Article: 133584 of rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!newsfeed.internetmci.com!lamarck.sura.net!mother.usf.edu!luna!pgrenier From: "Paul Brandon Grenier (POL)" Newsgroups: rec.games.frp.dnd Subject: Realism in AD&D (long!) Date: Mon, 22 Apr 1996 01:22:11 -0400 Organization: University of South Florida Lines: 580 Message-ID: NNTP-Posting-Host: luna.cas.usf.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-Sender: pgrenier@luna This is a complilation of my favorite rules adjustments for AD&D. I find them most useful and easier to play and run (once you get used to them). This was origianly an article, so some tables and footnotes will seem out of order and stuff. Just reply if you have questions (please don't quote the whole post). I'd like to thank TSR for a great product and years of customer service, I'd also like to thank Chaosium, West End Games, and contributors of the Tome of Vast Knowledge: An Internet Reference Guide. AD&D Rules Addendum There are some minor changes to the attribute system and magic system, and one major change to the combat system. All of the changes are designed to make the game more fun, easier to play and understand, and less cumbersome while keeping an edge of realism. Strength, Size, and Hurting Things Since Force = Mass x Acceleration, I have adjusted the damage modifiers for Str to now use a combination of Str and a new attribute called Siz (size). This Siz differential is the major difference between humans and demi-humans--to the humans' advantage. Hit points are derived from Siz + Con divided by two. This gives humans and larger creatures another advantage. "Mortality" is directly related to size, unless something magical says otherwise. Players will now be able to "measure" their opponents much like in real life. If something is big and muscular, it can do a lot of damage, and has a lot of hit points. This may seem obvious, but AD&D need not necessarily work this way. This also eliminates the need for class, level, and class combination restrictions necessary in the old system to "balance" the races. In the new AD&D combat rules, smaller combatants have a better base initiative--which "balances" gnomes and halflings among the demi-humans. Non-traditional character races will generally have a smaller pool of "race points" and will be openly discriminated against by Farun's citizenry (players be warned). Not to worry, "monsters" are also under the same rules, and as such may become more or less of a real threat because of it. Bugbears for example, are described as very muscular (14+ Str) and seven feet tall (18 Siz), which would suggest a +3 damage bonus, not +2 as listed. Conversely, Dopplegangers are man-sized--and no mention is made of any superior strength quality, natural weaponry, or magical/psionic attack-- so they could not do the normal 1-12 damage listed, instead they would do 1-3 like other humanoids, with +2 damage bonus at the most. Combat and Hitting Things Combat is a little different in this AD&D game than others you have played. Instead of gaining hit points each level (a rather obscure and often debated measure of fighting ability) each class will progress at a different level of Defense, much like THAC0. Just like THAC0, Defense bonuses are based on level and class, and improve over the course of the game. Defense bonuses will add directly to AC, which will make the character harder to hit, and thus harder to kill. Because spells still do mega damage at higher levels, characters will divide damage from spells by their level before any saving throws are made. This levels the playing field for everyone, the more powerful you are, the less likely that you are to feel the full brunt of the magical forces. For example, Astorwrath, a tenth level mage, casts a fireball on you. You are level 3 (any class). Astorwrath rolls 60 damage, his maximum! You will take 20--and die--unless you save for half. If you save, you only take 10, very survivable. In the above example, anyone but a hearty fighter would have been toast at that point. Why should a fighter, of all classes, be able to avoid the effects of a spell better than anyone else (the divinely gifted priest, the lucky rogue, the magical mage). Armor, Defense, and Avoiding a Blow Armor has a different role now. Armor is a last defense, but a life-saving one. Armor now has two ratings, Deflection and Absorption. Deflection works like the old armor but to a lesser degree, and Absorb reduces each blow's damage directly. This means that a character wearing chain mail that is hit by a dagger for 4 damage, only takes 1, since the chain absorbs 3. Just like the rules in the Complete Fighter's Handbook, armor has damage points, that must be repaired or it will loose effectiveness. A suit of armor that looses half of its damage points is only half effective, and a suit that looses all points is ruined beyond repair. A character with the armorer proficiency can mend d3 damage points per blow without the use of a shop and special tools. These damage values are also listed in table 1.6. Furthermore, armor cannot absorb damage from spells--go Mages! This makes mages fearsome