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<blockquote data-quote="the Jester" data-source="post: 9531182" data-attributes="member: 1210"><p>Okay, on to gear!</p><p></p><p>A couple of notes: </p><p></p><p>These are some of the least developed rules I have for this system. Some things are no doubt missing, but will be filled in as necessary (or lifted from the books from one edition or another).</p><p></p><p>Here you will find the rules for casting in armor. (Clerics have a class feature that helps them cast in armor.) You'll also note that a helm works basically like a shield, giving you an AC bonus.</p><p></p><p></p><p> </p><p><u><strong>MONEY </strong></u></p><p>The standard coinage is the <strong>gold piece. </strong>Many other coins exist; 'standard' coins and values are:</p><p></p><p><strong>1 platinum piece (pp) </strong>is worth 5 gp, 10 ep, 50 sp, or 500 cp.</p><p><strong>1 gold piece (gp) </strong>is worth 1/5 pp, 2 ep, 10 sp, or 100 cp.</p><p><strong>1 silver piece (sp)</strong> is worth 1/50 pp, 1/10 gp, 1/5 ep, or 10 cp.</p><p><strong>1 copper piece (sp)</strong> is worth 1/500 pp, 1/100 gp, 1/50 ep, or 1/10 sp.</p><p></p><p>Other forms of currency may be found that are not accepted in all places, or whose value varies depending on circumstances.</p><p></p><p><u><strong>ARMOR </strong></u></p><p>When you wear light armor you are proficient in, if your Dex is 15 or higher, you get a +1 bonus to AC. When you wear heavy armor, unless your Str is 15 or higher, you take a penalty of 10' to your speed, or 5' if you are proficient.</p><p></p><p>When you cast a spell in armor, you must make a Dex check or fail to cast the spell (although you don't expend the spell slot). In light armor, the check is made on 2d6; in medium armor, on 3d6; and in heavy armor, on 4d6. If you aren't proficient, you take a 1d6 penalty die to this check. If you are wearing multiple types of armor (such as studded and shield), you must take a penalty die if you are not proficient in all of them, and you use the check for the heaviest type of armor you are wearing.</p><p></p><p><u>Light Armor </u></p><p>5 gp --- Leather: AC 11</p><p>20 gp --- Studded: AC 12</p><p>5 gp --- Helm: +1 AC</p><p></p><p><u>Medium Armor </u></p><p>30 gp --- Hide: AC 13</p><p>75 gp --- Chain Mail: AC 14</p><p>10 gp --- Shield: +1 AC</p><p></p><p><u>Heavy Armor </u></p><p>400 gp --- Plate and Mail: AC 15</p><p>2,000 gp --- Full Plate: AC 16</p><p></p><p><u><strong>WEAPONS </strong></u></p><p>15 gp --- Battle Axe: 1d8 slashing</p><p>Free --- Club: 1d4 bludgeoning</p><p>75 gp --- Crossbow: 1d8 piercing, but can't make multiple attacks on the same turn (range increment30')</p><p>2 gp --- Dagger: 1d4 piercing (range increment 10')</p><p>1 gp --- Dart: 1d4 piercing (range increment 15')</p><p>30 gp --- Greatsword: 1d10 slashing</p><p>7 gp --- Hand Axe: 1d6 slashing (range increment 10')</p><p>10 gp --- Javelin: 1d6 piercing (range increment 20')</p><p>100 gp --- Long Bow: 1d6 piercing (range increment 40')</p><p>15 gp --- Longsword: 1d8 slashing</p><p>6 gp --- Mace: 1d6 bludgeoning</p><p>25 gp --- Pole Arm: 1d8 (any one) with10' reach</p><p>15 gp --- Rapier: 1d8 piercing</p><p>5 gp --- Scimitar: 1d6 slashing</p><p>30 gp --- Short Bow: 1d6 piercing (range increment 25')</p><p>10 gp --- Shortsword: 1d6 piercing</p><p>2 gp --- Sling: 1d4 bludgeoning (range increment 20')</p><p>15 gp --- Spear: 1d6 piercing with 10'reach</p><p>Free --- Staff: 1d6 bludgeoning</p><p>1 cp --- Torch: 1 bludgeoning + 1d3 fire, and 50% chance to extinguish torch.