New
Rules, Section 3 - Combat
Weapon
Mastery
All characters have the
opportunity to get better at using various types of weapons. As characters
acquire weapon proficiencies they may devote proficiencies to weapons that
they are not proficient in, this making the character proficient in that
weapon. Alternatively a character can devote weapon proficiencies to weapons
that they are already proficient in, thus becoming more skilled in that
weapon and gaining various benefits when using that weapon.
When a character is created
they are unskilled in all weapons. Character may use their weapon proficiencies
in any way they want, spreading them around to become proficient in many
weapons or devoting them all to one weapon to become skilled in one weapon.
As characters gain levels and acquire more weapon proficiencies they can
apply these slots to new weapons or weapons that they are already proficient
or skilled in.
Refer to the Table below
to determine how many weapon proficiencies are required for the different
levels of weapon mastery.
WP Slots
Required For Weapon Mastery
|
WP Slots Required
|
Level of Mastery
|
0
|
Unskilled
|
1
|
Proficient
|
3
|
Skilled
|
5
|
Expert
|
8
|
Master
|
11
|
Grand Master
|
Weapons
Allowed
Different character classes
are allowed different levels of weapon specialization in different types
and groups of weapons. Refer to the table below to determine what weapons
and what level of weapon mastery your character is allowed for those weapons.
Remember that any character can pick up and use any weapon at an unskilled
level.
Weapon Requirenments
for Weapon mastery
|
Class
|
Level of Mastery
|
Proficient
|
Skilled
|
Expert
|
Master
|
Great Master
|
Paladin
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Fighter
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Thief
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Priest / Cleric
|
Any Melee and Missile Weapon
|
Any Melee Weapon
|
Any Melee Weapon
|
Staff
|
+++
|
Wizard
|
Staff, Dagger, Club, Small Missile Weapons and Longsword
(elves only)
|
Staff, Dagger, Club, Small Missile Weapons and Longsword
(elves only)
|
Dagger or Staff
|
+++
|
+++
|
Fighter / Thief
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Fighter / Priest
|
Any Weapon
|
Any Weapon
|
Any Weapon
|
Any Melee Weapon
|
Any Melee Weapon
|
Fighter / Wizard
|
Any Weapon
|
Any Melee and Missile Weapon
|
Staff, Dagger, Club, Small Missile Weapons and Longsword
(elves only)
|
Staff, Dagger and Longsword (elves only)
|
+++
|
Thief / Priest
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
Any Melee Weapon
|
Any Melee Weapon
|
+++
|
Thief / Wizard
|
Any Melee and Missile Weapon
|
Staff, Dagger, Club and Small Missile Weapons
|
Staff and Dagger
|
+++
|
+++
|
Wizard / Priest
|
Any Melee and Missile Weapon
|
Staff, Dagger and Club
|
Staff
|
+++
|
+++
|
Fighter / Thief / Priest
|
Any Weapon
|
Any Weapon
|
Any Melee and Missile Weapon
|
Any Melee and Missile Weapon
|
+++
|
Fighter / Thief / Wizard
|
Any Weapon
|
Any Melee and Missile Weapon
|
Staff, Dagger, Club, Small Missile Weapons and Longsword
(elves only)
|
Dagger and Longsword (elves only)
|
+++
|
Thief / Priest / Wizard
|
Any Melee and Missile Weapon
|
Staff, Dagger, Club and Small Missile Weapons
|
Staff
|
+++
|
+++
|
Benefits
Of Weapon Mastery
The following tables detail
the advantages of weapon mastery.
Bonuses For
Higher Weapon Mastery
|
Level of Mastery |
To Hit Modifier |
Damage Modifier |
Bonus Attacks |
Unskilled
|
-2
|
0
|
0
|
Proficient
|
0
|
0
|
0
|
Skilled
|
+1
|
+2
|
1 per 2 Rounds
|
Expert
|
+3
|
+3
|
0
|
Master
|
+4
|
+4
|
1 per 2 Rounds
|
Grand Master
|
+5
|
+5
|
0
|
For characters who go
beyond the level of skilled mastery there are additional benefits.
Additional Bonuses
For High Weapon Mastery
|
Expert |
Master |
Grand Master |
Parry
+1 AC
Called shots +1 to hit |
Parry
+2 AC
Called shots +2 to hit |
Parry
+4 AC
Called shots +4 to hit |
Rules
For Parrying
By parrying a character
forgoes all of his attacks during a round and concentrates solely on defending
himself from all forms of harm. The benefit of this tactic is to improve
the characters AC. The table below details how much AC advantage is gained.
