Mannahnin
Scion of Murgen (He/Him)
Update. My latest iteration as of Sept 2024:
Characters (Slightly more heroic):
Ascending AC is in play. For simplicity and consistency, you always want to roll high. D6 rolls for opening doors, hearing noises, or finding secret doors for example, instead of succeeding on a 1 or 1 & 2 in 6, succeed on a 6 or 5 & 6.
Better Thieves:
Fighters, Dwarves, Elves, & Halflings make a number of attacks equal to their level when fighting foes with fewer than 2HD. When using this rule do not roll damage; each hit defeats a foe. Fighters (only) may also divide their level by the HD of their foes to make such attacks against foes with >=2 HD. So a 4th level Fighter may attack twice against foes with 2HD. A 6th level Fighter may attack twice against foes with 3HD, or three times against foes with 2HD, and so on. Disregard any + values after the HD for this rule.
Mages Collect Spells:
Magic-Users and Elves may add additional spells to their spell book from a scroll or captured spell book. Roll Int or less on 3d6 to do so. If the check is failed, you are unable to transcribe that particular spell formula, but may attempt again if you find another copy. The attempt will expend a scroll.
Other Skills or Knowledge:
Most of the time your player knowledge will be used, but in instances where the character (based on class or other factors) might know a thing, I will normally simply inform you. Please feel free to speak up and remind me of such factors “Hey, would my Cleric know about this?” If I am unsure or think there’s a chance of a character knowing or achieving a non-combat task, we will roll a d6. The mechanic of rolling a d6 from Open Doors and Hear Noise and hoping for a 5 or 6 is generalized to other such circumstances.
Encumbrance:
Movement speed is based on armor worn. No armor or leather: 120/40, Chain: 90/30, Plate: 60/20. Magic armor counts one step lighter. You may carry up to 400cn weight without being slowed; each additional 400cn or fraction thereof halves move rate.
Initiative:
Side based, d6. Ties mean action is simultaneous. Movement, Missiles, Magic and Melee are resolved in that order. Declare spells or retreats before rolling initiative.
Generally players may decide among themselves in what order they act in a given step, but I may override that and say that, for example, x character is around the corner and the only one who can see what exactly is going on, so they must go first, or something similar, based on the specific tactical situation.
Crits and Fumbles:
20 to hit = +1 damage, OR deal normal damage and you may declare a cool situational effect- disarming, knocking a foe back or prone, overbearing, etc. If the effect is particularly devastating, I may grant the victim a save vs poison/death to avoid. I do not use fumbles on a 1 (it’s just an auto-miss), though I may narrate amusing fumbles for hapless bad guys.
Smoothed attack progression (Demi-Humans use the Fighter table):
Characters (Slightly more heroic):
- When rolling ability scores, you may EITHER use the set as-rolled, OR “flip” it. That is, invert all values by subtracting them from 21. This way there are no “hopeless characters”, but if, say, you wanted to play a Cleric and got a high Wisdom in the rolled set but some other poor ability scores, you can choose to stick with the set as-is.
- Max HP at first level. At each level thereafter, re-roll existing HD & add one die. If the new HP total is not higher than the old total, add 1 to the old total.
Ascending AC is in play. For simplicity and consistency, you always want to roll high. D6 rolls for opening doors, hearing noises, or finding secret doors for example, instead of succeeding on a 1 or 1 & 2 in 6, succeed on a 6 or 5 & 6.
Better Thieves:
- Thieves have a d6 HD.
- Ignore skill percentages. Instead roll a D6 and use the Hear Noise chance (flipped so high numbers are good, as above). Climb Walls/Sheer Surfaces instead starts 2+ on a d6, and each time your skills improve, increase the die size.
Fighters, Dwarves, Elves, & Halflings make a number of attacks equal to their level when fighting foes with fewer than 2HD. When using this rule do not roll damage; each hit defeats a foe. Fighters (only) may also divide their level by the HD of their foes to make such attacks against foes with >=2 HD. So a 4th level Fighter may attack twice against foes with 2HD. A 6th level Fighter may attack twice against foes with 3HD, or three times against foes with 2HD, and so on. Disregard any + values after the HD for this rule.
Mages Collect Spells:
Magic-Users and Elves may add additional spells to their spell book from a scroll or captured spell book. Roll Int or less on 3d6 to do so. If the check is failed, you are unable to transcribe that particular spell formula, but may attempt again if you find another copy. The attempt will expend a scroll.
Other Skills or Knowledge:
Most of the time your player knowledge will be used, but in instances where the character (based on class or other factors) might know a thing, I will normally simply inform you. Please feel free to speak up and remind me of such factors “Hey, would my Cleric know about this?” If I am unsure or think there’s a chance of a character knowing or achieving a non-combat task, we will roll a d6. The mechanic of rolling a d6 from Open Doors and Hear Noise and hoping for a 5 or 6 is generalized to other such circumstances.
Encumbrance:
Movement speed is based on armor worn. No armor or leather: 120/40, Chain: 90/30, Plate: 60/20. Magic armor counts one step lighter. You may carry up to 400cn weight without being slowed; each additional 400cn or fraction thereof halves move rate.
Initiative:
Side based, d6. Ties mean action is simultaneous. Movement, Missiles, Magic and Melee are resolved in that order. Declare spells or retreats before rolling initiative.
Generally players may decide among themselves in what order they act in a given step, but I may override that and say that, for example, x character is around the corner and the only one who can see what exactly is going on, so they must go first, or something similar, based on the specific tactical situation.
Crits and Fumbles:
20 to hit = +1 damage, OR deal normal damage and you may declare a cool situational effect- disarming, knocking a foe back or prone, overbearing, etc. If the effect is particularly devastating, I may grant the victim a save vs poison/death to avoid. I do not use fumbles on a 1 (it’s just an auto-miss), though I may narrate amusing fumbles for hapless bad guys.
Smoothed attack progression (Demi-Humans use the Fighter table):