Showing posts with label Optional Rules. Show all posts
Showing posts with label Optional Rules. Show all posts

Sunday, March 25, 2018

Optional Rules: Jousting


This article only covers tournament jousting, not combat jousting. General tournament rules will follow in a later article. These optional rules were written for Swords & Wizardry, using the single saving throw rules.

In a tournament joust, the normal rules for initiative are not used. Instead, both parties are considered attacking at the same time. One normal attack roll is made by each rider during a pass. These attack rolls may be modified by any Strength modifier "to-hit" bonuses. Armor class is NOT modified by Dexterity.

Any modified roll of 11 or better counts as a touch, for 1 Point. The lance does not shatter.

Any modified roll that hits the opponent proper (die roll hits AC 2 [17]), the lance does 2d6 (plus Strength modifier) non-lethal damage, and shatters, counting as 2 Points. Any attack roll that unhorses an opponent shatters the lance, but only counts as 4 Points, not 6.

Any roll of natural 1 unintentionally hits the opponent's horse, usually resulting in paying a monetary penalty to the opponent, and possible disqualification if deemed intentional.

Any roll of natural 20 automatically unhorses the target, no Saving Throw is used.

Riders that are properly hit must roll a Saving Throw, with failure resulting in being unhorsed. Falling from a mount does 1d6 non-lethal damage.

This Saving Throw is modified (up or down) by any difference between the rider's and the opponent's Strength "damage" modifiers, plus any difference between their mounts.

Mount Modifier:
+2   Heavy Warhorse - Destrier
+1   Medium Warhorse - Courser
+0   Light Warhorse - Hobby
-1    Poor Warhorse - Rouncey


Four passes (tilts) will be made, or until one or both riders are unhorsed, whichever is first. It is possible to tie during advancement, but the final challenge to determine champion must be settled.

1 Point - A hit upon the opponent's shield (touch)
2 Point - A proper hit upon an opponent, lance shatters
4 Point - Unhorsing  an opponent, lance shatters but still only counts as 4 Points


Disqualifications occur for the following:
  • Intentionally striking an opponent's mount
  • Intentionally using a non-blunted lance
  • Not bringing one's mount up to speed (moving too slow) during the pass
  • Not presenting a proper target (funny business in the saddle like "trick riding")
  • Striking an opponent that has dropped their lance
  • Intentionally striking an opponent to kill/harm
  • The use of magic at any time
  • Healing while on the field

Tournament rules are in place for the safety of participants. The games are a matter of honor and skill, with the risk of severe injury and death reduced when possible. Participants that intentionally cheat, reduce the status of the tournament and cheapen the affair.

The use of magic is prohibited. The use of unusual or enhanced mounts is prohibited, including a paladin's special warhorse. Magical healing during the tournament is prohibited.

Participants must wear plate mail, helmet, and shield. They must also use a warhorse. These rules ensure that only properly trained mounts are used, and the participants are protected.. with the unspoken understanding that the cost of such equipment also keeps "the rabble" out of competing.

The DM may create additional rules or change rules as they wish, but MUST announce the rules at the start of the tournament.







Sunday, February 25, 2018

Optional Rules: Magnificient Mounts

OR, What Color Is My Horse?

"Young Wyatt's eyes were glued to the riders on either side of the jousting list. He couldn't believe how fast their mounts moved as they barreled towards each other, hooves thundering, their rider's armor flashing in the bright sunlight as their lances locked into place. It only took seconds for the horses to reach each other and the impact the lances made upon the opposing shields was tremendous, but the horses kept stride as if nothing had happened.
The 12 year old couldn't help but be fascinated by the horses. He started working with them at the age of 6 when he entered the service of Sir Aston Wyndham, a local knight. Because of his lowly birth, Sir Wyndham could not take Wyatt on as either paige nor squire. However, he did allow Wyatt to serve as a stable hand for Wyatt loved being around all the horses. He had a knack for getting them to behave. Especially Sir Wyndham's spirited Hobby, Shadow.
The cheers from the jousting field brought the boy's attention back to the riders. One of them had just been unhorsed and his squire was chasing after the knight's loose Courser. As the squire worked to get the wayward mount under control, the crowd started to murmur. Wyatt looked to the end of the field. He had only heard tales of how large and powerful a Destrier was, but he never imagined that he would see one. The horse was so big, the boy could have walked right under its belly without having to duck. His eyes were glued to the field as the riders lined up, the Destrier pawing at the ground, ready to charge. And then the thunder began. The rider urged the Destrier forward and Wyatt could feel the ground shake every time a hoof struck the dirt. He had to duck for cover as the rider's lances hit each other's shields. There was so much power behind the Destrier, that both lances exploded into splinters as the other rider was knocked off his horse, slamming into the dirt some feet away. Wyatt couldn't believe it! He had never seen anything like this before.
"Wyatt!" A voice called out. "Wyatt! Where are you? There is still work to be done!" Wyatt jumped. He was in for it now. He was supposed to be out getting water for Sir Wyndhams Courser. He had stopped to watch the joust instead. He climbed off of the fence that he had been using for a seat, dropped onto the bucket he had used as a step stool, then ran towards the trough as fast as his scrawny legs could carry him."



