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| SOME
THOUGHTS FOR AD&D |
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| Here are a
few ideas and "house rules" that I and my friends have developed
over the years. 2nd Edition AD&D needs some tweaking! :) |
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CROSSBOWS, 2ND ED
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Although somewhat improved in Combat and Tactics,
these powerful weapons are still too weak and one entire class of
the weapon is missing. A light crossbow is the small version used
by hunters that can be braced against the stomach to recock, gnomes
and other small races would use these, as would thieves. The medium
crossbow is cocked using a footbrace (cost 40 gp and uses same bolts
as light crossbow). As anybody who has used a crossbow can tell
you, they are actually as lethal as firearms, but not as accurate.
The big advantage they have is sthat they can be carried at full
cock for a long time, allowing instant firing (which is impossible
with a bow). Crossbows should be available for high Strength, as
they are in real life (you can get a 200lb draw weight crossbow),
gloves would be required to pull the string, or you'd damage fingers.
However the extreme cost (the base cost multiplied for every Strength
point over 14, the precentage "ranges" cost a point each).
Note that the extreme power of crossbows allows
them to punch through armour! These reduction only couunt against
a target's physical armour class, not that derived from Dexterity,
magic or cover. Also common sense should prevail, an adult dragon's
hide is so thick the AC reductions shouldn't apply.
|
| Class of crossbow |
damage |
armour class penalty |
| Hand |
1d4 |
- |
| Light |
1d6 |
- |
| Medium |
1d8 |
-2 |
| Heavy |
1d10 |
-5 |
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DRAGONS
FOR 2nD ED
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Dragons are the most mighty and terrifying
creatures in AD&D, but that isn't reflected in their combat
stats! A warrior can do almost as much damage as a full grown red
wyrm in a round! Using the following rules makes it more believable,
and terrifying, to face a dragon. Although their breath weapons
are devastating, the effect of a one ton claw cannot be over looked!
;) Generally, only seige weapons, the most potent of blades and
the smrtets of minds can defeat a dragon: meleeing one is almost
certain suicide! Also note: you CANNOT "vorpalise" a dragon,
they are too big!! Only giant-sized folk could do it, same with
"sharpness" weapons.
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Dragons
are incredibly tough, Hit Dice ranges aren't sufficient, 1 100 yeard
beastie is gonna take a lot of killing! Just as humans get bonuses
for high Constituion,so do dragons. So a read great wyrm with 23
Hit Dice gets a bonus of 138 hp on top!
Damage dice modifiers
increase the amonut of dice done in damage (not the bonuses for
age). So a great red wyrm would do 5d10+12 (1d10x5, +12) claw damage.
Note that human-sized opponents are so small adult dragons generally
can't use more than one attack against them!
All dragons get
a +4 to saves due to their size, magic abilities etc.
|
| AGE |
Hit Die Modifier |
Combat Modifier |
Fear Radius |
Fear Save |
Extra hp per hit dice |
Damage dice modifier |
Magic weapon to hit |
| 1 Hatchling |
-6 |
+1 |
- |
- |
-
|
-
|
-
|
| 2 Very Young |
-4 |
+2 |
- |
- |
1
|
-
|
-
|
| 3 Young |
-2 |
+3 |
- |
- |
2
|
-
|
-
|
| 4 Juvenile |
- |
+4 |
- |
- |
2 |
- |
- |
| 5Young Adult |
+1 |
+5 |
15 yards |
+3 |
3 |
- |
- |
| 6 Adult |
+2 |
+6 |
20yards |
+2 |
3 |
x2 |
+1 |
| 7 Mature Adult |
+3 |
+7 |
25 yards |
+1 |
4 |
x2 |
+1 |
| 8 Old |
+4 |
+8 |
30 yards |
0 |
4 |
x3 |
+1 |
| 9 Very Old |
+5 |
+9 |
35 yards |
-1 |
5 |
x3 |
+2 |
| 10 Venerable |
+6 |
+10 |
40 yards |
-2 |
5 |
x4 |
+2 |
| 11Wyrm |
+7 |
+11 |
45 yards |
-3 |
6 |
x4 |
+2 |
| 12 Great Wyrm |
+8 |
+12 |
50 yards |
-4 |
6 |
x5 |
+3 |
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KNOCK
OUT and KNOCKDOWN RULES
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What do you think is more likely to knock someone
out: a fist, or a 3lb steel mace? The KO punching rules should
be got ridden of entirely! Attacking creatures with fists (1d2
hp, 1/2 of damage is real, the rest stun), and weapons (-4 hit,
only 1/2damage, and half of this is stun) seems perfectly good
enough.