</p><p>12 gp --- Whip: 1d4 slashing with 10' reach</p><p></p><p><u><strong>AMMUNITION </strong></u></p><p>1 sp --- Arrow</p><p>1 sp --- Bolt</p><p>Free --- Stone</p><p></p><p><u><strong>LIGHT SOURCES/FUEL </strong></u></p><p>1 cp --- Candle (0'/10'; burns for 8 hours)</p><p>4 gp --- Lantern (hooded; 30'/60'; 1 flask of oil burns for 4 hours)</p><p>1 gp --- Oil flask (1d6 fire damage if used as a weapon)</p><p>1 cp --- Torch (20'/40'; burns for 2 hours)</p><p></p><p><u><strong>CONTAINERS </strong></u></p><p>2 gp --- Backpack</p><p>1 gp --- Belt pouch</p><p>10 gp --- Chest</p><p>5 sp --- Scroll tube</p><p>1 gp --- Vial (empty)</p><p>5 cp --- Waterskin (empty)</p><p></p><p><u><strong>FOOD AND DRINK </strong></u></p><p>10 gp --- Beer (small keg)</p><p>1 sp --- Beer (mug)</p><p>3 cp --- Meal (poor)</p><p>1 sp --- Meal (fair)</p><p>1 gp --- Meal (good)</p><p>1 gp --- Rations (iron, per day)</p><p>3 sp --- Rations (standard, per day)</p><p>1 gp --- Wine (good, bottle)</p><p>1 ep --- Wine (good, skin)</p><p>2 sp --- Wine (poor, skin)</p><p>20 gp --- Wine (poor, small keg)</p><p></p><p><u><strong>ALCHEMICAL ITEMS (Range Increment 10') </strong></u></p><p>10 gp --- Acid (1d6 acid damage, plus 1d2 points of splash damage within 5')</p><p>15 gp --- Alchemist's fire (1d6 fire damage and on fire, Dex save or appropriate action ends, plus 1d2 points of splash damage within 5')</p><p>10 gp --- Holy water (1d6 radiant damage to undead)</p><p>15 gp --- Tanglefoot bag (target is immobilized; can break free with 4d6 Str check or by pouring alcohol onto it)</p><p></p><p><u><strong>POISON </strong></u></p><p>Any time a character handles poison, including applying it, harvesting it, etc, they must roll 1d20. On a 1, they poison themself with it. Applying most poisons (to a piercing or slashing weapon, to food or drink, etc) takes an action, and the poison works on the first creature hit with the weapon or to eat or drink from the food. Contact poisons work on the first creature to touch or handle the coated item; applying a contact poison usually takes one minute.</p><p></p><p>Poisons are often illegal, so purchasing poison is not always possible without access to criminal markets.</p><p></p><p>Harvesting poison from a dead or helpless creature requires the harvester to make a Dex check on 4d6. Failure means the poison is lost. Success means that the harvester acquires one dose of the poison. Some creatures, such as the necrophidius, produce poison magically; in these cases, poison can't be harvested from the creature.</p><p></p><p>Unless otherwise noted, if a poison reduces a stat to 0, the victim dies.