Article: 14994 of rec.games.frp.dnd
Newsgroups: rec.games.frp.dnd
Path: email!news.univie.ac.at!paladin.american.edu!howland.reston.ans.net!ux1.cso.uiuc.edu!uwm.edu!cs.utexas.edu!uunet!mcsun!sunic!ugle.unit.no!alkymi.unit.no!brunborg
From: brunborg@alkymi.unit.no (]dne Brunborg)
Subject: A complete specialisation and crit-system
Message-ID: <1993May28.161643.1918@ugle.unit.no>
Sender: news@ugle.unit.no (NetNews Administrator)
Organization: Norwegian Institute of Technology
Date: Fri, 28 May 93 16:16:43 GMT
Lines: 415
OK, after all the talk about "20 always hit when you need 1000" etc, we
(ama@alkymi.unit.no, brunborg@alkymi.unit.no, dynna@alkymi.unit.no,
skar@alkymi.unit.no and skomedal@alkymi.unit.no) have come up with a system that
works fairly well, and we'd like you great netters to come with _constructive_
criticism about it.
Any congratulations should be posted to the net, so that everybody can see how
clever we are :-)
IMHO, this is a good system [gee, I'm modest] and we would like to have it tested
by you people out there, and give one of us your opinion (most probably me, as
I'm the one sending this out from my account.
The entire stuff is written in LaTeX(tm) -format, and should be easily accessible
to most of you. I'd prefer not to write it over to ASCII-format (I have my finals
at the moment).
OK, here it comes. Enjoy!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ + +
+ ++brunborg@alkymi.unit.no+ + "Yeah, alright! I've got something to say: +
+ + It's better to burn out, than fade away!" +
+ ++brunborg@solan.unit.no++ + +
+ o + (Def Leppard: "Rock of Ages", Pyromania 1983) +
+ - Adne Brunborg - + +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
^^^^^^^^^^^^^^^^^^^^^^CUT^^^^^^^^^HERE^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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\begin{document}
\begin{center}
{\huge \bf Specialisation systems for use with\\ 2nd ed. AD\&D.}\\
\end{center}
Single-classed fighters may specialise in one melee weapon and one missile
weapon at 1st level. Specialisation in multiple weapons is only possible with
those weapon the fighter is proficient in at first level (he may not become
proficient in dagger at 3rd level, and then specialise in dagger at 6th
level).
A character must train with someone with a highest grade of specialisation
than himself when advancing in specialisation levels. He may train himself,
but at double cost. He may 'reserve' slots for future specialisation.
Multi-classed fighters, paladins and rangers have a limited option of
specialisation.\\
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\begin{center}
{\Large Specialisation in Melee Weapons\\}
\end{center}
Only single-class finghters may ever achieve a higher specialisation-level
than {\it Specialist}.
Paladins and multi-classed fighters may specialise in one single weapon upon
reaching 3rd level (or above), but no further specialisation is possible.
Rangers may not specialise in melee-weapons.
\begin{center}
\begin{tabular}{|c|c|c|c|c|c|l|}\hline
{\bf Slots}&{\bf To-Hit}&{\bf Damage}&{\bf Att/Round}
&{\bf Chart Bonus {\scriptsize $^{\ddag \ddag}$}}
&{\bf AC bonus {\scriptsize $^{\dag \dag}$}}&{\bf Title}\\\hline
2 &+1 &+1/4 {\scriptsize $^{\dag}$}& &
&+1{\scriptsize $^{\ddag \dag}$} &Specialist\\
3 & &+1/4 {\scriptsize $^{\dag}$}&+1/2 &+1
& &Double-Specialist\\\hline
4 &+1 & & &+1
&+1 &Expert\\
5 &+2{\scriptsize $^{\ddag}$} & &+1/2 &
&+1{\scriptsize $^{\ddag \dag}$} &Master\\\hline
6 &+1 &+1/4 {\scriptsize $^{\dag}$}& &+1
&+1 &Champion\\
7 &+1 &+1/4 {\scriptsize $^{\dag}$}&+1/2 &+1
&+1 &Grand Master\\\hline
\multicolumn{6}{c}{(The numbers are all cumulative)}\\
\end{tabular}\\
\end{center}
%\begin{noindent}
{\bf {\scriptsize $^{\dag}$}:} Extra damage dice of weapon damage.