Horse breeding in medieval times was very different from modern horse breeding. Unlike modern times, where breeders keep track of breeds and bloodlines, medieval horse breeders did not. The animals were seen as transportation and tools for farming. But eventually, horses made their way on to the battlefield and people began to realize how essential a good horse was. They began to breed horses for selective traits. Most medieval horses were bred for a purpose and were classified into several categories. A break down of the various categories follows.

Destriers: Destriers were highly prized and admired for their war capabilities. They were well trained and required to be strong, fast, and agile. They were not very common and were well suited for jousting. While they were big, they weren't always as big as modern draft horses (ex. a Clydesdale). They were also encourage to be spirited and aggressive. These are the equivalent of a heavy war horse

Coursers: Coursers were light, fast, and strong. They were a cheaper version of a destrier and more common among poorer knights. While they were commonly used for battle, they were also used for hunting. They are classified as medium war horses.

Hobby: A hobby is a light weight war horse that is known for being quick and agile. It was commonly used by light cavalry for skirmishing or hit and run tactics.

Rouncey: A Rouncey was a general all-purpose horse. It could be used for riding or war. Commonly used by poor knights or squires. They can sometimes be used as pack horses, but never cart horses.

Palfrey: A Palfrey could be just as expensive as a Destrier. It was popular among Nobles and highly ranked knights for riding, hunting, and ceremonial use.

Jennet: A Jennet is a smaller horse or pony, favored by the ladies. They are easier to care for than a Palfrey and many ladies would use them for pilgrimages or traveling long distances. 

Cart Horse: These are horses that are not trained to handle a rider. They are only used for pulling carts.

Donkey : Mostly used as pack animals or work animals. They can be ridden, but only by light weight riders.

Mule: Mostly used as a pack animal. They are generally more docile and easier to handle than a horse, but it cannot be used to breed. They are bigger than donkeys.


Suggested pricing for horses:

  • Destrier 400g
  • Courser 200g
  • Hobby 100g
  • Rouncey 50g
  • Palfrey 150g
  • Jennet 40g
  • Cart Horse 20g
  • Mule 20g
  • Donkey 8g

A horse's coloring can be extremely varied. There are so many possible combinations of base colors, patterns, and markings that it became next to impossible to draw up a random horse table without it being 2 pages long. So after many failed attempts, and several moments where I ALMOST threw my computer out the window, I stripped it down to the most common markings and colorings. In order to use the table, first roll to determine your horse's color. Then roll to determine if the horse has any markings. Some results may increase the value of the horse. A lack of markings, or a pure white color, was really desirable. 
Colors: Roll 1d6 to determine the base color
1: Bay: Body color ranges from a light redish brown to a dark brown with black manes, tail, and lower legs. Can have Markings
2: Black: Solid black coat. Can have Markings.
3: Buckskin: The body coloring is similar to a tanned deer skin with a black mane and tail. No markings
4: Chestnut: Reddish body color with no black. The mane and tail are the same color. Can have Markings
5: Grey: Solid Grey coloring. Can have markings
6: White: Solid White Coloring. No Markings. Increase the horses value by 50% due to a rare coloring.

