Thursday, 16 August 2012

Some House Rules

Wrestling
Roll initiative, higher wins.
A rolls to hit (grip) foe, STR bonus applies, target AC is 9 minus any DEX bonus.
If gripped, roll d6+STR mod to pin foe, must BEAT the foe's own d6+STR mod roll to win the match.
If B is not pinned, they roll to grip and pin A.
If neither side has been pinned, go to round 2 - roll initiative again.

Running/Pursuit/Flight
Every 30 seconds (3 rounds), each side rolls d6 per 10' of combat movement for distance covered, in tens of yards (eg 20' = 2d6x10 yards, 30' = 3d6x10 yds, 40' = 4d6x10 yds). If pursuers end in contact with pursuees, combat occurs - roll initiative.
Pursuit typically ends once the sides are 240 yards apart, depending on terrain.

Sunday, 5 August 2012

What levels mean

Level
0: Normal Men
1-3: 'Low Level' - most competent NPCs are in this range.
4-6: 'Mid Level' - experienced, capable characters.
7-8: 'High Level' - renowned adventurers and suchlike.
9-14: 'Name' or 'Lord' level; these characters can found their own dominions.
15+: Legends; these characters are extremely rare.

Specific Levels
8th Level - a renowned figure in the community, such as a Halfling Shire-Reeve (max level).
10th Level - a Lord, such as an Elf Lord (max level).
12th Level - a Great Lord, such as a Dwarf Lord (max level).
14th Level - maximum level for Human Lords.
15th Level - a legendary figure or Saint of Law or Chaos.
20th Level - The greatest human heroes of yore, such as Val Trionos, able to smack down Sauroth with the aid of your buddies. Able to contend with the Lords of Law or Chaos.
36th Level - maximum level.

Stables of Characters
At higher level it is wise to maintain a stable of PCs and Retainers, with a mix of robust but limited demi-humans alongside more fragile yet potentially unlimited human characters. Demi-humans often make good initial PCs, but will eventually be overshadowed by their human comrades.

Saturday, 4 August 2012

Combat


COMBAT RULES
Initiative

Roll once per side, then cyclical; each PC normally acts in turn but you can adjust this as desired- it's all pretty much simultaneous.

If you try to cast a spell in melee, opponents get a free attack on you; if they hit you lose the spell (and at 1st level you probably die anyway).

Combat Movement – see LL pages 52-53.

Move + Melee Attack (house rule that a straight-line charge gives +1 to hit)
Move + Missile Attack (Loading and firing a crossbow takes a full round, no movement)
Run: x3 standard movement, no attack
Cast a Spell, no movement

Movement in melee

5' step: I'm using a 5' step rule based on one from the Rules Cyclopedia version of BX/BECMI D&D, that if you are in melee you can move 5' on your turn. You can attack in melee then back up 5', but you cannot back up 5' then use a missile weapon.

Fighting Retreat: If you do not attack, you may withdraw backwards from melee at half your move rate as a full round action; eg 20' move = 10' withdrawal. Enemies do not get a free attack.

Running away: If you throw away any shield and flee for your action, you can move x3 your standard move. Enemies in melee get a free back attack on you, at +2 to hit.