Notes on playing a D&D campaign using only the Holmes Basic set of rules with level 1 to 3 being the only levels achievable by Player Characters. 1st level characters are tough bravos. 2nd level characters are champions. 3rd level characters are legendary. This is for doing a "whole campaign" that will see it's end sometime after all the PCS are 3rd level. Will they become lords of a new order, will they break the seals and release the old magics, or will it never matter because levels 1 to 3 are enough for a dozen or so sessions.
Holmes1to3
Hit Points.
As the whole campaign is from levels 1 to 3 PCs are given a
HP boost at 1st level to improve their odds a bit (and makes the PCS
more heroic compared to many NPCs and monsters). This boost is equal to the prime
requisite score of the player character. So Fighters have an HP bonus equal to their
STR score(for example). Split classed Characters will have the lower primer
requisite score as the HP bonus. So an elf with an STR of 9 and an INT of 15
playing the standard split Fighter/MU has a bonus of 9 HP as the STR of 9 is
the lower of the prime requisites.
At 1st level a split classed character adds the
HitDie roll of the large HD to their HP total. As they advance per level after
that they only get ½ the roll for each class as the individual levels are gained.
(The new roll with the HP bonus for CON is halved if the character has such)
Note: this puts the HP range from 4 to 51 for PCS over the life of a campaign based on class, level and ability scores.
Class options:
Human: any 1 class
Dwarf: Fighter or Split Class Fighter/Thief or Split Class
Fighter/Cleric. Dwarven Figher/Thieves are commonly known as Sappers and may be
of any alignment. Dwarven Figher/Clerics are known as RuneBrands and MUST be Lawful
Good or Chaotic Evil.
Halfling: Fighter, Thief or Split Class Fighter/Thief
Halglfing Fighter/Thieves of Good Alignments are known as
Scouts.
Elf: Fighter, Thief, or Magic-user, or Split Classed Fighter/Magic-User
or Split Classed Magi-User/Thief. Single classed Thieves and Magic-users are
rare among elves and the Magic-User/Thief is known as a Trickster and not considered
trustworthy among Good Elves.
Split classed characters advancement and limitations:
Some characters may advance in 2 classes. When doing so
those experience points are divided equally into each class whenever they are
rewarded. Experience points are still divided even 3rd level has
been reach in one of the 2 classes a character has.
Split Classed characters are free to use any weapon of their
classes
Split classed Fighter/MU may cast spells in armor.
Spit classed thieves only have ½ their chance to use a thief
skill if wearing armor heavier than Leather or bearing a shield, and lose their
backstab, escape, and waylay abilities in those heavier armors.
Ability Modifiers:
Strength: All characters with a Strength score of 13 or more
may a +1 damage to damage they cause by blows in melee combat.
Fighters may qualify for a bonus to hit and damage as follows.
STR Score |
Bonus to Hit
and Damage |
13 to 15 |
+1 to hit AND
+1 Damage with two Handed weapons, Mounted Lances* |
16 or 17 |
+2 to hit AND
+2 Damage with two Handed weapons, Mounted Lances* |
18 |
+3 to hit ANS
+3 Damage with two Handed Weapons, Mounted Lances* |
Humans and Elves may add this bonus if they are using a Two
Handed Sword, A MorningStar, A Battle Axe(in 2 hands), or A Pole Arm.
*Dwarves may add this bonus when wielding ANY Axe or Hammer
in Two Hands.
*Halflings are too small to make use of this bonus
regardless of ability score.
Extra Abilities of Each Character Race and Class.
Fighters:
MIGHTY BLOWS: Any time
the d20 die roll to hit is 19 or 20 (and that attack doesn’t require a score of
19 or more to hit) the character has struck a mighty blow and add 1d6 per
Fighter Level to the damage roll. (These additional damage dice are always 1d6
even if variant weapon damage rules are used). The mighty blow applies to melee
weapons and thrown weapons. (This rule should NOT be used in concert with
critical strikes). Monsters do NOT have this ability normally.
COMBAT DOMINANCE: When fighting a group of foes all of 1HD
or less a fighter of level 2 or 3 is
permitted 1 extra attack per level over 1 they have. A higher HD foe within 20’
cancels this ability as the fighter dare not divert attention from them. The
fighter may lay all these blows on one hapless victim or divide them each
against a different foe within reach. (creatures of 1+1HD do not qualify as having
1HD or less but 1st level character types do even if they have a CON
bonus).
FEND OFF FOES: when armed with a long weapon or two handed
weapon a fighter may choose to FEND OFF FOES instead of making a regular
attack. A Fighter may move when fending off foes but may not move within 10’ of
a foe in this round. They sacrifice their next attack to be able to attack all
foes advancing within 10 feet of them. If the blow hits the foes is held back 10’ away and damaged as normal
(sorry no Mighty Blows when fending off foes but bonuses for high STR still
apply). When fending off foes the fighter is allowed 1 counter attack and 1extra
counter attack per level (but only one per opponent). If any counter attack
misses no further counter attacks may be made in a round. Counter attacks interrupt
the closing enemies attacks. (There, now two handed weapons are very useful even
if normally only allowed an attack every other round)
If no foes try to close within10’ of the fighter fending off
foes no attacks may be made this round.