The knockdown rules in Combat and Tactics are too
complicated, a simple Strength, Constitution or Save vs. Paralyzation
should be used, where the DM thinks appropriate, bonuses and penalties
for differing strengths, number of attackers and size etc should
apply.
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PROFICIENCIES
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Characters don't get enough
proficiencies and the tables are too complicated.
Intelligence proficiency slots
should be usable for ANY skill, or saved for later in a character's
career, as long as the DM agrees. Why couldn't a wizard have proficiency
in long sword, or a warrior in spellcraft? And they have the ability
to adapt and learn new things quickly later on. Provided
it fits the character's background!
All characters should start
off with 8 proficiency slots, and gain another 2 every 3 levels.
A roll of '1' should be great,
and a roll of "20" results in something bad or done wrong,
low rolls are best.
When several slots are in a
skill, the "good roll" should be increased to equal the
number of slots in the skill. For example, a dwarf has 3 slots in
Weaponsmithing, on a roll of 1-3 (3 slots), he does a brilliant
job.
All skills should cost only
1 slot. Someone with only one slot in a skill is only knowledgeable
about it, not a master. An example, 1slot=you know about it well
enough to do it. For a rough guide: 2=adequate skill; 3 slots=best
in village; 4=best in town; 5= best in city; 7= best in region;
8=best in country; 9=best in continent, 10=best in world.
PCs generally learn lots of
skills to help them survive, instead of having a single skill as
their careers, so this seems reasonable.
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QUALITY MATERIALS
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Why bother with quality
materials, when in AD&D they give little advantage??!! For instance,
mithril costs 100 times as much as steel but only gives a +1 weapon
bonus and +4 saving throw versus Crushing Blow, hardly worth the expense,
and also, where is the wonder in this mythical metal then?
Items made of high quality materials should get attack
and saving throw bonuses. However these bonuses are NOT cumulative
with magical bonuses EXCEPT where saving throws are concerned! Magic
items are darn near indestructible! They last for centuries, but then
again, catastrophic attacks, like being struck by a dragon, should
impose saving throw penalties! |
| Material (and description) |
Attack/damage bonuses
|
Saving throw bonus
|
| Stainless steel |
+1
|
+1, +4 vs cold/corrosion/crushing blow
|
| Meteoric steel |
+2
|
+2, +4 vs Fire/cold
|
| Adamantine (low grade alloy of adamant and iron common in
the Underdark and used by drow and duergar, dull black with slight
reddish tinge) |
+2
|
+2
|
| Mithril (ultra-polished silver colour, incredibly tough) |
+3
|
+5 Invulnerable to corrosion/decay
|
| Adamantite (alloy of adamant and mithril, half the weight
of steel, polished blue-black in colour) |
+4
|
+4
|
| Adamant (dull black, diamond hard and denser than iron) |
+5
|
+5 (impervious to all normal harm!)
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SEIGE WEAPONS
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According to the AD&D rules, a
heavy ballista firing a 25 lb bolt at 300 miles an hour would do
3d10 hp?!! Ever seen what the Romans' weapons did, or a trebuchet
throwing a piano 200 yards? (A guy in England's got a trebuchet
in his field!) Light ballistae were capable of firing a bolt 400
yards that could punch through a palisade wall and kill the poor
sod standing behind it, check British archaeological studies.
To reflect the deadly nature of siege weapons, their damage
should be increased. Their THAC0s should be poor, as they currently
are, as training them on a target isn't easy, however, they reduce
the target's AC by 10, except for bonuses due to Dexterity, magic
or cover, since they can punch through or flatten plate armour.
Note: Catapults can fire single, large rocks that can bounce
for some distance and hit numerous folk, while ballistae hurl giant
bolts that can plough straight through several humans. Alternatively,
both types can be altered (especially catapults) to fire lots of
small projectiles that will affect a wide area (shrapnel).
|
| Category of weapon |
THAC0
|
Solid shot Damage
|
Shrapnel Damage
|
Rate of Fire
|
Crew
|
| Light |
16
|
3d10 hp
|
3d4 hp 10' diameter
|
1/2 rounds
|
2
|
| Medium |
18
|
5d10 hp
|
5d4 hp 15' diameter
|
1/3 rounds
|
3
|
| Heavy |
20
|
7d10 hp
|
7d4 hp 20' diameter
|
1/4 rounds
|
4
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SEIGE WEAPONSWEAPON SPECIALIZATION
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Weapon specilization
is frankly, a pain in the butt to use! "3/2 attacks and +1
hit/+2 damage", that is awkward!! And there is ltitle in the
way of customizing characters' weapon abilities, where as a priest
and spellcasters and thieves have many options.
