WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Sept 14, 2007 17:05:13 GMT -6
This is cut and pasted from K&KA: This was something I was just thinking about. How would one convert the references in Chainmail that provide the race with some kind of benefit into a usable 3 little book equivalent? For example, hobbits are considered as three stones for every two slingers. Dwarves receive 1/2 normal kills when fighting against Trolls, Ogres, and Giants. Elves, well besides the split-move and fire, they have a laundry list of extra dice against various foes when wielding a magic sword. I am curious how you guys would convert this into OD&D terms for use with the alternate combat system. I am posting this here to see what you all think.
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Post by foster1941 on Sept 14, 2007 22:44:13 GMT -6
For hobbits, I usually translate the "3 for every 2" sling bonus into a simple +3 to hit with slings, as per Supplement I (errata, p. 68) but I suppose as an alternative you could take it literally and give hobbits with slings 3/2 attacks, like 7-12th level fighters in AD&D (2 attacks on odd-numbered rounds, 1 attack on even-numbered rounds).
Vol. II already translate the dwarfs' bonus -- against ogres, trolls, and giants they only suffer 1/2 damage when hit. AD&D of course replaces this with a -4 AC bonus, which perhaps makes more sense, but I kind of like the 1/2 damage rule and would probably stick with it.
Translating the elves' bonus is a little weird, because it only occurs when they have magical weapons so the first question is whether to keep that requirement in D&D or give them bonuses all the time. As for the bonus, what is boils down to is essentially +2 to hit against kobolds and goblins and +1 to hit against orcs and hobgoblins (compared to the bonus a magic sword gives normally in Chainmail vs. D&D).
Note also that Chainmail gives dwarfs and elves (but not hobbits) the ability to see in the dark (which is consistent with Supplement I but directly contradicts Vol. III), gives hobbits the ability to become invisible in brush or woods and elves the ability to become invisible at will*, and implicitly gives dwarfs a base 9" move rate and elves a base 15" move rate (with hobbits at base 12", like men) -- see Philotomy's Musing on this topic, in which he gives elves the higher base move rate in the light (no armor or leather = 12" for men and hobbits, 15" for elves, 9" for dwarfs) and heavy (chain-mail = 9" for men and hobbits, 12" for elves, 6" for dwarfs) categories, but puts them equal with men in the armored (plate-mail = 6" for men, hobbits and elves, 3" for dwarfs) category, which is an addition I like a lot.
*obviously this isn't recommended as a standard race-ability for D&D elves; it can/should be explained away either by implied use of elven cloaks (which is also implicit in the Vol. II description -- "[elves] are nearly invisible in their gray-green cloaks") or by 3rd+ level elf mages casting invisibility spells (noting that wizards in Chainmail are also able to become invisible at will without explicit use of a spell or magic item).
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Post by philotomy on Sept 15, 2007 0:02:33 GMT -6
Translating the elves' bonus is a little weird, because it only occurs when they have magical weapons so the first question is whether to keep that requirement in D&D or give them bonuses all the time. As for the bonus, what is boils down to is essentially +2 to hit against kobolds and goblins and +1 to hit against orcs and hobgoblins (compared to the bonus a magic sword gives normally in Chainmail vs. D&D). I've been going back and forth on the elf bonuses. In my game, Elves are F/MU all the time (not choosing one for a given game), and roll d6 for their hit die whenever they gain a level and one level is higher than the other. I only allow them to cast spells in armor if they're wearing magic armor or special elven chain mail. To date, I haven't allowed them the bonuses against orc, hobgoblins, et al., saying that those bonuses in Chainmail apply to elves fighting in mass combat, only. I'm wavering on that, though. I'm considering allowing the bonus if they fight with a magic sword, or perhaps even being more specific: an elf-forged magic blade. I haven't decided, yet. (Maybe this discussion will assist me, there.)
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Post by philotomy on Sept 15, 2007 0:07:42 GMT -6
*obviously [becoming invisible at will] isn't recommended as a standard race-ability for D&D elves; it can/should be explained away either by implied use of elven cloaks (which is also implicit in the Vol. II description -- "[elves] are nearly invisible in their gray-green cloaks") or by 3rd+ level elf mages casting invisibility spells (noting that wizards in Chainmail are also able to become invisible at will without explicit use of a spell or magic item). This is pretty much what I've been doing with the elf bonuses against humanoids: explaining it away. One could argue that Chainmail assumes the elves are using special magical weapons against their traditional foes, in addition to elven cloaks, etc. In that case, all of the bonus could be coming from the weapons (you needn't assume that they're just standard +1 magic swords).
