Mystic Weapons

By Jeff Q on June 13, 2008

Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.

Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.

Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.

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Fighter Combat Skills

By Angelo on July 12, 2002

Let’s face it, playing a Fighter level after level can get a little boring. A good DM will include some pretty interesting magical items, but aside from that it’s likely that your strategy in battle tends to be “attack the nearest enemy.” A few things have been tried in the history of D&D to make the Fighter a little more interesting and give players something to look forward to.

The Cyclopedia’s Fighter Combat Options seem to have been a combined attempt at codifying the kinds of maneuvers that characters can make in a board game-like battle, and to give fighters a couple of extra moves so they can do something besides roll 1d20 in a fight.

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Half-orc

By Michael Wallace on November 23, 2001

  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

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Modified Mystic or Monk

By Michael Wallace on June 25, 2001

Modified Mystic and Monk from Dragon Magazine 09/1981

  • Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom 9, or better.
  • Experience Bonus: 5% for Strength or Dexterity 16-18; 10% for Strength and Dexterity 16-18.
  • Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2/level after 9 with no CON adjustments.
  • Maximum Level: 21.
  • Armor: None; shield not permitted.
  • Weapons: Any.
  • Special Abilities: At 1st level — Armor Class bonuses, increased Movement, Find Traps, Climb Walls, Move Silently, Hear Noise, Martial Arts and Mystical Abilities.

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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)

Axes

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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New Mystic Class

By Angelo on June 10, 2001

This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

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The Isle of Dread

By Jeff Q on May 30, 2001

by BAHUMUTH

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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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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Optional Rules for Classic Games

By Angelo on September 6, 1999

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. See the rest of this entry…

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Topics: Rules Hints & Tips | 1 Comment »