All posts by Angelo

About Angelo

I'm cool, smart, funny, and most of all modest.

Modified Weapon Chart

This is, in my opinion, a new and better alternative to the “New Weapon System” that allows characters to attempt at one or two-handed weapon use on just about all weapons. I decided that only certain weapons should be allowed to be used optionally one or two handed (particularly I don’t think two-handed weapons should be used one-handed). Also, I think the damage of fired arrows and sling stones should be increased. Finally, I decided there shouldn’t be so much tampering with hit rolls.

Weapon              H*   Dmg (Hit Roll)  Other
Battle Axe          2    1d10
Hand Axe            1    1d6
War Axe             1    1d8

Short Bow           2    1d6
Long Bow            2    1d8
Light Crossbow      2    1d6
Heavy Crossbow      2    3d4             fire once every 2 rounds
                                         unless 18 STR
Composite Short Bow 2    1d8             STR modifies dmg
Composite Long Bow  2    1d10            STR modifies dmg
Sling               1    1d4

Blackjack           1    1d2             aimed attack, knockout
Club                1    1d4
Throwing Hammer     1    1d4
War Hammer          1/2  1d6/1d8
Mace                1    1d6
Staff               2    1d6
Torch               1    1d2             1d4 dmg when lit
Flail               1    1d6
Morning Star        1    1d6+1

Dagger              1    1d4
Katar               1    1d4+1           cannot be thrown
Butterfly Knife     1    1d4             throw: +2 to hit

Polearm             2    2d6             -3 to hit for dwarves
Javelin             1    1d6             sm creatures can use
Lance               2    2d6             double damage for mounted charge
Pike                2    2d6             -3 to hit for dwarves
Spear               1/2  1d6/1d8
Trident             1/2  1d6/1d8
Tlacochtli          1/2  1d6/1d8         pull out: extra 1d6
Naginata            2    2d6

Sword               1    1d8
Short Sword         1    1d6
Bastard Sword       1/2  1d6+1/1d8+1
2H Sword            2    1d10
Rapier              1    2d4-1           -2 hit vs plate armor
Broadsword          1    2d4
Katana              1/2  1d8/2d4+1

Cestus              1    1d4
Whip                1    1d2             entangle
Barbed Whip         1    1d4
Hooked Net          1    1d4             entangle, save -2
Chain Net           1    nil             entangle, save -6

Blowgun             1/2  1               poison 1d4 dmg/rnd
Bola                1    1d2             entangle, critical: save vs
                                         death or be paralyzed and die
                                         in 1d6+2 rounds
Shurikin            1    1d3
Chakram             1    1d4

* Number of hands to use.

In Memory of Gary Gygax

Today Gary Gygax passed away. He was the co-creator of the game we all enjoy so much: Dungeons & Dragons. A lot of us honed our vocabulary, our critical thinking, and creativity due to Gary Gygax’s work. It created communities where we found new friends and were able to keep them through on-going games.

Today is a day to think about how D&D has affected our lives: not just the game itself, but also the multitude of other RPGs that were inspired by the creation of the game. And we should also take a moment to remember the Father of Roleplaying, Gary Gygax.

Tributes to E. Gary Gygax

Critique of Dungeons & Dragons 3rd Edition

With 4th edition just around the corner, I thought I’d give my impression of 3rd Edition and the d20 system.

Good Ideas

The d20 system has several good ideas that make it easier to understand and more easy to play.

  • Positive AC. A larger AC being better than a smaller AC makes more sense.
  • Magic. I like the idea of the effectiveness of saving throws being based on spell level. This makes more powerful magic inherently harder to avoid than less powerful magic, and it makes a lot of sense. I never liked the way a sixth level spell like Death could be simply shrugged off by a Save vs Death Ray, the easiest saving throw to make.
  • Saving Throws. Having saving throws based on “reflex” or other descriptions of how a character may actually avoid a situation is clearer.

Bad Ideas

Unfortunately, the d20 system sometimes made things “too logical” and went a little overboard on the complexity of certain areas.

