Saturday, December 16, 2023

"Making Ogres Tougher" or "How to implement Old Rules to make tough combatants tougher."

 "I thought Ogres would be Tougher"- Following two rounds of combat initiated by a party of 1st and 2nd level pcs vs a pair of Ogres. Something I have experienced for decades outside of playing Basic D&D.How to make "tough" combatants tougher?  By looking back to the early days of the hobby of course.

Once upon time Ogres were fearsome opponents that made parties quake in the their boots; 4 HD and 1 attack doing 1-10 points of damage was pretty fearsome vs a party of characters averaging 4 hp a piece. Over the years expanding combat options and incorporating critical hits would seem to make them more fearsome but it didn't it made them more vulnerable.

How do we get Ogres, Trolls, Giants and even Grizzly Bears to be a fearsome as they were once upon a time? By looking back to the origins of the game.


Once upon a time RPGs were a subset of wargames, they were even sold as such. The rules were written to that reality and would carry a lot of that baggage into the modern days but this influence reduced and this had an impact on games that followed. Once upon a time only 4th level fighters were heroes and 8th level fighters were superheroes and there were wizards,monsters, and normal men mixed into the fray.


One of the most signifigant rules passed by over the years is allowing combatants with multiple Hit Dice to engage against multiple "normal" foes alllowing one attack per HD. AD&D softened this to Fighters being able to make multiple attacks against "0-level" opponents equal to their level as a fighter... wow exciting, if people remembred this.


I favor the notion of PCs and multiple HD monsters layign to groups of normal combatants and sweepign them aside enmasse and dont' think standard improvements in hit and damage capacity serve to provide this facet to the game. There is a lot to consider however.


While 0-level NPCs are certainly normal men, what about goblins or even orcs, how about thieves and clerics? 


Are 1st level characters "Normal Men" or are they "Heroes"? If you have 1HD you are "Normal". If you have more than 1HD you are no longer "Normal" but you are not yet "Heroic".


"Heroic" combat kicks in at 4th level for Fighters and 4 HD for monsters. Before you are "Heroic" you are essentially "normal". 


An ogre mentioned above (having 4HD) is allowed to make 4 attacks against normal opponents under such a consideration. This 4 attacks against 1 hopeless normal man or 4 attacks against a mob of peasants. As a minor methiod of balance it is advised these blows cause 1d6 damage and are not otherwise modified for strength or allowed to deliver critical hits. Player Charcaters may still use thier melee weapons dmage ratign but lose any strength adjustments to damage and still deliver no criticals. I call this capability in my campaigns "Combat Dominance".


If you are a Heroic Combatant you keep adjacent allies from falling victim to sweeping blows or flurries of attacks delivered by more capable opponents. The ogres mentioned above can still deliver a single blow for 1d10 damage but they are forced to contend with the Heroic Combatants in reach and as such lose the abiltiy to sweep aside normal foes in the manner they normally would. 


Now I already see an issue. Are all PCs able to deliver multiple blows?  I say no. I want fighting-types to be special and distinct from other charcter types. Are all non-fighters "normal" defenders? No. Let's give PCS a fighting chance (for defense) even if they aren't fighters. It is necassary (in y consideration) to introduce the "Stalwart Defense" capability. This is any character able to offer a reasonable defense agaisnt monsters and other fearsome combatants. When a charcter is capabel of "Stalwart Defense" they may only have 1 attack directed against them by a multi-HD foe with "Combat Dominance". Now if singled out by a monster capable of making multiple attacks in a round you may still fall victim to those attacks.


How these guideleines are clarified in my campaing:


Monsters with 2 or more HD that have won initiative for the round can choose to attack a group of normal combatants with a flurry of blows. These attacks are made at normal chance to hit and will deliver 1d6 damage. A heroic combatant among your foes blocks this option. Monsters to do portect allies in heroic combat. Special attacks that poison or parlayze foes do not do so durign a flurry of blows.


Fighters of 2nd level and higher have "Combat Dominance" and are "Stalwart Defenders". On rounds when their side has initiative they are allowed to engage in single combat as normal or choose to make a flurry of blows(or sweeping attack if you wish to imagine it as such). This flurry of blows allow 1 attack per fighter level to be made vs non-heroic opponents. If the defender is a "Stalwart Defender" yuo are allowed no more than one attack per round agaisnt them in this manner.

