Ruleset: Outside of the house rules listed here, I will be using the 3 LBBs, Chainmail and Outdoor Survival as my rules sources. Additionally, subsystems from a selection of other books, primarily the Judges Guild Ready Ref Sheets, will make an appearance whenever I feel like it.
Post rate: Flexible, although I will attempt to post twice a week with game updates.
Dice rolls: I will roll all dice and post the results.
Last Edit: Jul 16, 2017 5:21:38 GMT -6 by Starbeard
Ability Scores As usual, I will provide you with rolls for your character's ability scores and money; 3d6 down the line, with 3d6x10 silver pieces (shillings).
Prime Requisites and Experience Ability scores are not swapped or altered. Instead, your xp modifier is determined by your prime requisite score, +1 for each other prime ability (Strength, Intelligence, Wisdom) that is 13 or higher, +2 for each other prime ability that is 15 or higher. For example: Gary the Grump has STR 10, INT 13, WIS 17, and chooses to be a Fighting-Man. His 'prime requisite' is considered to be 10 (STR) + 1 (INT) + 2 (WIS) = 13, giving him +5% to all xp gained.
Rolling Hit Dice At each level characters re-roll all hit dice, keeping their current hit point total if that remains higher.
Racial Level Limits Once a character has reached its racial limit, it may still continue to accrue xp and re-roll hit points at new "levels" (using its maximum level hit dice).
Currently Available Classes
No changes from Men & Magic.
General: Magic-users are sort of a combination of MU and cleric. Except for the rules mentioned below, they act in every way like magic-users in Men & Magic.
Spells: They get full access to all spells from Men & Magic (magic-user and cleric lists). Your starting spellbook contains all first level spells.
Weapons & Armor: May wield one-handed weapons and staves. They may also wear all armor and use shields, but doing so causes severe restrictions to spellcasting: when attempting to cast spells with armor and/or a shield, the MU must roll 2d6 equal to or less than his OD&D armor class, excluding magical bonuses (for the curious, this house rule is in part inspired by the spellcasting rules in Chainmail). A failed spell may fizzle without effect or produce a random effect, or it may simply fail to activate, allowing the magic-user to try again.
Counter-spells: As in Chainmail, an MU may spend his combat action attempting to counter-spell against another MU. The roll needed will be between 7+ and 11+ on 2d6 depending on relative MU level, as explained in Chainmail on p. 31.
Currently Available Races
The human races include those native to Fantasyland, and those who have travelled here from the mundane world.
The dwarves and/or gnomes are a race of foresters, hunters, tinkerers and miners. They usually hail from the forests and alpine mountains of the Slumberwold.
They can be magic-users, rising as high as a magician (6th level).
These may be Tolkien hobbits, Greyhawk halflings, Oz munchkins, Nerverland Lost Boys or anything similar. Not all hobbits are born; instead, many were once children who, accidentally or otherwise, never grew up and become a hobbit instead. The hobbits rule the independent metropolis of Smallow, with its twisting canals and sparkling clockwork buildings.
Tiny creatures known as sprites, pixies, fairies or brownies, averaging between one and two feet in height. Walks at a rate of 6", and fly at 18".
Limited to the magic-user class. They may progress only to 3rd level.
May only use cloth armor and cannot use shields. They may only wield "small and light" weapons (e.g., daggers, small clubs, slings), and these always use 4-sided dice for damage instead of 6-sided dice.
May become invisible at will but must reappear to attack or cast spells, as described in Chainmail.
Sprites are magical creatures and therefore cannot have fairy godmothers.
The elves are reclusive, magical versions of dwarves. They may be dwarf-sized or man-sized.
The rules for Elves are the same as what's in the LBB, except that they can also Turn Undead as if they were a cleric. They can only learn Magic-User spells, though.
At the start of each expedition, elves choose whether their XP will go towards levels as a magic-user or a fighting-man. They always get the benefits of both classes, and fight, save, and use the HD of whichever class is better at that level.
Last Edit: Oct 23, 2018 11:10:44 GMT -6 by Starbeard
Currency This game uses a silver standard. Anything in the rulebooks has its costs in gp turned into sp instead. Conversion rates and coin weights remain the same.
Experience Experience from monsters is generally awarded at 100xp per HD, per the 3LBBs. Experience from treasure is awarded at 1xp per silver piece.
