111 lines
3.8 KiB
Plaintext
111 lines
3.8 KiB
Plaintext
Article 1194 of rec.games.frp.dnd:
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Path: nntp-server.caltech.edu!elroy.jpl.nasa.gov!usc!cs.utexas.edu!ut-emx!anchor.as.utexas.edu!heath
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From: heath@anchor.as.utexas.edu (James Heath)
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Newsgroups: rec.games.frp.dnd
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Subject: Missile weapon damage/Weather Generation
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Message-ID: <74955@ut-emx.uucp>
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Date: 30 Jun 92 16:31:07 GMT
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Sender: root@ut-emx.uucp
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Distribution: na
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Organization: McDonald Observatory, University of Texas @ Austin
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Lines: 95
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Originator: heath@anchor.as.utexas.edu
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Here's how we do bow damage in the two AD&D campaigns we are running.
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"Matt's system" operates on the principle that bows (and especially x-bows)
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should do a buttload of damage. It includes the mini-ballista, the Mauler
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Crossbow:
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Matt's System:
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Type Weight Size SF FR DMG
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S-M L
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Mauler Crossbow 20 5' 15 1/3 4d6 4d6
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Heavy Crossbow 14 4' 10 1/2 3d6 3d6
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Light Crossbow 7 3' 5 1/1 2d6 2d6
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Hand Crossbow 3 1' 3 1/1 1d6+1 1d6
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Comp. Longbow 4 4' 3 2/1 FA 2d4 2d4
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SA 2d6 2d6
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Longbow 3 6' 4 2/1 FA 1d6+1 1d6+1
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SA 1d8+1 1d8+1
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Comp. Shortbow 3 3' 2 2/1 1d6+1 1d6+1
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Shortbow 2 2' 3 2/1 1d6 1d6
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With everything else as listed in the PH2.
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My system works on the principle that the best reason to use a crossbow
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is that any 0-level moron can use it. I reflect this in a bonus "to hit" with
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the weapons. I also have them do a bit more damage.
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Jim's System
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Type To Hit Bonus Damage SF FR Range
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1st 2nd S M L
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Mauler Crossbow +3 3d4+3 2 1/3 10 25 40
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Heavy Crossbow +3 2d4+2 2 1/2 8 20 32
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Light Crossbow +3 1d4+1 2 1/1 6 15 24
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Hand Crossbow +3 1d4 2 8 2/1* 2 5 8
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Comp. Longbow +2 FA 1d6+2 2 4 2/1 9 18 27
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SA 1d8+2 7 14 21
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Longbow +1 FA 1d6 2 5 2/1 8 16 24
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SA 1d8 6 12 18
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Comp. Shortbow +2 1d6+1 2 3 2/1 6 12 20
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Shortbow 1d6 2 4 2/1 5 10 15
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* DEX check to make second shot
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Short Range -- No penalty to hit or damage
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Medium Range -- penalties -2 to hit, -1 damage (min of 1)
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Long Range -- penalties -5 to hit, -3 damage (min of 1)
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And, as a laughing happy bonus, here is my weather generation table!
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JIM'S WEATHER GENERATOR
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-----------------------
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Start with whatever precipitation and wind conditions you wish,
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then roll d% at the start of each day for the change in weather
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conditions:
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01-03 5 steps better Precip. Wind
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04-07 4 steps better
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08-15 3 steps better Clear Calm
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16-24 2 steps better Ptly Cloudy Breeze
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25-39 1 step better Mostly Cloudy Lt. Wind
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40-60 same Cloudy Windy
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61-75 1 step worse Misty/Drizzle (*) Heavy Wind (***)
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76-85 2 steps worse Rain/Sleet (**) Gale (+)
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86-93 3 steps worse Thunderstorm/Snow (***) Cyclone/Tornado
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94-97 4 steps worse Deluge/Blizzard (+) (+++)
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98-00 5 steps worse Hurricane/Monsoon (++)
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* Maximum Duration 14 days
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** Maximum Duration 10 days
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*** Maximum Duration 6 days
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+ Maximum Duration 3 days
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++ Maximum Duration 1 day
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+++ Maximum Duration 6 hours; also fast-moving phenomena
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Obviously contradictory results (Clear + Tornado, Misty + Gale) are always
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decided in favor of precipitation. That is, the wind conditions
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are re-rolled or a suitable wind selected
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If a change would place a condition off the scale (say, 3 places better than
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Partly Cloudy) the change is re-rolled. If the re-roll is still
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impossible, treat as "same".
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Severe weather conditions can only persist for their maximum duration. At the
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expiration of that duration, the weather immediately improves one place.
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For the next three days, subtract 20% from all change rolls.
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