- Required Attributes: None
- Alignment Requirement: Only at 5th level of higher (See Alignment)
- Initial Armor Proficiency: Any
- Allowed Weapons: club, flail, hammer, mace, oil, staff
- Melee Attack Bonus: 1/2 Level
- Ranged Attack Bonus: 1/3 Level
- Thrown Attack Bonus: 1/3 Level
- Defenses: Normal
- Saving Throws: +3 vs Death Magic
- Initial Hit Point Roll: D8
- Initial Combat Proficiencies: 2
- Class Skills: Religion, First aid, and choice of Education or Diplomacy
- Hit Points Gained: Levels 2-10: d8
- Levels 11+: 2
- Combat Proficiencies Gained: Levels 4,8,12,16,20
- Attacks: 1
- Class Abilities: Turn Undead, Create Scrolls, Resistance to Negative Energy, Rituals, Spell Casting, Stronghold Creation: Temple
Friday, March 30, 2012
The Cleric - The Tactical Simulation Ruleset Way
Monday, March 26, 2012
Dwarvish Fungal Ale
Sunday, March 18, 2012
Combat Order and Initiative
Here's the current version of my initiative rules, largely inspired by AD&D and discussions thereof.
Combat Order and Initiative
- Determine Distance, if unknown, between the parties.
- Each side declares actions.
- Determine Initiative for the round by rolling a d6 for each side.
- Actions begin:
- Movement (charges, closing, attempts to flee) begins
- Attempts to Parley
- Winners: Missiles, Magical Devices, and Casting Time 1 Spells Discharge
- Losers: Missiles, Magical Devices and Casting Time 1 Spells Discharge
- Charges and closing actions complete – resolve charge attacks in the order of longest weapon
- Fighters with multiple attacks resolve their initial melee and hard combat attacks.
- Winners: Melee and hand attacks occurs
- Losers: Melee and hand attacks occurs
- Grapples and unarmed combat occurs.
- Remaining missile and melee attacks (for those with multiple attacks) occur.
- Morale is checked.
- Return to Step #2.
Saturday, March 3, 2012
Bless - Revised
Tuesday, February 21, 2012
Monday, January 2, 2012
D&D Quote of the Day
When "Lord" means "somebody who has been granted a fief of land by a noble and has knights in vassalage under him," a 9th level fighting-man looks DRASTICALLY different.
-- Old Geezer
Thursday, December 29, 2011
Wednesday, November 30, 2011
Rescuing a Rob Conley Comment from Obscurity
The Chainmail tables are meant to capture the penetration difference. The assumption was if the blow manages to penetrate it is going to kill the individual. Consider each blow in chainmail to do 1 pt of damage and normal men have 1 hp.
OD&D changes this so that damage is now a 1d6 and normal men start off with 1d6 hit points. This is to represent the variability of people and the vagaries of combat.
(Waxing Gygas me thinks)
Then in Greyhawk come the realization that some weapons are better able to hurt people if they hit. The force behind the two-handed sword is way more than a one-hander. The different types of trauma, (slash, stab, blunt) are just arbitrarily factored in.
Later on as RPGs grew more complex some start making the distinction. (GURPS, Rolemaster, Harnmaster, etc).
Separate but parallel is the need to fold in all the non-armor modifiers particularly for monsters. In the beginning AC was a straight forward representation of armor types but became divorced from the under lying armor system to become a scale measuring how are things are to hit. D20 take this to it's logical conclusions' giving armor a modifier
This whole disconnect is why in AD&D the weapon vs AC says to look at what the guy is wearing not his numerical AC.
If you want to use modifiers versus AC and not violate IP what you should do is return the chainmail roots and just list the modifiers for each weapons and include any notes for particular monsters.
You can derive the values from the chainmail table. For example (note I don't have chainmail in front of me so I making stuff up)
Longsword
+3 vs no armor
+2 vs leather
+1 vs chain
+0 vs plate
-2 vs Dragons
+1 vs Chimeras
+1 vs Trolls
+2 vs Purple Worms
You can get as complex or simple as you want as well as avoiding IP problems.
Wednesday, November 23, 2011
Motivations from OSRIC
A fundamental, driving assumption of OSRIC-compatible games is that the player characters are, at least partially, motivated by a desire (or need) for wealth. This need not necessarily be for reasons of greed; a cleric or paladin character, for example, could be driven to acquire money to donate to the poor, or to enable his or her superiors to construct a new church.This has been expressed elsewhere (and by myself), but never as concisely!
