Post by jacar on Apr 5, 2024 12:05:42 GMT -6
Hello all,
It's been a loooong while since I've posted. I've got a hankerin' to play some whitebox solo and have devised a few (untested!) house rules to make weapons and armor more interesting.
weapons are classed as light (D4 damage), 1-handed (D6 damage) and 2-handed (D8 damage).
There is also damage type. Blunt (+2 to-hit vs metal armor) Ax (+1 to hit all armor) Pole weapons (+1 damage when charged [first strike] or charging) Blade weapons (Resistant to breaking see below)
Beak checks occur when a natural 1 is rolled on to-hit. Roll again, if it is a miss, the weapon breaks. Metal weapons gain +4 on a break check. Magic weapons gain +4 on break checks. Thus a magic blade gets +8 for resisting breaks.
Instead of having shields do a meager +1, I have buckler (+1 AC), medium shield (+2 AC) and tower shield (+3 AC). The tower shield can't be used on horseback and may be a hindrance in a dungeon.
As well, I am going to use 1D6 skill checks similar to thieves in some editions of 0D&D clones. Roll the target or less to succeed. Appropriate attributes may increase the target number.
6 (Trivial) 5 (Easy) 5 (Moderate) 3 (Hard) 2 (Very Hard) 1 (Impossible). 1 is also the default for untrained attempts. No modifiers will apply to unskilled checks. A character gets a bonus of 1 for every 3 levels of experience. They get a bonus of 1 for a 15 or better in the relevant attribute.
The whitebox clone I plan on playing is Beneath the Sunken Catacombs by Paul Bantock. The author did a really goo job of modernizing the game, adding ascending armor classes and adding plenty of character classes and subclasses without going overboard.
I hope to play a game or two in the coming weeks. Any comments or criticisms welcome.
John
It's been a loooong while since I've posted. I've got a hankerin' to play some whitebox solo and have devised a few (untested!) house rules to make weapons and armor more interesting.
weapons are classed as light (D4 damage), 1-handed (D6 damage) and 2-handed (D8 damage).
There is also damage type. Blunt (+2 to-hit vs metal armor) Ax (+1 to hit all armor) Pole weapons (+1 damage when charged [first strike] or charging) Blade weapons (Resistant to breaking see below)
Beak checks occur when a natural 1 is rolled on to-hit. Roll again, if it is a miss, the weapon breaks. Metal weapons gain +4 on a break check. Magic weapons gain +4 on break checks. Thus a magic blade gets +8 for resisting breaks.
Instead of having shields do a meager +1, I have buckler (+1 AC), medium shield (+2 AC) and tower shield (+3 AC). The tower shield can't be used on horseback and may be a hindrance in a dungeon.
As well, I am going to use 1D6 skill checks similar to thieves in some editions of 0D&D clones. Roll the target or less to succeed. Appropriate attributes may increase the target number.
6 (Trivial) 5 (Easy) 5 (Moderate) 3 (Hard) 2 (Very Hard) 1 (Impossible). 1 is also the default for untrained attempts. No modifiers will apply to unskilled checks. A character gets a bonus of 1 for every 3 levels of experience. They get a bonus of 1 for a 15 or better in the relevant attribute.
The whitebox clone I plan on playing is Beneath the Sunken Catacombs by Paul Bantock. The author did a really goo job of modernizing the game, adding ascending armor classes and adding plenty of character classes and subclasses without going overboard.
I hope to play a game or two in the coming weeks. Any comments or criticisms welcome.
John