Type of Markings: Roll 1d6
1-2: No markings. Increase horses value by 10% 
3-4: Facial Marking
5-6: Leg Markings

Facial Markings: Roll 1d12
1: Blaze: Wide strip of white on the face that stops around the nostrils.
2: Stripe: A thinner version of the Blaze.
3: Stripe and Nose: Stripe that runs past the nose and across the lips.
4: Irregular Blaze: An oddly shaped stripe running across the face.
5: Interrupted Stripe: The stripe is broken on the horses face.
6: Bald Face: A wide Blaze that covers most of the horses face. The horse might have blue eyes because of this.
7: Faint Star: Horse have a very small white spot (usually shaped like a diamond) on its forehead.
8: Star: White spot on the forehead, usually shaped like a diamond.
9: Irregular Star: Oddly shaped white spot on the forehead.
10: Star and Stripe: Stripe on the face that blends into a star. The star must be wide than the stripe in order for this marking to be called a Star and Stripe.
11: Snip: Just a little white spot on the nose of the horse.
12: Lip Masking: White marking on one or both lips.

Leg Markings: How many legs are marked? Roll 1d8
1: Front Right
2: Front Left
3: Back Right
4: Back left
5: Front legs, both with the same marking
6: Back legs, both with the same markings
7: Front legs, both have different markings
8: Back legs, both have different markings


Type of Leg Markings: Roll 1d10
1-2 Stocking: white marking that extends at least to the bottom of the knee or hock, sometimes higher.
3-4 Sock: white marking that extends higher than the fetlock (ankle joint) but not as high as the knee or hock. This marking is sometimes called a "boot."
5-6 Fetlock: white marking that extends just over the fetlock(ankle joint), occasionally called a "boot."
7-8 Pastern: white marking that extends above the top of the hoof, but stops below the fetlock.
9-10 Coronet: white band just above the hoof , usually no more than 1 inch high

Age of Horse: Roll 1d6
1 Foal: A young horse that is under one year of age. It can be either male or female. Subtract 25% from the base price of the horse since it cannot be ridden until it becomes a yearling. Roll 1d6. 1-3 is Male. 4-6 is female
2 Yearling: A horse of either sex that is between one and two years old. Roll 1d6. 1-3 is Male. 4-6 is female
3 Colt: A male horse between the age of two and four.
4 Filly: A female horse between the age of two and four.
5 Mare: A female horse four years old and older.
6 Stallion: A non-castrated male horse four years old and older.
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Resources:

About the Author


Today's article is by our special guest contributor, Rachel Williams. Rachel is a manager at a popular national food franchise, and long-time gamer in both video and table-top media. She is an avid history buff and can often be found glued to the PBS channel and streaming documentaries.. usually far later into the night than she should.

She lives in Upstate New York, with her adorable cat and equally adorable husband (the Editior). 

Tuesday, February 20, 2018

Optional Rules: Situational Bonus

Image courtesy of https://www.goodfreephotos.com
Situational Bonus - Sometimes, if a player fails a die roll by 1 point, I'll watch to see if the player (not character) stuck their tongue out during the attempt. If they did, I give it to them.

And if they catch on, I roll a d6 to see if it counts depending on where the tongue was sticking out.

1-2   player's left side of mouth
3-4   player's mouth, center
5-6   player's right side of mouth

Why? Because it's a game, and we play to have fun.

P.S. Funny faces, vocal sound effects, and appropriate movie quotes have been known to invoke bonuses now and then.

Wednesday, February 14, 2018

Optional Rules: Holding Your Breath

There are several occasions that can occur during a game when a character may wish to hold their breath. Unfortunately, not all systems provide rules for this. Of course, you as DM, can create your own rules for these circumstances, but then I wouldn't have anything to write about today.

In our home campaign, we use the following rule. A character can hold their breath for one (1) round (minute), plus one (+1) round per point of Constitution over 10. Thus, a character with a Constitution of 15, could hold their breath for six (1 + 5) rounds (minutes). Characters are not penalized for having lower Constitution scores. Characters with a Constitution of 10 or less can still hold their breaths for at least one round.

A character holding their breath, may do so and still perform non-strenuous tasks, such as walking (or swimming slowly), carrying light loads, picking locks, etc.

Character that are running, carrying heavy loads, fighting, etc., can only hold their breath for half the time (divide by 2 and round up), with a minimum of one round.

Characters that attempt to hold their breaths longer, must roll a Save or they become unconscious that round and will then die the following round. Each consecutive round beyond accumulates a -2 penalty to this Save. Forcing yourself to hold your breath can be fatal. Of course, a healer can attempt to revive a "mostly dead" character, if the DM agrees.

