Revisions to the AD&D System (rev. 03/31/2008)

Copyright 1996, 1998-2008. All trademarks of TSR, including but not limited to AD&D & TSR, are acknowledged.

I. HIT POINTS

Hit Points (HP) represent both luck/skill and physical damage. HPs get divided into physical BODY POINTS (BP), and skill/luck SKILL POINTS (SP). Hit Points £ CONSTITUTION + CHARACTER LEVEL are considered BP, the remainder (if any) SP.

Damage is normally to SP first. However, hits by 5 or more than needed (or saving throw failure of 5 or more) are “Exceptional,” and inflict half of the damage directly to BP (rounded down). When BP £ 0 the individual falls unconscious (see II. Healing; III. Unconsciousness and Death; VII.G.1Mages. Example).

CON HP bonuses/level  only apply when you roll dice for HP.

II. HEALING

A. Natural Healing

SP heal Character Level/day; BP heal (CON bonus+1)/day, max 3. Non-magical healing goes towards SP first. BP will not heal naturally until the day after all SP are healed.

B. Clerical Healing

a)         Cure Light Wounds - Will not cure BP unt
il all SP are cured.

b)         Cure Serious Wounds - Half of the points go to BP, half to SP, the difference in odd numbers goes towards SP. Points left over from BP will cure SP.

c)         Cure Critical Wounds - All points to BP first. Points left over will cure SP.

d)         Heal - Heals all but 1-4 SP.

C. Other Magical Healing

Magical healing effects (i.e., POTION OF HEALING, KEOGHTOM’S OINTMENT, Paladins’ innate ability) heal BP first; any remaining healing goes towards SP.

III. NEAR DEATH

A. Damage

Any character suffering damage ³ 50 damage in one round must save vs. Death or die, per DMG.

B. Illusory Damage

If a character takes enough illusory damage to "die," they collapse in a faint. A SYSTEM SHOCK roll should be made. If the character survives, they will regain consciousness in d3 turns with the illusory damage healed.

C. Subdual

Characters can attack to subdue, but it will not work against most intelligent opponents (efficacy will not be evident). If intent to subdue is announced, half damage will be “subdual” damage. The character has a -4 penalty to his attack roll. Normal (non-subdual) attacks will negate subdual damage. The chance of subdual is (subdual points)/(total HP)% checked each round.

D. Dying

If BP £ 0, the individual falls unconscious, and must make a SYSTEM SHOCK roll (or die from shock). At BP £ 0, 1 additional BP is lost / round, although SP will be lost (at the rate of 1, 2, 4, 8, etc.) before decreasing the remaining BP. When BP <= -10, a SYSTEM SHOCK roll is made, with each successive round accruing a 20% (cumulative) penalty until the individual fails, and they die. (see VII.G.1Mages.Example). Unconscious characters who are healed > 0 BP will regain consciousness in 1d6 turns.

E. Death

??Being raised from the dead is a draining experience, and a character raised will return at the midpoint for experience one level lower.??

An individual can die no more times than they have CONSTITUTION points; beyond this they are dead permanently. Please note that death is almost always a correctable condition--the proper application of diplomacy and gold royals should reverse the problem. Raise Dead, Reincarnation, and Resurrection checks are made against (CON - # deaths) CON stats. ?The PHB indicates you lose the CON permanently.?

F. Level Draining and Loss

Levels lost due to magical attacks or contact with the undead are lost for one week/level. The character's experience points become the midpoint of the new (lower) level. Experience points gained during that time are lost.

IV. COMBAT

A. Initiative (see Appendix A)

A round is measured in 20 discrete segments (not necessarily equal). Individuals roll a d10 and add modifiers (weapon speed factor, spell casting time, movement, etc.). Combat progresses from lowest to highest initiative until the round is complete. Any individual with initiative > 20 cannot act until the next round on the segment = (prior initiative – 20). Multiple attacks occur after all primary attacks.

Characters can hold their action to see what develops. Once they determine their action, they act at (current initiative segment when they determine action + 2 + d10 + cost of action).

B. Attack Rolls

Exceptional Hits: Any TO HIT roll that is 5 or more than required scores half damage directly to BODY POINTS (see I. HIT POINTS).

