Combatants are knocked unconscious at 0HP. They lose 1HP/round until stabilized. They die at -10HP. Any combatant knocked to -1HP or lower must rest a full 24 hours to do anything other than move and attempt minor actions.
Overnight Resting: Resting overnight grants 1HP of healing plus the character’s HP Adjustment from Constitution.
PCs receive maximum HP for the first three levels. After that, they must roll normally. All PCs may opt to either roll for HP or take the median number for that level.
MAGIC
Spell Components: For most mundane components, I will not make you bother with anything. But for expensive things like powdered silver or gems, you will have to pay. Please take some time in game to actually try to procure the components. For long times without restocking, there may be a slight chance of not having the component you need. This will be done in a play by ear basis. Paying standard upkeep costs (50gp/level per month) generally takes this into account.
EXPERIENCE
We use the 1GP = 1XP mechanic from 1st Edition.
Roleplaying: At the end of each evening, each present player will submit a blind vote for the best roleplayer that evening. The best roleplayer will receive an XP bonus. Minor XP awards will also be granted, as well as clever uses of class-specific abilities.
Caller: The caller position will work on a rotating basis. Calling for the evening grants an XP bonus.
"Extracurricular" XP Awards: Players that either create, develop or find things that add to our narrative game world will receive XP bonuses. This includes but is not limited to: drawings, appropriate internet images, journals, area writeups, maps, etc.
SPELLS
Restoration is a 4th level spell. It does not age the caster.
Haste: Ages the targets but does not trigger a System Shock roll.
Identify works more like it does in video games, no ill effects to caster, reveals one special power of the magical item, 100% chance of success, 100gp used in casting, one hour casting time per use of spell. Number of charges is considered one special power.
NPCs
Playing NPCs: Players get to play/use NPCs (including henchmen and PCs being played as NPCs due to player absence) in all action/combat-oriented situations. Players can also roleplay the NPCs as they see fit. The DM always reserves veto power over NPC actions and/or roleplaying.
TIME & MOVEMENT
Movement: All characters and monsters are allowed to half-move and still perform an action. Some simple actions are allowed with full movement subject to DM fiat.
THE GAME
Disputes: Any dispute between the referee and a player or players on an in-game ruling that is not resolved promptly is ruled as the DM determines, all in game actions and consequences stand. If it is later determined that the ruling was in error then restitution will be made by other means at the DM’s discretion.
Salt-N-Pepa Rule: This ain't the 90s. Don't push it. Don't push it real good.
Rounding Up: Under almost all circumstances, we round up.
Metagaming: Metagaming is strictly prohibited. Player knowledge =/= character knowledge.
THE ADVENTURE
Mapping: The Players are not responsible for mapping. DM will supply maps for you to use. DM will not tell you things about the map though unless you make all sorts of rolls and appease the DM with the results.
Individual Class XP Awards: Not used. Individual XP Awards for roleplaying, problem-solving and cleverness will still be rewarded at DM’s discretion.
MAGIC ITEMS
Potion Miscibility tables and chances are not used.
Scrolls: To read a scroll, a character must have or use any of the following: Read Magic spell, Read Languages ability or Read/Write NWP.
Magic Item Creation: Greatly relaxed rules on magic item creation, including Scrolls and Potions. If a special material component is used in the magic item creation, it can lower the cost and time required by up to 5% per material component, subject to DM Fiat.
Magic Missile Weapons and Ammunition: Magical bows, slings and crossbows affect the to hit roll but not the damage roll. The magical ammunition for these weapons affects the damage roll but not the to hit roll.
DDG
Divine Intervention: We use the 1E Divine Intervention rule from the 1E DDG book.
by FreddyP
Here goes:
MONSTER MANUAL
Monster THAC0: A monster’s HD and THAC0 add up to 20.
Monster Alignment: It is possible for a monster to have an alignment not listed in the Monster Manual or Monstrous Compendiums.
Monster Identification: Any character may attempt to identify a monster and receive its special powers, defense, etc. A character has a percentage chance equal to their # of Languages slot based on Intelligence. The DM makes the roll secretly. If successful, the character will know all or almost all of its special powers, defenses, etc. There is a 5% chance that the character will improperly identify a monster and receive a false reading, as adjudicated by the DM. A character may only identify a monster with HD equal to or lesser than the character's level.
Animals: If it "would be" an animal in the real world, procreates naturally and does not have any supernatural/magical abilities, it is an animal and can be affected by spells that affect animals.
ABILITIES
Special Character Creation Rules: Method V is preferred. Any Method in the 2E PHB is acceptable. Method must be chosen prior to rolling.
Prime Requisites: No XP bonus for Prime Requisites.