  • Every class can be mixed with every race. I don’t like this idea, however it is easy enough for a DM to decide in his game world to restrict certain race/class combinations.
  • Sorcerers. It’s not a bad idea as far as game mechanics go (which is why I think they used it) but a “sorcerer” isn’t conceptually different enough from a “wizard” which I think makes it confusing. I think they should have come up with a more unique name/panache for this class. Kind of reminds me of how they used to make a big deal out of “Illusionists” in AD&D 1st edition.
  • Combat. Where should I start? Combat in the d20 system is basically a mess. It’s overly complicated with game mechanics that detract from enjoyment. Complicated combat rules are good for video games sometimes because you don’t see them and a computer can make calculations way faster than you can, but they aren’t good for tabletop games. Combat in the game should be fun but quick.  A drawn-out combat sequence might be good once in an adventure against a particularly important enemy, but who really wants to spend 30 minutes dispatching a group of goblins?
  • Spell Feats. I think this just makes the game more complex. I asked a friend if you could just rule out spell feats as a DM, but he said that it would unbalance the classes.

Magical Teas

Magical teas are dry herbal mixtures which can be stored for extended periods of time and used when needed. Unlike potions, magical teas are not used during the heat of battle for a quick bonus. Because they take some time to brew, and their effects usually take some time to come to fruition, they are generally used during an adventuring day and sometimes over long periods of time.

An example of a magical tea:

Black Hill Tea

This magical tea is made from a secret collection of herbs and flowers gathered by the monks of the Black Hills. Characters who drink this tea will gain 1d4 hit points over night.

Spell Variations: Wizards’ Panache

The Color of Magic was an excellent article from Dragon Magazine issue no. 200 by Dan Joyce. I particularly liked it because it showed how the real game isn’t about rules and dice rolling–it’s about story and wonder. It explained how the mechanics of various spells (do damage, heal, improve AC, etc.) are really all the same, it’s how the spells are perceived that make the real difference. Additionally, I have found it a useful technique to tweak certain spells that seem “broken” for a particular campaign.

Here are some spell books that were put together based on that article. The first one is especially an attribute to the article: Maximus the Black’s Book of Darkness.

The Book of Darkness

First level

Shield (Phase blur). The spell causes the caster’s appearance becomes a shadowy and blurred with the appearance of no substance. Other creatures have a harder time seeing the caster as his shadow flickers, making him harder to hit.

Darkness. Standard spell.

Magic missile (Black disc). This spell fires a disc of darkness at one enemy within range with the standard effects. The disc(s) are nearly invisible in dungeon settings with little light.

Second level

Continual darkness. Standard spell.

Invisibility (Darkwalk). This spell cloaks the caster in darkness, allowing the caster to hide in shadows as long as he doesn’t attack or cast a spell.

Third level

Fly (Shadewing). This spell causes shadowy wings to sprout from the back, allowing the caster to fly. These wings have no substance.

Hold person (Darkhold). This spell causes thin, wispy hands made of darkness attempt to grab and hold targets at their location. Victims who fail their saving throw, may also not be moved by another. Another save may be made by the victim whenever someone tries to free them to see if they can break away from the spell.

Lightning bolt (Black ray). This spell fires a ray of darkness, starting from the caster and extending up to 60′ away. It does not bounce off of walls.

Fourth level

Dimension door (Shadowblink). This spell transports the caster, leaving an area of darkness in his shape behind that lasts for 2 rounds.

Wall of ice (Wall of darkness). Blocks sight, but does not cause damage. Any creatures crossing it must save vs. spells or be blinded instead.

Book of the Elements

This next book was an attempt to create elemental versions of some spells, and would be a good addition to the combined spell books of Illfrith and Imran from the article.

First level

Sleep (Chill). All targets within area of the spell will suddenly feel cold shiver and fall asleep within 1d4 rounds as the feeling overtakes them. Unaffected creatures feel the cold for 1d4 rounds as well, but suffer no effects.

