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).
- 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.
- 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).
- 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.
- 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.
- 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).
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.
Labels:
combat,
exploration,
grappling,
house rules,
initiative,
od&d,
pummeling,
reaction rolls,
retreat,
saving throws,
secret doors,
sneak attack,
surprise,
target 20,
traps,
wandering monsters
URFAD: Arms & Armor
- Class-restricted weapons may be used but characters will then attack as “normal men” regardless of their level.
- Fighters with Strength and Dexterity lower than 13 receive a –2 penalty with the long bow, and all other classes receive a –4 penalty.
- Only daggers and swords may be drawn and attack in the same round. Drawing or changing other weapons takes one round.
- 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
|
Labels:
armor,
armor class,
helmets,
house rules,
od&d,
weapons
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