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Do’s and Don’ts.

Do these please.

1. Party unity is important.

2. How I word something could be very useful in the game. Like solving a puzzle, or finding the treasure, rescue the villager, etc.

3. If you are unsure your character is allowed an action under the rules, please ask me.

4. Good suggestions are a plus. If you don’t speak up, we will never know what you were going to say.

Don’ts.

Please don’t do these.

1. Please, no arguing.

2. Please don’t cheat on your die/dice rolls.

Previous game sessions, 1980 through 1985, caused me to have to type these up.

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Apparently lost track of my binder with this info, so I’ll just type it up new.

Spear thrower is for 6’ or 7’spears
1 per round; distances: 2”, 5”, and 8”

Atl-atl is for 5’ spears
1 per round; distances: 3”, 6”, and 9”

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I have decided to make changes for this rule in the player’s handbook.

On page 10, left hand column, there is a chart I am modifying for my game world.

Int 15-16 70%, 14 to 22
Int 17 80% 16 to 24
Int 18 90% 18 to 36
Int 19 97% 20 to all

These are spell book amounts. The spells per day is a separate chart in this blog.

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These are made to the ‘to hit’ rolls.


1. target adjustments

to target
hit movement rate
zero 3” or less
- 2 4”
- 3 6”
- 4 10”
- 5 17” ( maximum reduction to the to hit roll for movement)

2. firer adjustments

to hit movement
+ 1 if target is moving in a straght line
- 1 firer walking up to a 3” rate
zero firer standing still
- 5 firer on a galloping mount, Non-Barbarian/Nomad, without horsemanship
- 4 firer on a galloping mount, Non-Barbarian/Nomad, with horsemanship
- 4 firer on a galloping mount, Barbarian/Nomad, without horsemanship
- 2 firer on a galloping mount, Barbarian/Nomad, with horsemanship


Simplified missle flight times, not including seige engines.

under 50’ 1/2 segment ( 3 seconds)
50’ to 200’ 1 1/2 segments ( 9 seconds)
200’ to 400’ 2 1/2 segments ( 15 seconds)
400’ to 600’ 3 1/2 segments ( 21 seconds)
600’ to 800’ 4 1/2 segments ( 27 seconds)

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1. non-combat

movement           distance traveled               distance traveled
rate               in one game minute              in one game segment( 6 seconds)
 4"                         40'                                     4'
 6"                         60'                                     6' 
 9"                         90'                                     9'
12"                        120'                                    12'
15"                        150'                                    15'

Outdoors: 1” = 1 mile in one day of walking. This is subject to terran, load carried, and weather.

2. combat, or melee, for 3 1/3 foot hexagon/squares

Movement                 clothing or             action
rate                       armor                 possible
15"                   normal clothing,           move 4, melee or missle
                      Bracers of Defense,        move 5 and no action
                      Monk, Barbarian            run 6, roll 4d6 vs. Dex or fall
=================================================
12"                any magic armor or mail,      move 3, melee or missle
                   leather, elfin chain mail     move 4 and no action
                                                 run 5, roll 4d6 vs. Dex or fall
==================================================
 9"                banded, chain mail,           move 2 or less and action
                   padded, ring, studded,        move 3 and no action
                   thief with Boots of           run 4, roll 4d6 vs. Dex or fall
                   Elvenkind moving
                   silently
==================================================
6"                bronze plate, field plate,     move 1 or none and action
                  full plate, plate, scale,      move 2 and no action
                  splint, thief moving silently  run 3 ; roll vs. Dex
==================================================
4"                encumbered ( carrying          move zero and action
                  maximum weight load            move 1 and no action
                  for your character's strength) run 2 and roll vs. Dex

Turning around takes 1 hex/square of movement.

distances in hexes/squares:

1 hex = 3 1/3 feet; 2 = 6 2/3 feet; 3 = 10 feet; 4 = 13 1/3 feet; 5 = 16 2/3 feet; 6 = 20 feet; 7 = 23 1/3 feet; 8 = 26 2/3 feet; 9 = 30 feet; 10 = 33 1/3 feet; 11 = 36 2/3 feet; 12 = 40 feet; 13 = 32 1/3 feet; 14 = 46 2/3 feet; 15 = 50 feet; 18 = 60 feet; 21 = 70 feet; 27 = 90 feet; 30 = 100 feet.

Note on 15” movement rate:

A Barbarian can do this rate for up to 9 hours if the character has taken no damage. A Barbarian character can still move at this rate even if they have taken damage. Example: A Barbarian with 45 hit points has taken 23 hit points in damage. That is 9 hours times 0.51 = 4.59 hours can move at this rate.

All other character races can move a maximum of 1 hour at this rate. After the 6 turns, 1 hour, the character must slow to a 6” movement rate for 4 hours of walking, or sleep for 2 hours, before going back to the 15” movement rate. If the character continues at the 15” rate after 1 hour, the player must roll 4d6 vs. Constitution. failure means the character has collapsed. The character must rest for 4 hours after 3d10 + 5 rounds of unconciousness.

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