Post by vladtolenkov on Jan 28, 2016 12:43:32 GMT -6
In the spirit of OD&D here's a hack of the combat system!
I haven't playtested any of this but the idea arrived in my head the other day, and I thought I'd share it with my fellow D&D scientists here on the OD&D forums. Most of the rules changes are from Men and Magic, and I tried to keep them to a minimum. The idea was that this is a d6 only combat system that you should be able to use with the LBBs.
BTW in case you're wondering it was inspired by Heritage Models rules for their Caverns of Doom Paint and Play set (written by Arnold Hendrick).
OD&D D6 Only Combat & Mechanics
-Attributes the same as standard OD&D. Prime requisites provide experience etc.
-Characters roll 1d6 as basis for attack rolls. Each class is rated at a specific die code that represents their attack and defense capability.
-The basic resolution is super simple and works like this: attacker rolls 1d6 based on their attack rating. Defender rolls their defense rating. The higher roll wins. Roll damage.
-Most damage rolls are a straight 1d6. High strength may yield an additional +1 to damage.
-A Fighting Man/Woman is rated at 1d6+1 in their attack/defense ability. They may apply +1 to their attack and defense rating every three levels.
-A Cleric is rated at 1d6 in their attack/defense ability. They may apply +1 to their attack and defense roll rating every four levels.
-A Magic User is rated at 1d6-1 in their attack/defense ability. They may apply +1 to their attack and defense roll rating every five levels.
-If a characters rating exceeds three pips (more than 1d6+3 for example). They then move their rating to an additional full die. So rather than be rated at 1d6+4 you would be rated at 2d6.
-Hit Points are 1d6 per level for all classes.
-Armor adds to a character’s ability to withstand damage. The protection amount is subtracted from the damage inflicted. Leather offers protection of 1 pt. Chain offers protection of 2 pts. Plate offers protection of 3 pts.
-Shields add +1 to a characters defense rating (but not attack rating).
-Magic weapons add their plus number to a character’s attack rating (and damage)!
-Magic armor may also add to the character’s defense rating.
-Monster Hit Dice remains the same and are also rolled on a 1d6 per hit die basis.
-Still not sure what to do about missile weapons. My initial thought is that they receive a separate rating. Maybe everybody starts with a 1d6-1 rating in missiles. High dex can a +1 bonus to this rating. They must hit a target number based on range or something?
I haven't playtested any of this but the idea arrived in my head the other day, and I thought I'd share it with my fellow D&D scientists here on the OD&D forums. Most of the rules changes are from Men and Magic, and I tried to keep them to a minimum. The idea was that this is a d6 only combat system that you should be able to use with the LBBs.
BTW in case you're wondering it was inspired by Heritage Models rules for their Caverns of Doom Paint and Play set (written by Arnold Hendrick).
OD&D D6 Only Combat & Mechanics
-Attributes the same as standard OD&D. Prime requisites provide experience etc.
-Characters roll 1d6 as basis for attack rolls. Each class is rated at a specific die code that represents their attack and defense capability.
-The basic resolution is super simple and works like this: attacker rolls 1d6 based on their attack rating. Defender rolls their defense rating. The higher roll wins. Roll damage.
-Most damage rolls are a straight 1d6. High strength may yield an additional +1 to damage.
-A Fighting Man/Woman is rated at 1d6+1 in their attack/defense ability. They may apply +1 to their attack and defense rating every three levels.
-A Cleric is rated at 1d6 in their attack/defense ability. They may apply +1 to their attack and defense roll rating every four levels.
-A Magic User is rated at 1d6-1 in their attack/defense ability. They may apply +1 to their attack and defense roll rating every five levels.
-If a characters rating exceeds three pips (more than 1d6+3 for example). They then move their rating to an additional full die. So rather than be rated at 1d6+4 you would be rated at 2d6.
-Hit Points are 1d6 per level for all classes.
-Armor adds to a character’s ability to withstand damage. The protection amount is subtracted from the damage inflicted. Leather offers protection of 1 pt. Chain offers protection of 2 pts. Plate offers protection of 3 pts.
-Shields add +1 to a characters defense rating (but not attack rating).
-Magic weapons add their plus number to a character’s attack rating (and damage)!
-Magic armor may also add to the character’s defense rating.
-Monster Hit Dice remains the same and are also rolled on a 1d6 per hit die basis.
-Still not sure what to do about missile weapons. My initial thought is that they receive a separate rating. Maybe everybody starts with a 1d6-1 rating in missiles. High dex can a +1 bonus to this rating. They must hit a target number based on range or something?