I.e. 1d8 + 1d2 for a normal longsword specialist.\\
{\bf {\scriptsize $^{\ddag}$}:} For Disarming only (see {\it DAC}).\\
{\bf {\scriptsize $^{\dag \dag}$}:} Melee only, in addition to normal parry
rules.\\
{\bf {\scriptsize $^{\ddag \dag}$}:} Verus equal weapon only.\\
{\bf {\scriptsize $^{\ddag \ddag}$}:} The ability to 'shift' in any direction
desired on the {\it Critical Hits and Fumbles} charts (q.v.), up to the
limit given.\\
%%%%%%%%%%%%%%%%%%END%%MELEESPEC%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%%%%%%%%%%%%%BEGIN%%BOWSPEC%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\begin{center}
{\Large Specialisation in Bows\\}
\end{center}
Only single-class fighters may specialise in bows from first level. Rangers
may devote two slots at first level, and add the 3rd slot upon reaching 3rd
level. They do not get any bonus from specialisation until they have devoted
all three slots that's needed. Paladins may not specialise in bows.
A bow specialist does not use the standard modifiers for range. Instead,
he uses those listed in the table below..
Furthermore, if he have an arrow notched and draw, he may fire one shot before
initiative is rolled. He still rolles initiative for his other shots during
that round as normal.
He also get multiple attacks as noted below..
The ``Max. R.O.F'' - number is only achieveable
by sacrificing accuracy, as listed in the table below.
To find the penalty, multiply the ``R.O.F.'' with the
number in the multiplier listed below that give you the desired
number of shots. The penalty listed are applied on all shots during that round.
\begin{center}
\begin{tabular}{ccc}
\begin{tabular}[t]{|c|c|}\hline
\multicolumn{2}{|c|}{\bf To-Hit modifiers for range}\\\hline
{Range}&{Modifier}\\\hline
Point Blank (6-60')& +2 \\
Short Range & +1 \\
Medium Range & 0 \\
Long Range & -3 \\\hline
\end{tabular}
&
\begin{tabular}[t]{|c|c|c|c|}\hline
\multicolumn{3}{|c|}{\bf ``Standard'' Multiple Attacks}\\\hline
Archer is: & Target is : & R.O.F.\\\hline
Still & Still & 4 \\
Still & Moving & 3 \\
Moving & Still & 3 \\
Moving & Moving & 2 \\\hline%& 4 \\\hline
\end{tabular}
&
\begin{tabular}[t]{|c|c|}\hline
\multicolumn{2}{|c|}{\bf Extra Attacks}\\\hline
Multiplier & Penalty \\\hline
x 5/4 & -3 \\
x 4/3 & -4 \\
x 3/2 & -6 \\
x 5/3 & -7 \\
x 7/4 & -9 \\
x 2 & -12 \\\hline
\end{tabular}
\end{tabular}
\end{center}
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%%%%%%%%%%%%%%%%%%%%%%%%%%END%%BOWSPEC%%%%%%%%%%%%%%%%%%%%%%%%
\clearpage
%%%%%%%%%%%%%%%%%%%%%%%%BEGIN%%DAC%%%%%%%%%%%%%%%%%%%%%%
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{\begin{center}
{\Large The DAC disarm-system\\}
\end{center}
This system is based on the principle that it's harder to disarm ar opponent
when
he's a better fighting man than you, and is not based on what armor type he's
wearing. DAC is an abbrivaion for (originally) ``Disarm Armor Class'', wich
have been shortened to ``Dis-Armor Class''.
In order to disarm an opponent, the attacker must make a successful attack vs.
the defender's DAC, as calculaed below.\\
\begin{center}
\begin{tabular}[t]{|r| c l|}\hline
\multicolumn{3}{|c|}{\bf Calculating DAC's}\\\hline
DAC =& &baseTHAC0\\
&|&19("disarm-factor")\\
&|&(to-hit-bonus for strenght)\\
&|&(to-hit bonus specialiation (includes the to-hit bonus for disarm only))\\
&|&(penalty for non-proficency)\\
&|&(AC-bonus for dexterity)\\
&|&(magical bonuses on defender's armor (not counting shield))\\
&|&1(if defender's weapon has a basket hilt)\\\hline
Option:&|&1(if defender have chain mail or similar gauntlets)\\
&|&2(if defender have plate mail or better gaunlets)\\\hline
\end{tabular}
\end{center}
The "disarm-factor" is decided like this:
\begin{center}
\begin{tabular}[t]{|l|}\hline
Joe Average is fighting his cousin Bill Average. They both have\\
Average ability scores (8-12). Joe decides to disarm Bill. They\\
are both 1st level fighters using long swords, in which they are\\
proficient. The question is: What number does need Joe to roll\\
to disarm Bill? This number is the "disarm-factor". In my ruling,\\
this number is 19, and this includes the -4 penalty for called\\