</p><p></p><p><u>Injury Poisons </u></p><p>500 gp --- Blue Whinnis (injury; Con save or 1 Con damage, secondary save after 1 minute or fall unconscious for 1 hour)</p><p>100 gp --- Greenblood Oil (injury; Con save or 1 Con damage; secondary Con save after 1 minute or another1d2 Con damage)</p><p>200 gp --- Bloodroot (injury; Con save or 1 ongoing Con damage and 1 ongoing Wis damage (save ends))</p><p>75 gp --- Giant Centipede Venom (injury; Con save or poisoned 1 hour (save ends)- while poisoned, take1d6 penalty die to attacks and checks)</p><p>350 gp --- Giant Spider Venom (injury; Con save or 1d6 Str damage plus ongoing 1 Str damage (save ends))</p><p>500gp --- Giant Wasp Venom (injury; Con save or 1d6 Dex damage plus ongoing 1d2 Dex damage (save ends); if reduced to 0, paralyzed instead of killed).</p><p>1,000 gp --- Purple Worm Venom (injury; Con save with a 1d6 penalty die or 1d6 Str damage and ongoing 1d4 Str damage, Con save with 1d6 penalty die ends)</p><p>5,000 gp --- Wyvern Venom (injury; Con save with a 1d6 penalty die or 1d6 Con damage and ongoing 1d6 Con damage (save ends))</p><p></p><p><u>Contact Poisons </u></p><p>3,000 gp --- Dragon Bile (contact; Con save with 1d6 penalty die or after 1 minute, 3d6 Str damage)</p><p>500 gp --- Malyss Root Paste (contact; Con save or ongoing 1d4 Dex damage (save ends))</p><p>8,000 gp --- Nitharit (contact; Con save or after 1 minute, 3d6 Con damage (save ends))</p><p>250 gp --- Sassone Leaf Reside (contact; Con save or ongoing 1d6 poison damage (save ends))</p><p></p><p><u>Ingested Poisons </u></p><p>200 gp --- Arsenic (3d8 poison damage, Con save for half, then ongoing 1d8 poison damage (save ends))</p><p>300 gp --- Id Moss (Con save or ongoing 1d4 Int damage (save ends))</p><p>350 gp --- Oil of Taggit (Con save orafter 1 minute, 1d4 poison damage, then second save or fall unconscious 1 hour)</p><p></p><p><u><strong>MISCELLANEOUS </strong></u></p><p>2 gp --- Bedroll</p><p>5 gp --- Caltrops (box sufficient to cover a 5' x 5' area; 1 damage and stop moving, speed halved- Con save or healing ends)</p><p>15 gp --- Grappling hook</p><p>5 gp --- Ink (small vial)</p><p>2 gp --- Mirror (small metal)</p><p>2 gp --- Parchment (per page)</p><p>1 sp --- Piton</p><p>4 cp --- Pole, 10'</p><p>1 sp --- Quill</p><p>5 sp --- Rope, 50' (hemp)</p><p>3 gp --- Rope, 50' (silk)</p><p>25 gp --- Thieves' tools</p><p></p><p>Next up is monsters, which I have a pretty limited selection of and is absolutely my least developed set of rules.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9531182, member: 1210"] Okay, on to gear! A couple of notes: These are some of the least developed rules I have for this system. Some things are no doubt missing, but will be filled in as necessary (or lifted from the books from one edition or another). Here you will find the rules for casting in armor. (Clerics have a class feature that helps them cast in armor.) You'll also note that a helm works basically like a shield, giving you an AC bonus. [U][B]MONEY [/B][/U] The standard coinage is the [B]gold piece. [/B]Many other coins exist; 'standard' coins and values are: [B]1 platinum piece (pp) [/B]is worth 5 gp, 10 ep, 50 sp, or 500 cp. [B]1 gold piece (gp) [/B]is worth 1/5 pp, 2 ep, 10 sp, or 100 cp. [B]1 silver piece (sp)[/B] is worth 1/50 pp, 1/10 gp, 1/5 ep, or 10 cp. [B]1 copper piece (sp)[/B] is worth 1/500 pp, 1/100 gp, 1/50 ep, or 1/10 sp. Other forms of currency may be found that are not accepted in all places, or whose value varies depending on circumstances. [U][B]ARMOR [/B][/U] When you wear light armor you are proficient