Post by merctime on Jun 7, 2015 23:38:06 GMT -5
Here are the house-rules:
Well, the first one's important, but it's normal to Delving Deeper and NOT a house-rule per se:
Normal/Heroic/Super-Heroic tiers are IN EFFECT.
That means any missile or weapon, that is not magical, but is used by any PC or creature with 3+ hit dice is considered heroic and could possibly hit things that 'normal' weapons otherwise could not.
It also means that Monsters, and Fighting-Men, with more than 1 hit die, attack as many times against normals as they have hit dice. Note that normals are those that have fewer than 3 hit dice!.
Please, PLEASE, see the Delving Deeper rules for this stuff. But i'll answer stuff about this to the best of my ability when it comes up.
Using a two-handed weapon adds +1 to the damage die.
Using two weapons to fight with gains you a +1 to attack rolls.
Helmets give you an AC 3 on your head.
Shields can be 'sundered' as the rule in Fight On! magazine. Simply put, if you take damage from one source in a round, you can sacrifice it to negate that damage totally. A club-bash, giant-thrown rock, or dragon breath... All fair game. Your shield is destroyed, you take no damage from that source. If you sacrifice a magic shield, each time it removes one 'plus'. Magic shields can be destroyed utterly if they are sacrificed once they have lost all thier plusses and 'became normal'. Also, magic shields can't become magic again (without being enchanted a second time somehow) if they are sacrificed to having no plusses remaining.
You can only block one 'thing' of damage with a shield, though. If a dragon breathed on you and you got hit by a giant-thrown rock, you're probably still screwed.
I'll probably do initiative as a d6 roll per side, but reserve the right for adding intelligent modifiers (longer weapons and such; Ideas you come up with that make sense here).
Clerics can use slings and hammers made for throwing.
All weapons, including bows, only have one chance to do damage in a turn (no shooting a bow twice). Note that this does NOT restrict a fighter attacking once per hit die versus normal opponents, nor does it restrict monsters able to do so. Note also the Elf's ability to shoot on the move, though. He could start moving at a favorable angle to melee, while everyone else's attacks are resolved, then resolve his attack last perhaps.
Oil used as a weapon does 1d6 a turn for 2 turns. Extra oil adds to duration, not damage.
Holy water does 2d6 damage to undead, but only on the first turn and with no residual damage.
Death occurs at less than 1 hit point. Unconsciousness only occurs if something is trying to subdue you; Normally, combat intention is lethal. Just remember, High level Clerics can Raise Dead! So just empty your pockets and rejoice!
Want to identify a magic item? USE IT. That is, a class that can. Try it on, sip a potion, hold the sword, read magic, rub the lamp, and you will eventually if not immediately deduce it's capabilities. Yes, you've got to put yourself in a position to get stuck with a cursed item in order to get the good stuff figured out. Fortune favors the bold! ...And sometimes laughs at them miserably.
...But such is life for adventurers, no?
Folks, just bring up anything else that I might have missed and I'll answer it as soon as I can. We can work anything out together in this game.
And, lastly, and quite off-topic of this thread, I'll advise again...
...The best thing you can do is describe things in my game in such a fashion that I am persuaded to NOT roll the dice... It may keep you alive
Well, the first one's important, but it's normal to Delving Deeper and NOT a house-rule per se:
Normal/Heroic/Super-Heroic tiers are IN EFFECT.
That means any missile or weapon, that is not magical, but is used by any PC or creature with 3+ hit dice is considered heroic and could possibly hit things that 'normal' weapons otherwise could not.
It also means that Monsters, and Fighting-Men, with more than 1 hit die, attack as many times against normals as they have hit dice. Note that normals are those that have fewer than 3 hit dice!.
Please, PLEASE, see the Delving Deeper rules for this stuff. But i'll answer stuff about this to the best of my ability when it comes up.
Using a two-handed weapon adds +1 to the damage die.
Using two weapons to fight with gains you a +1 to attack rolls.
Helmets give you an AC 3 on your head.
Shields can be 'sundered' as the rule in Fight On! magazine. Simply put, if you take damage from one source in a round, you can sacrifice it to negate that damage totally. A club-bash, giant-thrown rock, or dragon breath... All fair game. Your shield is destroyed, you take no damage from that source. If you sacrifice a magic shield, each time it removes one 'plus'. Magic shields can be destroyed utterly if they are sacrificed once they have lost all thier plusses and 'became normal'. Also, magic shields can't become magic again (without being enchanted a second time somehow) if they are sacrificed to having no plusses remaining.
You can only block one 'thing' of damage with a shield, though. If a dragon breathed on you and you got hit by a giant-thrown rock, you're probably still screwed.
I'll probably do initiative as a d6 roll per side, but reserve the right for adding intelligent modifiers (longer weapons and such; Ideas you come up with that make sense here).
Clerics can use slings and hammers made for throwing.
All weapons, including bows, only have one chance to do damage in a turn (no shooting a bow twice). Note that this does NOT restrict a fighter attacking once per hit die versus normal opponents, nor does it restrict monsters able to do so. Note also the Elf's ability to shoot on the move, though. He could start moving at a favorable angle to melee, while everyone else's attacks are resolved, then resolve his attack last perhaps.
Oil used as a weapon does 1d6 a turn for 2 turns. Extra oil adds to duration, not damage.
Holy water does 2d6 damage to undead, but only on the first turn and with no residual damage.
Death occurs at less than 1 hit point. Unconsciousness only occurs if something is trying to subdue you; Normally, combat intention is lethal. Just remember, High level Clerics can Raise Dead! So just empty your pockets and rejoice!
Want to identify a magic item? USE IT. That is, a class that can. Try it on, sip a potion, hold the sword, read magic, rub the lamp, and you will eventually if not immediately deduce it's capabilities. Yes, you've got to put yourself in a position to get stuck with a cursed item in order to get the good stuff figured out. Fortune favors the bold! ...And sometimes laughs at them miserably.
...But such is life for adventurers, no?
Folks, just bring up anything else that I might have missed and I'll answer it as soon as I can. We can work anything out together in this game.
And, lastly, and quite off-topic of this thread, I'll advise again...
...The best thing you can do is describe things in my game in such a fashion that I am persuaded to NOT roll the dice... It may keep you alive