You may not fend off foes if you start the round engaged in
melee.
Dwarves:
dwarves add 1d6
damage per Fighter level when striking Ogres, Trolls, and Giants in melee combat
even when it is not a mighty blow. When a dwarf scores a mighty blow against
such a foe they get roll all the bonus dice but only keep the best rolls equal
to their level . So a 2nd level dwarf striking a mightyl blow
against a giant would roll 2 dice for hitting a giant and 2 dice for the mighty
blow and if the rolls were 1,3,2,5 the 3 and 5 would be picked to determine
damage.
Halflings:
Halfling Fighters may add their level to damage caused by
thrown weapons in all situations.
Elves:
Elven Fighters that start a round armed with a short bow or
longbow and are not in melee combat may choose to fire a volley of shots if
they DO NOT MOVE during the round. This volley of shots permits the elf to
loose 1 more arrow per Fighter Level (making a standard attack roll with each).
Attacks from a volley may be all made against 1 foe or against multiple foes
that are within the same 20 of the 1st target of a volley. Targets
must be picked for each shot before the hit rolls are made.
Clerics:
SMITE EVIL. As with mighty blows any time a cleric hits an
evil supernatural creature with a hit roll of 19 or 20 the cleric adds 1 die
per cleric level to the damage. This applies against all Undead, Demons, and
Spirts that may be harmed in melee combat. Different pantheons of gods may have
a different group of creatures that may be vicitms of the “SMITE EVIL” ability.
SCRIBE SCROLLS: clerics may fashion scrolls in a similar
cost an fashion to a magic-user. A cleric may also copy A scroll if they have
one on hand even if 1st level. The copying costs as much as it noramlly
does to scribe a scroll. This allows 1st level clerics to make
scrolls if they have the money and time.
Magicusers:
BREW POTIONS: As they may scribe scrolls for 100 GP per
spell level Magic users may brew potions for 200GP per spell level. All character
classes may use a potion regardless of the spell so placed in it. A spell
potion may take effect immediately or the drinker may target a victim for the
spell in the following round. Spells not used by the end of the following round
are lost. This potion spell may not be used on the same round a spell caster casts
one of their normal spells or reads a scroll. A DM may require special ingredients
(up to 2 per spell level) and each such special ingredient does reduce the cost
to brew by 50GP. If special ingredients are required for a potion no amount of
cash will replace them in and of itself.
Thieves:
WAYLAY: instead of making a backstab a thief that strikes an
unaware foe from behind may instead try to knock them out adding 1d6 temporary
damage per level if armed with a blunt weapon on their waylay attempt. If this would
bring a foe to 0 HP or less they are knocked out but have only suffered 1 actual
HP of damage and will recover all but that one point when revived by the
actions of others or 2 full turns have passed.
If the blow wasn’t enough to waylay the foe (bring hp to 0
or less) they only take 1 hp damage from the attack.
Waylay Attacks may not be made against Elementals, Dragons, Undead,
Giant Insects, Plants, Fungus, Slimes ,Oozes, Constructs, Animated Objects, and
large sized animals.
ESCAPE COMBAT: A Thief with is allowed to make a saving throw
to retreat from combat without risking a parting shot from any foes. Use
the roll vs Turn to Stone. One saving throw is all that is needed to escape all
foes. a failed saving throw and the thief is subject to partying blows as normal.
Add a bonus to the roll as follows if the Thief has a DEX of
13 or higher.
DEX Score |
Bonus to
Escape Combat |
13 to 15 |
+1 to saving
throw to escape combat |
16 or 17 |
+2 to saving
throw to escape combat |
18 |
+3 to saving
throw to escape combat |
HOLMES1to3 Player Character and NPC Score to hit
LEVEL |
Armor Class |
|||||||||||
F |
C/T |
MU |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
0-Level |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
||
1 |
1-2 |
1-3 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
2 |
3 |
|
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
3 |
|
|
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
Holmes1to3 Spells Class and Level
Magic-User |
(Elf) |
Cleric |
||||||||
CL |
Spell Level |
CL |
Spell Level |
CL |
Spell Level |
|||||
1 |
2 |
3 |
1 |
2 |
3 |
1 |
2 |
|||
1 |
2 |
- |
- |
1 |
1 |
- |
- |
1 |
- |
- |
2 |
3 |
2 |
- |
2 |
2 |
1 |
- |
2 |
2 |
- |
3 |
3 |
3 |
2 |
3 |
2 |
2 |
1 |
3 |
2 |
2 |
(ELF) column is to limit the split/class options a little
bit. The level is either their combination level or their MU level depending on
how the DM tracks Elf levels. A single classed Elf MU would use the Magic-User portion of the table.
Notes: Magical wands and other devices are very powerful compared
to the spell casting abilities of player characters in Holmes1to3.
Cure Light Wounds is the ONLY PC-sourced healing spell. More powerful healing will have to come from ancient magics, special rituals or mysterious places.
Magic-Users get a lot of spell capability but are fairly vulnerable. (With 18 CON and 18 Int the highest HP a MU will have is 39, the highest a Fighter/MU will have is 47 and only if they have an 18 is STR,INT, and CON ). Remember those 3rd level fireballs and lightning bolts they cast will be 3d6 damage (not 5d6) before a saving throw for hald of that.