in, if your Dex is 15 or higher, you get a +1 bonus to AC. When you wear heavy armor, unless your Str is 15 or higher, you take a penalty of 10' to your speed, or 5' if you are proficient. When you cast a spell in armor, you must make a Dex check or fail to cast the spell (although you don't expend the spell slot). In light armor, the check is made on 2d6; in medium armor, on 3d6; and in heavy armor, on 4d6. If you aren't proficient, you take a 1d6 penalty die to this check. If you are wearing multiple types of armor (such as studded and shield), you must take a penalty die if you are not proficient in all of them, and you use the check for the heaviest type of armor you are wearing. [U]Light Armor [/U] 5 gp --- Leather: AC 11 20 gp --- Studded: AC 12 5 gp --- Helm: +1 AC [U]Medium Armor [/U] 30 gp --- Hide: AC 13 75 gp --- Chain Mail: AC 14 10 gp --- Shield: +1 AC [U]Heavy Armor [/U] 400 gp --- Plate and Mail: AC 15 2,000 gp --- Full Plate: AC 16 [U][B]WEAPONS [/B][/U] 15 gp --- Battle Axe: 1d8 slashing Free --- Club: 1d4 bludgeoning 75 gp --- Crossbow: 1d8 piercing, but can't make multiple attacks on the same turn (range increment30') 2 gp --- Dagger: 1d4 piercing (range increment 10') 1 gp --- Dart: 1d4 piercing (range increment 15') 30 gp --- Greatsword: 1d10 slashing 7 gp --- Hand Axe: 1d6 slashing (range increment 10') 10 gp --- Javelin: 1d6 piercing (range increment 20') 100 gp --- Long Bow: 1d6 piercing (range increment 40') 15 gp --- Longsword: 1d8 slashing 6 gp --- Mace: 1d6 bludgeoning 25 gp --- Pole Arm: 1d8 (any one) with10' reach 15 gp --- Rapier: 1d8 piercing 5 gp --- Scimitar: 1d6 slashing 30 gp --- Short Bow: 1d6 piercing (range increment 25') 10 gp --- Shortsword: 1d6 piercing 2 gp --- Sling: 1d4 bludgeoning (range increment 20') 15 gp --- Spear: 1d6 piercing with 10'reach Free --- Staff: 1d6 bludgeoning 1 cp --- Torch: 1 bludgeoning + 1d3 fire, and 50% chance to extinguish torch. 12 gp --- Whip: 1d4 slashing with 10' reach [U][B]AMMUNITION [/B][/U] 1 sp --- Arrow 1 sp --- Bolt Free --- Stone [U][B]LIGHT SOURCES/FUEL [/B][/U] 1 cp --- Candle (0'/10'; burns for 8 hours) 4 gp --- Lantern (hooded; 30'/60'; 1 flask of oil burns for 4 hours) 1 gp --- Oil flask (1d6 fire damage if used as a weapon) 1 cp --- Torch (20'/40'; burns for 2 hours) [U][B]CONTAINERS [/B][/U] 2 gp --- Backpack 1 gp --- Belt pouch 10 gp --- Chest 5 sp --- Scroll tube 1 gp --- Vial (empty) 5 cp --- Waterskin (empty) [U][B]FOOD AND DRINK [/B][/U] 10 gp --- Beer (small keg) 1 sp --- Beer (mug) 3 cp --- Meal (poor) 1 sp --- Meal (fair) 1 gp --- Meal (good) 1 gp --- Rations (iron, per day) 3 sp --- Rations (standard, per day) 1 gp --- Wine (good, bottle) 1 ep --- Wine (good, skin) 2 sp --- Wine (poor, skin) 20 gp --- Wine (poor, small keg) [U][B]ALCHEMICAL ITEMS (Range Increment 10') [/B][/U] 10 gp --- Acid (1d6 acid damage, plus 1d2 points of splash damage within 5') 15 gp --- Alchemist's fire (1d6 fire damage and on fire, Dex save or appropriate action ends, plus 1d2 points of splash damage within 5') 10 gp --- Holy water (1d6 radiant damage to undead) 15 gp --- Tanglefoot bag (target is immobilized; can break free with 4d6 Str check or by pouring alcohol onto it) [U][B]POISON [/B][/U] Any time a character handles poison, including