When a fighter has reached 4th level they are a "Heroic Combatant" and may block monsters and others from attacking adjacent allies with a flurry of blows, Monster and NPCs can still attack allies as per standard single combat.


At 8th level Fighters are "Super-Heroic Defense" and may block others from attacking adjacent allies even in normal combat by taking the attacks upon themselves on any round they have won intitiavie over their opponent. This must be declared before the attack is resolved. Only one super-heroic foe per round may be so foiled (being any PC-type capabel fo super-heroic defense or monster with 8 or more HD.)


Clerics are "Stalwart Defenders" at 2nd level but do not have combat dominance. They may defend others as a hero beign "heroic combatants" at 5th level and are capabel of "Super-heroic defense" at 9th level. Clerics may exercise Combat Dominancce vs groups of undead and demons starting at 2nd level.


Thieves are "Stalwart Defensers" at 3rd level and "Heroic Combatants" at 6th level, they never become "Super-Heroic Defenders". They do not gain Combat Dominance.


Magic-Users are "Stalwart Defenders" at 4th level. They become "Heroic Combatants at 7th level and "Super-Heroic Defenders" at 10th level (but ony if they have not expended all their spells*). Magic-Users gain Combat dominance vs Demons and Elementals starting at 2nd level.


*no spell needs to be cast but the ability is lost if the MU has cast all their spells this day.


Heroic Defense rules apply on rounds one has and has not won initiative.Superheroic Defense only applies on a round the defender has won intiative.


What is Single Combat? This is when a combatant focuses all their normal range of attacks on a single foe. Monsters with mutliple attacks are only allowed to attack multiple foes with succesive attacks (if they normally have 2 or more listed) if they have hit another foe with an earlier attack. 


NOTE: Flurries of Blows( or Sweeiping attacks) due to combat dominance only apply to melee attacks not ranged attacks.

...


Now back to that pair of Ogres I mentioned at the top. Had that pair of ogres won intitiave over a band of PCs of 1st and 2nd level they would be able to lay into them with flurries of blows. Capabel of attacking 4 pcs for 1d6 damage or splitting multiple attacks as desired upon multiple foes. If a character in that party were a "stalwart defender" they could only suffer on hit (from eahc ogre) in a single round.


Those Ogres go from poetentially dealing 2d10 damage vs the party to dealing 8d6 the party.... Ogres are fearsome again, not to mention Grizzly Bears, Giant Boars, or tigers.


Note: All Humanoid monster Types with 2HD or more become much more fearsome under these rules but not orwhelming as the initiative must still be won to gain the option of multiple bloews.



Which intiative rules to use: whichever you normally implement. If using a side vs side intitive method where the highest roll has won it is recomended a side that outnumbers another gain +1 to the roll. A side attacking with heroic or super-heroic combatants against a force with neither should gain an additional +1 to the group inittivie roll.

Wednesday, December 13, 2023

"Secret Alignment System"

My most preferred current version of fantasy dungeon games is BFRPG, there are no alignments in that game. This frees players that want their characters to be heroes to act as heroes and those that want to be anti-heroes to fill that role without worrying about cosmic retribution...right? Wrong.  Nope the universe is still watching but a character's relationship to the cosmos emerges in play.

Where does that leave NPCs?  Well they get an alignment in my notes. That alignment is however a bit more about generic outlook, faction involvement and interaction with others as opposed to cosmic ethos. The underlying model builds off of fairytales. Is that critter likely to eat you? Is that goblin wicked or just greedy?

I assign NPCs and monsters one or more attitudes and motivations:

Benevolent - Hey it's happy and friendly most of the time!

Honorable - Driven by expectations of honor, tradition, and society. Bargains are respected. 

Pious- motivated by their faith and have it govern their daily behavior. The broad dictates of their faith can create a wide range of reactions in this broad category as Cultist of The Purple Spider have a very different code from the Sword Saints.

Timid- It's not dangerous and will seek to disengage from conflict most of the time. 

