Here are a selection of Bits & Pieces I plan to use in my Castles & Crusades Games. The Ac Conversion is a Simple one and allows use of Mosters and NPC's from AD&D 1st, AD&D 2nd, and even the old Basic D&D.
AC Conversion
20 - AC for Advanced D&D.
19 - AC for Basic D&D.
So, if you have an AD&D AC of -10 it becomes a C&C AC of 30 (20 - -10; subtract negative means to add it.) And an AD&D AC of 6 becomes a C&C AC of 14 (20 - 6).
Critical Hits & Fumbles, Hit Points, & Death
-10 HP & Death
Normally, when a Character reaches -10 Hit points he dies immediately.
Our version is ‘softer and bouncier’ . . . .
When a Character reaches Zero HP he is battered and exhausted. He does however have a slight reserve left.
He now resorts to just his Con (Normal folks in our games don’t Have HP just an average Con Score of around 8), if he continues to take Damage and he is reduced to half Con (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary.
If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until he is healed and passes the Consciousness barrier (more on Healing later).
I the Character continues taking Damage, and reaches Zero Con he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character dies. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives Healing or finally expires.
Death Saves Table
Initial Save vs Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Critical Successes & Fumbles
Non-Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, & a Natural ‘1-2’ is a Fumble when testing off a Secondary Attribute.
A Natural ’19-20’ is a Critical Success, & a Natural ‘1’ is a Fumble when testing off a Primary Attribute.
Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, and a roll of ‘1-2’ is a Fumble – when rolling to attack in Combat, this applies to Clerics, Druids, Wizards, & Illusionists. They have limited skill in combat and are less likely to deliver a crushing blow.
An umodified roll of ‘19-20’ is a Critical Success, whilst a Natural ‘1’ is a Fumble – when rolling to attack in Combat, this applies to Fighters, Barbarians, Knights, Rogues, Rangers, & Assassins.
If a Critical Success is rolled to hit, roll again – if another Critical Success is rolled the Damage is applied to the Characters (or Monsters) Constitution directly, just as if the target had no remaining Hit Points (see “-10 HP & Death” for further information). If no further Critical Successis rolled (or it the Hit is against a Zero Level NPC with not Hit Points) the Damage is Doubled instead.
If the Roll is a Fumble , it is an embarrasing accident and the Weapon is dropped. Again a further D20 is rolled, if another Fumble is rolled the Weapon not only dropped but damaged in some way. This (of course) only applies to Non-Magical Weapons.
Clerics & Druids - Bonus Spells
High Wisdom indicates a greater Divine Connection or a better understanding of the universe and its great mysteries. Clerics (& Druids) with a high Wisdom gain bonus spells.
If they have a Wis of 13-14, they receive an extra 1st level spell. If the Wis score is 15 or 16, they receive an extra 2nd level spell, if their Wis is 17 an extra 3rd level spell, & if their Wis has a score of 18+ the Cleric (or Druid) gains an extra 4rd level spell.
Bonus spells can only be acquired if the Cleric or Druid is at a high enough level to cast them, also please note that all Bonus spells are cumulative.
I've done this a little differently than in C&C, more like original AD&D. In our Games this also applies to Wizards and Illusionist with High Intelligence.
Wizards & Illusionists - Bonus Spells
High Intelligence indicates a greater understanding of Arcane Lore. Wizards (& Illusionists) with a high Intelligence gain bonus spells. I think its personally illogical that if Wizard 'A' is smarter than Wizard 'B' he's not better at his studies!
If a Wizard of Illusionist has an Int of 13-14, they receive an extra 1st level spell. If the Int score is 15 or 16, they receive an extra 2nd level spell, if their Int is 17 an extra 3rd level spell, & if their Int is 18+ an extra 4th level spell.
Bonus spells can only be acquired if the Wizard or Illusionist is at a high enough level to cast them. Bonus spells are cumulative.
Skills
Skill Rolls are made differently, you must roll UNDER the given attribute. AS its a free-and-easy system, difficulties are imposed by the requirement of multiple rolls. If a Critical is rolled (a Natural '1-2' when rolling against a Primary Attribute, or a '1' when rolling against a Secondary Attribute. Each Critical Success rolled reduces the number of Task Rolls by one.
If a Fumble is rolled (A '20' when rolling against a Primary Attribute, and a '19-20' when rolling against a Secondary. If the Attribute is Over 19, this reduces the chance of Fumbling to just a roll of a '20') add one Difficulty to the Task at hand. If a second Fumble is rolled, you screw up what you are doing - and must start all over again. If on the second attempt a Further Fumble is rolled, you cannot perform that task at that time. You must wait for a period of time as determined by your Keeper and then start all over again.
As in my initial notes, Add your characters Int and Wis together, then add +1 per 4 years (rounding off) of the Characters age. Those are the number of skill slots a Character has. The ways skills are 'Tasked' (i.e. applied Difficulties too).
1 Slot = Basic Skill. Those with Basic Skill add +1 to the Number of Difficulties that must be rolled.
2 Slots = Proficient. All Difficulties are taken as is, and aren't modified.
4 Slots = Skilled. All Difficulties are reduced by 1.
8 Slots = Master. All Difficulties are reduced by 1, AND the Character CANNOT fumble a Roll - he can only fail.
PLEASE NOTE - Difficulties can never be less than 1 Task Roll or greater than 4 Task Rolls.
When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.
Difficulties are set as Task Rolls, as in the Number of Rolls to achieve a set Goal.
Easy - 1 Task Roll.
Moderate - 2 Task Rolls.
Hard - 3 Task Rolls.
Training
Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.
Tuesday, 8 September 2009
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