Tuesday, June 30, 2015

Thunderhall Unoriginal Rules Document

Alright my first Google Docs upload is my eight-page rules document based on the original dungeons and dragons books plus supplements, which with an air of self-importance (adhering to the modern idiom) I call it THUNDERHALL. Open to suggestions and recommendations.

URFAD: Non-Player Characters

NPCs are hirelings, retainers, and followers, all of whom may be partially controlled by a player, while a “monster” is anything or anyone encountered who is fully controlled by the DM (so not a PC or NPC).
  1. Hirelings are paid to carry out specific tasks for PCs. They are always “normal men.” When an offer is made a reaction check is not usually needed.
  2. Retainers are hirelings of “unusual nature,” meaning they will have class and level (or else they will have been surrendered or subdued monsters). Typical cost for a low-level (1–3) retainer’s services is 100 gp per level and a negotiated share of the treasure. Mid-level (4–6) retainers may require 200 gp per level and a share, while high-level (7+) retainers may require 300 gp per level and a share. All offers should be checked using the reactions table above (under Combat).
  3. Henchmen are retainers who, in most cases, have gravitated to a character to the point where they will work without a contract or specific agreement, and may even adventure alongside the character without pay (assuming they are otherwise provided for). A henchman, though, may also be in this kind of service to another out of fear, blackmail, or enchantment. 
  4. Followers and Companions are henchmen who accompany a character solely out of loyalty (no need to check morale, as long the PC has not taken advantage of them) without any compensation, though leaders will often provide for their followers anyway.
  5. Retainer Morale: This is the same as checking monster morale (roll 2d6, less than 6 flees or surrenders) only the roll may be modified by high/low Charisma or other factors (e.g., treatment).

URFAD: Exploration, Combat, and Saving throws

Exploration

1.      Traps: When PCs are exploring, a cursory check for traps is assumed (to speed along game play) leading to a base 1-in-6 chance. Roll d6: a 1–2 springs the trap, a 6 (or, if the party includes a dwarf at the front, a 3, 4, 5, or 6) detects the trap.
2.      Secret Doors and Passages: When exploring, a cursory check for secret doors and passages is also assumed leading to a base 2-in-6 chance. Roll d6: a 1–2 (or, if the party includes an elf, a 3, 4, 5, or 6) finds the door or passage.
3.      Wandering Monsters: After every turn, roll d6, and if a 1 is rolled it means an encounter.
4.      Surprise: Roll d6: Monsters surprise on a 1 or 2, PCs on a 5 or 6. Surprise grants one free action, counting as the first round of the encounter. Typical distance is 10–30 feet away.b
5.      Parties will typically notice each other 20–80 feet away.
6.      Initiative (optional): Roll d6: Monsters attack first on 1–3; PCs attack first on 4–6.

Combat

1.      Attacks: Succeed if d20 + attack bonus + opponent’s AC + other modifiers ≥ 20. Use a monster’s HD for its attack bonus (round up fractions and consider any plus a +1 and any minus a –1).
a.      Any unseen from behind strike is at +4 and for two dice of damage.
b.      Pummeling (punches, but also kicks, knees, headbutts, etc.) is at –2 (assuming foe is armed) and does 1–2 points of damage.
c.      Improvised-weapon attacks (pommel, rock, chair leg, pole, etc.) are at –2 (assuming foe is armed with a real weapon) and do 1–3 points of damage.
d.      Grappling requires a successful hit and then contest HD (classed characters apply Strength bonus). Certain monsters (e.g., stone giants) may not be grappled.
2.      Monster Morale: Check morale when a group has suffered 50% casualties and then again at 75% casualties, or if an individual (standing alone) has lost 50% HP and again at 75% lost HP. To check, roll 2d6: 2–5 = Flee/Surrender; 6–8 = Hold the line; 9–12 = Battle on!
3.      Monsters who fail a morale check may surrender (if fleeing successfully is impossible or clearly unlikely) and the PCs may extend an offer.
4.      Reactions: Roll 2d6: 2 = Attack/Flee; 3–5 = Hostility/Flee; 6–8 = Uncertainty; 9–11 = Acceptance;
12 = Enthusiasm (+3 to Loyalty).
5.      Fleeing characters who are more than 20 feet away when they round a corner or ascend/descent stairs will have a 4-in-6 chance that the monsters stop giving chase.
6.      Unintelligent monsters will often stop chasing to eat fresh (non-spoiled) food (5 in 6) and sometimes stop to eat preserved food (3 in 6); semi-intelligent monsters have 3 in 6 chance for either. Intelligent monsters will not stop for food, but might stop for treasure (4 in 6, modified by value of treasure), while semi-intelligent creatures will sometimes stop for treasure (3 in 6, not modified by value, but perhaps by shininess).
7.      Stun results in an AC penalty of 2 and loss of attack for the stated number of rounds (one if unstated).