Selfish- motivated by self-interest but has no outward desire to harm others. Selfish individuals typically put themselves above other concerns. This can create internal conflict that they are forced to confront.

Greedy- The acquisition of wealth motivates everything. They are loyal to their purse strings and only honor bargains to maintain the promised cash-flow.

Aloof- It really just doesn't care about the world of men and wants nothing to do with it. Some Aloof creatures will go out of their way to avoid others, and some will react with shocking cruelty to those that interfere with their plans.

Hungry- all it cares about is eating. Doesn't try to make others suffer but if it's a carnivore you are on the menu if you aren't close friends.

Hostile- aggressive and seemingly always looking for a fight. Does not tolerate the presence and behavior of mannish folk. Hostile creatures are dangerous to interact with.

Wicked- nasty and evil. Rules are made to manipulate others and aid in the destruction of the weak and innocent. Wicked creatures will be scheming and unwholesome but are not always overtly dangerous. 

<faction name>  - this indicates membership in a faction and this involvement provides motivation to the NPC.

In an NPC write-up the first attitude is the most important with up to two others governing that.

Examples:

Gufflebore Dwarves, A: Greedy, Honorable - these fellows are motivated by greed and lust for gold but are likely to honor tradition and negotiate if proper procedures are followed but their palms are always welcoming of a few extra coins.

Muck Ogre, A: Hungry, Hostile- always looking to fill their maws and you my friend are on the menu. They can be diverted or distracted by a ready supply of food as the favor eating over fighting.

Willow Elves, A: Seelie, Aloof, Benevolent- they are apart from the world of men and involved with the rulings and politics of the Seelie court above other matters. They are oddly helpful and will be kind and helpful to individuals as the situation mat dictate.

The Weeping Sisters, A: Hungry, Unseelie, Hostile - these phantom elfin maidens seek to feed off the essence of mannish folk.

 The "secret" here is not every NPC wears their alignment like a badge but interaction during encounters will expose and govern behavior of NPC in relation and reaction to PCS. A PC that frequently battles members of the Seelie court would be dealt with a hostile manner by those aligned with that court. Aloof creatures will not seek to engage with PCs unless PCs push the matter. 

There is no cosmic balance written into this but there is a system that governs interaction and expectations to those that learn about the attitudes and alignment of others.

Saturday, July 22, 2023

Another Random Mega Dungeon Map

I added round corridor layouts to my map generator, here's a rescaled copy of a random output.

Door placement on thus could be tricky but I'll figure it out.

Friday, July 21, 2023

Randomly Generated Megadungeon Map

 a Randomly generated Megadungeon map:



Generated from a program I'm working on. Each tile on the map is 10' by 10', the image is scaled up 200% after generation. No doors just yet and there's still the occasional blocked route now and again but I'm definitely getting a different look from what I usually draw manually.


another one straight out of the program, no cropping or rescaling:



Thursday, June 22, 2023

BFRPG 4th Edition Ammouncement

 Congratulations of Chris and everyone involved with the Basic Fantasy Role-Playing Game on getting the 4th Edition of the rules out there and under a new non-WOTC  license.


Solomoriah Speaks E18: An Important Announcement - YouTube


It's my current system of choice for my current campaign. 

Basic Fantasy Role-Playing Game

Friday, June 2, 2023

On Drow and Dark Elves.

 So this week in RPG-land I've heard that PAIZO is ditching the Drow for a whole host of reasons including how the Drow are still linked to IP controlled by WOTC. Here's the best reason to ditch the Drow... they aren't interesting anymore. 

Drow were once interesting but they became boring as we learned more about them, they eventually became little more than dark-skinned leather fetishists with the pretense of matriarchal society. Once upon a time they were the bad guy elves who had to retreat from the sunlit world and were so rare many doubted their existence and somehow because a faction or two of Drow were the primary villains in an early popular series of modules they ended up everywhere including the first Monster Manual follow-up the Fiend Folio and and later as a player option in Unearthed Arcana. They became the rebel-cliche cool kid choice for rebel outsiders among PCs and got boring.