Experienced combatants are more likely to score critical hits, and less likely to fumble. When a non-required natural 20 (critical hit) or a 1 (critical miss) is rolled, roll TO HIT again:

Natural 20's (Critical Hits): In the case of a 20, a critical hit occurs if a second roll would be an unmodified hit. If the 2nd roll (and subsequent rolls) is/are 20's, keep checking -- the effects are cumulative. On a critical hit, something special happens (Ex: extra attack, double damage, max damage, etc.)

Natural 1's (Critical Misses): In the case of the 1, if the second roll would be an unmodifed miss, then a critical miss occurs. Subsequent 1s are also cumulative. On a critical miss, “something bad happens” (DM's discretion). Possibilities include: dropped weapon, lost initiative next round, hit companion, etc.

C. Multiple Attacks

Characters with multiple melee or ranged attacks can make them against multiple opponents as long as the opponents are within the field of fire (typically 45 degrees). Multiples are selected at the beginning of the round, and in melee incur an init penalty of +1. Fighters and their subclasses may spread their damage across as many targets as they have levels in the case of creatures less than 1 HD. You cannot move and make multiple attacks.

When multiple attacks are the result of natural weapons (ex: claw/claw/bite), the attacks all occur at the same time. When attacks are true multiples (one weapon, many attacks), subsequent attacks are at the end of the round, in the same order as the initial attack.

D. Parry

A character may parry instead of attacking. The defender’s base initiative must be before their attacker(s) total initiative to succeed. A parry subtracts half of the defender’s level from their opponents’ attack, rounded down (+1 for single-classed fighters) + STRENGTH To Hit Bonus. For single-class fighters this bonus can be split among multiple attackers. A character with multiple attacks may split them between attacking and parrying (with the attack coming at the end of the round), or multiple parries (only against multiple separate attacks from one opponent). Parry is not effective versus rear or missile attacks.

If the defender parries a Natural 20, the parry instead subtracts from the attacker’s second roll (the roll that determines whether it’s a critical success).

E. Movement

Individuals move 10' for each movement " / round in combat. The farther you move, the greater the initiative penalty (see Appendix A); characters moving > ½ MV cannot attack. Characters firing missile weapons while moving £ ½ MV have their fire rate halved.

Move Silently: A Thief (or Monk) moving silently has their movement rate reduced to 1/3 MV.

Climb Walls: A character climbing walls moves at 1/10 MV (presuming a rough, vertical cliff).

Sprinting: Requires proficiency. Move at 2x normal for 5 rounds (combat) or 1.5 times normal for 10 turns (non-combat), max of 24”. Possibility of failure, see Proficiencies. Only possible in non- or fairly-bulky armor.

Charge: Gains a character a +2 To Hit bonus, a 50% increase to their MV (max of 24”), and enables them to make an attack at the end of his/her full movement with a +1 AC penalty, no DEXTERITY AC bonus, and a +2 Initiative penalty. The opponent gains a -2 Initiative bonus and inflicts double damage if braced with spear or pole arm. You cannot Charge when engaged.

Withdraw: Backing away from their opponent at 1/3 MV, still attacking. 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.

Flee: To flee, a character disengages and immediately moves away at up to full movement. This provides their opponent a free attack (regardless of initiative), but no movement. at +2 To Hit (just another nit to remember –bleh). If a fleeing character wins Initiative, they can increase the distance from pursuers by 1” * the difference in the initiative. This is repeated each turn. Note if their movement rates are different, it still can be hard to pull away.

F. Non-weapon Actions

Non-weapon actions cannot be combined with weapon actions, and use Opposed Grapple Checks (OGCs) to determine success:

OGC: d20 +/- Modifiers  - (Needed To Hit AC), high wins

with the following modifiers:

  • To Hit STRENGTH bonus (aggregate for multiple attackers)
  • ± 4 for each size difference (S/M/L/H). Modifiers for size should be figured from the largest attacker
  • –2 for every defender’s leg beyond two
  • +1/attacker beyond the first, using the worst attacker’s THAC0. Up to 6 opponents (± 2 for size difference) can attempt an unarmed action

 

The opponent AC for Non-weapon actions is the natural armor class (usually AC 10) modified only by DEXTERITY and magical bonuses. Most non-humanoid ACs will not change. Monks maintain their “natural” AC.

