Melvin is a week and thin man. Raised as a farmer, he got only the jobs like milking the cows, get the eggs from chickens and so. He is a little obtuse, and cant make left from right. But his desire to survive in this harsh world made him very cautious, always thinking twice before acting. After a mad cow mauled him, he saw the necessity of knowing the basic of self defense, and learned from his uncle the skills of the trade for a mercenary. Now he wants to venture the world (cautiously).
I see, under Move, that we're all set at 12. Will that not get modified for encumbrance and/or height?
Yes, those were placeholders until I decided how I wanted to track it. I've got it all sorted now: the Outdoor Survival part tracks Life Level, which determines your maximum possible move. The D&D part tracks encumbrance, compares that to your Life Level, and displays your current move.
On a related note: dwarves in OD&D move 6" (Chainmail has them as 6" plus 9" charge), but both games also assume they are encumbered by chainmail and shields at least (AC 4 / heavy foot). Presumably this would mean that without armour they move 12" like everyone else. Also, hobbits get 12" move in Chainmail, but aren't mentioned in OD&D except to refer you back to CM.
Right now I'm interpreting it to mean that pretty much all PC races move 12" unencumbered (except sprites, who are very clearly 9"/18" flying in Chainmail). However, in the past I've usually limited dwarves and hobbits to 9" or even 6" moves. Thoughts or preferences?
Last Edit: Aug 1, 2017 6:48:10 GMT -6 by Starbeard
You're right, that does make sense. It won't be any more difficult for me to track, since I have all of that scripted in the sheet; all I have to do is alter the dwarf move rates. I'll give it a think overnight and decide whether to put dwarves and hobbits at 9" or 12".
Since move rates are based on move inches, it does mean that dwarves nor hobbits aren't very good travellers. Their travelling legs should be at least as hardy as humans, so even if I do drop their move rate to 9" then I'll gift them a +3" bonus during overland travel, to keep up with the humans.
Yevgeniy Akhmatov is a cowardly, dimwitted nineteen-year-old wastrel from 1820s St. Petersburg. While searching his country estate for an escaped horse, he stumbled upon a cave. Drawn by some strange force, he squeezed himself into the cavern mouth –– and emerged, somehow or other dight in medieval clothing and armor, in Fantasyland.
The basics are: 1) fighting-men and magic-users only (but MUs get access to cleric spells) 2) dwarves can be opt to be MUs (max 6th level) 4) elves can't use cleric magic, but they do get the cleric turn undead ability 5) fairies/pixies are available; they can only be MUs, and max out at 3rd level With these rolls, you'd make +10% xp as a fighting-man, or +0% xp as a magic-user. 6) starting equipment costs are as in the book, but figured in sp instead of gp.
Last Edit: Feb 15, 2019 23:04:17 GMT -6 by Starbeard