Quarterstaff Fighting- Dragon #11 Dec. 1977
Dec 10, 2014 20:00:44 GMT -6
Hans E Magnusson, Merctime, and 1 more like this
Post by derv on Dec 10, 2014 20:00:44 GMT -6
Stumbled across these brief rules written by James Ward for an early issue of The Dragon magazine. Since I haven’t had much time for any gaming activities lately, they made for a nice little diversion with my son. The rules aren’t really written for miniatures, but since we already had the Airfix Robin Hood figures we thought it would be fun to add a little visual appeal and back story.
In a nut shell, the rules require 3 stats- Strength, Dexterity, and Constitution. Roll 3d6 for each. You also need to calculate your “combat index”, which is simply the sum of your Strength and Con. Your combat index is essentially non-lethal hit points (fatigue levels). When your character is reduced to 1 on his combat index, he is knocked unconscious.
There is also a bare bones weapon proficiency system that involves 3 stages of experience. We did not utilize these rules. They are more suited to an on going tournament or extended play. So all our characters were Stage 1.
The method of melee is some what reminiscent of Chainmail’s jousting rules. Not really, but it’s what I was reminded of when reading through the article. For every melee turn each fighter must decide on one of three choices- attack twice (A-A), attack and defend (A-D), or defend twice (D-D). Roll a d20 with a target number of 12+ for Stage 1 proficiency. If a hit is scored, you then roll a d6 for damage. An unmodified roll of 20 adds +1 to damage. Rolls are modified based on the three stats. Strength of 18 is +2 damage and 17 is +1 damage. Con of 18 absorbs 2 hits of damage and 17 absorbs 1 hit. Dex of 18 adds +3 to hit and absorbs 2 hits of damage, 17 adds +2 to hit and absorbs 1 hit of damage, and 16 adds +1 to hit. To defend you roll a d6 and this total is used to off set any damage incurred from a hit.
Simple enough. A few special rules yet. If a player decides to A-A and is hit during the turn, he must take 3 extra points of damage total since he cannot defend. Also, if on any turn that a player attacks twice and scores more then 4 points of damage to his opponent, the opponent must D-D the next turn. Any time a player chooses to D-D, on the next turn he receives +1 to hit on his first strike. All combat is assumed to happen simultaneously.
The Plot:
Lately, Robin Hood’s little bands escapades have been falling short or foiled in some manner. Rumor made it’s way back to Little John that a small group of local ruffians, led by a man named Brutus Drake, have been sharing information with the Sherriff for a few silver coins. This didn’t sit well with Little John. So, he and Friar Tuck confronted Drake in Wentbridge and offered him a wager. Pick three of your best men to meet at the river for a challenge with the quarterstaff. If Robin’s men bested Drakes, they would join up as loyal members of his merry band. If they lost, Drake and his fellows would be given two days to leave the country side unmolested. Drake guffawed at this suggestion and countered that if he and his men win, which they will, then he wants 50 shillings to leave the country side. Friar Tuck turned red in the face and let out, you heretic of a scoundrel. But Little John held his hand up to silence the Friar and quickly said, done. Then he spit in his hand and extended it to Brutus who did like wise to seal the deal. We meet at sun up.
Robin Hood’s Merry Men:
* except for Little John these are fictitious and not from the legends
Little John- St 18 Dex 18 Con 18 CBI 36
Simon Littledigger- St 14, Dex 16 Con 13 CBI 27 (+1 to hit)
Baldwin Slater- St 12 Dex 11 Con 13 CBI 25
William Goodwin- St 18 Dex 14 Con 14 CBI 32 (+2 damage)
Drake’s Scoundrels:
Brutus Drake- St 17 Dex 17 Con 16 CBI 33
Giles Baxter- St 12 Dex 16 Con 12 CBI 24 (+1 to hit)
Odo Theobald- St 13 Dex 16 Con 15 CBI 28 (+1 to hit)
Fletcher Pennypie- St 17 Dex 10 Con 13 CBI 30 (+1 damage)
Robin's men were thoroughly thrashed time and again unfortunately. When Brutus extended his hand for the agreed upon payment, Little John upped the ante by challenging Brutus for double or nothing. Well, let's just say Brutus and his men ended up leaving Sherwood empty handed with their tails between their legs before Little John was through with them.