The Fighters
AC Bonus is only given
to single classed Fighters.
AC Bonuses For
Weapons And Level
|
Defenders Situation |
Fighters AC Bonus |
Other classes AC Bonus |
Weaponless
|
0
|
-1
|
Small weapons
|
+1
|
0
|
Medium to large weapons
|
+2
|
+1
|
Multiple weapons
|
+3
|
+2
|
High level bonus
|
+1 per 3 levels
|
+1 per 5 levels
|
Specific AC adjustments
may be subject to change based upon special situations and DM interpretation,
being unfamiliar with the weapons in the combat could drastically modify
the results.
Combat
Tactics
Single classed fighters
are also entitled to the benefits of combat tactics. Combat tactics are
a way for a fighter to control the way he fights according to a given encounter.
Combat Tactics
|
Tactic
|
To Hit Adjustment
|
AC Adjustment
|
Full Attack
|
+2
|
-4
|
Half Attack
|
+1
|
-2
|
Attack/Defense
|
0
|
0
|
Half Defence
|
-2
|
+1
|
Full Defence
|
-4
|
+2
|
Unarmed
Combat
Fighters are naturally
proficient at bare handed combat, in contrast to other characters who must
use a non weapon proficiency slot to become proficient in unarmed combat.
Note that those characters that are not proficient in unarmed combat face
the non proficient penalties to their attack rolls.
The table below summarizes
the unarmed combat rules. The Proficient category relates to non fighter
characters after using one NWP slot on unarmed combat. The Proficient Fighter
and Specialized Fighter categories relate to fighters using one and two
NWP slots respectively on unarmed combat.
Unarmed Combat
|
Characters skill level
|
# Attacks / Round
|
Damage
|
Not Proficient
|
1
|
1d2
|
Proficient
|
2
|
1d2
|
Proficient Fighter
|
3
|
1d3
|
Specialized Fighter
|
4
|
1d3
|
There is no weapon mastery
allowed for unarmed combat. Only 25% of unarmed combat damage is real the
rest wears off 1 turn after the combat. After a successful attack, roll
on the following table for its result.
Unarmed Combat
Results
|
Die Roll
|
Attack Result
|
% KO
|
20
|
King Hit
|
20
|
19
|
Haymaker
|
15
|
18
|
Wild swing
|
10
|
17
|
Kidney punch
|
6
|
16
|
Uppercut
|
6
|
15
|
Combination
|
5
|
14
|
Backhander
|
4
|
13
|
Glancing blow
|
3
|
12
|
Jab
|
2
|
11
|
Body blow
|
2
|
10
|
Gouge
|
1
|
9
|
Leg kick
|
1
|
8
|
Rabbit punch
|
2
|
7
|
Karate chop
|
4
|
6
|
Torso kick
|
6
|
5
|
Knee hammer
|
7
|
4
|
Elbow smash
|
8
|
3
|
Hook
|
8
|
2
|
Wild kick
|
15
|
1
|
Head kick
|
25
|
Called
Shots
To make a called shot,
a player must announce his intention before any initial dice are rolled.
Upon doing so he suffers a +1 penalty to his initiative (representing the
time spent carefully planning and aiming his attack). In addition to this
all of the characters other attacks during that round are forfeited.
When the character does
get the chance to attack, his attack roll is penalized as per the Attack
Modifiers for Called Shots table below.
Called Shot
Hit Modifier
|
Target of Called Shot
|
To Hit Modifier
|
Weapon |
-4
|
Disarm |
-5
|
Limb |
-4
|
Head |
-8
|
Neck |
-10
|
Vital
Organ |
-8
|
Specific
Target (eye, finger, potion vial, etc.) |
-12
|
Moving Target (missile
fire)
|
-5
|
Long Range
|
-5
|
Medium Range
|
-2
|
Manoeuvring into position
|
-2
|
Defender stunned or
prone
|
+4
|
The effects of a successful
called shot can be anything from no visible effect to instant death for
the victim. The exact outcome is to be determined on a situation by the
DM. Common outcomes are listed below.
