Midgard Serpent

Rules and Matrices


We are using mostly 1st edition AD&D rules in the Eternal Warriors pbem, with some variation.

House Rules

Magic

Range, duration, casting time, and area of effect of spells are used. Material components are typically only used to limit spells for story or plot effect, and for the most part you don't have to worry about them. Gestures and incantations are almost always required, depending on the spell description ("somatic and verbal components"). Spells must be stated before initiative, and can be interrupted during melee combat. If a spellcaster is hit in the process of casting a spell, an intelligence roll may be allowed to see if he or she completes the spell, depending on the circumstances.

Plot Point Use: A plot point can be spent to alter the effects or requirements of a spell. Some possible changes: increasing the range above what is listed, reducing casting time, performing it without gestures, automatically being allowed to cast it after taking damage during casting, altering the special effect (changing lightning to fire, e.g.).

Combat

To determine initiative I roll d6 for each side, no modifiers (lately we've been doing individual initiative). To hit is determined by the attack matrices, reproduced below. Damage is by weapon type, plus modifiers like strength, magic, weapon specialization. Natural 1 to hit is a fumble.

A natural to hit roll of 20 is a critical hit, and the target must save versus death or die instantly. If the target saves, double damage results. This is double total damage, so modifiers are effectively doubled too.

A character is unconscious at 0 hit points. At negative hit points, the character loses one hit point per round. At the end of the round with -10 hit points, the character dies.

If a character takes more than 20 hit points of damage in a single shot, the character may be knocked back or stunned or both. I may allow a CON roll to avoid the stun or a DEX roll to avoid knockback.

Ability Modifiers

Abilities have modifiers equal to +1 for every point above 14, making 18 the normal human maximum with +4. The trend continues thus, so 19 is +5, etc. Fighter Skills

Fighters gain skills with weapons they commonly use. Every even level, fighters gain +1 damage with a particular weapon class. Classes are, for example, sword, axe, spear, polearm, unarmed combat, bow--fairly broad. Fighter subclasses get half this bonus, or +1 every other even level(!).

Skills

Skills a character should have or attempts at other skill-like acts require a skill roll. This excludes thief skills, which use the PHB rules. The skill roll is

9+(char/5) = skill rating.

To perform a skill, roll the skill rating or less on 3d6. Experience adds to your skills, and I may award points to your existing skills if you used them during the adventure. The skills do not limit what a character can do, they are just things the character can do better than normal.

Armor Class by Type
Armor Type Armor Class Encumberance
No Armor 10 12" move
Shield Only 9 12" move
Leather/Padded 8 12" move
Studded Leather/Ring Mail 7 9" move
Scale Mail 6 9" move
Chain Mail 5 8" move
Splint Mail/Banded Mail 4 7" move
Plate Mail 3 6" move

Melee Weapons Table
Melee Weapon Type Damage
Axe, Battle, 1-H d8+2
Axe, Battle, 2-H 2d6
Axe, Great 2d6+2
Axe, Hand d6
Club d4
Dagger d4
Dart d3
Flail (Ball&Chain) d8
Glaive d10
Halberd 3d6
Hammer, War d8
Javelin d6
Lance, Mounted d10
Mace d8
Morningstar d8
Pick, Military d8
Pike d12
Scimitar d8
Spear, 1-H d8
Spear, 2-H d10
Staff d6
Sword, Bastard d10
Sword, Long d8
Sword, Short d6
Sword, 2-H d12
Trident d8+1

Missile Weapons Table
Weapon Type Rate of Fire Damage
Axe, Hand 1 d6
Bow, Short 2 d6+1
Bow, Recurve 2 d8+1
Bow, Long 2 d10
Bow, Heavy Long 2 2d6
Crossbow, Light 1 d10
Crossbow, Medium 1/2 2d6+2
Crossbow, Heavy 1/3 3d6
Javelin 1 d6 (2d6 w/atlatl)


Following are some useful links:

Attack Matrices for all classes. They are replacing thAC0, though they are nearly identical.


Attack Matrices for monsters and Saving Throws for all classes.


Other Tables such as encounters and invisibility


HOME

Shield Bar