opponents from a distance because many of their spells automatically hit. Fighters are equally feared by mages in close combat, for the differential in fighting ability and the fact that one good blow could level a defenseless mage. Magic Finally, the magic system is different but not hard to understand. Casters have a Mana pool, which increases over time. This is used like energy to cast spells. Mana is equal to Int for mages and to Wis for priests. A dual, or split, classed character can choose which is higher. Over time this pool will grow, but it becomes increasingly harder to expand with higher level until it is "maxed out." Character spell level is exactly equal to the character's level divided by two. This will save some of the aggravation of having to consult charts every few minutes when "memorizing" spells. The only difference is that no spell-caster may prepare more than one copy of any spell, unless it is intended to be "double-cast." There are also two new ways to cast spells--one is empowered-casting. This represents a mage expending more than normal mana to produce a grander effect, although some spells may remain unaffected by the "power surge." Any spell cast when double the normal amount of mana is used will be cast as if it were cast by a mage of 1-4 levels higher. The second type of new casting is double-casting. Casters may not memorize a spell more than once unless it is going to be double-cast, or the second is a different version (researched or granted as such). When Double-casting, a caster may cast two spells simultaneously, these spells must be V,S ONLY! They must have the same trigger word and same target. It is not possible to also manipulate the material components of the spell, that is why M spells cannot be double-cast. An example is Magic Missile. A mage can memorize it twice, but must cast them both together and then also have them target the same creature. This encourages a variety of spells in game play--besides, in this system, reduce and enlarge can be awesome spells. Astowrath, a fifth level mage, casts enlarge on his companion, changing him from Siz 18, Str 18 to Siz 27, Str 27. This more than doubles his damage bonus from +5 to +12, and gives him 9 extra hit points!Other spells are better too, cure light wounds can bring a nearly dead companion back to full, what a great spell! Some spells even work a little different. Armor, for instance, works like "scale-mail" as per the spell, so it works like scale-mail in this system. Which means that the armor will dissipate when the armor has taken eight damage, not the wearer. Table 1.1 Str+Siz TH/Dmg 2-3 -5/-4 4-6 -4/-2 7-11 -3/-1 12-13 -2/-1 14-16 -1/none 17-23 normal 24-25 +0/+1 26-27 +1/+1 28-29 +1/+2 30-32 +1/+3 33-35 +2/+4 36-37 +2/+5 Table 1.2 Max Siz by race Human 18 Half-Orc 16 Half-Elf 15 Dwarf 14 Elf 12 Gnome 9 Halfling 8 Table 1.3 Siz and Str Humanoid Base Approx. Siz Height Weight Game Size Initiative Dmg Bonus 1-9 <4' 120 Tiny/Small Very Fast none 10-19 4'-7' 500 Man-Sized Fast none-1d6 19-50 7'-12' 920 Large Average +1d6-+5d6 50-127 12'-25' 1350 Huge Slow +2d6-+15d6 127+ 25'+ ------ Gargantuan Very Slow +6d6+ Table 1.4 Mana increase by level Level Multiplier 1-4 1.45 5-8 1.35 9-12 1.25 13-16 1.15 17-20 1.10 21-24 1.05 Table 1.5 Spell Cost 4 mana/lvl +1 for specialist out of school -1 for specialist in school x2 for power-casting [cast at d4 lvls higher] Table 1.6 Armor deflect absorb DP Dex mod. Leather 0 1 10 0 Padded 0 1 10 0 Ring 1 1 15 -1 Studded 1 1 15 -1 Scale 1 2 20 -2 Hide 1 2 20 -3 Chain * 1 3 25 -2 Splint 2 3 30 -2 Banded 2 3 30 -2 Plate 3 3 35 -3 Field Plate 3 4 40 -3 Full Plate 3 5 45 -3 * Chain mail has only a 1 absorb rating against blunt weapons. Table 1.7 Shield deflect max P deflect v missiles Buckler 0 1 1 Small 1 2 2 Medium 2 3 3 Large (Body) 3 4 4 Table 1.8 Combat This is a reminder of all the factors involved in calculating the new system's combat options. Parry AC Bonus for Class/Level Armor Deflect Shield Deflect Special Weapon Training TH Bonus Racial TH Bonus Str/Siz TH Bonus Dex Bonus (Def. Adj.) (-1 v hurled weapons) (not possible against fired missiles) Dodge AC Bonus for Class/Level Armor Deflect Shield Deflect v Missiles Dex Bonus (Def. Adj.) (-3 v fired missiles) Attack THAC0 Bonus for Class/Level Special Weapon Training Bonus TH Racial Bonus TH Str/Siz Bonus TH (1/2 for bows and hurled weapons, not vs. a dodge ) (Dex Bonus - Miss. Att. Adj. for firing missiles or hurled weapons) Damage Special Weapon Training Bonus Racial/Hatred Bonus Str/Siz Bonus Dmg Critical Hit Damage Bonus * * Critical hit is scored on 18+ when the attack succeeded by 5 or more CH Level 1 - TH roll, 18+ and hit by 5+ = x2 dmg CH Level 2 - 2nd roll, hit by 6+ = x3 dmg CH Level 3... - 3rd roll..., hit by 7+... = x4 dmg... Table 1.9 New THAC0 and Defense chart by class and level Warrior THAC0/Defense (and Thief Dodge) lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 TH 20 19 18 17 16 15 14 13 12 11 10 9 8 7 D 1 2 3 4 5 6 7 7 8 9 10 11 12 13 Priest THAC0/Defense (and Bard Parry) lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 TH 20 19 19 18 18 17 16 16 15 15 14 13 13 12 