Common Outcomes
Of Called Shots
|
Type of Called Shots
|
Common Outcome
|
Blow to the head
|
Unconsciousness or
system shock
|
Blow to limb
|
Weapon dropped or
stun effect
|
Vitals hit
|
System shock or double/triple
damage
|
Neck struck
|
Head removed
|
Object hit
|
Save Vs. crushing
blow or be destroyed
|
Unmentionables struck
|
Stun effect
|
Characters who are stunned
may do nothing but defend themselves during combat, they may not parry,
attack, cast spells or commence movement more than stumbling around. Characters
who are prone are similarly unable to attack or move however prone characters
are still able to talk, cast verbal spells and attempt to break free from
their bonds or struggle against assailants.
Attacking
With Two Weapons And Ambidexterity
For a character to use
a second weapon in his off hand he must meet the following criteria:
-
The second weapon must be
of a smaller size than his primary weapon (except in the case of daggers.
-
Both weapons must be single
handed weapons.
-
Neither weapon may be larger
than medium size.
The effects of attacking with
two weapons are as follows:
-
The character gains one attack
each round with his secondary weapon in addition to his normal number of
attacks with his primary weapon.
-
All To Hit rolls with the
primary weapon are made with a -2 penalty.
-
All To Hit rolls with the
secondary weapon are made with a -4 penalty.
Characters can reduce the
penalties by either becoming Specialized in two weapon fighting style or
by being ambidextrous.
The following table shows
the to hit penalties characters get based on what skills they have. Single
classed fighters have a separate column to all other characters. Remember
that these penalties are in addition to any penalties the character may
get for being unskilled in either of the weapons he is using.
Two
Weapon Use To Hit Penelties |
Characters Skills
|
Primary To Hit penalty
|
Fighters primary To Hit penalty
|
Secondary To Hit penalty
|
Fighters secondary To Hit
penalty
|
No skill
|
-2 |
-2 |
-4 |
-4 |
Ambidextrous |
-1 |
-1 |
-3 |
-2 |
Two
weapon style specialization |
-1 |
0 |
-2 |
-1 |
Ambidextrous
and two weapon style specialization |
0 |
+1 |
0 |
0 |
Two
Weapon Style Specialization
A fighter may spend a weapon
proficiency slot in the two weapon fighting style to help him reduce the
To Hit penalties for this style of fighting. A non fighter character must
spend 2 weapon proficiency slots to learn two weapon fighting style. Any
class with two weapon fighting style are allowed to have a bastard sword
or smaller weapon and any small weapon.
Ambidexterity
Characters who are ambidextrous
are better able to fight with two weapons than characters that are not
ambidextrous. There are two kinds of ambidexterity, natural and learned.
A character only has a 5% chance of being naturally ambidextrous and is
subject to DM approval. A character can learn to become ambidextrous by
spending a NWP slot on it.
Pin
them down (Copyright by J. Bremer)
It’s not allways the best
solution to chop people down, sometimes you need to pin them to the ground
and prevent them from doing further damage, but the rules presented in
Players Handbook, although useful, don’t take into consideration the characters/creatures
relative strength (muscle), only the actual size in terms of differences
in height.
It would be much more
relevant to let the actual strength of the parties involved take part in
the decision of who pins who down. Below is a set of rules that tries to
do just that.
The defender can attack
anyone trying to overbear if his initiative is better than that of the
attacker. If multiple attackers, then the initiative for the slowest attacker
is used for the attacking group.
In order for the attacker
to overbear and pin the defender he must make an attack-roll (using the
best THAC0 if multiple attackers) against the defender’s normal armour
class (AC 10 for most PCs), only counting magical and Dexterity adjustments
(you are as easy to knock over when wearing platemail as when wearing leatherarmour)
modified by +1 for each additional attacker.
If the attack is successful,
the attacker(s) must make an opposed Strength (muscle) check against the
defender to see if he/they can drag him down or not. Use the Strength (muscle)
of the largest attacker and apply the modifiers described below:
1. |
Each difference in strength
(muscle) that the attacker has more than the defender he gets a +1 bonus
to his attack-roll. |
2. |
Each difference in strength
(muscle) that the attacker has less than the defender he gets a -1 penalty
to his attack-roll. |
3. |
Each difference in size
that the attacker is larger than the defender he gets a +1 bonus to his
attack-roll. |
4. |
Each difference in size
that the attacker is smaller than the defender he gets a -1 penalty to
his attack-roll. |
5. |
If multiple attackers
are all attempting to pin down a single defender then each attacker beyond
the first adds a +1 bonus to the attackers attack-roll. Allways use the
to-hit number of the weakest attacker (cooperation always depends upon
the weakest link.) |
An opposed check is made
by rolling a d20 against the score indicated. The one who gets the highest
number without going over the limit has won the check.
