Joined: Sept 2007 Gender: Male Posts: 911 Karma: 27
Something for fighters? « Thread Started on Jan 9, 2009, 8:10pm »
Law of Unintended Consequences Dept.:
I started the PCs at first level with maximum HP. That makes the jump to second level (even with a guarantee of at least one more point) a bit anti-climactic in that regard!
The Clerics and MUs get spell-casting ... but what grooviness marks the Fighting Men's graduation?
Joined: May 2008 Gender: Male Posts: 115 Karma: 45
Re: Something for fighters? « Reply #2 on Jan 10, 2009, 12:25am »
A fighter takes more damage, has higher saving throws, etc. If he kills an opponent he gets another attack. When all opponents next to him are gone he gets no more attacks. Thus he chops his way through the weaker creatures pretty quickly. The Great Svenny was good at that. MU needed their protection 'Badly'
Joined: Sept 2007 Gender: Male Posts: 911 Karma: 27
Re: Something for fighters? « Reply #3 on Jan 10, 2009, 4:29am »
Random: Thanks! Is that based on Vol. 2, p. 5, and Chainmail? I did that in the past, but abandoned it for some reason (maybe AD&D influence?) -- and am grateful to be reminded of it!
Dave: I like that, too! Thank you! I had damage "carry over" in a fight versus kobolds, when it was enough to down two with one roll ... a bit of EPT influence, I guess.
Yes, I think this should keep the sword-swingers happy without over-inflating them.
Joined: Jul 2007 Gender: Male Posts: 402 Location: Urbana, IL Karma: 26
Re: Something for fighters? « Reply #4 on Jan 10, 2009, 10:14am »
Personally, I tend to give the Fighters the benefit of the doubt in many physical situations. All other things being equal, a Magic-User or Cleric might need to make a die roll to successfully climb, swim, jump, etc., where I might allow a Fighter to just succeed.
Random: Thanks! Is that based on Vol. 2, p. 5, and Chainmail? I did that in the past, but abandoned it for some reason (maybe AD&D influence?) -- and am grateful to be reminded of it!
To tell you the truth, I don't remember where it is or where it came from.
That's the thing with D&D. It's easy to remember the rules, but it's hard to remember exactly where they are and how they are worded.
Random: Thanks! Is that based on Vol. 2, p. 5, and Chainmail? I did that in the past, but abandoned it for some reason (maybe AD&D influence?) -- and am grateful to be reminded of it!
That rule was present in AD&D, but it was rather weakened by changing if from "creatures of 1 HD or less" to "creatures of less than 1 HD".
Joined: Oct 2008 Gender: Male Posts: 396 Location: Lille, France Karma: 30
Re: Something for fighters? « Reply #7 on Jan 10, 2009, 4:14pm »
In Epées & Sorcellerie, I developped the rule as such: a fighter can handle in the same round as much as opponent's hit dice as his level - it don't give him the bility to attack several time the same foe. So, a 7th level fighter could attack 7 orcs, or 1 ogre and 3 orcs, or one troll...
In Epées & Sorcellerie, I developped the rule as such: a fighter can handle in the same round as much as opponent's hit dice as his level - it don't give him the bility to attack several time the same foe. So, a 7th level fighter could attack 7 orcs, or 1 ogre and 3 orcs, or one troll...
Wow. That's a really elegant solution to the problem!
Have an exalt for that!
By the way, will there be an english translation of your rules once you're done with them?
Joined: Sept 2007 Gender: Male Posts: 911 Karma: 27
Re: Something for fighters? « Reply #9 on Jan 10, 2009, 5:37pm »
Yeah, I don't go in for multiple attacks by one combatant against one other in OD&D. Part of that is philosophical -- how I "rationalize" the combat model -- and part is a preference for fewer rolls of the dice in order to keep turns moving briskly.
In Epées & Sorcellerie, I developped the rule as such: a fighter can handle in the same round as much as opponent's hit dice as his level - it don't give him the bility to attack several time the same foe. So, a 7th level fighter could attack 7 orcs, or 1 ogre and 3 orcs, or one troll...
I made a fighter sub-class (for S&W) with exactly that ability, as well as a couple of others.
By the way, will there be an english translation of your rules once you're done with them?
I hope so! Greyharp allready translated the first version with the aid of online translator, but their was some change since and need for reviewing. The complete french version will be available soon, thanks to Brave Halfling Publishing. If an english version would be useful, it would be nice.