Characters that are doing nothing at all, but holding their breath, may do so for twice as long.

As DM, you may rule that some characters, such as those that are excellent swimmers, clean outhouses for a living, etc., may hold their breaths twice as long because of practice. Yes, this means an excellent swimmer, doing nothing but holding their breath, can hold their breath four times longer overall.

Sunday, February 11, 2018

Optional Rules: Torches and Dark Lanthorns

The fighting combination of weapon and fire has been around since prehistoric times. Fire being the only form of light available to early mankind, it only makes sense that it would be used in conjunction with some means of attack during nighttime conditions. However, self defense against predators isn't the only time the combination has been of use. Not only can torches and lanterns provide light for an attacker to see by, they also provide a means to temporarily blind one's opponents. This is a fact often unrealized or ignored in game rules.




Some undead and other creatures are not effected by normal weapons, but are not immune to fire damage. Not every campaign is the same, so do not make assumptions. Always consult with your DM first.

Torches do 1d4 fire damage. While they may be used as a club, they are not as weighty as a proper cudgel. Each time a torch is used to beat something, it has a 1 in 6 chance of accidentally going out. If dropped, a torch will go out in 3-6 (1d4+2) rounds.

Lanterns are neither heavy, nor hardy, so using them as a bludgeon isn't an option. Yes, they may be used to strike a target, but usually only once, doing 1d4 damage. Intentionally breaking a  lighted lantern upon a target will do 1d4 fire damage, and 1 more point of damage per round for the next 2 rounds, and will also destroy the lantern.

Lanterns and torches may be used in combat to defend against small light weight melee (hand-to-hand) weapons. When used as such, improve the defender's armor class by one better. When used for defense, a lantern or torch can not be used to temporarily blind opponents, or as a bashing weapon.

Care must be taken, for if used in hand-to-hand combat, a lantern can be targeted by an opponent. On a successful attack against leather (plus any dexterity modifiers), a lantern can be broken, causing flaming oil to splash on the carrier (see above).

When in darkness conditions, lanterns and torches may be used to temporarily blind opponents in hand-to-hand combat. The attacker must call out their intention before making the attempt. Making the attempt does not count against the number of attacks the attacker may make that round, but does disallow the light source from being used offensively or defensively, that round. An opponent must make a Save, or suffer -1 on all to-hit rolls that round. Defenders actively using shields or cloaks to help block the light need not make Saves.

"Dark Lanthorns" (dark lanterns), or bullseye lanterns, carried by armed individuals with weapon in hand, is considered a crime in most cities, and brings stiff penalties. Thieves and ne'er-do-wells, use covered lanterns to carry out their crimes in secret, or to blind good people when setting upon them with nefarious intent.

Friday, February 9, 2018

New Magic Spells: Zero Level Spells I

The following are some zero level spells (Cantrips) for magic-users. This article does not include rules for zero level spells, just a list of such spells.


Ignore

Sometimes called, the "Jedi Mind Trick", by players. The caster creates an aura of disinterest around themselves and those standing close to them. Individuals and ceatures of up to three hit dice, that fail their Save, will lose interest in speaking to the caster and ignore them. This spell lasts for one round (Minute) per level of the caster.

Note: This spell will automatically fail against targets that are trying to activavely kill or capture the caster. Nor will a target ignore the caster if the caster is doing something they shouldn't be doing, like trying to pick a lock or take something that the target is guarding.


Perfect Fit

When cast upon non-magical clothing, footwear, and accessories, the items will permanently alter themselves in shape and size (up to plus or minus 50%) to fit the caster perfectly, or person the caster designates the clothing to fit. Once altered, the items stay that way, unless altered again with another spell.

Unless the DM specifies otherwise, this spell does not affect non-magical armor or weapons.


Fisherman's Friend

When cast on a fishhook or lure, it will attract the attention of any "good-size" fish is in the area. Note that this could in turn then unintentionally attract the attention of any "good-size" predators in the area as well. This spell lasts for 10 rounds (minutes).


Stay Fresh

When cast upon a container, sack, backpack, etc., anything placed within will be kept fresh, and free of pests. Any aromas and whatnot will not escape the container, thus keeping it from attracting critters looking for food. Note that this spell does nothing to keep containers waterproof, or protected from the elements. This spell lasts for one day, per casting.


