Wizards of the Coast owns Avalon Hill. Plus everything Gary put out for Dangerous Journeys. I'd look at what I own.
Plus something like Outdoor Survival for getting lost and pursuit & evasion rules through overland exploration. (Add ones for underwater wilderness travel too / other environments).
- Wooden Ships & Iron Men (for sailing games)
- Epic of Aerth - as a campaign setting
- Necropolis - as a high level module
- Old Modules of TSRs, of course - the best stuff released slowly, including Dungeon Magazine (Empire of the Ghouls, Mud Sorcerer's Tomb, etc.)
And whimsical stuff like the Potion Miscibility table, Harlot Encounter subtable, and every polearm ever published.![]()
It was in 2nd Edition. The chart in 1st Ed is even weirder though because the to-hit number changed based on the armor class regardless of the armor. So a scimitar works very well against a lightly armored enemy but not one that's heavily armored or completely unarmored and I have no earthly idea why.Does anyone remember the weapon versus armour table? Where e.g. longbows got +3 (? probably wrong memory) versus chainmail - because chain is bad versus piercing weapons etc? I cannot even remember what edition this was in (an optional rule in 2e?)
Did anyone use it?
Did anyone have players with swiss-army-knife weapon combinations, picking out the lucern hammers to fight enemies in plate?
I think I tried using the table once, because i thought the idea behind it was cool - it meant there was difference between banded and scale for instance. But I found it a little too fussy to keep bringing up - besides which it only applied to fighting armoured humanoids, and didn't really apply to monstrous enemies eithe rto attack (with claws/teeth) or for their tough hide . . .