Re: Something for fighters? « Reply #12 on Jan 15, 2009, 11:20pm »
In my campaign (which I've just switched over to OD&D from a similar homebrew system), I've got the following special abilities for fighters that allow for a fair degree of specialization, I think. Fighting men get them at 3rd, 6th 9th and 10th level. Dwarves (who already get abilities) at 5th and 10th. Elves and Halflings don't get them at all.
Cleave - After your fighter kills an opponent, he may immediately make another attack against any still-standing foe.
Brute - Your fighter rolls a d8 for damage, scoring a critical hit on a 6, 7 or 8.
Quickness - Your fighter rolls initiative twice and takes the higher number.
Favored Weapon - Choose one type of weapon to favor above all others. You get +2 to-hit and damage with this weapon.
Charge - When your fighter makes the first attack in a round, he deals double damage. All attacks against the foe struck by this charge are at +1 until the end of the round.
Leader of Men - Your fighter has a number of Leadership Points per day equal to his level added to every charisma point he has above 13. These leadership points are like bonus HP for the whole party - useable at your fighter’s discretion. For example - Bill the Gnome takes 12 damage in a critical hit, which would kill him. John the fighter has 15 leadership points, so he lets his leadership absorb the blow rather than let the Gnome perish. The fighter has but 3 leadership points left, but the Gnome is still standing.
Battle Tactics - Your fighter has a number of Tactics Points per day equal to his level added to every point of intelligence he has above 13. These points are spent directly before the attack roll of anyone in the fighter’s party, giving a +1 per point spent. They can also be spent before any enemy’s attack roll - giving a -1 per point spent.
Re: Something for fighters? « Reply #14 on Jan 16, 2009, 9:41am »
Thanks for the compliments, Coffee! As for wizard and Cleric lists, I don't have any yet. I'm relying on spells. Feel sort of bad about halflings, too. They get nothing. I might allow the Rogue class somebody posted here a while back and make a list for them.
[Edit] Well, here you go! I wrote up a rogue class today, and gave them special abilities in the same mold. If you like you can combine these with the fighting man list (I'm tempted to myself) in order to have sneaky, swashbuckling fighter types.
Weaving - When not wearing armor, your Rogue may add 1/2 his level and every point of dexterity he has above 15 to his AC.
Backstab - When attacking a completely unawares opponent, your Rogue may add his level to his damage roll.
Slip Away - When your Rogue acts first in a round of combat, he may elect to hide and avoid notice by even the most attentive foe. He may remain in this safe position, or use the advantage to backstab a combatant.
Ah-Hah! - When an opponent engaging your Rogue in melee misses his attack, your Rogue gets to attack him immediately at +1.
Fool’s Luck - Your Rogue has an number of Fool’s Luck points per game session equal to his level added to every point of dexterity Or charisma he has above 14. These act as bonus hit points, but can only be used on attack that would, by rights, kill the rogue. For example - Jerry the Rogue is down to his last 3 hit points. An orc swings at him, hits, and deals 5 damage. He’s dead! Or he would be if not for fool’s luck - he has 6 points (level 3 + 17 Charisma). He’s down to one point of luck, but that Orc is going to get what’s coming to him!
Read Magic - Your Rogue is versed in magical lore such that he can read some spells with only a small (insignificant, really) chance of failure. Roll 1d20 when reading a scroll for a MU spell that your level would allow you to cast if your choice of class had differed. If that roll is equal to or less than your intelligence, the spell goes off! On a 1, the spell goes off very well - perhaps with a bonus effect. A roll of 20 however - means a backfire. A nasty, magical backfire left up to the DM.
Disarm - Your rogue is a swashbuckling sort, and can disarm foes under the right conditions. If you roll a 6 on your damage die, you may choose to forgo rolling additional damage dice in exchange for sending your foe’s weapon clattering across the room. This still deals 6 damage of intimidation and fatigue, unless your foe is down to his last 6 hits or so (purely physical territory) at which point no damage is dealt by this disarming strike. Vital Seeking - When attacking an unawares opponent, your Rogue may ignore any AC bonus he has due to armor - hitting at his weak, exposed areas.
A few notes - I play with exploding damage dice, which should explain some backstab / brute related stuff. I also use ascending AC - hence the wording on Vital Seeking. Should be fairly easy to port over.