applying it, harvesting it, etc, they must roll 1d20. On a 1, they poison themself with it. Applying most poisons (to a piercing or slashing weapon, to food or drink, etc) takes an action, and the poison works on the first creature hit with the weapon or to eat or drink from the food. Contact poisons work on the first creature to touch or handle the coated item; applying a contact poison usually takes one minute. Poisons are often illegal, so purchasing poison is not always possible without access to criminal markets. Harvesting poison from a dead or helpless creature requires the harvester to make a Dex check on 4d6. Failure means the poison is lost. Success means that the harvester acquires one dose of the poison. Some creatures, such as the necrophidius, produce poison magically; in these cases, poison can't be harvested from the creature. Unless otherwise noted, if a poison reduces a stat to 0, the victim dies. [U]Injury Poisons [/U] 500 gp --- Blue Whinnis (injury; Con save or 1 Con damage, secondary save after 1 minute or fall unconscious for 1 hour) 100 gp --- Greenblood Oil (injury; Con save or 1 Con damage; secondary Con save after 1 minute or another1d2 Con damage) 200 gp --- Bloodroot (injury; Con save or 1 ongoing Con damage and 1 ongoing Wis damage (save ends)) 75 gp --- Giant Centipede Venom (injury; Con save or poisoned 1 hour (save ends)- while poisoned, take1d6 penalty die to attacks and checks) 350 gp --- Giant Spider Venom (injury; Con save or 1d6 Str damage plus ongoing 1 Str damage (save ends)) 500gp --- Giant Wasp Venom (injury; Con save or 1d6 Dex damage plus ongoing 1d2 Dex damage (save ends); if reduced to 0, paralyzed instead of killed). 1,000 gp --- Purple Worm Venom (injury; Con save with a 1d6 penalty die or 1d6 Str damage and ongoing 1d4 Str damage, Con save with 1d6 penalty die ends) 5,000 gp --- Wyvern Venom (injury; Con save with a 1d6 penalty die or 1d6 Con damage and ongoing 1d6 Con damage (save ends)) [U]Contact Poisons [/U] 3,000 gp --- Dragon Bile (contact; Con save with 1d6 penalty die or after 1 minute, 3d6 Str damage) 500 gp --- Malyss Root Paste (contact; Con save or ongoing 1d4 Dex damage (save ends)) 8,000 gp --- Nitharit (contact; Con save or after 1 minute, 3d6 Con damage (save ends)) 250 gp --- Sassone Leaf Reside (contact; Con save or ongoing 1d6 poison damage (save ends)) [U]Ingested Poisons [/U] 200 gp --- Arsenic (3d8 poison damage, Con save for half, then ongoing 1d8 poison damage (save ends)) 300 gp --- Id Moss (Con save or ongoing 1d4 Int damage (save ends)) 350 gp --- Oil of Taggit (Con save orafter 1 minute, 1d4 poison damage, then second save or fall unconscious 1 hour) [U][B]MISCELLANEOUS [/B][/U] 2 gp --- Bedroll 5 gp --- Caltrops (box sufficient to cover a 5' x 5' area; 1 damage and stop moving, speed halved- Con save or healing ends) 15 gp --- Grappling hook 5 gp --- Ink (small vial) 2 gp --- Mirror (small metal) 2 gp --- Parchment (per page) 1 sp --- Piton 4 cp --- Pole, 10' 1 sp --- Quill 5 sp --- Rope, 50' (hemp) 3 gp --- Rope, 50' (silk) 25 gp --- Thieves' tools Next up is monsters, which I have a pretty limited selection of and is absolutely my least developed set of rules. [/QUOTE]
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