D 1 2 2 3 4 5 5 6 7 7 8 9 9 10 Rogue THAC0/Defense lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 TH 20 20 19 19 18 18 17 17 16 16 15 15 14 14 D 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Mage THAC0/Defense lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 TH 20 20 19 19 19 19 18 18 18 17 17 17 16 16 D 1 1 1 2 2 2 2 2 3 3 3 3 3 4 Monster THAC0/Defense lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 TH 20 19 18 17 16 15 14 13 12 11 10 9 8 7 D 1 2 3 4 5 7 8 9 10 11 12 13 14 15 Combat Actions Feint - This action expends one attack, add the positive difference between the "skilled" total and the AC of the opponent to the next attack. This can only be performed in melee combat. Cover - A character who has a missile weapon ready to fire can cover a creature or an area. This character automatically wins initiative in any round he wishes. Berserk - A character engaged in melee can forfeit his defenses to gain extra attacks. The character receives no bonuses for defense except those provided by armor or shield. The character may then use parries as attacks, each attack that round has a cumulative -2 penalty. Turtle - A character may forfeit all attacks to have extra defenses. This character may use attacks as parries. This results in the bonus for Class/Level being doubled. If a shield is used this way, it looses deflection bonuses because the character is just flailing it to protect himself. Guard - A guarding character can hold to protect themselves by attacking anyone who comes in range. Charge - This multiplies the movement of a character by 1.5, and gives them a +2 to hit. These characters loose any AC bonuses for Dex and suffer a further +1 penalty. Warriors can defend twice a round for each attack they have. Priests can defend once for every attack for lvl 1-4, 3/2 x the number of attacks from lvl 5-8, and twice per attack at lvl 9+. Rogues can defend once except that Bards parry like Priests and Thieves Dodge like Warriors. Mages always get one defense bonus per round regardless. When a character has no defenses left, he no longer gains the AC bonus of the Defense skill, but still gains bonuses for Deflection, Dex, etc... A Shield or off-handed weapon always adds 1/2 attack, so in the hands of a Warrior or skilled Priest, a shield gives 1 extra parry each round. When a character does not use all of his parries for the round but is still in melee, he may make one opportunity attack at the end of the round, regardless of the number of unused parries. Anytime a character Dodges, he may no longer attack for that round. Dodging missiles is difficult, and is therefore always at a -3 penalty. Speed and Initiative A character can never act faster than his weapon, item, or spell. If a character can act on fast, but is using a slow weapon, he attacks on slow. The only exception is a missile weapon specialist who is covering, he can increase his initiative by one phase (usually to Very Fast). Table 1.10 Weapon Speed Item Casting Time Initiative 0-2 Very Fast 3-4 Rod, Staff, Wand 1-3 Fast 5-7 Potion, Misc. 4-6 Average 8-12 7-9 Slow 12+ Scroll 1r+ Very Slow Table 1.11 Magic Bonus Move* Init. Change -2 5 or less -1 phase +1, -1 none +2,+3 19 or more 1 phase +4, more 2 phase * Add Siz/Str TH bonuses and/or Dex reaction bonuses to base movement Attributes and Training This is a new idea and as of yet is experimental. Attributes can be improved each level. Each level choose a requisite attribute for the present class, then roll d100. If the result is less than 91-(5 x Attribute), then the score will rise one point with the new level. Note on Weapons Some weapons have a different damage die, they include quarterstaff (d8), warhammer (d6), longspear(d10), sling(d8), staff sling(d10), and the lance adds damage bonus for the mount instead of dealing x2 (but also adds the target's damage bonus if the target is also on a charging mount). Player's Option: Combat and Tactics, 18. See Monsterous Manual, 32. See Monsterous Manual, 60. See The Complete Fighter's Handbook, 106. See Players Handbook, 131. For humanoids, Siz = 6(A-5)+7, where A = height in feet, 4-legged creatures are humanoid Siz x 1.5.Str is often Siz +/- 10 depending on the build and training of the creature. Dmg Bonus = ((Siz + Str-24)/16)6, round up all fractions. TH Bonus = Dmg/2. For 4-legged creatures, charge = full dmg, kick = 1/2, swipe = 1/4. Ex: A Red dragon that is 19 ft. at the shoulder swipes at you, Frostie takes the damage for a sword sword (long claws) + 24 damage. A Frost Giant (21') swings his axe for d12+69 damage! Red has 79 hit points (say g'night Red). This represents the fact that a shield is covering part of the user's body, against hurled missiles the bonus is the same, because they are larger and harder to deflect. This represents the ability of a stronger or larger individual to knock blows aside. This is because the attackers power to push through a parry/block is not a factor. Str/Siz bonus and racial bonuses are not applicable to the situation since these deal with breaking through a parry or block. See Player's Option: Combat and Tactics, 25. Ibid., 26. Ibid., 24-5. Ibid., chapter 7.