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Post by captaincrumbcake on Oct 14, 2015 15:35:54 GMT -5
Hello, all--
Perilous asked if I would bring this subject up, here; as it is on another forum that is inaccessible to some. I've provided him with a pdf of the document (as it appears to this moment). I hope it can be made available somehow to you all.
Basically, what Thorkhammer has done is take the Chain Mail MAN TO MAN combat rules, and re-thought them for OD&D; as the ACS (alternate combat system) Gygax and Arneson provide is based on the level/AC/d20 system they include. Thorkhammer felt the d20 was not appropriate as the mechanic, as it loses the "flavor" of CM and old school character. So he substituted the 3d6 combat table; adding a six-sider to the 2d6 system in CM.
Each weapon in CM had a "To Hit" number vs armor-type (not, AC). It is from this Thorkhammer devised a simple way of looking at combat from the "other side".
Fighting Men decrease the #s on the table by 2, and further decrease the #s by 1 per every 3 levels gained; @ L4, L7, L10, etc. Clerics/Thieves decrease the figures by 1, further decreasing them by 1 per every 4 levels; @ L5, L9, etc. Magic-users play them as given, decreasing them by 1 per every 5 levels gained; @ L6, L11, etc. 0-level types actually increase the #s.
There is a table for monsters, as well, with adjustments for size and HD-size.
It is all basically just a way of seeing the traditional D&D /d20 ACS from another perspective, but based on 3d6 which Thorkhammer felt was more appropriate for the old school character.
In addition, an equipment cost table shows figures greatly increased. And rangers are included as an example of porting in ideas from other systems.
That covers it, basically.
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Post by Admin Pete on Oct 14, 2015 16:12:22 GMT -5
Thank you for posting captaincrumbcake and as I have permission I will attach the file to this post so people can download and look at it. Attachments:ROEDD text.pdf (115.89 KB)
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Mike
Wanderer
Posts: 6
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Post by Mike on Oct 28, 2015 23:48:49 GMT -5
Similar combat table to 7 Voyages of Zyarlen, which I like. Even better it uses 3 - 18 instead of 1 - 20.
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Post by hedgehobbit on Oct 29, 2015 7:37:23 GMT -5
Similar combat table to 7 Voyages of Zyarlen, which I like. Among others. The bar for Chainmail-based D&D has been raised pretty high. With Van Grasstek sitting atop the pile.
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Post by dizzysaxophone on Oct 29, 2015 13:35:48 GMT -5
Thank you for posting captaincrumbcake and as I have permission I will attach the file to this post so people can download and look at it. Thanks for that! Thorkie sent me a really early review copy without the Ranger stuff in it. He later offered me the updated one, but I thought it would come out for public release a little earlier and told him I could be patient.
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Post by Admin Pete on Nov 2, 2015 13:33:50 GMT -5
With permission from Thorkhammer I am posting some more info from the other thread:
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Post by captaincrumbcake on Nov 2, 2015 16:12:45 GMT -5
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Post by waysoftheearth on Nov 24, 2015 6:54:23 GMT -5
I agree that the F-M could do with a slight bump in total hp, particularly in those early levels. However, GH actually reverses one of the OD&D fighting-man's advantages. He goes from gaining hit dice at the overall fastest rate of all classes in M&M, to gaining HD at the overall slowest rate of all the classes in GH. Number of HD is a significant stat in terms of various spells and special powers that will/will not affect a target, and (depending on which combat rules you choose) the number of attacks in combat versus normal-types.
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Post by captaincrumbcake on Nov 25, 2015 1:42:26 GMT -5
That said, the ROED&D fighting man gains levels/HD faster among all 4 core classes up to 7th level. From 8 up, the thief class gains the advantage slightly. But the FM always has the better HD gain per level than the other classes--in ROED&D.