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Post by foster1941 on Sept 15, 2007 10:11:25 GMT -6
So, they're assumed to be using an elf-forged +1 sword, +2 vs orcs (& hobgboblins), +3 vs goblins (& kobolds)? That would be simple enough, but isn't really compatible with the statement in Vol. I that "[elves] also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures" (p. 8).
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Post by philotomy on Sept 15, 2007 10:15:44 GMT -6
True. And there would have to be many swords of that particular (and potent) nature. (Hey, I said it could be argued, not that it was a good argument...
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Post by Stormcrow on Sept 16, 2007 18:19:23 GMT -6
So, they're assumed to be using an elf-forged +1 sword, +2 vs orcs (& hobgboblins), +3 vs goblins (& kobolds)? That would be simple enough, but isn't really compatible with the statement in Vol. I that "[elves] also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures" (p. 8). Don't elves only get those advantages if they have magic swords? Without them, they're more like ordinary men.
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Post by Finarvyn on Apr 8, 2008 4:17:22 GMT -6
Neat thread, but not sure why it had "announcement" status. It was kind of neat to see it as a part of each sub-forum, but I made it a regular post again. :-)
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Post by Finarvyn on Apr 10, 2008 12:19:40 GMT -6
For hobbits, I usually translate the "3 for every 2" sling bonus into a simple +3 to hit with slings, as per Supplement I (errata, p. 68) but I suppose as an alternative you could take it literally and give hobbits with slings 3/2 attacks, like 7-12th level fighters in AD&D (2 attacks on odd-numbered rounds, 1 attack on even-numbered rounds). My suggestion was going to be the literal "3 attacks per 2 rounds" interpretation as you've suggested. I guess I'll second the motion ratther than propose it.
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sham
Level 6 Magician
Posts: 385
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Post by sham on Apr 10, 2008 16:23:08 GMT -6
I took the description "deadly accuracy with missiles as described in CHAINMAIL." and ran with it.
Even now as I reread it, though, at the time for some reason I thought it said "with slings...".
Not having CHAINMAIL, I house ruled +1 to hit with slings, and Hobbits can attack twice per round with a sling if they do not move during that round. Hardly "deadly accurate" but a decent bonus.
Given that there are no magic slings or magic stones in the LBB, I think it's a balanced rule...even though some Hobbit players might prefer a more btb ruling.
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Post by philotomy on Apr 10, 2008 16:46:54 GMT -6
...I house ruled +1 to hit with slings, and Hobbits can attack twice per round with a sling if they do not move during that round. Hardly "deadly accurate" but a decent bonus. Heck, a +1 bonus is pretty good; a Fighting Man needs a magic sword to get a bonus like that.
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sham
Level 6 Magician
Posts: 385
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Post by sham on Apr 10, 2008 19:11:27 GMT -6
Yeah, it helps...I feel like Hobbits need something befitting of "deadly accuracy" though. Anyhow, I'm going way OT since the original post was about CHAINMAIL, so I should butt out.
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Post by foster1941 on Apr 10, 2008 19:19:45 GMT -6
I give hobbits +3 to hit and +3" range with slings.
EDIT: which I just realized I'd already posted earlier in the thread (the bonus to hit, but not the range bonus, since I just came up with that fairly recently).
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Post by Zulgyan on Apr 11, 2008 22:45:12 GMT -6
Here's my interpretation of the classic player races, drawing from Chainmail as possible: The OD&D Elf- Elves are also called "Fairies" (Chainmail p. 29).
- There are 2 sorts of Elves: Woodland Elves, and Meadowland Elves (M&T p. 16)
- Elves may use magic armor and still act as magic-users (M&M p. 8).
- Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues (M&M p. 8).
- Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks(M&T p. 16). When invisible Elves (and Fairies) cannot attack — or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops — but they can become visible and attack during the same turn (Chainmail p. 28).
- Elves armed with magical weapons will add one pip to dice rolled to determine damage. (M&T p. 16)
- Elves on foot may split-move and fire (M&T p. 16).
- Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback (M&T p. 16).
- Elves detect secret doors 1-4 in 6 (U&W p. 9).
- Elves notice secret door 1-2 in 6, when passing by them (U&W p. 9).
- Elves receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- Elves are about 3/4 the size of men (Chainmail p. 28).
- Elves see in normal the darkness as if it were light (Chainmail p. 43).
- Elves wielding a magical weapon add +2 to attack against goblins.
- Elves wielding a magical weapon add +1 to attack against orcs.
- Elves deal double damage against Ogres (Chainmail p. 28, ogre entry).
