Post by Malchor on Feb 19, 2021 17:04:49 GMT -6
As part of a side quest between levels, the party in my Palace of the Vampire Queen campaign took a little detour and ended up in the weird west (think magic and monsters still exist in 1870-ish American West).
Combat was resolved with a mix of Boot Hill 1e and OD&D rules.
For stats, I used Allen Hammack's conversion rules from The Dragon 28 (Aug 1979, v4n2) as a starting point. These later appeared in the AD&D DMG, indicating this portion of the DMG was written by Allen Hammack.
My stats conversion was:
Dex to Speed: Speed=(Dex-3)*6.66 (then adjusted per Boot Hill for "personal figures.")
Dex to Throwing Accuracy: Throwing Accuracy=(Dex-3)*6.66 (then adjusted per Boot Hill for "personal figures.")
Shooting Accuracy: 1 for humans and dwarves, 13 for elves and half-elves, 35 for Hobbits
Personal Bravery: had the players roll the stat on percentiles, then adjusted per Boot Hill for "personal figures."
Strength to Strength: Boot Hill Strength=(OD&D Strength-3)*6.666 (then adjusted per Boot Hill for "personal figures.")
Used Boot Hill Strength stats or HP, whichever was highest, for health. The characters were 2nd and 3rd level, so this worked out well.
For combat:
Gun fire used Boot Hill rules (I now love hit location tables).
Grappling and fist fights used Boot Hill brawling rules.
Dynamite used Boot Hill rules (yes, I let them have at that too).
Any use of melee weapons and non-balistic missile fire (bows and slings) used the OD&D alternate combat system, treating the average human as AC 9 and fist level (1HD). I also allowed multiple attacks based on my modified Fighting Capacity table, so the fighter with a flail could get three attacks against an average dude. When a hit was scored, with missile fire, hit location was checked for cover using Boot Hill cover rules (really like this simple rule). Damage was a 1d6 *2 due to Boot Hill health score tending to go fairly high (8–20).
I hand waved the time scale difference in combat (Boot Hill has a 10 second turns—could not help but think of Holmes with this time scale and a speed based initiative system).
Guns were allowed to come back and are treated as regular ranged weapons with 1d6 damage, same range as in Boot Hill, but the massive downside of all that noise. One riffle was already gifted by a player to an NPC to get rid of it.
Oh, and fun with coin. The party at first was thrilled that people were gladly accepting GP as a rate of 1 GP for a dole-lar (dollar). Thing is, using EPT weights to work out the weight of a D&D gold coin, which is 51g and worth at least $30 by weight.
Combat was resolved with a mix of Boot Hill 1e and OD&D rules.
For stats, I used Allen Hammack's conversion rules from The Dragon 28 (Aug 1979, v4n2) as a starting point. These later appeared in the AD&D DMG, indicating this portion of the DMG was written by Allen Hammack.
My stats conversion was:
Dex to Speed: Speed=(Dex-3)*6.66 (then adjusted per Boot Hill for "personal figures.")
Dex to Throwing Accuracy: Throwing Accuracy=(Dex-3)*6.66 (then adjusted per Boot Hill for "personal figures.")
Shooting Accuracy: 1 for humans and dwarves, 13 for elves and half-elves, 35 for Hobbits
Personal Bravery: had the players roll the stat on percentiles, then adjusted per Boot Hill for "personal figures."
Strength to Strength: Boot Hill Strength=(OD&D Strength-3)*6.666 (then adjusted per Boot Hill for "personal figures.")
Used Boot Hill Strength stats or HP, whichever was highest, for health. The characters were 2nd and 3rd level, so this worked out well.
For combat:
Gun fire used Boot Hill rules (I now love hit location tables).
Grappling and fist fights used Boot Hill brawling rules.
Dynamite used Boot Hill rules (yes, I let them have at that too).
Any use of melee weapons and non-balistic missile fire (bows and slings) used the OD&D alternate combat system, treating the average human as AC 9 and fist level (1HD). I also allowed multiple attacks based on my modified Fighting Capacity table, so the fighter with a flail could get three attacks against an average dude. When a hit was scored, with missile fire, hit location was checked for cover using Boot Hill cover rules (really like this simple rule). Damage was a 1d6 *2 due to Boot Hill health score tending to go fairly high (8–20).
I hand waved the time scale difference in combat (Boot Hill has a 10 second turns—could not help but think of Holmes with this time scale and a speed based initiative system).
Guns were allowed to come back and are treated as regular ranged weapons with 1d6 damage, same range as in Boot Hill, but the massive downside of all that noise. One riffle was already gifted by a player to an NPC to get rid of it.
Oh, and fun with coin. The party at first was thrilled that people were gladly accepting GP as a rate of 1 GP for a dole-lar (dollar). Thing is, using EPT weights to work out the weight of a D&D gold coin, which is 51g and worth at least $30 by weight.