Tuesday, June 22, 2021

Weapons & armor rules

Here's the rules that I've been using in my campaign for weapons and armor. (The "base system" is White Box: FMAG with ascending armor class.)


Armor Class Values

Base unarmored AC: 9

Buff Coat / Furs: 11 AC

Chainmail: 13 AC

Brigandine: 14 AC

Plate: 16 AC

Shield: +2 AC

Helmet: +1 AC

Greathelm: like a regular helmet, but also protects you against critical hits (i.e., roll damage as if it were a normal attack instead of a crit)

The maximum Armor Class that a character can have is 18.


Weapon damage is mainly based on your class. 

Wizards, thieves and clerics deal d6 damage with most regular weapons. Wizards and thieves can use any kind of (non-magical) weapon that they want (including halberds and greatswords) but it's only going to deal d6 damage since they can't really "use the weapon to its full potential". Most magic swords will refuse to be wielded by the unskilled. 

Fighters deal d8 damage with most weapons (axes, maces, spears, swords, etc...). The notable exceptions are daggers, which are limited to d6 damage, and big weapons like zweihänders or bec de corbins, which roll a d8 for damage, but if you roll a 1 it turns into an 8. In other words, if you hit with a zweihänder, there's a 2-in-8 chance of dealing 8 damage, and you'll always deal at least 2 damage.

Bows and crossbows roll d6 for damage, no matter what your class is. 

Improvised weapons like broken bottles, pitchforks, shovels, etc... deal either d4 or d6 damage, decided by a coin flip or on a case-by-case basis depending on the type of weapon and who's using it.

Fighters that wish to dual-wield receive a +1 to their melee attack bonus, but their damage roll is unmodified (so, if you fight with 2 swords you still roll 1d8 for damage).

Thursday, May 13, 2021

Monster Reactions

Here's an alternative reaction roll table that I've been using in my games lately:


roll 2d6.

2-3 : the monsters attack the PCs on sight. 

4-5 : the monsters are unfriendly; they will demand the PCs get lost, threaten them, try to trick them or call for reinforcements. Monsters will most likely attack if PCs escalate the situation or don't comply with their demands.

6-9 : the monsters are cautious, uncertain, suspicious; they will wait for the PCs to act first and listen to what they have to say with their guard up. If the PCs look hostile and overwhelmingly powerful, the monsters may attempt to flee. The monsters mostly just want to leave the PCs alone and be left alone. 

10-12 : the monsters feel a bit more relaxed; they're open to bargain, trade or help the PCs in exchange for something else. They may even ask the PCs for help or offer to strike up an alliance against another faction.


That's about it. The original reaction table is good, obviously, but I got tired of it because I was always rolling "neutral, uncertain" or "indifferent, uninterested" and didn't know how to play it out. That said, this alternative table is mostly for dungeon encounters. It presupposes that the PCs are intruders in a dangerous place where fights may break out at any time and there's a base-level of suspicion and aggression that the denizens feel about everyone else. For encounters in locations where the atmosphere is less tense and dangerous (for example, running into a bear in the woods) I often prefer to use the original table.


"Oh, don't mind us, Mr. Ghoul, we're just passing through. Enjoy your meal!"