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Clarifications/Rulings
Posted: 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
Posted: 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
Posted: 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
Posted: 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
Posted: 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
Re: Clarifications/Rulings
Posted: Tue May 12, 2020 1:31 am
by Makofan
Basically because I am lazy, I developed the following for longtime henchmen
They are equal to level / 2 (round down, minimum 1), or level /3 for elves
Take care of your henchies for a long time, and they will gain a bit more survivability