Rush: On a successful OGC action/attack (opposed grapple check), Rush allows you to push an opponent backwards 5’ + 1’ for each point the roll is exceeded. The opponent must be the same size at the attacker or smaller. There is a –2 cumulative penalty for each “line” of defenders.

Overrun: You may push past/through one or more opponents. You attempt one OGC roll for each “line” of defenders in order to push past. There is a –2 cumulative penalty for each successive line tried in the same round. There is +2 bonus for each person following the attacker performing the same action if the opponents are equal in size or less, although the follower must also succeed, or get left behind. There is a +1 bonus for each opponent < 3.

Unarmed Combat: A successful OGC indicates the attacker and defender are immediately grappling. Once grappling:

·         Combatants cannot move, fight other opponents, or cast spells (unless only Verbal components), and are limited to weapons of small size after the first round of combat;

·         Combatants gain no defending DEXTERITY bonus vs. non-grappling attackers;

·         You can make one of three unarmed actions (as an OGC) each round, including the first:

1.       Unarmed combat damage (d2 vs. small/medium, d3 vs. large). If the attacker has multiple attacks in a round, the additional attacks can be used to damage.

2.       Overbear: Take a Grappled character to the ground

3.      Pin an Overborn opponent. Pinned characters are +4 To Hit by other (non-grappling) attackers. A character pinned for 1 FULL round is Held, and helpless. A Pinned defender automatically goes last when comparing Initiative. When Pinned, the only thing you can do is attempt to Escape.

4.       Escape. Success decreases a Pin to Overbear, and Overbear to a Grapple, or a Grapple to Breaking Free. Characters who break free may not move that round.

G. Weapons

Crossbows gain +4 TO HIT, reflecting their increased accuracy, penetration, and damage (hits are more likely to affect BP). Crossbows/bows add STRENGTH bonus for damage only if constructed for that purpose (and then cannot be drawn by those w/ inadequate strength). Missile weapons do the following damage:

Crossbow, pistol:   d4 (fire rate 1)

Crossbow, light:      2d4 (load by placing foot in stirrup and drawing, fire rate 1)

Crossbow, heavy:   3d4 (load with a manual crank, fire rate 1/2)

Bow, long & short  d8

H. Riding

Any time a rider hits another mounted creature with a melee weapon 3' or longer and scores a natural 20 on the roll, the other creature is knocked from the saddle, suffering 1d3 points of damage (if from the back of a normal horse). Foot soldiers with weapons of 10' or greater have the same chance. Riders with Riding proficiency can retain their seating with a successful Proficiency Check. Grapple/overbear is used to determine pulling a rider off their mount.

V. SPELL-CASTING

Spell-casters taking damage from the beginning of the actual casting until completion must make a Saving Throw vs. Spell, modified: d20 - Spell Level + Lvl of Caster - Damage taken or their spell is ruined and lost. 

A. Mage Spell Acquisition

Spells are "learned," up to the maximum number/level allowable by the mage's INTELLIGENCE. Each new spell must be checked to assure that the mage can comprehend the spell, per the PHB. The easiest method is to check ALL spells as the character gains the level. Once a mage fails a check for a spell, that spell cannot be learned, without a change in his/her INTELLIGENCE. A decrease in INTELLIGENCE means checking every known spell again, with the potential for spell loss. An increase in INTELLIGENCE gives the mage the chance to relearn spells previously failed.

Once a mage learns the maximum number of spells for a level (see INTELLIGENCE in the PHB), learning new spells at that level entails losing old spells. Upon learning a new spell that is beyond current mental capacity (according to INTELLIGENCE), the mage randomly loses one of the spells that he currently has learned at that level--the mage can select ONE spell in his repertoire of that same level to be proof against loss.

Learning a spell requires 1 day/level of the spell.

B. Spell Recovery

Spell slots are recovered as indicated in the DMG/PHB (15 min/lvl).