For the curious: I am generally using the treasure tables as-is, but dividing all amounts of electrum, gold & platinum found by five. With the silver standard this should mean that PCs will be netting twice the money and twice the experience as usual. This is on purpose, because forum games can go slowly and I'd still like to see PCs climb the ladder toward campaign level play.
Combat Basics Where possible, combat will follow the man-to-man rules of Chainmail, with my house changes. This means that all characters will fight according to the "Fights As" column on their class table in Men & Magic.
When a combat cannot be fought using these rules (e.g., against a monster that has no "fights as" Chainmail equivalent), we will use the now-standard alternate combat matrix from Men & Magic.
If a combat grows very large I will inform the players that we are now in "mass combat" mode, and combat will switch to the Chainmail 1:20 rules.
Finally, any character who is capable of fighting on the Fantasy Combat Table in Chainmail may choose to do so at any time. This is heroic but also very dangerous, since all combatants on the FCT kill each other with but a single hit.
Character Death Whenever a PC is reduced to 0 hits or less from normal combat (i.e., not on the FCT), he must "save or die." If he fails then he is dead. If he makes save and survives then he stays at 0 hits, is reduced to half speed, and permanently loses 1-3 CON. At the referee's discretion, whenever he attacks or attempts any strenuous activity he must make another save or die.
Healing Healing occurs at a rate of 1 hit point per full day of rest. Characters who are reduced to 0 hits and survive must rest for 1 full week, and then may begin to heal hit points.
Man-to-Man Combat I have revised the Chainmail tables in three ways: 1) to include cloth armor as a viable armor type; 2) streamlined the numbers a little so that all armour types have strengths and weaknesses; and 3) made weapons "universal" in the sense that new weapons can be added to the table with ease. Weapons are now described by a set of three statistics: length (short, medium or long), size (light, normal or heavy) and type (blunt, edged or piercing).
Attacks are made on these tables (melee and ranged) by rolling 2d6 and consulting the defending armor type.
The initiative rules are essentially from Chainmail, but reworded to work with these revised tables:
The longer weapon goes first (terrain or other factors may cancel this out); otherwise
Puncture weapons, then edged weapons, then blunt weapons; otherwise
Attacker then defender
(House rule) After the first round of combat, if a longer weapon misses and the shorter weapon hits, the shorter weapon gains initiative.
1:20 Combat The 1:20 combat table from Chainmail is almost unchanged (only the heavy horse have been reduced a little bit, since they are incredibly overpowered). Using this table, a unit of "figures" will roll a number of dice (D6) based on the enemy's troop type, with each score hitting the target number counting as a figure kill or hit against fantastical types & heroes.
Last Edit: Jul 16, 2017 15:50:34 GMT -6 by Starbeard
Movement and mapping in the dungeon: I'm treating the usual rule for movement (2 moves per turn) as cautious, deliberate movement with mapping. Cautious movement "without mapping" will yield only general measurements but allow quicker movement rates. The faster the party is moving, the higher chances of surprise will be.
Overland movement and exploration will be taken from Outdoor Survival, including tracking of food, water and "Life Level."
Map scale: Each hex represents one league.
Movement Points: Outdoor Survival uses movement points to move from hex to hex. Every 3" of movement will allot 1 OS movement point. For example, an unburdened human moves at 12", and so gets 4 movement points for daily travel. This is your maximum "relaxed" travelling rate, and as long as you don't go over that amount in a single day you will never grow exhausted from your travels. You can spend twice your movement points at the risk of becoming tired (save against breath for exhaustion); you can also push yourself to a maximum of 2.5x your movement points, but this guarantees exhaustion. Example: a human with 12" move gets 4 movement points. He can travel for 4 points freely, for 8 points with a save against fatigue, or 10 points and outright exhaust himself.
Getting Lost: We will use the Outdoor Survival procedures for movement and getting lost. Each type of exploration or movement is attached to one of the game scenario movement cards in Outdoor Survival:
Passing through known territory uses Scenario 4: "Rescue"
Focused exploration uses Scenario 3: "Search"
Wilderness adventures into the unknown uses Scenario 2: "Survival"
Travel while lost uses Scenario 1: "Lost"
Chases use Scenario 5: "Pursue"
Last Edit: Jul 27, 2017 12:59:11 GMT -6 by Starbeard