Post by Ghul on Nov 29, 2011 7:48:19 GMT -6
Hello fellows,
Here follows an outline of Volume III, of Astonishing Swordsmen & Sorcerers of Hyperborea, which is developed and presently being edited. This volume features many of the rules of the game. Bear in mind that the editing process may effect changes to what I present below.
As always, questions are welcome.
Next up is Vol. IV: Bestiary.
Cheers,
Jeff T.
Here follows an outline of Volume III, of Astonishing Swordsmen & Sorcerers of Hyperborea, which is developed and presently being edited. This volume features many of the rules of the game. Bear in mind that the editing process may effect changes to what I present below.
ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA
©2011 North Wind Adventures LLC
Text: Jeff Talanian
Illustrations: Ian Baggley
Volume III: Adventure & Combat
©2011 North Wind Adventures LLC
Text: Jeff Talanian
Illustrations: Ian Baggley
Volume III: Adventure & Combat
- ADVENTURE (adventuring party, hirelings, henchmen, loyalty and morale, base of operations, adventure preparation, etc.)
Adventure Actions and Procedures: Rules for handling common adventure actions including climbing, doors, light, listening, sleep/rest, and traps. The d6 is used to resolve many of these adventuring procedures.
Non-Standard Action Resolution: A simple d6 method for resolving adventuring actions that stand a chance of failure. Also included is referee advice on how to resolve physical attribute related challenges (str, dex, and con related). - TIME (discussed in brief is the 10 second round and the 10 minute turn)
- MOVEMENT (movement in the dungeon or in the wilderness, transportation methods, getting lost rules, encumbrance, etc.)
- THE ENCOUNTER (encountering beasts, monsters, and men; reaction and evasion rules)
- COMBAT (rules for governing the four major components of combat: melee, missiles, magic, and movement; other actions are also covered)
Combat Matrix: A master chart for resolving the attacks of all PCs and their adversaries.
Attack Modifiers: A list of typical attack modifiers (higher ground, rear attacks, flank attacks, stunned combatants, etc.).
Combat Steps: Surprize, action declaration, initiative, resolve actions, determine morale; action resolution features a two phase combat round.
Combat Actions: Procedures for handling all typical combat actions, including charge attacks, flaming oil, holy water use, magic, melee, missiles, mounted combat, movement, turn undead, and unarmed combat.
Advanced Combat Actions: A list of 22 different actions intended for use by experienced players, including disarm, indirect fire, pommel strike, reckless fighting, shield bind, two-weapon fighting, and more.
Critical Hits: An optional system for resolving natural 20 attack rolls for all combatants. - SAVING THROW (base saving throw predicated by level/HD with class modifiers for subcategories of death, transformation, device, avoidance, and sorcery)
Item Saving Throws: Rules for handling item ruination vs. a list of different conditions/effects. - DAMAGE (rules for hit point loss and recovery: wounds, death and dying, healing, resurrection, etc.; also falling damage is discussed)
- POISON (rules for acquiring and using a variety of poison types, both ingested and penetrative)
- EXPERIENCE POINTS (guidelines for awarding experience points, handling level gains, etc.)
- AERIAL COMBAT (rules for aerial melee, missile, spell casting, etc., covering a variety of flight methods)
- WATERBORNE EXPEDITIONS (vessels typical of Hyperborea are discussed, with rules for weather, wind, icebergs, whirlpools, getting lost at sea, and sea encounters; naval combat is discussed, including rules for catapults, ballistas, grappling, oar shearing, and ship repair)
Underwater Combat: Guidelines for managing the sword-and-sorcery stage of underwater battles. - CASTLES AND STRONGHOLDS (castle and stronghold construction, costs, personnel, resources, and of course: the angry villager!)
- WARFARE AND SIEGE (rules for handling mass combat using a calculator system that accounts for a variety of circumstances from troop types, to locations, to PC/NPC involvement, siege weaponry, troop movements, provisions, etc.)
- REFEREE ADVICE (closing advice for the referee to consider when running a campaign)
- COOPERATIVE GAMING (closing advice for all participants of the game)
As always, questions are welcome.
Next up is Vol. IV: Bestiary.
Cheers,
Jeff T.