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Clarifications/Rulings

PostPosted: Mon Feb 02, 2015 4:31 pm
by Makofan
ENCUMBRANCE CLARIFICATIONS

Empty Backpack - 5 lbs
Large Sack - 2 lbs
Small Sack - 1lbs

Spell Books - 10 lbs (each book holds one level of spells)
Scrolls - 1 lbs

Re: Clarifications/Rulings

PostPosted: Mon Feb 02, 2015 4:35 pm
by Makofan
DAMAGE

OIL: Can not be lit andf thrown. Must be thrown one round, lit by a fire source next round. Damage is 1d6 per round, for 1d6 rounds. Multiple flasks will add to duration or area, not damage. Assume 1 flask can cover a 10' square

HOLY WATER: Does 1d6 damage to undead for 1d6 rounds. Additional Holy Water does additional damage.

THROWN MISSILES: The STR damage bonus does not apply to thrown missiles.

Re: Clarifications/Rulings

PostPosted: Mon Feb 02, 2015 4:44 pm
by Makofan
COMBAT

I will attempt to handle combat this way. It may get modified if we find it unworkable or not very good

SURPRISE
In a surprise situation, the surprising party gets a free turn

NORMAL ORDER OF OPERATIONS
1) Declare intentions (DM secretly declares Monster intentions)
2) Spell casting and missile fire begins (both sides)
3) Simultaneous Movement
4) Spells and missiles in turn that contact is first made roll initiative: win and get shot or spell off, lose and don't. (multiple missiles/spells could be simultaneous or in initiative order?)
5a) Combat in the turn that contact is first made: longer weapons attack first, otherwise by initiavie roll (dex modifier applies).
5b) Combat in subsequene turns: shorter weapons attack first, otherwise by initiative roll (dex modifier applies).
6) Second missile fire allowed for stationary bowmen (or bow-elf even if moved).

Re: Clarifications/Rulings

PostPosted: Thu Feb 12, 2015 10:22 pm
by Makofan
HELMETS

If wearing a helmet and a 6 is rolled for damage against you, it is changed into a 5

Re: Clarifications/Rulings

PostPosted: Sat Mar 03, 2018 8:46 pm
by Makofan
I don't see anything about two-handed swords/axes, but I will give them +1 damage