C. Mage Spell Casting

Spells are learned per the PHB. However, mages can cast any spell in their repertoire if using: a 1st level spell,  an additional spell slot of the same level, a spell slot one higher than that required to cast the spell, a spell at a level they can cast only one spell, or an overcast spell.

Spell-casters can overcast spells if they have used up all available spell slots, or are reading from a book. Overcasting causes 2 * (level of spell * d4) damage, subtracted half each from BP and SP.

Example: Fritz, a 6th level mage with 24 HIT POINTS, CONSTITUTION 8 (14 BP, 8 SP), and 8 BP of damage already, wants to cast a FIREBALL (a 3rd level spell) desperately, but has used up all of his memorized Fireball. *WHOOSH* Enemies go up in smoke; Fritz takes 2 * 3d4 damage (for a total of 12), taking him to 2 SP, 0 BP. Fritz goes unconscious. The shock of going unconscious doesn't kill him outright, and 2 rounds (and 2 SP) later, his BP start to drop at the rate of 1/round. At -10 he starts making SYSTEM SHOCK checks each round. The second round after that, the 40% penalty catches up with Fritz, and he dies.

Mages can cast spells as a lower level spell-caster (for purposes of effect) IF the caster can cast spells at a higher level than the intended spell.  If you can cast a higher-level spell, range can be decreased as desired; other effects (AoE, damage, etc.) adjust to the level the spell is cast at. For each level of spell the caster can cast above the original, the effect can be decreased up to two levels.

Mage Level

Can cast

Min. AoE for 3rd level spell at 1’x1’/level

Max. AoE for 3rd level spell at 1’x1’/level

5th

3rd Level

5’ x 1’

5’ x 1’

6th

3rd Level

6’ x  1’

6’ x 1’

7th

4th Level

5’ x 1’

7’ x 1’

8th

4th Level

6’ x 1’

8’ x 1’

9th

5th Level

5’ x 1’

9’ x 1’

10th

5th Level

6’ x 1’

10’ x 1’

11th

5th Level

7’ x 1’

11’ x 1’

12th

6th Level

6’ x 1’

12’ x 1’

 

Note: Range for an AoE spell is determined to the center of the AoE.

Non-spell-casting classes that gain spell-casting cast those spells based off when they gained the ability to cast, not their actual level. (A 9th level ranger casting Magic Missile would cast one missile, not five).

D. Counterspells

To cast a counterspell, the spell caster must a) have a lower Initiative, and b) recognize the spell with a successful INTELLIGENCE check (modified by the spell's level). Only the same spell can counter itself (with a few exceptions, like Haste and Slow). If the other spell caster is within range, both spells negate.

Dispel Magic can also be used as a counterspell, without identifying the opposing caster's spell. Success is determined by rolling d20 + own lvl. > 11 + opposing caster lvl.

E. Mage Spell Books

Creating a new/blank spellbook takes 4-7 weeks. Transcribing spells into a spellbook takes 1 day + 1 day/spell level and costs 100 gp/lvl of spell in materials. Chance of failure = (20% + spell lvl –character lvl) (DMG p. 118). Arcana, p. 79 covers book capacity.

F. Spell Creation

New spells can be researched ("created") on a level by level basis. The creator must be able to cast at least one spell at the level higher than the level of the spell being created. A mage character actively adventuring and without extensive resources can research only one spell per character level. Clerical characters create at half that rate. Multi-classed characters research spells at half the normal rate for each spell-casting class, and require that the creator be able to cast at least two spells at the level higher than that of the spell being created. Successful spell creation requires a roll as per the possibility of learning a spell. (or DMG p. 115?)

VI. PROFICIENCIES

Proficiency as a non-class, non-level specific ability. Also shouldn’t allow classes to approach other classes.

A. Gaining Proficiencies

Multi-class characters start with the best number in each category (weapon/non-weapon), and thereafter gain proficiency slots at the best rate of the two (or more) classes.

Characters gain additional non-weapon proficiency slots as per INTELLIGENCE. Characters do NOT automatically start out fluent in the array of languages provided for non-humans--these are suggested languages the character must have had the opportunity to learn; non-proficient knowledge is broken at best. Non-humans gain their racial language and Common at no cost.