In a nut shell, the rules require 3 stats- Strength, Dexterity, and Constitution. Roll 3d6 for each. You also need to calculate your “combat index”, which is simply the sum of your Strength and Con. Your combat index is essentially non-lethal hit points (fatigue levels). When your character is reduced to 1 on his combat index, he is knocked unconscious.
There is also a bare bones weapon proficiency system that involves 3 stages of experience. We did not utilize these rules. They are more suited to an on going tournament or extended play. So all our characters were Stage 1.
The method of melee is some what reminiscent of Chainmail’s jousting rules. Not really, but it’s what I was reminded of when reading through the article. For every melee turn each fighter must decide on one of three choices- attack twice (A-A), attack and defend (A-D), or defend twice (D-D). Roll a d20 with a target number of 12+ for Stage 1 proficiency. If a hit is scored, you then roll a d6 for damage. An unmodified roll of 20 adds +1 to damage. Rolls are modified based on the three stats. Strength of 18 is +2 damage and 17 is +1 damage. Con of 18 absorbs 2 hits of damage and 17 absorbs 1 hit. Dex of 18 adds +3 to hit and absorbs 2 hits of damage, 17 adds +2 to hit and absorbs 1 hit of damage, and 16 adds +1 to hit. To defend you roll a d6 and this total is used to off set any damage incurred from a hit.
Simple enough. A few special rules yet. If a player decides to A-A and is hit during the turn, he must take 3 extra points of damage total since he cannot defend. Also, if on any turn that a player attacks twice and scores more then 4 points of damage to his opponent, the opponent must D-D the next turn. Any time a player chooses to D-D, on the next turn he receives +1 to hit on his first strike. All combat is assumed to happen simultaneously.
The Plot:
Lately, Robin Hood’s little bands escapades have been falling short or foiled in some manner. Rumor made it’s way back to Little John that a small group of local ruffians, led by a man named Brutus Drake, have been sharing information with the Sherriff for a few silver coins. This didn’t sit well with Little John. So, he and Friar Tuck confronted Drake in Wentbridge and offered him a wager. Pick three of your best men to meet at the river for a challenge with the quarterstaff. If Robin’s men bested Drakes, they would join up as loyal members of his merry band. If they lost, Drake and his fellows would be given two days to leave the country side unmolested. Drake guffawed at this suggestion and countered that if he and his men win, which they will, then he wants 50 shillings to leave the country side. Friar Tuck turned red in the face and let out, you heretic of a scoundrel. But Little John held his hand up to silence the Friar and quickly said, done. Then he spit in his hand and extended it to Brutus who did like wise to seal the deal. We meet at sun up.
Robin Hood’s Merry Men:
* except for Little John these are fictitious and not from the legends
Little John- St 18 Dex 18 Con 18 CBI 36
Simon Littledigger- St 14, Dex 16 Con 13 CBI 27 (+1 to hit)
Baldwin Slater- St 12 Dex 11 Con 13 CBI 25
William Goodwin- St 18 Dex 14 Con 14 CBI 32 (+2 damage)
Drake’s Scoundrels:
Brutus Drake- St 17 Dex 17 Con 16 CBI 33
Giles Baxter- St 12 Dex 16 Con 12 CBI 24 (+1 to hit)
Odo Theobald- St 13 Dex 16 Con 15 CBI 28 (+1 to hit)
Fletcher Pennypie- St 17 Dex 10 Con 13 CBI 30 (+1 damage)
Robin's men were thoroughly thrashed time and again unfortunately. When Brutus extended his hand for the agreed upon payment, Little John upped the ante by challenging Brutus for double or nothing. Well, let's just say Brutus and his men ended up leaving Sherwood empty handed with their tails between their legs before Little John was through with them.