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Combat Mechanics and Morale System

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Cedric Lecante
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0% found this document useful (0 votes)
32 views5 pages

Combat Mechanics and Morale System

Uploaded by

Cedric Lecante
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Base Morale Level = 50% + 5% per HD

3–5 Head Roll d% UNDER Base Morale Level


6 Hands
Situation Modifier
7–8 Arms
Per friend killed, surrendered or fled + 5%
9 Shoulders Own side taken 25% casualties + 5%
10–11 Chest Numerical inferiority + 10%
12 Stomach Own side taken 50% casualties + 15%
13 Vitals Own side greatly outnumbered (2-1+) + 20%
Own leader hors de combat + 25%
14 Thighs STR Enc. Mod Minor test Major test
(lbs) (d6) (d %) Per foe killed, surrendered or fled - 5%
15–16 Lower legs
3 – 35 1 0% Own side inflicted 25% casualties - 5%
17–18 Feet Numerical superiority - 10%
4–5 – 25 1 0%
6–7 – 15 1 0% Own side inflicted 50% casualties -15%
8–9 0 1–2 1%
Area of Damage 10–11 0 1–2 2%
Liquid Contents Effect Splash Direct Hit 12–13 + 10 1–2 4%
Creatures that fail their morale check by a margin of
1’ diameter 1 hp 2d4 14–15 + 20 1–2 7% 25% or less will generally seek to make a fighting
1’ diameter 2 hp 1d6+1 16 + 35 1–3 10 % withdrawal.
3’ diameter 1-3 hp 2d6 + 1d6/rd 17 + 50 1–3 13 % If they fail by 26% to
18 + 75 1–3 16 % 50%, they will
1’ diameter Special Special generally turn and
18.01–50 + 100 1–3 20 %
of all such containers is 30’. Beyond 10’ is medium flee. Distance Damage
18.51–75 + 125 1–4 25 % A failure by 51% or
range (-2 to hit), beyond 20’ is long range (-5 to hit) < 5 feet None
18.76–90 + 150 1–4 30 % higher indicates
If the missile hits, Save vs CRUSHING BLOW to see if it breaks. 18.91–99 + 200 1–4 35 % that the creature 5 — 10 feet 1d6
Damage is taken only if it does break. 19 + 300 1–5 40 % surrenders. 10 — 20 feet 3d6
All creatures within 3’ of the impact 20 + 450 7–8 50 % 20 — 30 feet 6d6
point must save vs. POISON or take 21 + 600 9–10 60 % 30 — 40 feet 10d6
splash damage. 40 — 50 feet 15d6
22 + 750 11–12 70 %
roll for distance from target 23 + 900 11–12 80 % > 50 feet 20d6
point (1d4 at short range, 1d6 at A successful Saving Throw vs.
24 + 1200 19–20 90 %
medium, 1d8 at long) and 1d8 for can halve damage.
deviation 25 + 1500 23–24 100 %
Save vs. at -1 per level of
falling or be knocked out for
1d6 Turns per falling level.
Blow, crushing

Electric Shock
R,S,W Breath P,P,DM Pet., Magic

Blow, normal

Cold, magical

Fire, magical
Disintegrate

Fire, normal
Poly.

Lightning
Fall (5ft)