For each additional proficiency slot spent on the same proficiency, chances of success increase by 2 (10%).

B. New Proficiencies

AMBIDEXTERITY: Perform normal tasks with either hand (defers the two-weapon DEXTERITY penalty). Must be selected upon character generation. 2 slots, Non-weapon Prof.

Bribery: Attempts at bribery are not restricted to those familiar with its intricacies, anyone may attempt to bribe someone else. Those with this skill will be able to determine a "fair" price and avoid a potential double-cross. Whenever a character without bribery skill attempts to use this skill, they must make a CHARISMA check at -4. Failure indicates that the bribe is refused and that the character may be turned over to the Watch for his actions. 1 slot, Non-Weapon Prof. CHARISMA, 0 modifier.

CARTOGRAPHY: Reading and creation of maps. 1 slot, Non-weapon Prof.

Dagger and Thrown Dagger are the same proficiency, although thrown dagger does not include STRENGTH bonus, and specialization is for one or the other.

Distance running: All movement fatigue rolls are doubled/halved, in favor of the character (WG). 1 slot, Non-weapon Prof.

DODGE: Decrease AC by 1. Works only for non-bulky armor (leather) or less. Will not work in conjunction with a SHIELD proficiency or natural enhanced AC. 2 slots, Non-weapon Prof.

Endurance: Perform strenuous activities twice as long as the normal character. 1 slot, Non-weapon Prof.

Heraldry: With this skill, it is possible to deduce another knight’s allegiances, family history, and record of previous deeds or crimes. 1 slot, Non-weapon Prof.

IAJITSU (Quick Draw): Draw a specified weapon (by hand) or shield (by size) with no initiative penalty. Those with IAJITSU for two different weapons may change between them with a decreased penalty. 1 slot, WP/NWP

LIP READING: One language. 1 slot, Non-weapon Prof.

OFF-HAND WEAPON: Weapon proficiency is by hand. Weapons to be used in the second/off hand require a separate proficiency. Off-hand weapons can be used only once/round. 1 slot, Weapon Prof.

PARRY: Subtracts additional –1 from one opponent’s To Hit when parrying. 1 slot, Weapon Prof.

SHIELD: Provides an additional -1 AC bonus with shield, for a specific shield size (e.g., small, med., tower). Each extra slot provides an additional -1 AC bonus. 1 slot, Weapon Prof.

SPELLCRAFT: Allows non‑mages to recognize general spell effect (with a prof. check) as cast or those in place. Specialists gain a +3 bonus for their school, and a –3 penalty against their opposing school(s). 1 slot, Non-weapon Prof.

Sprinting: Move at 2x normal for 5 rounds (combat) or 1.5 times normal for 10 turns (non-combat), max 24”. Prof. checks enable 1 round/check after that, w/ a +3 (cum.) penalty. Failure indicates fatigue (can continue); two failures indicates exhaustion. 1 slot, Non-weapon Prof. (WG)

TRACKING (including Ranger Tracking) is per 2nd Ed.

TWO-WEAPON FIGHTING: Characters without this proficiency suffers non-proficient penalties if attempting to fight in melee with two weapons, in addition to the standard DEXTERITY penalties. A second weapon permits only 1 additional attack, regardless of the normal number of attacks a character is permitted. Attacking with two weapons incurs a +1 AC penalty. You cannot parry with the secondary weapon. 1 slot, Weapon Prof.

WEAPON SPEED: Decreases Initiative in one weapon by 1. 1 slot, Weapon Prof.

C. Weapon Specialization

Individuals OF ANY CLASS (but Cavalier, who has Weapon of Choice) may specialize in weapons in which they are already proficient. Only single-classed fighters can specialize (once) in a weapon at first level. Non-single-classed-fighters gain a bonus of +1 to hit OR + 1 to damage for each additional slot they expend (maximum 2 additional slots for any one weapon), whereas single-classed fighters gain +1 to hit AND damage for each additional slot (maximum of 3 slots for any one weapon). Once specialized (total of 2 or more slots), single-classed fighters gain multiple attacks as per UA Weapon Specialization, and the IAJITSU proficiency.