Protection from evil (Whirlwind). This spell creates a small whirlwind of force that surrounds the caster that deflects some damage and blocks enchanted creatures.

Magic missile (Shocking grasp). This spell shocks one creature within range without any other visible sign of an attack.

Shield (Stoneskin). The caster’s skin becomes harder and changes to resemble stone.

Third level

Lightning bolt (Cone of cold). This spell creates a cone of cold that starts at the caster, extending up to 60′ away and is 30′ wide at the far end. It does not bounce off walls.

Fourth level

Wall of fire (Electromagnetic barrier). This spell calls forth a shimmering curtain of electrical force which blocks site. Creatures attempting to pass through take lightning damage.

Fifth level

Hold monster (Bands of ice). With this spell the caster attempts to trap the targets targets with bands of ice. If the save is made, the target breaks free.

Fighter Combat Skills

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.

Then there are the optional Weapon Mastery rules. This complicated rule set certainly does add a lot more for Fighters, but seems to unbalance the game too much in the favor of Fighters in general–giving them not only increased weapon damage, but a slew of other techniques for disarming, deflecting weapons, and stunning opponents–all at relatively low levels.

So here is another idea: a set of skills that Fighters get as they increase in level. These skills are mostly maneuvers like the Fighter Combat Options, and you can consider them to be a revised version. (You may want to allow Fighters to always Set Spear vs. Charge, etc.) Comments are appreciated, and I will update this post if I think I can fit the changes in. One particular question is whether or not some of these should be replaced with archery or other ranged skills (aimed attacks, etc.)

Level			Skill
-----			-----
8			Bash
10			Parry
12			Second Attack
14			Disarm
16			Grip
18			Third Attack
20			Dual Weild
22			Dodge
24			Fourth Attack
26			Smash
28			Berserk
30			Fifth Attack
32			Circle
34			Counter
36			Sixth Attack

Bash (level 8) – With this maneuver, the character attempts to bash his opponent with a shield in an attempt to stun the opponent briefly. A bash receives a -2 penalty to hit, and if successful, the opponent must make a Save vs. Paralysis or be unable to take action for one round. A bash maneuver counts as an attack.

Parry (level 10) – Allows a fighter to block a small or medium sized weapon, and thrown missiles, with their own weapon. The player must make a counter “hit roll” (including normal to-hit bonuses). If the player’s roll is higher than the attacker’s roll, the attack is deflected. Thrown missiles are parried with a -2 to the roll. This counts as an attack.

Second Attack (level 12) – Allows a fighter to make a second attack per round. These are attacks, and do not give the fighter two full “moves” including movement, etc. They may be used for other combat options. The DM may also allow some movement (up to 5′) between attacks.

Disarm (level 14) – Allows a fighter to disarm an opponent of an armed weapon, using their own weapon. The player must make a hit roll using bonuses from both Strength and Dexterity. If the hit roll is successful, the victim must make a counter roll using bonuses from both Strength and Dexterity to avoid being disarmed. This counts as an attack.

Grip (level 16) – This skill is not a maneuver, but gives the character a +4 bonus against being disarmed.

Third Attack (level 18) – Allows a fighter to make a third attack per round.

Dual Wield (level 20) – Allows a fighter to wield two weapons and make an extra attack with the second weapon. The extra attack makes hit rolls at a -4 penalty.

Dodge (level 22) – The fighter receives a -4 bonus to AC vs one attacking opponent using melee or thrown missile weapons. The fighter must sacrifice one attack to dodge.

Fourth Attack (level 24) – Allows a fighter to make a fourth attack per round.

Smash (level 26) – Allows a fighter to make a devastating blow, using both hands. This move suffers a -2 penalty to initiative, and a -2 penalty to hit. If successful, the fighter adds entire strength score to damage. This move is done in lieu of all attacks other attacks and maneuvers for that round.