Fireball
Acid
Item type 0 18 20 16 17 19
Bone/Ivory 11 16 10 2 20 1 6 17 9 3 8 1-2 16 17 14 15 17
Ceramic 4 18 12 4 19 1 11 5 3 2 2 3-4 15 16 13 14 16
Cloth 12 6 3 1 20 1 2 20 16 13 18 5-6 13 13 11 12 14
Crystal 6 19 14 7 20 5 13 10 6 3 15 For the purposes of evil clerics 7-8 12 12 10 11 13
turning paladins, paladins are 9-10 10 9 8 9 11
Glass 5 20 15 6 20 1 14 11 7 4 17
treated as Type 8 if they are level 11-12 9 8 7 8 10
Leather or book 10 4 2 3 20 1 1 13 6 4 13 1-2, Type 9 if level 3-4, Type 10 if 13-14 7 5 5 6 8
Liquid 15 0 0 12 20 15 0 15 14 13 18 level 5-6, Type 11 if level 7-8, Type
15-16 6 4 4 5 7
Metal, hard 7 6 2 1 17 1 2 6 2 1 11 12 if level 9-10 and Type 13 if level
11 or higher. However, paladins 17-18 5 4 3 4 6
Metal, soft 13 14 9 1 19 1 4 18 13 5 16
cannot be destroyed by turning. 19+ 4 3 2 3 5
Paper 16 11 6 2 20 1 0 25 21 18 20
If the number on the die is
Stone or gem 3 17 7 1 18 2 4 7 3 2 14
than the number 1-3 14 16 10 13 15
Wood/rope (thick) 8 10 3 1 19 1 1 11 7 5 12 shown on the table, the creature 4-6 13 15 9 12 14
Wood/rope (thin) 9 13 6 1 20 1 2 15 11 9 10 is turned and will flee.
7-9 11 13 7 10 12
If the table 10-12 10 12 6 9 11
indicates “T”, the
13-15 9 11 5 8 10
undead creature is
automatically 16-18 8 10 4 7 9
Type of Undead Example 1 2 3 4 5 6 7 8 9-13 14-18 19+ turned, and will 19+ 6 8 2 5 7
flee.
Type 1 Skeleton 10 7 4 T T D D D D D D
Type 2 Zombie 13 10 7 T T D D D D D D It the table 1-5 11 15 14 13 12
indicates “D”, the 6-10 9 13 13 11 10
Type 3 Ghoul 16 13 10 4 T T D D D D D
undead creature is
Type 4 Shadow 19 16 13 7 4 T T D D D D 11-15 7 11 11 9 8
automatically
Type 5 Wight 20 19 16 10 7 4 T T D D D destroyed and will 16-20 5 9 10 7 6
Type 6 Ghast — 20 19 13 10 7 4 T T D D crumble to dust. 21+ 3 7 8 5 4
Type 7 Wraith — — 20 16 13 10 7 4 T T D For evil clerics, a
Type 8 Mummy — — — 19 16 13 10 7 4 T D result of “D” 1-4 14 16 13 12 15
Type 9 Spectre — — — 20 19 16 13 10 7 T T indicates that the 5-8 12 15 12 11 13
Type 10 Vampire — — — — 20 19 16 13 10 7 4 undead are forced 9-12 10 14 11 10 11
into the cleric’s
Type 11 Ghost — — — — — 20 19 16 13 10 7 13-16 8 13 10 9 9
command for a
Type 12 Lich — — — — — — 20 19 16 13 10 period of 24 hours. 17-20 6 12 9 8 7
Type 13 Fiend — — — — — — — 20 19 16 13 21+ 4 11 8 7 5
** Some exceptional service will also be
required of the player character.
Animal Control 400
† This spell will be cast only in exceptional
Identify 1,000 gp per item or function
circumstances, as it costs the caster three Clairaudience 400
Invisible stalker 5,000 gp
years of their own lives — a price most will Clairvoyance 500
be very reluctant to pay. Invisibility 500 gp
Climbing 500
Legend Lore 1,000 gp
Cursed
Atonement 500 gp per level of the recipient Limited wish 20,000 gp **
Delusion 150
Augury 300 gp Magic mouth 300 gp
Diminution 500
Bless 5 per person per level of the caster Mass charm 5,000 gp
Dragon Control 5,000 - 9,000
Charm person 1,000 gp Neutralize poison 1,000 gp
ESP 850
Clairvoyance 50 gp per level of caster Plane shift 4,000 gp
Extra-Healing 800
Commune 1,000 gp plus 500 per question Prayer 50 gp per level of the caster
Fire Resistance 400