Hold Water / Waterproof

This spell will make one item waterproof, thus allowing it to hold water, or keep water out. This spell is often cast on clothing and footwear to keep the wearer dry, or cast upon sacks and similar items so they may carry water.  The spell does nothing to make the item stronger, so a cloth sack could still rip if you filled it with too much water. This spell lasts for one day, per casting.


False Purse

When cast, if anyone attempts to pickpocket the caster, they must make a Save of else they will inadvertently filtch the prepared false bait purse/item over any other valuables. Of course, this spell requires a false purse or other target item upon which to cast the spell. This spell lasts for one hour per caster level.


Caught Red Handed

When this spell is cast upon an item, or object, the next living thing to touch it without first speaking the pre-set password, will end up with a completely red hand. This spell lasts for up to one full day, or until it is triggered. The red stain lasts for a full 24 hours after touching the guarded item, and can not be removed without magic or dismissed by the caster. The stain works through gloves. There is no Save.


Water Wings

This spell causes the target to float in water (or other liquids), even if wearing armor. The character effectively floats enough to keep their head above the surface comfortably. This spell lasts one hour per level of the caster. This spell can be cast underwater.


Jam the Door/Lid

A weaker form of Wizard Lock. This spell makes a door or container harder to open. Opening something "jammed" will take effort and time, most likely being a little noisey too.

Wednesday, February 7, 2018

Optional Rules: Potions, Edibles, and Other Consumable Magic Items

When we think of "potions", we usually think of one-shot items that we ingest, to manifest the stored power within. Unlike scrolls, the user need not be able to read the esoteric inscriptions, inscribed upon the specially prepared parchments, to activate the item's magic. "Potions" also tend to be less powerful than scrolls. In later editions of D&D, potions are equivalent to spells of the 1st to 3rd Spell Level (not the level of the caster). This is a good rule of thumb when deciding how powerful to make new "potion" equivalent items in your campaign.

In our home campaign, we've expanded "potions" into a category of one-shot magic items that are consumed (not necessarily ingested), to take effect. These items can be created by either traditional spell-casters, or alchemists (a semi-NPC-only class). Like traditional potions, they are consumed, applied, crushed, whatever, and expended in one use. All rules that apply to typical potions (duration, etc.) are generally the same for these new items.


You may choose the form of any "potion" found in your game, or roll 1d8 and consult the table below.
  1. Potion - Typically imbibed
  2. Ointment/Salve - Usually applied externally
  3. Drops - Dropped into eyes
  4. Essence - A "magic cloud" that infuses the user upon release from whatever item it was contained in.
  5. Biscuit/Cookie/Candy - Any form of edible can be used
  6. Herbs - Usually eaten, or worn as a charm
  7. Fumes/Gas - Inhaled
  8. Powder/Dust - Sprinkled over the user

Friday, January 19, 2018

Optional Rules: Healing, Medicines & Magic - Part Two


For game purposes, medical attention, is defined as care provided by anyone competently trained in the arts of healing. But first, a clarification. First aid, that is the immediate treatment of wounds to stop bleeding, and prevent further injury, is a basic skill possessed by many. Anyone who has spent any time at all on a battlefield, or trained in the use of violence, learns rather quickly how to keep themselves and others from bleeding out until competent help arrives.

But, for game purposes, just who can be assumed to have training in competent medically related skill? Many, but not all, clerics will be trained in such arts, as long as it is appropriate for their deity/order. Druids have training in the healing arts, with an obvious leaning towards herbal and natural remedies. It is not unusual for Rangers and Monks to have access to such training. Some magic-users, with the appropriate areas of study, may be competent healers, even though they do not have healing magics. Paladins may use healing magics, but are usually not trained in the medical arts, unless their deity/order is associated with such knowledge. However, any character with a reasonable background explanation, could have access to healing skills.

Those with knowledge of herbalism and alchemy, can locate, identify, and prepare specific plants, fungus, and other substances for use in creating non-magical potions, tinctures, poultices, powders, and other concoctions, for either beneficial or harmful purposes.

Healers double the hit point recovery of those under their care, per day. Up to six patients may be under a particular healer's care per day, to receive adequate treatment.

Some DM's may require a healer to make a Competency Check, when treating patients under difficult circumstances or severe medical issues. Simply roll under x4 healer's Intelligence + level (if their class applies to healing), expressed as a percentile dice roll. Rolling under this target number means the patient was competently treated. Herbalists and alchemists may add an additional x1 Wisdom + level, to this roll, due to the additional benefit of their knowledge and medicines.