shot to arm. So, Joe tells he DM that he will disarm Bill. He\\
rolls a 17. He hits the hilt of Bill's sword, but not good enough\\
to disarm him.\\\hline
The DM may modify this factor as he likes.\\\hline
\end{tabular}\
\end{center}
Any disarm attempt causes no damage, as the blow is directed against the weapon
and not the man behind it. A disarm must be declared in advance, before
initiative is rolled, or the attack is concidered a normal attack.\\
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%%%%%%%%%%%%%%%%%%%%%%%%%%END%%DAC%%%%%%%%%%%%%%%%%%%%%%%
\clearpage
%%%%%%%%%%%%%%%%%%%%%%%%%%BEGIN%%CRITS%%%%%%%%%%%%%%%%%%%%
\begin{center}
{\huge \bf Critical Hit and Fumble system for use with 2nd ed. AD\&D.}\\
\end{center}
The d20 is used open-ended. When a natural 20 is rolled the attacker
rolls again and adds the results together until a 20 is no longer
rolled. The attacker then subtracts the attack-roll from his/her THAC0
the normal way. The margin between what the attacker hits and what
sHe needed to hit is read directly from the Critical Hits table.\\
The Critical Fumbles table are done the same way. When a natural 1 is
rolled, the attacker rolls again. If a natural 20 is rolled, it is
rerolled until something else results, just like it is done with a
critical hit. Then the sum is added to the attacker's THAC0. The AC
hit is then read directly from the table.\\
Specialists may have modifications to this (q.v.).\\
\bf
\small
\begin{center}
\begin{tabular}{|l|l|}\hline
\multicolumn{2}{|c|}{Critical Fumbles}\\\hline
AC hit&Result\\\hline
16&DEX check at a +2 bonus or trip\\\hline
17&DEX check or trip\\\hline
18&DEX check at a -2 penalty or trip\\\hline
19&DEX check at a +2 bonus or drop item\\\hline
20&Minor Distraction (-2 to hit next attack)\\\hline
21&Hit Other for 1/2 damage (friend if possible), roll to hit\\\hline
22&STR check at a +2 bonus or lodge weapon in something.\\\hline
23&DEX check or hit self for 1/2 damage. No STR or Specialization bonuses.\\\hline
24&DEX check or item must save vs crushing blow or be destroyed\\\hline
25&DEX check or drop item\\\hline
26&Major Distraction (-4 to hit on next attack)\\\hline
27&Hit Other for normal damage (friend if possible), roll to hit\\\hline
28&STR check or lodge weapon\\\hline
29&DEX check or hit self for 1/2 damage\\\hline
30&Item must save vs crushing blow at +2 or be destroyed\\\hline
31&DEX check + 2 or throw item 3d20 feet away\\\hline
32&Complete Distraction (lose all remaining attacks for this round, and all
next round)\\\hline
33&STR check - 2 or lodge weapon\\\hline
34&Hit self for 1/2 damage. Automatic hit, but no STR and Specialization bonuses
to damage\\\hline
35&Item must save vs crushing blow or be destroyed\\\hline
36&DEX check or throw item 3d20 feet away\\\hline
37&Attack last next round\\\hline
38&Lodge Weapon in something\\\hline
39&Hit self for normal damage. Automatic hit. STR, but not Specialization bonus
to damage\\\hline
40&Item must save vs crushing blow -2 or be destroyed\\\hline
41&Drop item. Recovery next round if DEX +5 succeeds. Attacks last in that
case\\\hline
42&Open Defence (+2 AC this and next round)\\\hline
43&Trip (prone this \& next round). Foe has +2 to hit\\\hline
44&Open Defence (+4 AC this and next 1d4 rounds)\\\hline
45&Throw item 3d20 feet away\\\hline
46&trip and bash head (stunned for 1d4 rounds). Foe is +4 to hit\\\hline
47&You overextend yourself and pull a few tendons. -2 to hit for 1d3
rounds\\\hline
48&Trip (stunned for 1d4 rounds + 1d3 hit points damage). Foe is +4 to hit
\\\hline
49&You overextend yourself. -4 to hit for 1d6 rounds\\\hline
50&Item must save vs disintegration or be destroyed\\\hline
51&Wide Open Defence. Lose DEX-bonus. Foe has 2 extra attacks at +4 to hit
\\\hline
52&Trip and hit head. Takes 1d10 points of damage, and is unconscious for
1d6 rounds.\\\hline
53&Lose item from sight. Recovery possible after 3d4 rounds of searching
\\\hline
54&Weapon slips from your grip, sails high above your head and comes straight
down. Take triple damage\\\hline
55&Fall and break an appendage. Broken member unusable until 50 points of
healing is applied\\\hline
