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Post by Zulgyan on Feb 8, 2008 17:40:16 GMT -6
This have been my last ideas, but I may change them.
Strength 15 or more: +1 to damage rolls if you are a man or dwarven fighting-man
Wisdom 15 or more: +1 to saving throws against spells that affect your will power
Constitution 15 or more: Add +1 to each hit die due to toughness.
Constitution 6 or Less: Minus 1 from each hit die (minimum score of 1 on any die)
Dexterity 15 or more: Opponents subtract -1 to hit when attacking this agile character; +1 to saving throws against attacks that can be reasonably dodged (non of the two benefits apply to dwarves)
Dexterity above 12: Fire any missile at +1; fight with 2 weapons effectively (does not apply to dwarves, clerics and non-elven magic-users)
Dexterity under 9: Fire any missile at -1
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Post by Zulgyan on Feb 7, 2008 23:26:15 GMT -6
Interesting.
So a level 12 warrior deals 2 dice vs. a 12 HD creature?
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Post by Zulgyan on Feb 7, 2008 10:36:18 GMT -6
You just deal normal, regular damage: 1d6+any pluses you got.
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Post by Zulgyan on Feb 5, 2008 17:27:41 GMT -6
Looks fine, but I honestly think it can bring lots of calculations in-game, in the most action packed moments -combat- and it would slow it down maybe too much.
Just a personal opinion.
EDIT: Big monsters against low level character become MUCH more deadly. Maybe too much.
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Post by Zulgyan on Feb 5, 2008 17:22:58 GMT -6
Don't fighting men already get to attack their level times against 1 HD or lower creatures or was that only formally added in AD&D? I seem to recall at least the article on combat in the Strategic Review gave that ability. This was certainly the case using Chainmail combat (and bigger critters got the special Supernatural chart), but I was always a bit uncertain if it was intended to continue into use of the Alternate combat system. If such a rule does extend into advanced levels, does that really mean 20 attacks per round for a 20th level fighting man? This would seem to support the notion that OD&D is supposed to "top out" at a level somewhere slightly above 8th level. That's why I like the idea of just 1 attack through levels 1-3, gain 4 at 4th level. Then, just 4 attacks from levels 4 to 7, reaching 8 attacks at level 8, and having the power cap there.
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Post by Zulgyan on Feb 3, 2008 13:59:07 GMT -6
Yeah, I realized that, but wanted to change it to something that affects player allies, cause morale rules don't apply to PCs. Anyway, I'm still undecided.
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Post by Zulgyan on Feb 2, 2008 17:40:14 GMT -6
I was looking at my Chainmail 3rd edition pdf, and found that some abilities for the Hero and Superhero figures could be a cool addition for our beloved OD&D fighting-man... For example, at 4th, fighting-men achieve Hero status, gaining the following abilities: - They may attack 4 times against 1HD creatures.
- Allies fighting along his side gain +1 to attack rolls.
- They never check for morale (rule for NPCs only).
At level 8 fighting-men achieve Super-hero status, gaining the following abilities: - They may attack 8 times against 1HD creatures.
- Allies fighting along his side gain +2 to attack rolls.
- They never check for morale (rule for NPCs only).
- 1 HD opponents at charge range must check for morale.
- Has the ability to detect hidden invisible foes.
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Hobbits
Feb 2, 2008 21:48:48 GMT -6
Post by Zulgyan on Feb 2, 2008 21:48:48 GMT -6
I think it is more related towards they serving the Lords of Law or the Lords of Chaos, just as in Moonrock's Elric novels.
The shire seems pretty much a lawful place to me too.
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Hobbits
Feb 2, 2008 16:55:15 GMT -6
Post by Zulgyan on Feb 2, 2008 16:55:15 GMT -6
The OD&D Hobbit- They are about half the size of men (Chainmail p. 28)
- They are able to blend into the background (only in brush and woods), and thus make excellent scouts (Chainmail p. 29 and p. 43).
- They can fire a stone as far as an archer shoots (Chainmail p. 29).
- Their attack rate with the sling is 3/2 (Chainmail p. 29).
- They will have magic-resistance equal to dwarves (add four levels for saving throws) (M&M p. 8)
- They receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- Their movement rate it 12" / 9" / 6" (Chainmail p. 43)
- Hobbits gain no benefits from charging (deduced from Chainmail p.43 - no charge speed)
- Hobbits are aligned with LAW (Chainmail p. 39)
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Post by Zulgyan on Feb 3, 2008 13:55:58 GMT -6
Yeah, i knew that OD&D had neutral dwarves, as well as lawful. I was just using the Chainmail aligment.