- Elves move at 15" / 12" / 6" (deduced from Chainmail p.43)
- Elves get no benefits from charging (deduced from Chainmail p.43 - no charge speed)
- Elves are neutral but have a slight pre-disposition for LAW (Chainmail p. 34).
- Elves wear beards (M&M p. 32).
The OD&D Dwarves (and Gnomes)- they have a high level of magic resistance, and they thus add four levels when rolling saving throws (M&M p. 7)
- they are the only characters able to fully employ the +3 Magic War Hammer (M&M p. 7)
- they note slanting passages, traps, shifting walls and new construction in underground settings (M&M p. 7)
- dwarves receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- they are able to speak the languages of Gnomes, Kobolds and
Goblins in addition to the usual tongues (M&M p. 7)
- Because of their relatively small size, clumsy monsters like Ogres, Giants and the like will have a difficult time hitting Dwarves, so score only onehalf the usual hit points when a hit is scored (M&T p. 16). They same applies for Trolls (Chainmail p. 29)
- Dwarves are about 62,5% the size of men (Chainmail p. 28)
- Dwarves may operate in normal darkness as if it were light (Chainmail p. 29)
- Disadvantage: When ordered by a "commander" or "leader" to attack goblins or kobolds, these will be attacked to the exclusion of orders to the contrary.
- Dwarves move at: 9" / 6" / 3" (deduced from Chainmail p. 43)
- Dwarves are aligned with LAW (Chainmail p. 39).
The OD&D Hobbit- They are about half the size of men (Chainmail p. 28)
- They are able to blend into the background (only in brush and woods), and thus make excellent scouts (Chainmail p. 29 and p. 43).
- They can fire a stone as far as an archer shoots (Chainmail p. 29).
- Their attack rate with the sling is 3/2 (Chainmail p. 29).
- They will have magic-resistance equal to dwarves (add four levels for saving throws) (M&M p. 8)
- They receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- Their movement rate it 12" / 9" / 6" (Chainmail p. 43)
- Hobbits gain no benefits from charging (deduced from Chainmail p.43 - no charge speed)
- Hobbits are aligned with LAW (Chainmail p. 39)
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Apr 12, 2008 5:23:39 GMT -6
I give hobbits +3 to hit and +3" range with slings. EDIT: which I just realized I'd already posted earlier in the thread (the bonus to hit, but not the range bonus, since I just came up with that fairly recently). Foster, out of curiosity, why did you decide to increase the range? It seems like a good idea since the hobbit caps at 4th level and could use some subtle front loading to make it more attractive.
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Apr 12, 2008 5:36:04 GMT -6
So, they're assumed to be using an elf-forged +1 sword, +2 vs orcs (& hobgboblins), +3 vs goblins (& kobolds)? That would be simple enough, but isn't really compatible with the statement in Vol. I that "[elves] also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures" (p. 8). So to make it mesh, would it be that an elf must use a magical sword (or can it be any magical weapon) which inherently grants a +1 bonus. Therefore, when attacking orcs and hobgoblins, they receive an additional +1, and when attacking goblins and kobalds, they receive an additional +2? (for a grand total of what is: +1, +2 vs. orcs and hobgoblins, +3 vs. goblins and kobalds.) Zulgyan, I like that excellent and comprehensive breakdown. Thanks for posting that.
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Post by Zulgyan on Apr 12, 2008 6:54:27 GMT -6
Thanks WSmith. But also take into account it's just an interpretation.
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Post by foster1941 on Apr 12, 2008 11:55:49 GMT -6
I give hobbits +3 to hit and +3" range with slings. EDIT: which I just realized I'd already posted earlier in the thread (the bonus to hit, but not the range bonus, since I just came up with that fairly recently). Foster, out of curiosity, why did you decide to increase the range? It seems like a good idea since the hobbit caps at 4th level and could use some subtle front loading to make it more attractive. Chainmail says hobbits can fire a stone as far as an archer shoots. Max. range for a short bow is 15" (which is also the listed missile range for hobbits on the Fantasy Reference Table). Max. range for a sling stone (per Swords & Spells, slings aren't on the weapon-lists in Chainmail or Supplement I) is 12". So to get from 12" to 15" is +3" range. FWIW I also give elves +3" range with bows for the same reason (the Fantasy Reference Table shows their missile range as 18", which could mean elf-bows count as "horse bows" (i.e. short composite bows) but I liked the idea of +3" range better -- as a balance to that I forbade them use of long bows, on the grounds they're too short (4 1/2 - 5' max.)).
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Apr 12, 2008 12:03:42 GMT -6
That is amazing and very well thought out. I really like that idea.