Berserk (level 28) – When going into a berserker rage, the fighter must be focused on one opponent, and may not attack other opponents. The fighter must then fight the opponent to the death–the rage lasts until either the fighter or the opponent is killed. While enraged, the fighter receives a +2 bonus to hit rolls, a +2 bonus to damage rolls, and two extra attacks per round, but suffers a +4 penalty to AC. The fighter may not parry, disarm, circle, or counter. Furthermore, the fighter can continue fighting and does not fall dead until reaching -10 hit points. If the rage ends with the fighter at zero hit points or lower, the fighter will collapse dead.

Fifth Attack (level 30) – Allows a fighter to make a fifth attack per round.

Circle (level 32) – Similar to the theif’s backstab, the fighter attempts to circle around his opponent in battle and attack from behind. This cannot be achieved unless the opponent is distracted by other attackers, and only when there is room to move around. In such cases, the fighter may make his attacks with a -4 penalty to hit, but doing double normal weapon damage. Circling itself counts as one maneuver, while the attack also counts as one. (A successful circle and and backstab maneuver requires two attacks.)

Counter (level 34) – Allows a fighter to make a counter attack after any attack is made. This is allowed in addition to fighter’s own moves, and happens on the opponent’s turn.

Sixth Attack (level 36) – Allows a fighter to make a sixth attack per round.

* SMAUG MUD players may notice some similarities.


Seems like a bit much? Ok, here’s a lite version for the less ambitious:

Level			Skill
-----			-----
9			Bash
12			Second Attack
15			Parry
18			Disarm
21			Grip
24			Third Attack
27			Dual Weild
30			Smash
33			Berserk
36			Fourth Attack

Chi Powers

First of all, this system may seem a little complex at first, but try to read it and see where it’s going. If it’s too much, simplify to suit your needs, but try to keep game balance (either through the rules, or through who obtains chi powers).

Chi (Ki) Powers

Chi powers increase by (level – level_you_learned_power)/2

Chi powers is an ability added for OD&D, providing much of the same kinds of ideas that psionics/sorcerors do. As psionics in D&D3, chi powers are considered to be equivalent of magic and are subject to similar restrictions (dispelled by dispel magic, cancelled by anti-magic, blocked by anti-magic shell, etc).

The maximum number of chi powers a character can have is equal to one fourth their level (rounded down) + INT bonus. It is possible for a character to not be able to learn any chi powers! In fact, until level 4 only people with above average intelligence will be able to learn chi powers.

Each chi power has various levels which can be obtained by a character. A character can use a chi power at the strongest level he/she has obtained or may use any of the lower levels.

Chi powers often need no verbal or somatic components (unless otherwise stated), but are still a form of magic in a less traditional sense.

Any character is allowed to learn these powers if they are taught by a Chi Master (someone who has obtained level 10 or higher in one or more powers), but how it enters the game is entirely up to the DM.

Each chi power is usable once per day.

Notes About Chi Power Descriptions

Complexity: refers to how easy it is for one to gain a chi Level. Each time the ability is used, roll percentile against this number (adding Intelligence and Wisdom bonuses) and if the number is higher than the complexity, they have successfully gained a level. The DM should determine that frivolous use of the power only to gain a level automatically fails.

Description: the general function of the Chi Power, and various details which apply to all levels.

Each Chi Power different levels of skill, and details that go with each…

Level: each level adds something to the power’s functionality or strength, or both. When learning a new ability, the user starts with level 1 in that power. Each use of a power (at highest possible level) may increase the level for that power (see “Complexity” above). The maximum Chi Level attainable is equal to half the character’s level + WIS bonus.

Powers

Chi Blast

Complexity: 20
Description: A basic attack power, doing increased damage as level increases. The range is 60′ at the highest level the character can use, and increases by 120′ for each lower level used.
Level:
1 – 1 (dmg)
2 – 1d3
3 – 1d4
4 – 1d6
5 – 1d8
6 – 2d6
7 – 2d8
8 – 2d10
9 – 4d6
10 – 4d8
11 – 4d10
12 – 8d8

