New DM Rules :
There are a couple of new rules that should help to
enhance game play. These rules add the following things to
your char sheet: honor, rpg points, luck, weapon and armor
percentages.
Honor is how the world looks at your character. It is
based on the good deeds your character does. It is how
people who value honor recieve your character. Some
character just don't have any honor. 1st level characters
start with 20 honor. Thieves and thief classes receive -10
to their honor. Paladins recieve +30 to their honor and good
fighters receive +10 to their honor. Honor ranges from 0 to
100. High honor recieves several benefits.
1.) When encountering a person who values honor, roll
percentage dice. If the dice roll is under the honor value,
the encounter is always friendly. Of course, the opposite
holds true for people who hate honor. Henchmen or followers
also recieve +1 to morale for every 10 points over 50.
2.) When honor reaches 100, roll morale for all
henchmen or followers that value honor (good fighters or
paladins). If the roll is sucessful, then that henchmen or
follower no longer has to be paid. Food and living space
still must be provided. If honor is ever 0, roll morale for
honor-loving henchmen or followers. If the roll is
sucessful, that henchmen of followers turns on the character.
The opposite holds true for those henchmen or followers who
hate honor.
3.) Paladins recieve a bonus to exp. points the is equal
to 1/2 honor. Other good characters get a bonus of 1% for
every 10 honor points. Evil characters get a bonus of -1%
for every 10 honor points and recieve +10% exp for 0 honor.
Honor is earned for good deeds done and risks taken. As
a rule of thumb, characters should never recieve (or lose)
more than 5 honor points per adventure.
RPG points are based on how well the player is role-
playing. They are given for good role-playing and taken away
for bad role-playing. They range from 0 to 200. They are
also the amount of exp. points the player recieves. For
example, if a player has 50 RPG points. he receives only 50%
of the exp. points. It also effects game play, as for every
10 points below 100 the player recieves -10% of
treasure. The opposite holds true for every 10 over 100.
The character starts with 100. As a basic rule, only 1 or 2
points should be given to (or taken from) a player per
adventure.
Armor and weapon percentages are based on how well the
armor protects (or how well the weapon damages) and how well
the item is made. If a items takes (or deals) damage higher
than its given grade, roll percentage dice. If the number is
higher than the quality of the item. The item loses 10%
quality and 5% damage or defense. If the item ever reaches
0% quality it is broken and can not be repaired. Items can
be fixed before they reach 0% with the armorer skill or by a
NPC armorer. Roll the armorer skill, then roll percentage
dice. If the first roll was sucessful then add the
percentage dice to the quality (not to surpass 84%) and add
half of the dice to the damage or defense. (not to surpass
42%). Do the opposite of all of that if the roll fails.
Damage or defense is half of the quality. A normal weapon
would have 10% quality, 5% damage, and 15 grade and will gain
10% quality, 5% damage, and +2 to grade for every plus (not
to exceed 100% quality and 50% damage). See chart for basic
armor values. Armor works like weapons in the fact that
every plus grants +10% to quality, +5% to defense, and +1 to
grade to a max of 100% quality and 50% defense.
Percentages in combat work like this. Subtract the
percentage number from 100 and roll percentage dice. If the
number is higher than the subtracted total then add the
difference of the roll and the total to the damage total as a
percentage bonus. For example, say I have a normal weapon.
I subtract the 5% damage from 100 and get 95. I roll the
dice. The total is 97. I subtract 95 from 97 to get 2. I
then would add 2% to my total damage. However if I rolled
under 95 I would not have recieved a bonus. The same holds
true for weapon profencies. Subtract the percentage from 100
and roll percentage dice. If you roll over the total the add
the differnce to your damage as a percentage bonus. The same
holds true for armor. Except the bonus is subtracted from
your enemy's damage total.
Luck is a new attribute. If you notice in life some
people just seem to be luckier than others, they walk away
from deadly accidents or hit the jackpot one to many times
for it to be concidence. The same holds true for lucky
adventures. They tend to walk away from deadly fights and
find secrets more than others. That is why I made the luck
attribute. Luck grants the following :
1.) For every point of luck above 15, the character gets
+1 to saving throws and enemies get -1 to saving throws. The
opposite holds true for luck less than 6.
2.) For every point of luck above 16 subtract one point
from a secret doors roll. The opposite hold true for luck
less than 5.
3.) For 18 luck, add 2 to your thaco and subtract 2 from
enemy's thaco. Add -2 to your AC and +2 to your your
enemy's. Add +1 to your saving throws in addition to the
above bonus. Add a +1 bonus to initative and surpise rolls
and -1 to enemies surpise rolls. Recieve 2% more exp. points
and 5% more treasure. Also add +10% to any percentage rolls
or +1 on all other rolls (or -10% or -1 which ever would be
best). The opposite holds true for a luck of 3.
Armor chart.
Name Quality Defense Grade
Cloth 4% 2% 6
Leather Armor 10% 5% 10
Studded Leather 14% 7% 14
Scale 22% 11% 16
Chain 38% 16% 20
Banded 50% 25% 24
Plate 70% 35% 28
The values above are for the base kind of that armor the
values increase as +4% to quality, +2% to defense, and +1
to grade for every grade above the base.
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