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jrients
Level 6 Magician
Posts: 411
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Post by jrients on Apr 12, 2008 18:47:41 GMT -6
RE: Elves and magic swords
For my campaign setting I assume that all magic swords in the game are artifacts of a bygone elvish age of war. Elves are better attuned to their powers and/or the swords are more potent in their hands.
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busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
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Post by busman on Apr 12, 2008 22:48:46 GMT -6
RE: Elves and magic swords For my campaign setting I assume that all magic swords in the game are artifacts of a bygone elvish age of war. Elves are better attuned to their powers and/or the swords are more potent in their hands. So, you're discounting fine dwarven swordsmiths, then? How dare you! ;D
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Post by Zulgyan on Apr 12, 2008 23:30:25 GMT -6
Dwarves are hammer and axe people. ;D
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Apr 13, 2008 5:33:26 GMT -6
How did this become a sticky again?
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Post by Finarvyn on Apr 13, 2008 6:08:41 GMT -6
How did this become a sticky again? Somebody really likes it? Dunno, but I did the anti-sticky thing again.
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
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Post by WSmith on Aug 11, 2008 13:25:40 GMT -6
I was just going over my handout and saw these notes:
Under elves: "Add their fighter level to weapon damage in combat with goblins, orcs, ogres, ghouls, wights, wraiths, giants, and lycanthropes" and not the whole "+2/+3" as discussed here.
Under dwarves: "Gain +1 to attack and defense against giant/humanoid class foes" and not the 1/2 damage from such foes as stated elsewhere in this thread.
Pretty much everything else that was discussed in this thread is already in there. I cannot remember why I used the above or where they came from. Anyone have an idea? I must have taken it from somewhere and thought it was in this thread.
FWIW, I changed the halfling to +1 to hit with missiles (+3 to hit and range with slings) like Foster said.
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tank
Level 3 Conjurer
Posts: 58
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Post by tank on Aug 11, 2008 14:33:21 GMT -6
Wow, I never noticed this before. Zulgyan, that is some great work! Have an exalt!
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Post by greyharp on Aug 11, 2008 17:08:49 GMT -6
Wow, I never noticed this before. Zulgyan, that is some great work! Have an exalt! Agreed.
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Post by snorri on Oct 29, 2008 5:32:43 GMT -6
I read in Chainmail that Berserkers without armor are consired to have an leather armour and shield, an get -2 to attack dice. but in od&d, they get +2 to attack dice.
I find this a solution ofr a problem I had : how to use the classical sword & sorcery unarmored warrior (sword & loincloth!) ? So I propose he has AC7, plus shield modifier (and dex if any), but gets no more modifier from a better armor (because its slows him). And a +2 to fight. It seems me not too much unbalanced along with the plate armor fighter. what do you think about that ?
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Post by Lord Cias on Dec 11, 2008 7:29:22 GMT -6
Zulgyan, that is an awesome consolidation of the racial characteristics. I already apply most of those in my games, but I see there are a few that have been overlooked.
Although dwarves taking only 1/2 damage from gaint class creatures is a decent translation of the Chainmail rules, I have another thought on the matter. What if all dwarves get a 50% saving throw vs. any succesful attack from a giant-class creature, otherwise damage is normal. A normal (1st level) dwarf probably won't survive even one hit from a giant at 1/2 damage since according to M&T normal dwarves get only 1d6 hit points and giants do at least 2 dice of damage (some get more). Counting 1/2 of all successful hits as misses in the long run (i.e. vs. a dwarf with several levels and being exposed to mulitple hits from such creatures per adventure) is basically the same as 1/2 damage, but it allows even 1st level dwarves the ability to survive a hit from a giant 1/2 of the time. I think this option allows one to get the best of both worlds - the reduced damage of OD&D and the "not hit as often" rule from AD&D - while remaining true to the original Chainmail rule (both in spirit and mathematically).
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Post by Lord Cias on Dec 11, 2008 7:50:40 GMT -6
I was just going over my handout and saw these notes: Under elves: "Add their fighter level to weapon damage in combat with goblins, orcs, ogres, ghouls, wights, wraiths, giants, and lycanthropes" and not the whole "+2/+3" as discussed here. Under dwarves: "Gain +1 to attack and defense against giant/humanoid class foes" and not the 1/2 damage from such foes as stated elsewhere in this thread. Pretty much everything else that was discussed in this thread is already in there. I cannot remember why I used the above or where they came from. Anyone have an idea? I must have taken it from somewhere and thought it was in this thread. FWIW, I changed the halfling to +1 to hit with missiles (+3 to hit and range with slings) like Foster said. The dwarf rule is from Supp. I pg. 68. I don't know where that elf rule came from, unless you were applying the AD&D ranger ability to elves.
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