Paizo ditching them in favor of something else is a sensible enough choice, go for it, not every campaign or game needs the same set of options; even TSR has an entirely alternate take of deep dwelling weirdo elves with the Shadow Elves of the Mystara and Hollow World setting(s) in the D&D line that was playable and distinct, you can too.

The concept of light elves and dark elves has it roots in the mythic fiction RPGs draw from so they have a place in fantasy RPGS. In my own current campaign there are Light Elves, Dusk Elves, and Dark Elves and what makes them difference is their connection to the magical realm of Faerie and their personal allegiance to the ruling forces of Faerie. Light Elves are aligned with the Seelie Court, Dark Elves are aligned with the UnSeelie Court, dusk elves have no allegiance to either. In the campaign this means Light Elves and Dark Elves are effectively immortal and can not be permanently slain within the realm of Faerie; Dusk elves are mortal within the realm of Faerie and the Earth having tied themselves deeply to the mortal world or separated themselves far too much from the Faerie spark maintained by the Seelie and UnSeelie courts.  A lot develops from this conceptually simple setup and it ties to a loose connection to myth and fantasy. Dark elves can be something different from the Drow and still have a place in an RPG campaign.

Tuesday, May 30, 2023

Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future

Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage?  Here's how I deal with it.

Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.

I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.

Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.

Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset.  A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons. 

Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.

Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.

Notes: "but my rule book has separate damages for small-medium/Large creatures"  Either do the change for each size class or just use the small-medium damage range and multiply that.

Weapon Category

Junk Base Damage Dice     x1 value        

Primitive         x2 Damage Dice         x3 value

Advanced x3 Damage Dice         x10 value

Powered         x4 Damage Dice         x50 value

Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.

Monday, May 29, 2023

Post Apocalyptic Ruin Maps

 Fiddling about last night with programming a retro-stlye RPG map generator to spit out "city-size" ruin maps for games like Mutant Future and Gamma World. It's got a lot of work if I really want to do more with it, likely going to tack on an encounter generator to stock the ruins. Here's what it does so far:







Friday, May 12, 2023

Starting Equipment

Basic equipment list The Outlaws of The DragonWrack campaign.

General Equipment

Item

Cost

Item

Cost

Cooking & Food

Traveling & Exploration

Ale (1 quart)

4 cp

Backpack

12 sp

Brandy (1 noggin)

5 sp

Bedroll

7 sp

Cooking Oil (1 quart)

5 cp

Bladder, Air

15 sp

Fire Grate

9 sp

Blanket

4 sp

Pan

24 sp

 Cordage, 10 yards

2 cp

Pot

15 sp

Crampons

3 cp

Dry Rations (1week)

5 sp

Grappling Hook

12 sp

Iron Rations(1 week)

12 sp

Hammock

5 sp

Waybread (1 week)

35 sp

Horn, signal

15 sp

Fresh Rations(1day)

4 cp

Spikes,12

3 sp

Smallbeer (1quart)

3 cp

Magnet

2 sp

Salt

5 cp oz

Mirror, small

7 sp

Mint (common spice)

2 cp oz

Piton, climbing

2 sp

Pepper(uncommon)

3 sp oz

Rope, hemp

2sp/50 ft

Saffron(exotic)

10 gp oz

Rope, silk

30 sp/50 ft

Teapot

12 sp

Signal Whistle

3 sp

Tripod

6 sp

String. 100 ft

2 sp

Vinegar (1 guart)

7 cp

Skates

30 sp

Whiskey (1 noggin)

3 sp

Skis

20 sp

Wine (1 quart)

5 cp

Sledge

25 sp

Health and Comfort

Sled

50 sp

Bandages (12)

5 sp

Tent, small

9 sp

Brush or Comb

2 sp

Tent, large

50  sp

Crutches

3 sp

Tent, pavilion

250 sp

Rubbing Balm

5 sp

Trap, small animal

12 sp

Razor

3 sp

Trap, animal

20 sp

Soap

5cp/lb

Trap large animal

40 sp

Soap, Perfumed

5sp/lb

Travois

12 sp

Least Healing Tonic

20 sp/dose

Waterskin, 2 quarts

1 sp

Least Healing Plaster

30 sp

Waterbag, 2 gallons

3 sp

Least Healing Clyster

25 sp

Writing

Least Healing Poultice

25 sp/dose

Blotter

10 sp

Snuff

5 cp/oz

Ink

5 sp

Perfume (Noggin)

