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Post by The Master on Jan 12, 2005 9:45:29 GMT -5
Single classed demi-humans may work to the maxium level limit for their classes, regardless of attributes.
Halflings get +3 to hit with bows and slings.
Weapon proficencies will not be used. Characters can use any weapons that thier class allows.
Weapon speeds and armor modifiers are not used. Seperate damage based on monster size will not be used. The small/meduim column will be used for all damage rolls.
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Post by foster1941 on Jan 12, 2005 13:08:01 GMT -5
Why, this is an outrage! I quit!
j/k
The first rule is something I've considered, the second is something I use, the third is another thing I've considered (I assume the non-proficiency penalty will still apply to 'forbidden' weapons, such as if my magic-user tries to bash somebody with a mace?), and while I disagree vehemently with the fourth, since you're going to be doing all these calculations yourself I can see why you'd favor simplicity.
Since we're not using weapon speed factors I assume that means tied initiative = simultaneous action?
P.S. I know I haven't PM'd you my character's stats yet, but I haven't had a chance to log in from home. Maybe tonight...
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Post by PapersAndPaychecks on Jan 12, 2005 13:28:22 GMT -5
Eh, those are perfectly reasonable. In fact, for a module designed under the basic rules, 3 and 4 are particularly appropriate. Gnolls are much scarier in BD&D than 1e AD&D.
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Post by The Master on Jan 12, 2005 15:31:12 GMT -5
Tied intiative means similtanious actions. Spells go off during the segment indicated in the casting time. The mages initiative does not factor in to casting time.
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Post by The Master on Jan 21, 2005 15:22:42 GMT -5
Negative hit points work differently in 1st ed. A single blow that reduces a charcter to -4 or less kills the character. A blow that reduces a charater to 0 to -3 will put know the character out. He will lose 1 hp per rond until stablized. If he reaches -10 hp's he's dead.
A stablized character will be catatonic for 1-6 turns. after that he must rest at least one week before adventuring. Nothing short of a Heal spell can get him up sooner.
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Post by The Master on Jan 21, 2005 15:23:15 GMT -5
there are no critical hits.
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Post by foster1941 on Jan 21, 2005 15:27:15 GMT -5
Nothing short of a cure spell can get him up sooner. I assume you mean "nothing short of a Heal spell," right? So a simple cure light wounds won't do the trick...
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Post by The Master on Jan 21, 2005 15:34:48 GMT -5
yeah, thanks for the catch.
While we are on the subject, i seem to recall that there where two different methods for natural HP recovery.
I see one method on page 82 of the DMG. Where is the other method.
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Post by foster1941 on Jan 21, 2005 15:49:26 GMT -5
yeah, thanks for the catch. While we are on the subject, i seem to recall that there where two different methods for natural HP recovery. I see one method on page 82 of the DMG. Where is the other method. It's in the PH somewhere in the same section with the move rates and combat example and all that (between the Spell Descriptions and the "Successful Adventuring" essay). I don't remember exactly what the PH rule is ('cause I've always used the DMG rule), but I do remember that it's slightly different (allowing characters to heal faster after the 1st full week of rest, maybe?)...
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Post by billchamb on Jan 21, 2005 15:55:14 GMT -5
Are you maybe thinking of PHB, p.105?
"After 30 gamedays have passed, hit points accrue at the rate of 5 per day thereafter."
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