Saturday, April 20, 2019

Simplified weapon table

I suspect houserules of this sort are fairly popular.

Weapon types:
Small/light (forearm sized): d4. 1 inventory slot. Easily concealed.
If it works in melee, it can most likely be thrown 15 feet.
If it's thrown, it most likely works in melee.
If it's ranged, it can fire up to 30 feet. Ammo stacks up to 10.
Examples: Dagger, darts, hand axe, shuriken. Sling, hand crossbow, blowgun.

Medium (arm sized): d6. 2 inventory slots. Can be used by all but Magic-User.
If it's ranged, it can fire up to 60 feet. Ammo stacks up to 5.
Examples: Club, mace, rapier, spear, shortsword, flail. Shortbow, light crossbow.

Large/heavy (leg sized): d8. 3 inventory slots. Can only be used by Fighter.
If it's ranged, it can fire up to 90 feet. Ammo stacks up to 5.
Examples: War hammer, greatsword, greataxe. Longbow, heavy crossbow.

Huge (man sized): d8, reach, d6 in very close combat. 4 inventory slots. Can only be used by Fighter.
Examples: Polearms, pike, lance.

Exceptions and special weapons:
Unarmed attack: d2, d4 if you're a Fighter or a non-MU using something like brass knuckles.
Javelin: a Large/heavy weapon, which only deals a d6 but can be thrown with a range of 30 feet.
Whip: a Small/light weapon which deals a d6, but cannot bring a target below 1 HP in normal combat, and only affects creatures that can feel pain.
Riding lance: a Huge weapon which deals a d10 and has reach, but is treated as improvised unless you're riding.

Some rules:
You take a -5 to the roll if:
-You attack with a weapon you can't use
-You attack with an improvised weapon
-You use the weapon in an improvised way (bashing with a bow or shield, throwing a sword)
-You fire a ranged weapon in melee
-Your target is beyond your weapon's range (-5 per 30 feet beyond range, cumulative)

Improvised throwing weapons have a range of 15 feet.

Potential combat styles:
Fighting with two weapons: You roll the damage die twice and take the best one. Each weapon must be Small. If you're a Fighter, each weapon must be either Small or Medium.
Fighting with a free hand: You get infinite item interactions. (You can open the door, close it, toss a friend a potion... as long as it could happen during the round)
Fighting with a shield: You get the extra AC the shield provides.

Random table: Weather

For your standard temperate wilderness, or something.

2d20 weather
1-9 default: good weather, meaning some clouds, no wind, no rain
10 mist (if stacked: fog)
11-12 rain or snow
13-14 cloudy (can't see the sun; lowers heat)
15-16 sunny (increases heat)
17-18 windy
19 grey skies, thunderstorm in the distance (if stacked: thunderstorm at location)
20 roll twice more

The results stack. For example, if you get "default" and "rainy", it's just rainy. If you get "rainy" and "rainy", for example, that's heavy rain. Stacking good weather means excellent weather.

If you get three 19s, use a natural disaster instead of a thunderstorm (choose what fits best or roll 1d4: tornado, seismic activity, heat wave, flash flood). Elementals of the relevant type might show up.

Cloudy and sunny together means temperature changes frequently.

Revisited on 08/10/19:

Random table: While the adventurers are away...

Every month or week (depending on how active the monsters are) the monsters heal and/or reset their traps.
In addition, roll a d12, or multiple d12s if the monsters are particularly threatening.

D12 - RESULT
1 Nothing.
2 Monsters roam the countryside, raid farms, capture people. Nearest village's economy affected, local prices go up, some things unavailable.
3 Monsters raid or destroy nearest village significantly.
4 Monsters improve their war assets, roll 1d4: create new traps, build a siege engine or similar, get better equipment, use better tactics.
5 Monsters succeed on magical research, roll 1d4: create magic traps, summon guardians (e.g. demons), learn spells, learn alchemy or similar.
6 Monsters gain a tough leader (use a new monster or upgrade an existing one) with a specialty from the war assets or magical research above
7 Monsters gain reinforcements.
8 Monster faction allies with another faction from inside or outside the dungeon. Turning them against each other will be difficult.
9 Monsters establish a foothold outside the dungeon, become more of a threat.
10 Monsters move on to a better, badder dungeon, take all the treasure with them.
11 A faction (roll for faction) or adventuring party (roll for alignment) delve into the dungeon. Roll 1d6 for result below.
12 Roll two more times.

Faction delve results:
D6 - RESULT
1. Total failure (enslaved, ransomed, killed; the monsters take their stuff, 50% chance of a lone survivor)
2. Desperate retreat (as above with more survivors)
3-4. Middling results (remove 2d6 unexplored rooms of monsters and treasure from the dungeon)
5. Decent success (4d6 unexplored rooms)
6. Triumphant return (6d6 unexplored rooms)

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EXAMPLE (for my own reference; using a standard necromancer lair and filling out the details.)

Week 1
9 - FOOTHOLD: The necromancer's apprentice now lairs in the deserted village of Oldberry.

Week 2
10 - MOVED: Necromancer abandons his lair for the ruined fortress of Kara-ang.

Week 3
9, 4 - FOOTHOLD, WAR ASSETS (TACTICS): The apprentice builds a tower outside the village. Meanwhile, the necromancer improves its undead's intelligence and battle tactics.

Week 4
5 - MAGICAL RESEARCH (SUMMON): The necromancer reanimates a giant's skeleton to act as a guardian.

Week 5
10, 11, 8  MOVED, FACTION DELVE, ALLIANCE - The apprentice moves back into the necromancer's old lair. Following these news, the Lord's Men venture into the lair and... (6) clear it out entirely (17 rooms), slaying the apprentice! During that time, the Necromancer allies with the bandits that lair around the ruined fortress.

Week 6
5 - MAGICAL RESEARCH (TRAPS): The necromancer creates a terrible field of magical wilting around his domain.

Week 7
4 - WAR ASSETS (ENGINE): The skeletons atop the ruined towers of Kara-ang now man ballistas.

Hello World

This is probably going to be a D&D blog. Stay tuned I guess?