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Post by captaincrumbcake on Dec 9, 2015 22:51:14 GMT -5
Update: The Re-imagined Original Edition D&D document has been incorporated into my Dun Mark Supplement. Essentially the same thing, except I limit the GH material regarding thieves; humans only! That said, the Demi-humans are able to perform most of the thief actions at a skill equivalent to a thief of 1st, 3rd or 5th level (depending on the modifier to the action.) I did this, because anyone can attempt to perform a "thief" action. But only thieves get better as they gain levels. (See tables below)
THIEF CLASS
Hit Dice for
Level Thieves Accumulated hits Experience Thief Skills* Back Stabbing**
1 Apprentice 1d4 0 +1 +2 to damage
2 Footpad 2d4 1200 +3 to damage
3 Robber 3d4 2400 +2 +4 to damage
4 Burglar 4d4 4800 +5 to damage
5 Cutpurse 5d4 9600 +3 +6 to damage
6 Sharper 6d4 20000 +7 to damage
7 Pilferer 7d4 40000 +4 +8 to damage
8 Master Pilferer 8d4 60000 +9 to damage
9 Thief 9d4 90000 +5 +10 to damage
10 Master Thief 10 9d4+2 150000 +11 to damage
11 Master Thief 11 9d4+6 250000 +6 +12 to damage
12 King of Thieves 9d4+8 350000
The armor and weapons restrictions/allowances already designated in the Greyhawk supplement are retained in regards to the thief for this document. While Greyhawk allows the demi-human races to become thieves, such is not the case for Dun Mark and The Lost Lands campaign. However, demi-humans have natural affinities toward certain actions labeled as Thief Skills*--stemming from racial lifestyles-- and are thus given minor bonuses to these, thus making them equal to a thief of certain levels. (* See next section.)
** Back Stabbing is not treated as a general melee attack from behind. It is a specialized skill exclusive to thieves. Why? Because it can never be done in haste, as in the rapid and confusing condition of combat. Instead, it is a concentrated strike at a location where success will penetrate to a vital organ within the target. It is the most difficult attack to achieve, as it requires the thief to surprise from behind his or her intended victim. Thus a successful Move Silently might be included in such an attempt; thieves Hiding In Shadows can also launch such an attack, should the intended victim place him or herself in the position to be back stabbed. An intended victim cannot be wearing any armor, including a helmet if the intended strike location is the back of the head, and must be humanoid; animals, fantastic creatures and beings do not have the same anatomy as humans, dwarfs, elves, hobbits, ogres, orcs, etc.
APPENDIX E ATTEMPTED ACTIONS, MANUFACTURED DEVICES & THIEFS' SKILLS*
ACTIONS
Characters will want to attempt certain actions again and again during their adventuring career. One could say these are dungeon requirements: Open Doors, Listen, Search for Traps, etc. The OD&D rules deal with these already, but the following table is provided for you to incorporate if you wish something more detailed (graphic) to illustrate to your players.
DEVICES
Locks in doors/chests/walls and traps (in same) are the most common form of mechanical device characters will have to contend with during their adventures. Not all such devices are complex--most tend to be simple--but still require someone with an affinity (i.e., knowledge) of such things.
THIEF'S SKILLS
Many actions attemptable by anyone also fall into the profession of thievery. Because of such, thieves develop their skills in these actions over time (with each level and with much practice) and improve in them well beyond others. Skills associated with thievery include: opening locks, finding & removing (small) traps, picking pockets, moving silently, hiding in shadows, climbing nearly sheer surfaces (walls). As stated, anyone can attempt to perform these actions, but only the thief rises in ability in these areas. This is reflected in the bonus shown above under Thief's Skills as a positive modifier, (+1, +2, etc.) A thief's dexterity score also affects his or her ability to perform actions associated with his profession. DEX 13+ gains a +1 bonus to all thief-skill attempts; DEX 8 or less, a -1.
Consult the tables to follow for anyone attempting to perform thieving or other actions.
TABLE I RACIAL ADJUSTMENTS TO THIEF ACTIONS/SKILLS
Race OL* F/RT* PP MS HIS HN
Dwarf +1 +3 --- +1 +1 ---
Elf --- --- +1 +2 +3 ---
Hobbit +2 +1 +1 +2 +2 +1
Human --- --- --- --- --- ---
A modifier of +3 is equivalent to a 5th level thief with no DEX adjustment. +2, a 3rd level thief. +1 a 1st level thief.
TABLE II OF ACTIONS
Roll # or better on DESCRIPTION OF CONDITION FOR ACTIONS/DEVICE QUALITY
3d6 to succeed
18 Near impossible to achieve/Masterwork, multi-component device*
17 Very difficult; extreme luck or skill required/very complex device*
13-16 Difficult, but good chance of succeeding/more complex device*
10-12 Hard, but usually possible to achieve/somewhat complex device*
5-9 Favorable conditions for success/simple devices*
4 Easy task to perform/basic device involved*
3 Near perfect conditions for success/very primitive device involved*
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