Below, a better system is described.
DMs as always, can veto any of these rules, or not allow them to
be used by non-single classed warriors at all. Also, no character
should start out with with Mastery, even if they have the slots!
(proficiency slots may be kept spare though, i.e. the character
has had lots of practice but little real experience, so he can add
them into his skill later on, and Intelligence slots should be usable
on any skill). DMs judgement about such matters is strongly advised.
Only allowing 7th level characters to progress to Adept level, and
13th level charcater to Master level, seems fair. Weapon masters
will stick to ONE specific weapon and rarely if ever use an other.
Indeed they are often very attached to a specific weapon
and may lose their bonuses until they get used to a new one.
This system is designed to REPLACE
the current specialization system entirely ! (i.e. characters have
to purchase BOTH weapon specialization and precision to get extra
attacks and hit/damage bonuses). All bonuses apply to both melee
and missile weapons, but DART masters are not very likely!
(i.e. DMs should control min/max munchkin players!)
And monsters should also get these
abilites if the DM thinks it appropriate...
|
| Skill type |
Proficiency
slots : Fighter |
Proficiency
slots: Multi-class fighter |
Proficiency
slots: Non-warrior class |
Extra attacks
per round |
Hit/damage
bonus |
Special
benefits |
| Weapon Specialization
Initiate
|
2 |
3 |
4 |
1 |
- |
- |
| Weapon Specialization
Adept
|
4 |
5 |
6 |
1 |
- |
The extra attacks are cumulative
with Weapon Specialization Initiatie bonus, so total is +2 attacks
per round |
| Weapon Specialization
Master
|
6 |
7 |
8 |
1 |
- |
The extra attacks are cumulative
with Weapon Specialization Adept bonus, so total is +3 attacks per
round |
| Weapon Precision
Initiate
|
2 |
3 |
4 |
- |
+1/+1 |
- |
| Weapon Precision
Adept
|
4 |
5 |
6 |
- |
+2/+2 |
- |
| Weapon Precision
Master
|
6 |
7 |
8 |
- |
+3/+3 |
- |
| Weapon Speed
Initiate
|
2 |
3 |
4 |
- |
- |
-1 Initiative bonus |
| Weapon Speed
Adept
|
4 |
5 |
6 |
- |
- |
-2 Initiative bonus |
| Weapon Speed
Master
|
6 |
7 |
8 |
- |
- |
-3 initiative bonus |
| Weapon Parry
Initiate
|
2 |
3 |
4 |
- |
- |
+2 Armour Class Bonus
Parry only works on creatures approximately
similar in size. So a human couldn't parry an ogre or a pixie.
|
| Weapon Parry
Adept
|
4 |
5 |
6 |
- |
- |
+4 Armour Class Bonus |
| Weapon Parry
Master
|
6 |
7 |
8 |
- |
- |
+6 Armour Class Bonus |
| Shield Initiate |
1 |
1 |
1 |
- |
- |
+3 Armour Class bonus instead
of +1 with shield |
| Shield Adept |
2 |
3 |
4 |
- |
- |
As per Shield Proficiency plus
can use a Shield Punch attack once per round and still get AC benefit.
Damage is 1d3 hp, usual -2/-4 Attack penalties due to two weapon style
attack. |
| Shield Master |
3 |
4 |
5 |
- |
- |
As per Shield Adept but no
attack penalties apply. |
| Disarm Initiate |
2 |
3 |
4 |
- |
- |
When disarming someone, if
the attacker hits a better armour class than the defender (each gets
a standard attack roll to test this skill), the defender is disarmed.
The defender gets a +4 bonus though, and 2 handed weapons cannot be
disarmed. |
| Disarm Adept |
4 |
5 |
6 |
- |
- |
As Disarm Inititiate, but the
defender only gets a +2 attack roll bonus though. |
| Disarm Master |
6 |
7 |
8 |
- |
- |
As Disarm Adept, but the defender
gets no attack roll bonuses. |
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