RACES
Racial Movement: Humans, Elves, Half-Elves, Half-Orcs, 12 Movement; Dwarves, 9 Movement; Gnomes and Halflings, 6 Movement. Humanoid Movement rates are also changed in many cases from 9 to 12.
Racial Level Limits: These are not being used.
CLASSES
At 1st level, all wizards gain the ability to cast Detect Magic and Read Magic once a day in addition to their normal allotment of spells for the day.
Priests may Spontaneous Cast. They must choose one spell per spell level that is faith/ethos appropriate. After they have chosen this spell, it cannot be changed. They may choose one spell for each spell level.
Human Thieves: To account for the demihuman thief skill bonuses, Human Thieves will receive an additional 30% to distribute how they see fit at 1st level.
Thief Weapons: Thieves may become proficient in any one-handed weapon and any missile weapon.
Thief Scroll Use: Thieves can use all Scrolls (Wizard and Priest). There is a 70% chance of catastrophic failure, -5% level to 10th level where it becomes 25%.
Monks/Assassins: The 2nd Edition Monk/Assassin out of the Scarlet Brotherhood book is used instead.
Multi-Classed and Dual-Classed Priests: Multi/Dual-Classed Priests are not restricted to weapons specific only to their mythos.
SKILLS
Wizards automatically receive Reading/Writing at 1st Level. Priests automatically receive Religion at 1st Level.
Thief/Monk Proficiencies: Both Thieves and Monks will receive extra NWPs at the DM’s discretion to compensate for their stealthy/quick/dexterous nature.
For proficiency purposes, Reading/Writing counts as one proficiency that covers all written forms of all languages the character knows. Not all languages have a written form.
Healing Nonweapon Proficiency: This can be used at any time but requires one full turn (ten minutes). After a successful proficiency check, the healer may roll 1d3 and the wounded receives that much in healing. Multiple healers can administer the proficiency upon the wounded however, it still takes one turn to work. The proficiency check is rolled after the ten minutes. Other than the healing aspect, the Healing proficiency acts just like it says in the PHB.
Proficiency Checks: To account for the high abilities scores, proficiency checks will be rolled using 2d12 as opposed to 1d20.
For proficiency purposes, dagger/throwing dagger, hand/throwing axe, spear/throwing spear, long bow/composite long bow, footman's/horseman's flail, footman's/horseman's pick, footman's/horseman's mace, short bow/composite short bow and both 1H/2H forms of bastard sword are considered one proficiency.
Weapon Specialization: Only fighters (single, dual or multi-classed) may specialize in weapons. They may only specialize in a single weapon at 1st level. At 4/8/12/16/20 Levels, they receive a bonus WP which must be used to specialize in a weapon they are already proficient in. Thus, Fighters may specialize in 2 weapons at 4th level, 3 weapons at 8th level, 4 weapons at 12th level, 5 weapons at 16th level and 6 weapons at 20th level.
EQUIPMENT
Coin Weight: Coins weigh 1/10 of a pound like in 1st Edition.
Bows: Only flight arrows, does 1d6 damage.
Crossbows: All Crossbows gain +1 to hit at any range. Light and Heavy Crossbows used the same kind of bolt. Hand Crossbows use their own special kind of bolt. The damage for Light Crossbows is 1d8 damage; the damage for Heavy Crossbows is 1d10 damage; the damage for Hand Crossbows is 1d4.
Supplies: As long as you make an attempt to stock up on supplies, light sources, oil, food, water, clothes, etc. I’m not going to make you mark each one tick by tick. You may be put into situations where you don’t have reasonable access to supplies and those times you will have to just deal with it. Paying standard upkeep costs (50gp/level per month) generally takes this into account.
Simple Encumbrance Rule: We use a special, very simple chart for our encumberance and how fast we move.
Upkeep Costs: If you choose to not pay standard upkeep costs (50gp/level per month), your equipment will break, you will run out of components, rations, food, water, your spells will fizzle and you will roll for diseases more often, all based upon DM Fiat. In exchange for paying standard upkeep costs, you can purchase most normal things with just a hand wave. Upkeep costs can be lowered through successful nonweapon proficiency checks and roleplaying.
Item inventory: If its not on the sheet, it doesn't exist. No exceptions.
COMBAT
We use the Parry Rule from the PHB.
Firing into Melee: Roll to hit normally. On a natural 5 or less, if it doesn't hit, there's a chance you hit another target in the same area, DM discretion as to the target. Roll to hit the secondary target. If that misses, it doesn't hit anyone.
Movement & Missile Range: Each point of Movement translates into 5 feet or 5 yards depending on the scale. Each point of Missile Range translates into 10 feet or 10 yards depending on the scale.
Moving Through Friendlies: A figure may move "through" other friendly figures with no movement penalties.
Missile Recovery: 50% of fired missiles are recoverable. You can either assume 50% are lost or roll.
