Post by kenmeister on Nov 19, 2011 20:19:51 GMT -6
Never one to throw away an interesting looking column in a rulebook, here's where I've gotten with a rule on how to use it with the Alternate Combat System aka the Normal Combat System. If it makes a difference I plan to use Greyhawk.
Man = 1 attack per round as normal
Man+1 = against humanoid/demihuman foes of 1 HD or less, attack at +1 to hit
2 Men = as above, but 2 attacks (with no bonus to hit)
2 Men +1 = as above, but both attacks at +1 to hit
3 Men = 3 attacks against such foes
3 Men +1 = as above, but all 3 attacks at +1 to hit
So far so good, now it gets more interesting. You can always drop back to a previous level of fighting if it is more applicable, which is important as you'll see:
Hero -1 = chance to get a critical on a successful hit on the Fantasy Combat Table as a hero -1. So, a 7th level magic-user up against a bunch of orcs would fall back to 3 attacks at +1 to hit, since they aren't applicable for the table.
Hero = 4 attacks against men-like 1 HD foes OR a chance to use the Fantasy Combat Table.
Hero +1 = as above; the +1 applies only to rolls on the Fantasy Combat Table .
Hero +1 or 5 Men = make up to 5 attacks against 1 HD man-like foes, or get a possible critical on the Fantasy Combat Table
Wizard and Superhero are only for the Fantasy Combat Table. Therefore, against 1 HD man-like foes, non-fighters top out at 4 attacks per round (hero). Fighters get up to 6 attacks per round.
Now onto the Fantasy Combat Table. Whenever a hero/wizard/superhero scores a hit against any non-1 HD man-like foe, damage is rolled normally, but then the 2d6 are rolled on the table with the appropriate modifier. Less than the target number is no additional effect. Reaching the target number means the foe is driven back, which means if the foe hasn't gone yet that round, could mean he doesn't get to go. Exceeding the target number is not a kill like in Chainmail, but rather a stun for a round, making sure then that the foe loses a turn.
What I haven't figured out yet is what happens when a creature on the chart like say an elemental attacks something not good enough to be on the chart, like say a 2nd level fighter. He's not a hero yet, but that shouldn't give him immunity from a possible push-back or stun result. I guess I could treat that as Elemental vs. Hero but give the elemental a bonus to the roll.
I guess I also give monsters additional attacks against pcs with the fighting ability of just 'man' if it ever comes up, as is called for in Monsters & Treasure.
Comments? Suggestions?
Man = 1 attack per round as normal
Man+1 = against humanoid/demihuman foes of 1 HD or less, attack at +1 to hit
2 Men = as above, but 2 attacks (with no bonus to hit)
2 Men +1 = as above, but both attacks at +1 to hit
3 Men = 3 attacks against such foes
3 Men +1 = as above, but all 3 attacks at +1 to hit
So far so good, now it gets more interesting. You can always drop back to a previous level of fighting if it is more applicable, which is important as you'll see:
Hero -1 = chance to get a critical on a successful hit on the Fantasy Combat Table as a hero -1. So, a 7th level magic-user up against a bunch of orcs would fall back to 3 attacks at +1 to hit, since they aren't applicable for the table.
Hero = 4 attacks against men-like 1 HD foes OR a chance to use the Fantasy Combat Table.
Hero +1 = as above; the +1 applies only to rolls on the Fantasy Combat Table .
Hero +1 or 5 Men = make up to 5 attacks against 1 HD man-like foes, or get a possible critical on the Fantasy Combat Table
Wizard and Superhero are only for the Fantasy Combat Table. Therefore, against 1 HD man-like foes, non-fighters top out at 4 attacks per round (hero). Fighters get up to 6 attacks per round.
Now onto the Fantasy Combat Table. Whenever a hero/wizard/superhero scores a hit against any non-1 HD man-like foe, damage is rolled normally, but then the 2d6 are rolled on the table with the appropriate modifier. Less than the target number is no additional effect. Reaching the target number means the foe is driven back, which means if the foe hasn't gone yet that round, could mean he doesn't get to go. Exceeding the target number is not a kill like in Chainmail, but rather a stun for a round, making sure then that the foe loses a turn.
What I haven't figured out yet is what happens when a creature on the chart like say an elemental attacks something not good enough to be on the chart, like say a 2nd level fighter. He's not a hero yet, but that shouldn't give him immunity from a possible push-back or stun result. I guess I could treat that as Elemental vs. Hero but give the elemental a bonus to the roll.
I guess I also give monsters additional attacks against pcs with the fighting ability of just 'man' if it ever comes up, as is called for in Monsters & Treasure.
Comments? Suggestions?