VII. CHARACTER CLASSES

A. Multi-class (there is no dual-class)

Experience point costs will be 25% higher for a human to multi-class. Level limits will not be imposed, but again there will be a higher experience point cost.

If a multi-classed character reaches the “maximum” level in one class, the two classes no longer need to remain a max of one level apart. Experience earned in a class where the character is maxed out is halved.

Mages cannot cast spells with somatic components while using a shield. Mages should remember to use initiative modifiers for drawing and sheathing weapons before they cast.

B. Paladins

Equipment requirements remain the same. Detect Evil becomes an innate ability (i.e., an inner sense); this is for great evil, not necessarily on an individual level. Following is the revised abilities list.

1st Level: All saving throws at +1

1st Level: Can accelerate healing to 2 x normal rate on 1 individual/day

2nd Level: Ability to Call Light (as a light spell) once/day/level in time of need. 1” radius/level.

2nd Level: Can Detect Evil 10’ Radius

3rd Level: Immune to disease.

3rd Level: Can heal 1 BP/Level/day. If all BP healed on target, heals SP. Costs 1 SP to perform.

3rd Level: Standard paladin ability to Turn Undead as 1st level cleric (improves by level).

4th Level: Cure Disease 1/week per 3 levels

4th Level: Radiate limited effectiveness Protection From Evil 5’ Radius (+1/-1 protection)

5th Level: War-horse

5th Level: Detect Evil 60’ Radius

6th Level. Can Heal 2 BP/Level/Day

6th Level: Radiate standard Protection From Evil 10’ Radius (+2/-2 protection)

7th Level: All saving throws at +2

8th Level: Can Heal 3 BP/Level/day. Can be divided among characters. Costs 2 SP (or 1 BP if no SP).

9th Level: Can cast spells per PHB.

C. Monks

The monk class is treated mostly as per the Dragon magazine article. They gain the same hit dice, abilities, movement, and AC. They do NOT gain the XP table. They maintain the PHB magic item restriction. They attack with the Cleric chart.

Monks are able to conduct open hand combat until stunned or unconscious even if grappled or overborne (DMG). They use their “natural” AC for unarmed combat.

Open hand damage is halved (rounding up) against opponents 10’ or more in height (or otherwise very large) and against creatures with a natural AC of 0 or better.

The “stun” ability is not cumulative. Monks cannot stun or kill opponents larger than man-size with open hand attacks. That size increases with level, not to exceed hill giant. Golems and dopplegangers are not affected by stun. Attackers are +4 To Hit against Stunned opponents. The kill ability reduces the target to 0 BP (although they might still have SP).

In addition to PHB, Quivering Palm requires a To Hit roll. The target saves vs. Death + WISDOM bonus when the monk commands the effect.

For monks combat to advance, failure means losing 100,000 xp, and a delay in being able to try again (1 year?).

D. Clerics

All cleric spell choices need to be preapproved by DM (i.e., the Gods), and sometimes the gods know what you need better than you do (and sometimes they're just perverse). Clerics get a spell bonus (as indicated in the PHB) for high WISDOM scores.

While the number of spells that can be cast does not increase, the Cleric can memorize twice the normal number (thus providing a slightly wider selection of spells at the time of casting).  (?Only for single-classed clerics?)

Clerics can Turn Undead ½ x Level / Day, minimum 3.

E. Druids

Druids are limited to one mammal, one bird, and one reptile form per day (max INT 6). Assumption of a new form removes 10%-60% of current damage. Reverting to normal does not count as assuming a new form. The druid's equipment melds into her new form and becomes nonfunctional. When reverting to normal, objects reappear. New items worn in animal form (such as a saddle, rider, or halter) fall off and land at her feet; any that she carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Changing form requires some mental effort but no casting time, and cannot be disrupted.

Druids get a spell bonus (as indicated in the PHB) for high WISDOM scores.

F. Single-classed Fighters

Gain bonus for weapon specialization. Gain bonus for Parry.

G. Magic-Users

Magic users get a corresponding spell bonus (as clerics’ WISDOM bonus) for high INTELLIGENCE.

