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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