15sp

Pen

12 sp

Pipeweed

3 cp/oz

Quill, uncut

10sp/6

Pipe, simple

2 sp

Reed, cut

8cp/6

Illumination

Stylus

2,sp

Candles

10 sp/dozen

Chalk Stick, dozen

3 sp

Candle holder

2 sp

Charcoal Stick, dozen

1 sp

Candlestick

5 sp

Paper, sheet

4 cp

Coal Keeper

6 sp

Parchment, sheet

2 sp

Fire Kit

9 sp

Vellum, sheet

5 sp

Lamp, Clay

3 sp

Folio

12 sp

Lamp, Metal

10 sp

Journal, 50 sheets

60 sp

Lantern, Bullseye

40 sp

Book, 200 sheets

200 sp

Lantern, Hooded

15 sp

Wax, sealing.

5 sp

Oil, Lamp

3 sp

Wax, tablet

6 cp

Torches

5 sp/6

Chalkboard, small

2 sp

Containers

Tools

Flask (1 noggin)

1 sp

Bellows

25 sp

Bottle (1 quart)

2 sp

Block & Tackle

15 sp

Jar (2 quarts)

3 sp

Chisel

6 sp

Scrollcase

10 sp

Crowbar

6 sp

Barrel (40 gal.)

12 sp

Hammer

5 sp

Bucket ( 5 gal)

5 sp

Hand Drill

12 sp

Kask (10 gal.)

8 sp

Ladder, 10 ft

3 sp

Chest

50 sp

Needle, sewing

5 sp

Pouch

3 cp

Pick Axe

10 sp

Sack

2 cp

Pliers

5 sp

Satchel

2 sp

Pole, 10’

2 sp

Trunk

12 sp

Shears

15 sp

Clothing

Belt

6 sp

Kilt or Skirt

4 sp

Girdle

9 sp

Breeks

6 sp

Sash

8 sp

Leggings

12 sp

Cap

3 sp

Hose

6 sp

Hat

12 sp

Trews

10 sp

Hood or Cowl

6 sp

Dress

8 sp

Cape

5 sp

Gown

20 sp

Cloak

8 sp

Robes

10 sp

Jacket

12 sp

Sandals

5 cp

Apron

5 sp

Slippers

15 sp

Blouse

3 sp

Shoes

6 sp

Tunic

5 sp

Boots

12 sp

Miscellaneous

Holy Symbol

5 sp

Whetstone

2 sp

Holy Water

2 sp

Bag of Marbles

2 sp

Holy Oil

3 sp

Bag of Caltrops

10 sp

Bell

2 sp

Chain, 10 feet

2 sp

Incense, 6 sticks

5 sp

Garlic

2 cp/bulb

Censor

12 sp

Wolvesbane

8 cp/sprig

Boline or Athame

15 sp

Thevish weed

1 sp/lb

Portable Altar

50 sp

Quiver

5 sp

Musical Instrument

15 sp

Oil, Lubricating (pint)

8 sp

Thieves Tools

Smudge Lamp

20 sp

Glasscutter

20 sp

Catch Hook

5 sp

Goatsfoot

10 sp

Probe

3 sp

Pincers

12 sp

Prod

2 sp

Snips

15 sp

Punch

4 sp

Quicksoap

10 sp/pint

Pinsaw

24 sp

¼

Acid

25 sp


Weapons

Weapon

Damage

WSF

Size

Notes

Cost

Knife

1d3

3

S

Range:-/10/20

2 sp

Dagger

1d4

3

S

Range:10/20/30

5 sp

Baselard

1d5

4

S

Range:-/10/20

10 sp

Shortsword

1d6

5

S

 

15 sp

Sword

1d8

6

M

 

30 sp

TwoHanded Sword

1d10

7

L

 

75 sp

Hand Axe

1d6

5

S

Range: 10/20/30

10 sp

Battle Axe

1d8

7

M

Range: -/-/20

20 sp

Great Axe

1d10

8

L

 

45 sp

Baton

1d3

3

S

 

