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More Superseded House Rules (Circa 2010)
Posted: Fri Mar 26, 2010 12:55 pm
by waysoftheearth
waysoftheearth wrote:
Weapon Type Versus Armour Type
This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).
ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)
(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)
(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)
(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)
(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)
(/table)
Fails and whips are wrapping weapons because they "wrap around" shields.
Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.
The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.
edit : added "untyped" damage category.
More Superseded House Rules (Circa 2010)
Posted: Fri Mar 26, 2010 12:55 pm
by waysoftheearth
waysoftheearth wrote:
Weapon Type Versus Armour Type
This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).
ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)
(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)
(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)
(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)
(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)
(/table)
Fails and whips are wrapping weapons because they "wrap around" shields.
Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.
The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.
edit : added "untyped" damage category.
More Superseded House Rules (Circa 2010)
Posted: Fri Mar 26, 2010 1:44 pm
by waysoftheearth
makofan wrote:
Can Caine use a dagger in each hand?
More Superseded House Rules (Circa 2010)
Posted: Fri Mar 26, 2010 1:53 pm
by waysoftheearth
waysoftheearth wrote:
makofan wrote:Can Caine use a dagger in each hand?
Yes.
Typically, a second weapon must be a light weapon.
Using a second weapon offensively improves the odds of landing a hit, adding +1 to attack rolls. An even throw will strike with the primary weapon, while an odd throw will strike with the secondary weapon. A natural 20 hits with both.
Using a second weapon defensively (as a main gauche) causes opponents with light or normal-sized slashing or piercing weapons to suffer -1 to hit. A main gauche is ineffective against other attacks, however, including large weapons, bludgeoning attacks, missile attacks and other "monster" attacks (bites, tail-swipes, etc.).
Note also that a straight fighting staff can be wielded in the two weapons fighting style.
More Superseded House Rules (Circa 2010)
Posted: Mon Dec 06, 2010 10:07 pm
by waysoftheearth
Valandil wrote:
I have a question. How are you handling critical hits? For example, if I'm wielding a long sword, and I roll a natural 20, do I roll 4dd?
More Superseded House Rules (Circa 2010)
Posted: Mon Dec 06, 2010 10:56 pm
by waysoftheearth
tombowings wrote:
Waysoftheearth, correct me if I'm wrong, but I believe that one additional damage die is thrown on a critical hit. Therefore a long sword would roll 3dd rather than 2dd on a roll of a natural 20.
More Superseded House Rules (Circa 2010)
Posted: Mon Dec 06, 2010 11:59 pm
by waysoftheearth
waysoftheearth wrote:
Yes, Tombowings has it exactly right [img]images/smiley/smiley.png[/img]
A natural 20 on a to-hit roll allows you to roll one addition damage die (dd).
More Superseded House Rules (Circa 2010)
Posted: Tue Dec 07, 2010 2:28 am
by waysoftheearth
Valandil wrote:
Understood.
I was asking because I'm considering to steal your damage system. Thanks (:
More Superseded House Rules (Circa 2010)
Posted: Tue Dec 07, 2010 2:48 am
by waysoftheearth
waysoftheearth wrote:
That's great news Valandil! There's no higher praise than other people using (parts of) my house rules for their own games [img]images/smiley/smiley.png[/img]
edit: fixed typo
More Superseded House Rules (Circa 2010)
Posted: Sun Mar 06, 2011 8:17 am
by waysoftheearth
waysoftheearth wrote:
Those reading this may be interested in my one page
Player's Reference Sheet which you can download
http://www.mediafire.com/file/hy080eiby ... 0Sheet.pdfhere .
It's a quick guide for players of "Eyre Tor"-style house-ruled D&D according to "my way" of running things -- like this Hinterlands game!
It describes most of the classic Original and/or Advanced D&D PC classes, as well as most of the essential game mechanics. All on one (double-sided) page. I'll probably add a page of equipment lists in the next version.
Players of this Hinterlands game should find it familiar (except for most of the "optional" AD&D inspired classes which we're not using). When the company next returns to town I'm planning to "officially" switch over to v6.x of my house-rules document (which -- bar the chances in 6 based on ability scores, and a hit-point here or there -- is identical to what we're playing now).
Enjoy ;D