Chi Heal

Complexity: 20
Description: One of the simpler chi powers, /chi heal/ heals one creature by touch. The amount healed varies by level.
Level:
1 – 1
2 – 1d3
3 – 1d4
4 – 1d6
5 – 1d8
6 – 2d6
7 – 2d8
8 – 2d10
9 – 4d6
10 – 4d8
11 – 4d10
12 – 8d8

Chi Elements

Complexity: 50
Description: This is an elemental attack power, allowing the user to summon aid from the elements; these may include fire, earth, air, water, or any elements from his environment such as ice, lava, smoke, lightning, etc. These can be used to attack anything within 80′. An appropriate save (vs spells) will reduce any damage by half, but should be rolled vs each element and bonuses considered. The user chooses which element(s) to summon when casting. This spell requires the user to move his/her arms.
Level:
1 – 1d4 dmg from one element
2 – 1d6 dmg from one element
3 – 1d8 dmg from one element
4 – 1d6 dmg each from two elements
5 – 1d8 dmg each from two elements
6 – 1d10 dmg each from two elements
7 – 1d8 dmg each from three elements
8 – 1d10 dmg each from three elements
9 – 1d12 dmg each from three elements
10 – 1d10 dmg each from four elements
11 – 1d12 dmg each from four elements
12 – 1d20 dmg each from four elements

Chi Mind

charm, control, confusion

Chi Motion

blocking, teleporting, telekinesis, slow, stun

Chi Sight

light, infravision, ultravision, invisibility

Chi Protection

absorbsion, AC

New Weapon System

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. The number in parenthesis is the modifier to hit roll.

damage (hit roll adjustment)

Weapon                 1-handed       2-handed       other
----------------       --------       --------       -----
Battle Axe             1d8 (-2)       1d10 (+0)      1-handed requires 15 str
Hand Axe               1d6 (+0)       1d8 (+0)

Short Bow              n/a            x2* (+0)
Long Bow               n/a            x3* (+0)
Lt Crossbow            n/a            x2* (+0)
Hv Crossbow            n/a            x4* (+0)
Sling                  x2* (+1)       n/a

Arrow                  n/a            n/a            d3 dmg
Quarrel/Bolt           n/a            n/a            d3 dmg
Stone/Shot             n/a            n/a            d2 dmg

Blackjack              1d2 (+0)       1d4 (+0)       knockout
Club                   1d4 (+0)       1d6 (+0)
Throwing Hammer        1d4 (+0)       n/a
War Hammer             1d8 (+0)       1d10 (+0)
Mace                   1d6 (+0)       1d8 (+0)
Staff                  1d6 (-1)       1d8 (+0)
Torch                  1d4 (+0)       1d6 (+0)       +1 damage when lit
Dagger                 1d4 (+0)       n/a

Polearm                1d8 (-2)       2d6 (+0)       -3 to hit for dwarves
Javelin                1d6 (+0)       1d8 (+0)       small creatures can use
Pike/Lance             1d10** (-2)    2d6 (+0)       -2 to hit for dwarves
Spear                  1d6 (+0)       1d10 (+0)
Trident                1d6 (+0)       1d10 (+0)

Short Sword            1d6 (+0)       1d8 (+0)
Sword                  1d8 (+0)       1d10 (+0)
Bastard Sword          1d6+1 (+0)     1d8+1 (+0)
2H Sword               1d8 (-2)       2d6 (+0)

Bola                   1d2 (+0)       n/a            entangle
Cestus                 1d3 (+0)       n/a
Whip                   1d2 (+0)       n/a            entangle, save +1

Katar                  1d4+1 (+0)     n/a
Hooked Net             1d4 (+0)       n/a            entangle, save -1, cont. dmg
Chain Net              nil (+0)       n/a            entangle, save -2
Shurikin               1d3 (+0)       n/a
Barbed Whip            1d4 (+0)       n/a            entangle, save +1, cont. dmg
Butterfly Knife        1d4 (-1)       n/a            +1 (+2) when thrown
Flail                  1d6 (+0)       1d8 (+0)
Morning Star           1d6+1 (+0)     1d8+1 (+0)
Rapier                 2d4-1 (+0)     2d4 (-1)       -1 to hit vs plate armor
Tlacochtli             1d6 (+0)       1d10 (+0)      pull out causes 1d6 extra damage
Chakram                1d4 (+0)       n/a
Broadsword             2d4 (+0)       3d4 (+0)
Composite Bow          n/a            x3* (-1)       add str bonus to dmg
Katana                 1d8 (+0)       3d4 (+1)
Naginata               1d8 (-1)       2d6 (+1)