Treating poisons and diseases always require a Competency Check, and allow a character a second Saving Throw, to reduce or negate the deleterious effects. It is up to each DM to decide what effect such intervention should have in game.

Medical Treatments:

Advanced First AidWhen a character is wounded, a healer can immediately treat the character's wound the next round, restoring up to 1d3 hit points, but no more than the original wound, or above the character's normal hit point total. This may only be done once per day. The healer may only be able to do so if left unmolested.

Treat Poison - If a healer can immediately treat a patient that has been poisoned within one round, then add +2 to the character's Save.

Slow Poison - Should a character fail a Save, they do not immediately die, though they will become incapacitated and unconscious. If a healer can begin treatment within three rounds, they may slow down the effects of the poison by one hour per point of Intelligence + level, of the healer.

Treat Disease - A healer treating a patient allows a +2 to any Save the character must make against the effects of a disease.

Slow Disease - Some diseases have quick, debilitating effects. A healer can often slow down these effects for hours, if not days, in an attempt to keep the patient alive until magical healing can be applied.

Medicinal Preparations:

Herbalists, physicians, and alchemists/apothecaries, can make either fresh, or preserved, substances to help treat poisons, diseases, etc. Freshly prepared are usually made within 24 to 48 hours. Preserved are specially prepared to last longer before being used, but have reduced potency.

Antitoxin - When ingested, give a character a +1 bonus to Save vs poisons for the next hour. +3 to Save if the preparation is freshly made. Price: 50 gold pieces per vial.

Panacea - When ingested, gives a character a +1 bonus to Save vs disease, or infection. +3 to Save if the preparation is freshly made. Price: 30 gold pieces per vial.

Wednesday, January 17, 2018

Optional Rules: Healing, Medicines & Magic - Part One


The following rules alter the recovery rates of natural and magical healing to some degree over the RAW (Rules-As-Written). Each DM is strongly encouraged to study them carefully before allowing them into their own campaign.

As written (in Swords & Wizardry), natural healing restores 1 hit point per day of uninterrupted rest. And four weeks of uninterrupted rest and recuperation will restore a character to full hit points, regardless of damage taken.

Extrapolating from this, we have integrated the following rules into our home campaigns. We call these rules, the Four Weekly Stages of Healing. They may seem complicated, but they're not. The progress of tracking healing this way is very simple and intuitive.


First Week: The character must rest uninterrupted. Any activities will re-open wounds and cause the character to begin to "bleed", losing 1 hit point per hour until the wound is properly tended to again.

Second Week: The character must rest, avoiding strenuous activities, or they will not regain any hit points for each day they are active. After the first week, a character also adds their Constitution bonus, if any, to the number of hit points they regain each week.

Third Week: The character may perform light duties and still recover hit points.

Fourth Week: The character can perform some strenuous tasks, but overexertion will negate the recovery of any hit points for that day.

Injured characters, under medical care, regain hit points at twice the rates stated above.

Using magic to accelerate the healing process works as follows. Any day which a Cure (Any) Wounds spell is cast upon the character, automatically bumps that character's level of recovery up by one week, if they are not completely healed outright. This may only happen once per day, no matter how many healing spells are cast upon the same character after the first, unless the character is healed completely.

Efficacy of spells and potions are as follows. Each day, the first spell cast upon the character, or potion imbibed, will heal the character up to the full amount of hit points allowed by its type. Any further spells or potions are reduced by half normal. This reflects the fact that magic can only do just so much per day to restore a character's health.

Sunday, January 14, 2018

Optional Rules: Giant Beasties

Sir Gawain battles a "Sea Dragon" - Prince Valiant - Hal Foster

I don't know about most new players these days, but back in my day, we used to get gnawed on by some of the nastiest giant critters around. I'm not talking about large monsters, though we ran into our fair share of those too. I'm talking about extra-large, to giant-sized, versions of normal animals. Of course, this was back before they started all this "dire" business with animals having sharp ridged boney plates.

Megafauna*, or "Giant" animals are nothing to sneeze at. Nature has spent millions of years honing dangerous predators to a fine killing edge, and with a little DM's help, larger versions become a real menace to even the most skilled and well-equipped adventuring parties. A random and unexpected encounter with a giant crocodile at a river crossing can really throw a wrench into your group's plans when they lose a mount or a pack animal, or four, within a matter of a few rounds!