For miniature combat, diagonals are consider adjacent to to the squares they touch. For movement purposes, a diagonal will only count as one movement. And for facing purposes, 8 squares touch the 1 square they surround.
Reach: Pole-arms between 10’ and 19’ in length cannot attack or threaten (for purposes of Attacks of Opportunity) the square adjacent to them. They can attack and threaten two squares away. The few pole-arms over 20’ in length cannot attack or threaten the first two squares but may to do on the third squares. Weapons exceeding 10’ in length that are not Pole-arms (usually giant-sized weapons) may attack 1 or more squares away, depending on the length of the weapon (subject to DM fiat depending on size and situation)
2 Weapon Fighting: All classes can attempt 2 Weapon Fighting. The modifier is -4 for offhand and -2 for main hand, mitigated by the user's Dexterity Reaction Adjustment.
Attacks of Opportunity: Subject to DM fiat only. Disengaging from an enemy will cause an Attack of Opportunity.
Critical Hits & Misses: 1s always miss. 20s always hit. When a 20 is rolled, it automatically does maximum damage as long as the attacker does not need a natural 20 to hit.
Knocking on Death's Door: Combatants are knocked unconscious at 0HP. They lose 1HP/round until stabilized. They die at -10HP. Any combatant knocked to -1HP or lower must rest a full 24 hours to do anything other than move and attempt minor actions.
Overnight Resting: Resting overnight grants 1HP of healing plus the character’s HP Adjustment from Constitution.
PCs receive maximum HP for the first three levels. After that, they must roll normally. All PCs may opt to either roll for HP or take the median number for that level.
MAGIC
Spell Components: For most mundane components, I will not make you bother with anything. But for expensive things like powdered silver or gems, you will have to pay. Please take some time in game to actually try to procure the components. For long times without restocking, there may be a slight chance of not having the component you need. This will be done in a play by ear basis. Paying standard upkeep costs (50gp/level per month) generally takes this into account.
EXPERIENCE
We use the 1GP = 1XP mechanic from 1st Edition.
Roleplaying: At the end of each evening, each present player will submit a blind vote for the best roleplayer that evening. The best roleplayer will receive an XP bonus. Minor XP awards will also be granted, as well as clever uses of class-specific abilities.
Caller: The caller position will work on a rotating basis. Calling for the evening grants an XP bonus.
"Extracurricular" XP Awards: Players that either create, develop or find things that add to our narrative game world will receive XP bonuses. This includes but is not limited to: drawings, appropriate internet images, journals, area writeups, maps, etc.
SPELLS
Restoration is a 4th level spell. It does not age the caster.
Haste: Ages the targets but does not trigger a System Shock roll.
Identify works more like it does in video games, no ill effects to caster, reveals one special power of the magical item, 100% chance of success, 100gp used in casting, one hour casting time per use of spell. Number of charges is considered one special power.
NPCs
Playing NPCs: Players get to play/use NPCs (including henchmen and PCs being played as NPCs due to player absence) in all action/combat-oriented situations. Players can also roleplay the NPCs as they see fit. The DM always reserves veto power over NPC actions and/or roleplaying.
TIME & MOVEMENT
Movement: All characters and monsters are allowed to half-move and still perform an action. Some simple actions are allowed with full movement subject to DM fiat.
THE GAME
Disputes: Any dispute between the referee and a player or players on an in-game ruling that is not resolved promptly is ruled as the DM determines, all in game actions and consequences stand. If it is later determined that the ruling was in error then restitution will be made by other means at the DM’s discretion.
Salt-N-Pepa Rule: This ain't the 90s. Don't push it. Don't push it real good.
Rounding Up: Under almost all circumstances, we round up.
Metagaming: Metagaming is strictly prohibited. Player knowledge =/= character knowledge.
THE ADVENTURE
Mapping: The Players are not responsible for mapping. DM will supply maps for you to use. DM will not tell you things about the map though unless you make all sorts of rolls and appease the DM with the results.
Individual Class XP Awards: Not used. Individual XP Awards for roleplaying, problem-solving and cleverness will still be rewarded at DM’s discretion.
MAGIC ITEMS
Potion Miscibility tables and chances are not used.
Scrolls: To read a scroll, a character must have or use any of the following: Read Magic spell, Read Languages ability or Read/Write NWP.
Magic Item Creation: Greatly relaxed rules on magic item creation, including Scrolls and Potions. If a special material component is used in the magic item creation, it can lower the cost and time required by up to 5% per material component, subject to DM Fiat.
Magic Missile Weapons and Ammunition: Magical bows, slings and crossbows affect the to hit roll but not the damage roll. The magical ammunition for these weapons affects the damage roll but not the to hit roll.
DDG
Divine Intervention: We use the 1E Divine Intervention rule from the 1E DDG book.
by FreddyP