* Ammunition damage multiplier

** A Lance 1-handed mounted from a horse does 1d10 (+0), charging for 2d10 (+0)

Optional: This is another option in which ANY class can try to use ANY weapon. If the class is restricted from using that weapon, they receive a -2 to hit, and do half damage.

Exotic Weaponry

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.

[easytable]
Weapon,Damage,Range,Weight,Value,Notes/Optional Rules,Flags
Katar,1d4+1,,20,5,melee only,”w,S”
Hooked Net,1d4,5/10/15,80,15,”10′ diameter, struggle=damage, saves -2″,”s,t,w,M”
Chain Net,0,5/10/15,160,25,”10′ diameter, saves -6, enc x2″,”c,s,t,w,M”
Shurikin,1d3,10/20/30,5,1,,”t,w,S”
Barbed Whip,1d4,,80,15,8′ long,”s,w,M”
Butterfly Knife,1d4,20/40/60,10,5,”missile double dmg on 20, melee dropped on 1″,”s,t,w,S”
Flail,1d6,,40,5,”double dmg on 20, hit self on 1″,”c,M”
Morning Star,1d6+1,,30,5,”double dmg on 20, hit self on 1″,M
Rapier,2d4-1,,60,10,-1 AC for thieves,”s,M”
Tlacochtli,1d6,20/40/60,60,5,1d6 to pull out,”s,t,v,L”
Chakram,1d4,20/40/60,20,3,,”t,w,S”
Broadsword,2d4,,60,10,”double damage on 20, trip on 1″,M
Composite Bow,1d6,70/140/210,40,60,”strength affects damage”,”a,m,s,2H,L”
Katana,1d8,,50,12,”double dmg on 20, no penalty on 1″,M
Naginata,1d10,,80,15,,”2H,L”
[/easytable]

Descriptions

  • Katar: Also known as a “punch dagger,” this blade is much like a dagger, except that it has an H-shaped handle, allowing the wielder to deliver more powerful blows.
  • Hooked Net: This net’s mesh is entwined with hooks which do damage to the victim within. This net is 10′ in diameter. Struggling to break free inflicts normal damage each round. Victims make saves at -2 to avoid capture.
  • Chain Net: This net is 10′ in diameter and made of inter-linking chains instead of rope. It is heavier, but victims must save with a -6 penalty to escape.
  • Shurikin: These are small, sharp throwing starts, or similar object, originating from the far east.
  • Barbed Whip: This 8′ long whip is studded with thorn-like barbs, doing more damage than a normal whip.
  • Butterfly Knife: Butterfly knives are light, well balanced daggers. They receive a +2 on their hit rolls when thrown.
  • Flail: A flail is simply a heavy object, swung on a rope or chain.
  • Morning Star: This is typically a spiked ball swung on a rope or chain, however mace-like variations can be found.
  • Rapier: This is a well-balanced, fencing sword. It receives a -2 penalty to hit vs plate armor.
  • Tlacochtli: This weapon is a jagged harpoon on the end of a rope. The weilder scores a hit and pulls the harpoon back out for an extra 1d6 points of damage.
  • Chakram: A chakram is a sharp throwing disc, or often more of a ring. The edge of the chakram is sharpened enough to split hairs.
  • Broadsword: This heavy sword is used more to crush through the enemy.
  • Composite Bow: This well-made bow fires with equal pressure according to how far back the wielder can stretch the string. The wielder’s strength modifier affects damage.
  • Katana: This is a lighter, well-balanced eastern sword.
  • Naginata: This is a spear-like, eastern weapon. The blade at the end of the long pole-like handle is curved.