Even animal types that aren't normally predators, become seriously dangerous when you increase their size. Aurochs, giant cattle, can quickly ruin your day when pissed off bull, the size of a large delivery van, decides to charge you. Normally harmless wild weasels that avoid human contact, become aggressive mean-eaters, when you make them the size of large hounds or even a horse. Keep in mind that "giant" anything generally have no normal natural predators in their habitat, because they are too dangerous to attack. Player characters often don't care about this fact and all too often underestimate these "stupid animals".

Giant versions of animals usually use the same successful hunting strategies of their smaller cousins. Hiding under the surface of the water, Laying in wait up in tree limbs, hiding in underbrush, or dugout holes. They can attack from hiding areas instantly, or cover enormous distances with horrific speed. As DM, don't be shy about using these tactics. Giant animals aren't just a collection of statistics to face off against. Don't just throw away some genuine opportunities to add color and bring the wilderness of your campaign to terrifying life. Use megafauna to your fullest advantage.

Because of their increased size, some DMs may rule that very large animals automatically gain initiative over opponents not attacking with reach weapons, such as polearms, or ranged weapons. Furthermore, they may rule that attacks using close combat weapons (most normal hand-held weapons) will initiate a free counter attack by the larger opponent. Even if attackers use spears and other polearms, some DMs may rule that the animal may get a free counter attack against the weapon, attacking an AC of 5 (plus any Dexterity bonus), to force the attacker to roll a Save, or lose their weapon to a break or disarm (roll 1d6; odds, the weapon breaks.. evens, it is torn from the hands of the wielder).

* - Megafauna, (from Greek μέγας megas "large" and New Latin fauna "animal life") are large or giant animals. - Wikipedia


Saturday, December 2, 2017

Optional Rules: Starting Attributes and Character Growth

In the earliest days of the hobby, having high attribute scores offered very little in the way of bonuses to character performance. Also, there was no system¹ for the growth of a character's attributes, though there were plenty of ways to have various attributes lowered.

At most, a character would enjoy a +1 bonus for having a score of 15 or better in a characteristic. These ranges and bonuses were later expanded upon, and only in later editions of the original game were rules put into place to allow characters to increase attribute scores as they progressed in levels.

Character generation also had a fair chance of creating characters with dreadful drawbacks, such as crippling low strength, intelligence, health, etc. It is true that some players can, and do, enjoy role-playing the hell out of such characters, for the most part such "hopeless" characters were scrapped and new characters had to be re-rolled, wasting everyone's time.

The following rules, written for my home campaign, allow character generation of solid, playable characters, and allow room for growth as they progress in level. These rules also go hand-in-hand with the optional rules for using attribute scores as percentages to  determine if a character's actions are performed successfully or not. (See this article here.)

As always, these rules are guidelines and may be adjusted as you, the DM, see fit for your own campaign. This system is intended for Player Characters only, not NPCs.

Instead of standard rules of using 3d6, characters are generated by rolling 2d4 and adding 7 to the total. Starting attribute scores will range from 9 to 15, with average starting scores ranging from 11 to 13.

2d4
%

Final Score
2
6.25
*
9
3
12.50
**
10
4
18.75
***
11
5
25.00
****
12
6
18.75
***
13
7
12.50
**
14
8
6.25
*
15

Players may add +1 to any one attribute of their choice upon attaining levels 3, 6, and 9. If the DM wishes, an additional +1 may be added to a character's prime attribute only for every three levels beyond 9th. If a character possesses more than one prime attribute, it is up to the DM to decide which may be raised.

Attribute Bonuses/Penalties Table:

Attribute
Bonus/Penalty
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3

Optional: Spell-casters are limited in the level of spells they may access directly related their prime attribute score. A character may only cast spells of a level for each point their prime attribute is over 10. If a magic-user only has an Intelligence of 11, then they are limited to first level spells. If they have an Intelligence of 14, then they are limited to a maximum of fourth level spells. This system is meant to be used in conjunction with the optional multi-classing rules which will be covered in a future article, so be sure to subscribe to this blog for that upcoming update.


¹ - Magic tomes found in random treasure tables, or the occasional odd magical statue or fountain, do not count as a system!