2 sp

Cudgel

1d4

5

M

 

3 sp

Quarter Staff

1d6

5

M

 

5 sp

War Hammer

1d6

5

S

Range: -/20/30

12 sp

Mace

1d8

7

M

 

15 sp

Maul

1d10

9

L

 

20 sp

Dart

1d3

3

S

Range: 20/40/60

2 sp

Javelin

1d4

4

M

Range: 10/30/50

4 sp

Spear

1d6/1d8

5

M

Range: 10/20/30

10 sp

Polearm

1d10

8

L

 

25 sp

Sling

1d4

9

 

Range: 30/60/90

2 sp

Short Bow

1d6

5

 

Range: 50/100/150

25 sp

Long Bow

1d8

7

 

Range: 70/140/210

60 sp

Lt Crossbow

1d6

4 (1)

 

Range: 60/120/180

30 sp

Hvy Crossbow

1d10

5 (3)

 

Range: 80/160/240

150 sp

Arrow or Quarrel

--

--

--

--

5 sp /dozen

Handgonne

1d10

9(2)

 

Range: 40/80/160

200 sp

Arquebus

1d12

8(2)

 

Range: 50/100/200

300 sp

 Shot and powder

-

-

-

-

20sp/dozen

(1),(2,(3))- how many whole rounds it takes to load this weapon

Armor 

 

AC

Cost

Note

Quilted

12

10 sp

If metal is accounted for the armor is “Ringed”.

Leather

13

20 sp

If metal is accounted for the armor is “Studded”.

Scale

14

40 sp

 

Mail

15

60 sp

 

Lamellar

16

100 sp

 

PlateMail

17

400 sp

 

Field Plate

18

1,500 sp

 

Full Plate

19

4,000 sp

 

Buckler

+1*

10 sp

 

Shield

+2**

25 sp

 

Tower Shield

+3**

50 sp

 

Skull Cap

-

5 sp

+2 save vs stunning blow

Bear Hat

-

10 sp

+3 save vs stunning blow

Great Helm

+1

25 sp

+3 save vs stunning blow

*To the front , ** to front or shielded side

All values above are for normal quality equipment with metal items fashion from Verdin.

Normal unarmored AC is 11.    A suit of Good Silver Mail would cost 487.5 sp(60x5x1.5) provide AC 15 to it’s wearer, be -1 to repair and save vs damage at +1.


Equipment can all be modified by Quality and Material

Quality of Equipment

Quality

QC

Item Save

Hit Or Use

Impact

Repair

Craft

Cost*

Ultimate

U

+3

+3

+3

-5

-11

x 100

Legendary

L

+2

+2

+2

-4

-9

x 50

Splendid

S

+2

+2

+1

-3

-7

x 25

Very Fine

VF

+2

+1

+1

-2

-5

x 10

Fine

F

+1

+1

+1

-1

-3

x 5

Very Good

VG

+1

+1

0

0

-2

x 3

Good

G

+1

0

0

0

-1

x 1.5

Regular

R

0

0

0

0

0

x 1

Bodge

B

-1

0

0

-1

+2

x ¾

Shoddy

sh

-2

-1

0

-3

+4

x 2/3

Duff

Df

-3

- 2

-1

-5

+6

x 1/2

·       Cost is a multiplier for quick purchasing of standard gear , unique items may vary.

Metals

 

AC adj

Save Adj

Repair/Craft

Cost

Aethril

+5

+3

-5

x 100

Galverin

+4

+2

-4

x 50

Crimsteel

+3

+1

-3

x 30

Orachalcum

+2

+1

-2

x 20

Hepatizon

+1

+1

-2

x 10

Silver

0

0

-1

x 5

Ferric

0

0

0

x 2

Verdin

-1

0

+1

x 1

Ludden

-2

-1

+2

X ½

AC ADJ is listed for whole suit of armor, ½ this with no fractions for shields.


(Players please note the tables above are all included in the primer.)

Player Characters start play with 3d6x10 sp

Coin Exchange rates/values:

100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece 

10 Electrum Pieces=5 Gold Pieces= 1 Platinum Piece

(Players please note the primer has a typo for conversion rates, the rates here are correct).