Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, November 2, 2012

New Rule: Ghouls

Since we made some changes on how ghouls paralyze foes, I thought I'd balance that out a bit.

Ghouls get 3 attacks per round, the infamous claw, claw, bite.

Claw attacks do not cause paralysis, only bites do.  But also, bites have a 5% chance of passing a disease onto the player which will kill them in 1d4 days turning them into ghouls unless a cure disease spell is cast.

Wednesday, October 17, 2012

Rule Updates: Combat

COMBAT ROUND SEQUENCE
  1. Initiative: 1d6 rolled by each side
  2. Winner of initiative acts first. Morale checks made for monster.
  3. Movement (order of DEX)
  4. Missile attack (order of DEX)
  5. Spells are cast (order of DEX)
  6. Melee (order of DEX)
  7. Other side acts from 3-6
  8. New round begins with initiative
COMBAT MOVEMENT
  • A character may move 1/2 their movement rate and attack in melee
  • A character may move 1/2 their movement rate and make one attack with missile
  • A character moving their full movement rate cannot attack with missile or melee unless charging
  • No movement is allowed when casting spells
  • unless attacker stops movement with the first 5' of encountering opponent's front or flank, opponent gains Attack of Opportunity 
CHARGING
  • Full movement and melee is allowed if movement is greater than half rate and in a straight line.
  • Defender gains Attack of Opportunity
  • Attacker does double damage
RETREAT
  • Fighting Retreat allows a character to move backwards at 1/2 movement without penalty providing a clear path
  • Full Retreat a character can move backwards at full movement but incurs an Attack of Opportunity without use of shield and opponent gains +2 to hit.
ATTACKS OF OPPORTUNITY
As mentioned above AOO occur in only three instances;
  1. defending against a charge 
  2. attacking an opponent in Full Retreat
  3. an opponent passing within 5' of character
 There are no other Attacks of Opportunity.

Flanking:  Having opponents positioned to the left and right of a target are considered in flanking position and gain +1 to hit and negates benefit from target's shield'

Attack from Behind: Rear position grants a +2 to hit and negates any benefit from target's shield

Drawing Weapons: You can draw a weapon and attack the same round but at a -1 to hit penalty

Monday, September 10, 2012

New Experience Rule

From now on PCs will receive full monster experience for monsters killed instead of splitting them between the party.

Example:  5 ghouls = 300xp.  Instead of a party of 5 PC getting 60xp each, each character involved gets the full 300xp.

Treasure experience points based on Gold Piece value will still be divided between party members as per standard rules.

Example:  2,000 gp = 2,000 xp divided equally to party.

Tuesday, March 22, 2011

Summary of a Wizard and His Spells

There has been some confusion on the acquisition of spells for the magic-user so I'm going to try to clarify the mechanics here. A Magic-user uses his intelligence to master and control the dark arts, thus his INT is the Primary Attribute. A Magic-user has a minimum and a maximum number of spells he can know based on his intelligence.

When a Magic-user obtains a new level, he can go through that level of spells and try to learn to use those spells. He rolls through the list of spells until he gains his minimum number of spells. He can add those spells into his spell book. Any additional spells that he want to learn and use he needs to find them from other Magic tomes up to his Maximum spells known per level.

When a MU finds a spell that he would like to add into his spellbook he needs to see if he can 'know' it. Knowing a spell is a percentage roll based on INT. If the roll is successful, the MU can know that spell and add it to his spell book for future use.

The cost and time for adding a spell to a spellbook is as follows:
Cost: 20-50gp for ink, which lasts for 2-4 spells
Time: one hour per spell level
Creating Scrolls
Magic-users may make a scroll of a spell they already 'know' (have in their spellbook) at a cost of 100 gp and 1 week's work for each spell level. The gold spent in this process counts towards experience. If he fails the roll to know the spell then he cannot add it to his spell book until he gains a new level and can attempt to lean the spell once again.

A magic-user cannot have more spells per level in his spellbook than is his Maximum number of spells. This too is based on intelligence.

Spells are very complicated mystic formulas and it takes a lot of intelligence to understand and harness this knowledge. The MU's brain can only hold so much knowledge, the higher INT the more knowledge he can hold.

Using Spells
  1. A Magic-user needs to memorize spells that he wants to cast.
  2. Once cast he forgets that spell and he needs to memorize it again.
  3. Memorizing takes time and rest.
  4. The only spells that he can memorize are the ones in his spell-book.
  5. The only spells that he can put into his spellbook are spells that he can know.