Single-classed mages (and multi-classed gnome illusionists) can specialize in one school of magic, at the loss of the ability to cast spells in one or more opposite schools. (2nd ed. PHB, p. 31.). Specialists get a +1 bonus making saves against their school, and a –1 penalty when making saves against their opposing school(s). Other characters suffer a –1 penalty saving against a specialist casting in their school. Specialists gain a 15% bonus to learn spells in their school, and a 15% penalty to learn spells outside their school. Specialists create new spells in their school as if they were one level higher, and spells outside their school as one level lower; success is determined as if the specialist’s INTELLIGENCE were one point higher. When a specialist is out of spell slots for a level that is not their maximum, they may cast one additional spell in their school at that level. They may do this only once per rest period. Specialists have a +3 bonus on SPELLCRAFT rolls within their school.

VII. MISCELLANY

A. Falling

Falling damage is computed as a factorial (distance/10)!d6, i.e. 10 ft is d6, 20 ft is 3d6 (1d6 + 2d6), 30 ft is 6d6 (1d6+2d6+3d6), etc. There is a 20d6 maximum; anyone falling past this takes damage to BP first. Of each 10', one d6 goes to BP.

B. Waking Up

When appropriate, Characters are allowed to make a Wisdom check to wake up.


APPENDIX A: INITIATIVE

 


CHARACTER ACTION                        INIT. MODIFIER

Movement

Charging (adds 50% to MV)                   +2

Turn to Flee (free attack)                        -2

Changing melee opponent                       +3

Movement £ 10'                                     +0

Movement > 10', £ ½ Movement          +2
                (Prevents secondary attack(s))

*Movement > ½, < Full (No attack)   +4

*Full Movement (No attack)                +8

 

Environment

Surprised (only partial actions)             +4

Wading or Slippery Footing                   +2

Wading in Deep Water                            +4

Hindered (Tangled/Climbing/Held)         +3

Hasted                                                     -2

Slowed                                                    +2

On Higher Ground                                  -1

Set to Receive Charge                             -2

Wounded, BP ³ ½ Total BP                   +2

Wounded, BP < ½ Total BP                   +4

*All BP Lost                                           +20

 

Weapon/Magic

*Use of Weapon                                     +Weapon Speed1

Multiple melee targets                            +1 each, End of Round

Draw Weapon2,4                                     +4

Change Weapon3,4                                   +10

Sheath Weapon4,5                                    +6

Drop Weapon                                         +2

Pick up Weapon                                     +8

Parry                                                       0

*Breath Weapon                                   +1

*Casting a Spell6                                  +2 + Spell Lvl

                (except spells > 1 round = as normal)

*Scroll                                                   As Spell +2

*Other Magic Item                               +4

Turn Undead                                         +6

Slowed7                                                  +4

 

Other

Change/Hold Action                               +Init Reroll +2
Hold Specific Action                              [Action] +2

Respond to question                               +2
*Unarmed Attack/Action, S/M/L         +2/+3/+5

 

Notes:

*Primary Action – no further actions

1SF for bows nocked and ready is +1, otherwise +5 for arrows and +6 for quarrels. Movement < 1/2, fire rate halved.

2Characters with IAJITSU do not suffer this modifier.

3Characters with IAJITSU in both weapons are only +5.

4Changing/drawing weapons prevents 2nd attack.

5Characters with IAJITSU have this halved.

6 (+4 + Spell Lvl) without spell cards

7Slowed characters act every other round

 


COMBAT SEQUENCE

I.              Announce Actions

II.                   Roll d10 Initiative (The point at which you start)

III.                 Determine Initiative

·          Add movement, environment, and/or weapon speed/Magic adjustment(s).

IV. A.      Physical Combat

·          Roll “To Hit” (d20)

If a Natural 20 or Natural 1, determine whether a critical/fumble (see V. Attack Rolls)

·          Add “To Hit” modifier(s) (STRENGTH, Magical Weapon, Proficiency, etc.)

·          Add opponent’s AC

·          Compare total to character’s THAC0 (To Hit AC 0)

If total