+1 to listen at secret doors was something I missed. It's been added. Thank you!
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Post by Zulgyan on Feb 2, 2008 16:40:59 GMT -6
The OD&D Dwarves (and Gnomes)- they have a high level of magic resistance, and they thus add four levels when rolling saving throws (M&M p. 7)
- they are the only characters able to fully employ the +3 Magic War Hammer (M&M p. 7)
- they note slanting passages, traps, shifting walls and new construction in underground settings (M&M p. 7)
- dwarves receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- they are able to speak the languages of Gnomes, Kobolds and
Goblins in addition to the usual tongues (M&M p. 7)
- Because of their relatively small size, clumsy monsters like Ogres, Giants and the like will have a difficult time hitting Dwarves, so score only onehalf the usual hit points when a hit is scored (M&T p. 16). They same applies for Trolls (Chainmail p. 29)
- Dwarves are about 62,5% the size of men (Chainmail p. 28)
- Dwarves may operate in normal darkness as if it were light (Chainmail p. 29)
- Disadvantage: When ordered by a "commander" or "leader" to attack goblins or kobolds, these will be attacked to the exclusion of orders to the contrary.
- Dwarves move at: 9" / 6" / 3" (deduced from Chainmail p. 43)
- Dwarves are aligned with LAW (Chainmail p. 39).
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Elves
Feb 17, 2008 12:23:27 GMT -6
Post by Zulgyan on Feb 17, 2008 12:23:27 GMT -6
Should elves start the game with their green-grey cloaks? Or should they acquire one in the course of their adventures?
What do you guys think?
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Elves
Feb 17, 2008 12:21:26 GMT -6
Post by Zulgyan on Feb 17, 2008 12:21:26 GMT -6
Great work, Zuglyan. Good catch on the double damage against ogres. In my own house rules I use "Fairies" as elves with butterfly wings. They are not a PC race but are other than flight are identical to elves and constitute a third race alongside wood and meadow elves. This interpretation can also be founded of the fairies picture that appears on p. 6 of M&M
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Elves
Feb 17, 2008 1:21:54 GMT -6
Post by Zulgyan on Feb 17, 2008 1:21:54 GMT -6
Great work, Zuglyan. Good catch on the double damage against ogres. Thank you! At the communitie's service. Nice. ;D Cool. Great way of interpreting it. And much more in vein with the "we must unlearn what we learned" that Falconer suggests.
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Elves
Feb 3, 2008 14:28:30 GMT -6
Post by Zulgyan on Feb 3, 2008 14:28:30 GMT -6
- Elves wielding a magical weapon add +3 to attack against goblins.
- Elves wielding a magical weapon add +2 to attack against orcs.
Elves wielding a magical weapon add +1 to attack against Wizards, Wraiths, Wights, Lycanthropes, Ogres, Balrogs, Giants.
In D&D magic weapons always provide a bonus to hit against everyone, so what this effectively means is that elves with magic weapons get an extra +2 (beyond the plus of their weapon) against goblins and +1 against orcs. Hmmm... really good points. Seems like you are correct. Added. Thank you foster!
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Elves
Feb 2, 2008 16:45:10 GMT -6
Post by Zulgyan on Feb 2, 2008 16:45:10 GMT -6
I am yet undecided about the F/M-U issue and how to apply it in the game.
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Elves
Feb 2, 2008 15:54:20 GMT -6
Post by Zulgyan on Feb 2, 2008 15:54:20 GMT -6
I have made a compilation of all elven abilities in OD&D and Chainmail, and tried to translate them as best as I could for OD&D. This does not pretend to be official stuff, but my own interpretation of the OD&D Elves. The OD&D Elf- Elves are also called "Fairies" (Chainmail p. 29).
- There are 2 sorts of Elves: Woodland Elves, and Meadowland Elves (M&T p. 16)
- Elves may use magic armor and still act as magic-users (M&M p. 8).
- Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues (M&M p. 8).
- Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks(M&T p. 16). When invisible Elves (and Fairies) cannot attack — or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops — but they can become visible and attack during the same turn (Chainmail p. 28).
- Elves armed with magical weapons will add one pip to dice rolled to determine damage. (M&T p. 16)
- Elves on foot may split-move and fire (M&T p. 16).
- Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback (M&T p. 16).
- Elves detect secret doors 1-4 in 6 (U&W p. 9).