56&Fall and get dirt in your eyes. 1d3 rounds to clean up\\\hline
57&Hit self for double damage\\\hline
58&Hit self. First roll is a 20. Take it from there\\\hline
59&Hit friend. First roll is a 20. Take it from there\\\hline
60&Save vs paralyzation or castrate self (male only)\\\hline
\end{tabular}\\
\end{center}
\begin{center}
\begin{tabular}{|l|l|}\hline
\multicolumn{2}{|c|}{Critical Hits}\\\hline
Hit Margin&Result\\\hline
1&minimum 2 points of weapon damage, unless maximum weapon damage is
lower\\\hline
2&minimum 3 points of weapon damage, unless maximum weapon damage is
lower\\\hline
3&minimum 4 points of weapon damage, unless maximum weapon damage is
lower\\\hline
4&minimum 5 points of weapon damage, unless maximum weapon damage is
lower\\\hline
5&minimum 6 points of weapon damage, unless maximum weapon damage is
lower\\\hline
6&minimum 7 points of weapon damage, unless maximum weapon damage is
lower\\\hline
7&minimum 8 points of weapon damage, unless maximum weapon damage is
lower\\\hline
8&maximum weapon damage\\\hline
9&Maximum weapon damage, opponent loses initiative next round\\\hline
10&Maximum +3 weapon damage\\\hline
11&Maximum weapon damage, foe is -3 to hit next attack\\\hline
12&Maximum weapon damage, you have +2 to hit on your next attack\\\hline
13&Maximum weapon damage, you receive an extra attack\\\hline
14&Maximum weapon damage, you receive an extra attack at +3 to hit\\\hline
15&Double weapon damage\\\hline
16&Maximum weapon damage, foe loses next round of attacks\\\hline
17&Maximum weapon damage, foe falls down and loses remaining attacks\\\hline
18&Maximum weapon damage, foe is stunned for 1d4-1 rounds\\\hline
19&Maximum weapon damage, you receive an extra attack at +4 to hit\\\hline
20&Maximum weapon damage, foe loses weapon, DEX-check to retrieve\\\hline
21&Maximum weapon damage, foe rolls a 1 on the next attack\\\hline
22&Maximum weapon damage +4\\\hline
23&Maximum weapon damage +5\\\hline
24&Double maximum weapon damage\\\hline
25&Wrist/Hand, double weapon damage, -1 to hit until healed\\\hline
26&Forearm - Bone, double weapon damage,-1 to hit until healed\\\hline
27&Forearm - Flesh, double weapon damage,-1 to hit until healed\\\hline
28&Upper Arm - Bone, double weapon damage,-1 to hit until healed\\\hline
29&Upper Arm - Flesh, double weapon damage,-1 to hit until healed\\\hline
30&Triple weapon damage\\\hline
31&Ankle/Foot, double weapon damage\\\hline
32&Shin, double weapon damage\\\hline
33&Knee, double weapon damage\\\hline
34&Flesh Wound to the leg, double weapon damage, no DEX-bonus\\\hline
35&Hip Socket, double weapon damage\\\hline
36&Pelvis/Groin, double weapon damage (*)\\\hline
37&Rib/Stomach, double weapon damage\\\hline
38&Rib/Liver, double weapon damage\\\hline
39&Lung, double weapon damage (*), CON-check to continue fighting\\\hline
40&Quadruple weapon damage\\\hline
41&Rib/Lung, double weapon damage\\\hline
42&Shoulder Socket, double weapon damage, -2 to hit until healed\\\hline
43&Mouth/Jaw, double weapon damage (\dag)\\\hline
44&Skull, double weapon damage (*\dag)\\\hline
45&Leg wound with damage to the bone, triple weapon damage, no DEX-bonus\\\hline
46&Spine/Intestines, triple weapon damage (*\dag)\\\hline
47&Intestines, triple weapon damage (*)\\\hline
48&Spine/Liver, triple weapon damage (*\dag)\\\hline
49&Liver/Kidney, triple weapon damage (*)\\\hline
50&Quintuple weapon damage\\\hline
51&Stomach/Spleen, triple weapon damage (*)\\\hline
52&Stomach/Liver, triple weapon damage (*)\\\hline
53&Stomach, triple weapon damage (*)\\\hline
54&Liver, triple weapon damage (*)\\\hline
55&Neck, triple weapon damage (*\dag)\\\hline
56&Shoulder, triple weapon damage,-3 to hit until healed\\\hline
57&Eyes/Nose, triple weapon damage (\dag),-3 to hit until healed\\\hline
58&Spine, quadruple weapon damage (*\dag)\\\hline
59&Heart, quadruple weapon damage (**)\\\hline
60&Skull/Brain, Death or quadruple (saving throw determines)\\\hline
61+&Foe is slain\\\hline
*&Bleeds 1 hit point (cumulative with more *) per round until healed
(magic or prof.)\\\hline
\dag&Stunned for 1d4 rounds or until magically healed\\\hline
\end{tabular}\\
\end{center}
\end{document}