For example, a group of
one fighter and two thieves decides to use their numbers agains a single
fighter and overbear him. The single fighter has a strength of 17 and the
group has the following strength-scores: fighter (16), 1st. thief (14),
2nd. thief (11).
Since the 2nd. thief is
the weakes of the three they use his strength score as base for the opposing
strength check. This results in the following modifiers to the check:
-6 |
for the difference in
strength between the defender and that of the weakest attacker. |
+2 |
for the additional attackers |
Which means that in order
to pin the defending fighter to the ground and keep him there, the group
must make an opposing check with a score of 7 against the score of 17.
This they need to do each round following the first if they want to continue
their hold.
Looking back, it has come
to my attention that something similar is to be found within the pages
of the "Players Option: Combat & Tactics" book, but since not all players
and DM’s has access to this book, and considering the sheer amount of text
within it, I still find this optional rule relevant.
All material found in the item
above is copyright 1990-1999 Johnny
Bremer. No part of this items may be published by others regardless
of media without the written approval of the author. Permission is granted
for personal use only.
Damn
Good Hits (Copyright by J. Bremer)
Here is a quick’n’easy
critical hit system. Its meant to be useful, not realistic, just like the
Hit-Points are non-realistic. This is just an option, not a replacement.
Everything is based upon
the difference in what AC the character should have hit and the actual
AC that he did hit. A Critical hit is only made if the character is able
to hit below the opponents AC.
There are 5 different
areas that can be hit. Each of these areas has a percentage of hit-points
that are found using the characters original hit-points and the following
table:
Area |
Hit-Points |
Legs |
20% |
Arms |
30% |
Abdomen |
40% |
Torso |
50% |
Head |
40% |
The character will, if
damaged, loose hit-points in both the original hit-points and the hit-point
of the area in question. If the character reaches zero in his original
hit-point he will either die or pass out depending upon the use of the
optional "hovering on deaths door" rule or not. If the character reaches
zero hit-point in an area the area is concidered non-functioning.
Each area will receive
one hit-point back each day as the original hit-point does. If an area
has been rendered non-functional it cannot be used before it has reached
at least half its normal amount of hit-point.
When hit by a critical
hit, the following table will determine in which area the hit has struck:
AC-DIF |
Area hit |
1 |
Legs |
2 |
Arms |
3 |
Abdomen |
4 |
Torso |
5+ |
Head |
The amount of damage in
an area will determine what effects the damage will have on the character.
The following area tables will give a guide as to what might happen. The
effects are comulative. Where more than one appendage is applicable choose
randomly.
Legs table:
Damage |
Effect |
25% |
2/3 movement, one foot
injured. |
50% |
1/2 movement, limbs on
one leg. |
75% |
1/4 movement, one leg
non-functional. |
100% |
Both legs are non-functional. |
Arms table:
Damage |
Effect |
25% |
-1 penalty to-hit. |
50% |
Hand injured, non-functional. |
75% |
One arm is non-functional. |
100% |
Both arms are non-functional. |
Abdomen table:
Damage |
Effect |
25% |
-1 penalty to-hit. |
50% |
Extra 1 damage each third
round. |
75% |
Character faints due to
loss of blood, 1d6 rounds. |
100% |
Gutter ripped open, massive
loss of blood, character is dead. |
Torso table:
Damage |
Effect |
25% |
-1 penalty to-hit. |
50% |
-1 penalty to-hit, extra
1 damage each other round. |
75% |
Character faints due to
loss of blood, 1d6 rounds. |
100% |
Heart struck, character
is dead. |
Head table:
Damage |
Effect |
25% |
Dizzy and confused, -2
penalty to-hit. |
50% |
Foggy, black-outs each
1d4 round, -2 penalty to-hit. |
75% |
Character is unconcious
for 1d6 rounds loss of memory, -2 penalty to-hit. |
100% |
Head crushed/split, character
is dead. |
It should not be too difficult
to keep up with these effects, but if it becomes to difficult or complicated,
then simply overlook the parts that seems to bother you or your players.
It isn’t supposed to make the game more cumbersome, but more fun and interesting.
Enjoy and good luck playtesting it.
All material found in the item
above is copyright 1990-1999 Johnny
Bremer. No part of this items may be published by others regardless
of media without the written approval of the author. Permission is granted
for personal use only.
Back to Section
2, Magic.