- Elves notice secret door 1-2 in 6, when passing by them (U&W p. 9).
- Elves receive +1 in 6 chance to detect sound at doors (U&W p. 9)
- Elves are about 3/4 the size of men (Chainmail p. 28).
- Elves see in normal the darkness as if it were light (Chainmail p. 43).
- Elves wielding a magical weapon add +2 to attack against goblins.
- Elves wielding a magical weapon add +1 to attack against orcs.
- Elves deal double damage against Ogres (Chainmail p. 28, ogre entry).
- Elves move at 15" / 12" / 6" (deduced from Chainmail p.43)
- Elves get no benefits from charging (deduced from Chainmail p.43 - no charge speed)
- Elves are neutral but have a slight pre-disposition for LAW (Chainmail p. 34).
- Elves wear beards (M&M p. 32).
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Post by Zulgyan on Nov 22, 2007 9:55:11 GMT -6
"Sleep" is certainly powerful, but with saving throws and a limited number of levels affected I find it doesn't tend to totally upset game balance. And frankly first level characters need something with an edge or they die in a hurry. Do you allow a saving throw for Sleep when not using Supplement I? Good question... got me thinking... this thread will become hot.
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Post by Zulgyan on Nov 14, 2007 11:34:01 GMT -6
What are your experiences with the OD&D Illusionist, that appeared in The Strategy Review nº4??
I am primarily concerned about the high XP requirements. More so, when I compare this class to the AD&D class, that have lower XP requirements than the M-U.
Have you played with this class in OD&D?
How did it turned out?
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Post by Zulgyan on Nov 13, 2007 14:22:56 GMT -6
How would you do this 2 fighting-men/woman subclasses in OD&D, in a non-supplement context.
I was thinking of just using the fighting-man class as base, adding advantages and disadvantages.
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Post by Zulgyan on Nov 12, 2007 20:14:15 GMT -6
Cool! Looking forward to see your work.
I would really like to see a Ranger in a "non-thief D&D" context. Do you have something like that in mind?
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Post by Zulgyan on Nov 1, 2007 14:06:45 GMT -6
I was having the same thoughts regarding read magic and runes inscribed on items.
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Post by Zulgyan on Nov 1, 2007 0:10:57 GMT -6
Since we don't have an "Identify" spell in the original booklets, how do you guys handle magic item identification?
I'm thinking about having wizards "know" general "magic item lore", and to be able to identify them without the need of a spells. Maybe it can take longer and demand research in the case of rarer magic items.
What do you guys think?
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Post by Zulgyan on Oct 26, 2007 18:47:25 GMT -6
So how do you interpret:
?
What is the extent of this spells power in your game? How strong is that "completely under the influence"?
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Post by Zulgyan on Oct 23, 2007 8:58:40 GMT -6
When I first saw the item price lists in OD&D I was most surprice with the plate's price. Just 50 gp.
That's way to cheap. In all other editions, the price starts around 300 gp, or something like that.
If you buy a Plate (50) and a Shield (10) at first level, you got an incredible AC 2 right for the first adventure. An AC that requires 17+ to hit, in the case of most 1st level critters. It's not so hard to get that with starting gold (3d6x10).
You do you guys think about it?
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Post by Zulgyan on Oct 24, 2007 10:29:40 GMT -6
I saw those values before, but I thought that fighters could get a little help.
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Post by Zulgyan on Oct 22, 2007 18:11:38 GMT -6
I'm planning to use 100.000 for everyone. Not shure thought. I'll think about it when it becomes a real concern.
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Post by Zulgyan on Oct 21, 2007 22:29:17 GMT -6
The way I intend to use titles, is to use them as a tool for world shaping and power level indicator.
For example, every king has it's own "Champion", right by his side, to fullfil his willing (think about something like "Bombaata" from the Conan 2 movie). Such fighting-men are 7 level.
Also, most towns have their "Heroes", a bunch of 4 or 5 characters that defend the town from the overwhelming wilderness.
And so on.
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Post by Zulgyan on Oct 21, 2007 19:52:30 GMT -6
The reason I don't like Hospitalar is that it implies to much goodness. I want to keep titles as much away from that as possible so that both evil and good clerics find them fitting.
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Post by Zulgyan on Oct 21, 2007 15:21:23 GMT -6
Yes, 1st level fighting-men are no iniciates and have already been baptized in the blood of combat. The have already fought on numerous confrontatiosn.
Men-at-arms and recruits are just lvl 0 folk with just hps. No stats.
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