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No matter where you go, no matter what campaign setting you go to, no matter who you speak
to who has played AD&D, there will be someone who thinks they could do better. This rule
is too easy on the players, still this one is to tough, and I don't quite get what
this one over here means. Every DM - and thus, every campaign - has its own rules variations,
and these are mine: This page deals with anything I couldn't put on another page. They all involve dice rolling, decision making, or combat in some way or another, including (even more) rules on armour, poison, and backstabbing/throat slitting. My players want me to stay away from energy draining, but I might try my hand at that sometime soon. :0) |
Poison Backstabbery Armour |
| Poison: |
| For example, Edge, a 7th level fighter has just been stabbed by a giant scorpion he had been trying to tame. The stinger deals 2d6 damage, and the DM rolls a four and a five. Edge takes nine points of damage, and has a very good chance of being injected with poison. The poison check comes up with an eight, just enough to inject edge with type D poison. Edge fails his save, and takes 30 extra points of damage. He collapses in a heap as his body tries to battle the toxin. His friends chase the scorpion off and take Edge back to camp. The next day he is well rested, and ready to continue. |
| Backstabbing: |
|
Theros Swiftfoot, Master Theif, slinks along the
wall of a building. Shivering in the cold, Theros pulls his cloak tighter
and looks at the spires of the museum that rise high into the crisp night. Rounding a corner, he spots a man in armour guarding the entrance, his back turned. Theros successfully Moves Silently and approaches the man from behind. Gerald Thirris, a 7th level Fighter, is bored, cold, and afraid some halfling thief is going to think too much of himself and get him right in between the ribs. He doesn't know why he volunteered to guard the museum, but the job pays well. He does have 46 hit points, after all. Theros draws his dagger, and successfully backstabs the man. As a 8th level thief, Theros' backstabbing deals 3x the amount of damage a normal attack would. Theros rolls for damage (a dagger does 1d4), and comes up with 2. Gerald laughes under his breath. 6 points of damage. He draws his sword, and makes short work of the halfling. |
With a quick modification, backstabbing, throat slitting, impalements, and
all those other nasty things that should deal alot more damage much more realistic.
When a thief successfully backstabs, multiply the damage multiplyer by the maximum
amount of damage the weapon deals. For example, a dagger would deal 12 points of damage
in the previous example. It would also open a wound that would bleed for the same amount
of damage each round, diminishing by two for each passing round.
Also, at the end of each round, the victim makes a save vs. death
(with camulative penalty of -2 per round) or pass out due to loss of blood.
Lets try that example again, with the new rules.
|
Theros Swiftsoof, Master Theif, slinks along the
wall of a building. Shivering in the cold, Theros pulls his cloak tighter
and looks at the spires of the museum that rise high into the crisp night. Rounding a corner, he spots a man in armour guarding the entrance, his back turned. Theros successfully Moves Silently and approaches the man from behind. Gerald Thirris, a 7th level Fighter, is bored, cold, and afraid some halfling thief is going to think too much of himself and get him right in between the ribs. He doesn't know why he volunteered to guard the museum, but the job pays well. He does have 46 hit points, after all. Theros draws his dagger, and successfully backstabs the man. As a 8th level thief, Theros' backstabbing deals 3x the amount of damage a normal attack would. Immediately deals 12 points of damage. Gerald curses under his breath. 12 points of damage! He collapses to the ground, trying to stem the blood flow. The next round, he takes 10 points, and fails his save. Just before he loses conciousness, he sees a diminutive fellow stoll by, wave, and walk into the museum. |
Dont worry, everyone. I know what you're thinking... Does the poor
guy make it?
The answer is yes, Theros does escape with a small fortune from the
museum.
| Armour: |
| Armour Name | Modifier | Modifier | AC | Notes |
| Unarmoured | +6* | +2 | 0* | None |
| Leather Armour | +4* | +2 | -2* | None |
| Light Scale Mail | +3 | 0 | -3* | Studs may aid injury |
| Ring Mail | +3 | 0 | ||
| Studded Leather Armour | +3* | +1 | ||
| Metal Lamellar | +3 | 0 | ||
| Brigandine | +3 | 0 | -4* | Worst protection at this AC Best protection at this AC |
| Hide | +4 | +1 | ||
| Scale Mail | +2 | 0 | ||
| Chain Mail | +2 | 0 | -5* | None |
| Improved Chain Mail | +2 | 0 | -6* | Criticals less common but more dangerous Criticals more common but less dangerous |
| Splint Mail | +1 | +1 | ||
| Banded Mail | +2 | 0 | ||
| Plate Mail | +0 | -1 | -7 | None |
| Field Plate Mail | +0 | -1 | -8 | None |
| Full Plate Mail | +0 | -1 | -9 | None |
| Channeller Mantle | +4* | +2 | -2* | See rules below |
| * Include Defensive Adjustment for High Dexterity/Balance | ||||
| Modifies: | Type of Thanum | Cost per modification |
| Critical Modifier | Earth or Fire | -1 per thanum (max 4) |
| Intensity Modifier | Animal, Earth or Plant | -1 per 2 thanums (max 4) |
| Armour Class | Earth or Wind | -1 per thanum (max 10) |
| Resist Surging | Fire or Water | 5 thanums |
| Derak is a 7th level channeller who wants his mantle to focus on improving his armour class. He expends 5 of his 7 possible thanums into armour class, and the remaining two into Critical Modification. He is now armour class 3 (8 minus the 5 put into AC), and can be critically hit on a 18 or greater (base 16 + the 2 spent on Critical Modification). His mantle is now comparable to banded mail. However, if he IS critically hit, it will be more gruesome than it would have been had a fighter in banded mail suffered the same injury. |
| Kazorith is a 20th level channeller! He expends ten of his twenty possible thanums into armour class, all four possible into the Intensity Modifier, and three more into Critical Modification. He uses the five additional points to proof his armour against surging. He is now armour class -2 (8 minus the 10 put into AC), and can be critically hit only on a 19 or 20 (base 16 + the 3 spent on Critical Modification). His mantle protects him from excessive injury caused by critical wounds (but cannot actually absorb punishment like true armour). |