107 lines
5.6 KiB
Plaintext
107 lines
5.6 KiB
Plaintext
"This item incorporates or is based on or derived from
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copyrighted material of TSR, Inc. and may contain trademarks
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of TSR. The item is made available by MPG-Net under license
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from TSR, but is not authorized or endorsed by TSR. The item
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is for personal use only and may not be published or
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distributed except through MPG-Net or TSR."
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Armor class is split into two numbers: Evasion class, and armor rating.
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(EC & AR) Base evasion class is 5, Base armor rating is 0.
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Base Evasion class gets better as a character raises levels, and is determined
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by a character's THAC0:
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THAC0 20-16---------- EC 5
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THAC0 15-11---------- EC 4
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THAC0 10-06---------- EC 3
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THAC0 05-01---------- EC 2
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etcerera...
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Evasion class, just like armor class, determines whether or not you're hit
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Armor rating absorbs damage on a 1:1 ratio (AR 1 absorbs 1 dmg per hit)
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When armor is put on,a number is added to EC and AR (worsening EC, bettering AR)
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So a man in chainmail would have EC 9, AR 4
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When armor absorbs damage, the damage is subtracted from ARMOR POINTS (the
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armor's hit points) up to the AR (if a man wearing studded armor was hit by a
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sword for six damage, his armor would absorb two points, subtracting two from
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AP, and the character would take four damage)
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Dexterity modifies EC just like it would modify AC
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At this point, in the creation of the system, I saw that a man with a dagger
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would never be able to harm a man in chainmail or better, so I invented a bypass
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system. Armor can be BYPASSED by hitting...
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-an EC of SIX better than needed when using a size S weapon(or natural attack)
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-an EC of EIGHT better than needed when using a size M weapon(or natural attack
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by a size L creature)
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-an EC of TEN better than needed when using a size L or missile weapon.
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When armor is bypassed, the armor takes no damage, and the character hit takes
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the full amount inflicted by the attack.
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Shields add one to EC, but have no AR; they can be used to grant extra parries.
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If an extra parry is used, as normal, the character's attacks are at (-2/-4),
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but a shield grants +2 to parry, so the penalty drops to (-2/-2) which can be
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further lowered by a high DEX's reaction adjustment. A buckler (target shield)
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will allow one parry to a frontal attack. A small shield will allow two parries
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to frontal attacks. A medium shield will allow the owner to parry all incoming
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frontal attacks, and one attack from his shield-side flank. (roll one parry for
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each incoming attack) A body shield will allow the owner to parry all frontal
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melee AND MISSILE attacks as a medium shield, and also up to three attacks from
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the shield-side flank.
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Area-affect attacks' effects ARE absorbed by armor, but the armor takes not only
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the absorbed damage, but also the full damage of the attack (item save for half)
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If a man in studded leather was hit by a fireball which inflicted 38 damage,
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he would take 36 (save for half) and his armor would take 38 (item save for
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leather for half damage)
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Any time a character fights with two weapons, his evasion class is penalized by
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one (this is not cumulative with the +1EC from use of a shield) because of his
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stance, which presents a larger target to the foe.
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ARMOR +EC +AR ARMOR POINTS
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Buckler 1 X 35
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Small shield 1 X 45
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Medium shield 1 X 55
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Body shield 1 X 65 (can "parry" missile attacks)
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Leather 1 1 25
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Padded 1 1 20
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Studded leather 2 2 60
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Ringmail 2 2 40
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Brigandine 3 3 60
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Scale 3 3 90
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Hide 3 3 75
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Chainmail 4 4 140
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Elven chainmail 3 4 125
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Splint 5 5 100
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Banded 5 5 150
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Plate 6 6 210
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Field plate 7 7 210
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Full plate 8 8 210
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I believe I've included everything here. If yu have any more questions about the
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system, I'll respond or add the information to this document and send you a new
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copy. If you're interested I also have new systems for...
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-Parrying using fighters' handbook rules, where a character's weapon skill and
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not his armor decides whether or not the parry is successful.
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-Negative HP value a character can go to before death. Some people say
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characters die at 0hp, some say characters die at -10hp, some people use
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negative CON or negative half CON. I use a survival check system based on CON
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and the character's level, so that noone can say "bandage me THIS ROUND or I'll
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die!" There is no exact cutoff point.
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-Priest spellcasting. In my system, a priest doesn't have to memorize spells.
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This differentiates priest magic from wizardly magic. Priest spells are granted
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directly from the preist's diety, and there is never a 100% chance of success
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or of failure. If there is a spell failure, it is most likely becuase of a
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shortcoming on the part of the priest. If a priest complains when a spell
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fails, he is penalized (by his diety) This system actually makes priests much
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more versatile, giving them access to higher level spells earlier, but only if
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they role-play and use spells less frequently.
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Hope you enjoy the info, and hope it's useful! I'd love your comments, etc...
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-Greg Howley
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Bristol, CT (@Central CT state U)
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Howley_Gre@CCSUa.CTStateU.edu
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