New Weapon System

By Angelo on June 23, 2001

This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.

The numbers are of the format: damage (hit roll adjustment)


Weapon 1-handed 2-handed Other
Battle Axe 1d8 (-2) 1d10 (+0)
Hand Axe 1d6 (+0) 1d8 (+0)

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Topics: Equipment | 2 Comments »

Exotic Weaponry

By Angelo on June 23, 2001

This post updates and replaces the previous exotic weapons chart.  Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia.  Broadsword is taken from AD&D where it is 2d4.  Rapier stats are also from D&D described in Dragon #175.

The optional rules are provided to add something unique to the weapons, so they’re a little more interesting than just finding “a different kind of sword” that different in name only.

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The Isle of Dread

By Jeff Q on May 30, 2001


Duch Year: 982

The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.

The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.

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Topics: Myths & Legends | No Comments »

Character Class Variations

By Angelo on June 8, 2000

This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.

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Magic Item Tables

By Angelo on September 9, 1999


1d100 Sword
01-13 sword+1, +3 vs dragons
14-26 sword+1, +3 vs lycantheropes
27-39 sword+1, +3 vs undead
40-49 sword+1, +3 vs spellcasters
50-59 sword+1, +3 vs regeneration
60-65 sword+1, cure lt wounds 1/day
66-71 sword+1, light 1/day
72-77 sword+1, darkness 1/day
78-82 sword+1, locate object 1/day
83-86 sword+2, flames on command
87-90 sword+2, charm person on hit
95-97 sword+1, haste user 1/day
98-99 sword+1, drain life energy (1d4+4)
100 sword+1, wishes (1d4)

For type, roll 1d20:
1-3 two-handed
4-6 short
7-10 bastard
11-20 normal

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