Saving Throws

1.      Saves succeed if d20 + level + save bonus + other modifiers ≥ 20. A true 20 always succeeds; a true 1 always fails. A monster’s HD equals its level (drop fractions and disregard pluses and minuses) and they roll a random 2–5 as the save bonus.
2.      Save bonus is determined by Wisdom divided by 3, except for clerics who use Intelligence divided by 3.

URFAD: Arms & Armor

  1. Class-restricted weapons may be used but characters will then attack as “normal men” regardless of their level.
  2. Fighters with Strength and Dexterity lower than 13 receive a –2 penalty with the long bow, and all other classes receive a –4 penalty.
  3. Only daggers and swords may be drawn and attack in the same round. Drawing or changing other weapons takes one round. 
  4. Helms do not apply to armor class, but they offer fighters a chance to mitigate damage. When one is purchased, a d6 is rolled to determine its “damage saves” (from 1–4, with 2 or 3 most likely). When a fighter wearing a helm is attacked a d10 is rolled along with the d20; if the attack hits but the d10 comes up a 0, then the helmet absorbs the damage and a “save” is marked off. When no saves remain, the helm is no longer of use and may be discarded.
Armor

Type
Value
AC
GP
Weight
Leather
–2
7
15
1
Scale         
–3
6
25
2
Chain
–4
5
50
3
Plate
–6
3
85
4
Helmet
5
.3
Shield
–1
8
20
.6

Weapons

Type
Damage
GP
Special
W
AXES




  Battle Axe
1d6 / 1d8
7
Two-handed for 1d8 damage; +1 vs. mail or plate.
.6
  Hand Axe
1d6
3
Attacks –2 vs. opponents with larger weapons.
.3
BOWS




  Bow*
1d6
7
.3
     Quiver & 20 Arrows

10
Max 3 quivers carried in on person.
.3
     Silver Arrow

5

  Long bow*
1d6
17
.6
  Crossbow*
1d8
24
1 attack/2 rounds; pre-load for first attack regardless of initiative.
.3
     Case & 30 Bolts

10
Max 1 case of bolts carried on person.
.3
BLUNT WEAPONS




  Club
1d4 / 1d6
1
Two-handed for d6 damage.
.6
  Flail*
1d8
5
Negates plate (treat as mail)
1
  Mace
1d6
5
Negates plate (treat as mail)
.3
  Quarterstaff*
1d6
7
3 attacks/2 rounds
1
  Sling*
1d6
2
Attacks –4 except for clerics.
.3
     20 Stones Stones

2
.3
  Staff
1d3 / 1d4
1
Two-handed for d4 damage.
.6
  War Hammer
1d6
5
Negates plate (treat as mail)
.3
POLE WEAPONS




  Pole-arm*
1d8
7
Attacks from second rank.
1
  Spear†
1d4 / 1d6
1
Two-handed for d6 damage; d6 damage when thrown.
.3
BLADED WEAPONS




  Dagger
1d6
3
Attacks –2 vs. opponents with larger weapons.
.3
  Dagger, Silver
1d6
30
.3
  Great Sword*
1d10
50
Human fighters with Str 18 can wield one-handed.
1
  Sword
1d8
15
.3
  Short Sword
1d6
9
.3