Comprehend languages 50 gp Protection from evil 50 gp per level of caster
Flying 750
Contact other plane 5,000 gp + 1,000 per question Raise dead 1,000 + 500 per level of recipient
Gaseous Form 400
Continual light 500 gp Read magic 200 gp
Giant Control 1,000 - 6,000
Control weather 10,000 gp Regenerate 20,000 gp
Giant Strength 900 - 1,400
Cure blindness 1,000 gp Reincarnation 5,000
Growth 300
Cure disease 1,000 gp Remove curse 500 gp per level of caster
Healing 400
Cure light wounds 100 gp Resist Fire 100 gp per level of the caster
Heroism 500
Cure serious wounds 350 gp Resurrection At least 100,000 gp †
Human Control 900
Cure critical wounds 600 gp Restoration 10,000 + 500 per level of recipient
Invisibility 500
Detect evil/good 100 gp (assumes an item is being checked) Silence 100 gp per level of the spell caster
Demons 7,500 Invulnerability 500
Detect magic 150 gp (assumes an item is being checked) Slow poison 50 gp
Devils 7,500 Levitation 400
Dispel evil/good 1000 gp Speak with dead 100 gp per level of caster
Elementals 4,500 Longevity 1,000
Dispel magic 100 gp per level of the caster Suggestion 600 gp
Lycanthropes 3000 Oil of Ætherealness 1,500
Earthquake 10,000 gp Symbol 1,000 gp per level of caster
Magic 4,500 Oil of Slipperiness 750
Enchant an Item 20,000 gp plus other spells Teleport 2,000 gp per person
Petrifaction 6,000 Philtre of Love 300
ESP 500 gp Tongues 500 gp
Possession 6,000 Philtre of Persuasiveness 850
Exorcise 1,000 gp per level of the caster True seeing 5,000 gp**
Undead 4,500 Plant Control 300
Explosive runes 1,000 gp Wish 50,000gp
Polymorph 350
Find the path 500 gp per level of the caster Wizard Lock 50gp per character level
Speed 450
Fire trap 500 gp
Scroll spells will cost a of 300 x Spell Level in gold Super-Heroism 750
Fools' gold 100 gp
pieces, the cost of any spell components, any Sweet Water 250
Gate 50,000 gp
other expenses which may be incurred by the caster. Treasure Finding 2,000
Glyph of warding 100 gp per level of the caster Spells which require any sacrifice on the part of the caster will be much, Undead Control 2,500
Heal 200 gp per point of healing much more expensive, and will only be available from wizards with whom the
Water Breathing 900
customer has a very good relationship.
Spell Range Damage Weapon Type Damage Enc. Cost
Armour Type Enc. Max. Move AC Cost
S/M L (lbs) (gp)
Burning Hands 3’ 120° 1 hp/level Banded 35 lbs 90 ft ±6 90 gp
Call Lightning 0 2d8+1d8/level Arrows 1d6 1d6 4 (doz) 2 (doz)
Chainmail 30 lbs 90 ft ±5 75 gp
Death Spell 10’/level Chain, Elvish 15 lbs 120 ft ±5 Not sold Axe, battle 1d8 1d8 7 5

Disintegrate 5’/level Leather 15 lbs 120 ft ±2 5 gp Axe, hand 1d6 1d6 5 1


Padded 10 lbs 90 ft ±2 4 gp Bolt, heavy 1d6+1 1d6+1 4 (doz) 4 (doz)
Fire Storm 150’ 2d8
Plate mail 45 lbs 60 ft ±7 400 gp Bolt, light 1d4+1 1d4+1 2 (doz) 2 (doz)
Fireball 100’+10’/level 1d6/level
Full Plate 45 lbs 90 ft ±8 1,200 gp Club 1d4 1d3 3 0.02
Flame Strike 60’ 6d8
Ring 35 lbs 90 ft ±3 30 gp Dagger 1d4 1d3 1 2
Ice Storm 10’/level 3d10
Scale or lamellar 40 lbs 60 ft ±4 45 gp Dart 1d3 1d2 ½ 0.2
Lightning Bolt 40’+10’/level 1d6/level
Shield, large 10 lbs N/A ±1 15 gp Flail, heavy 1d6+1 2d4 10 3
Magic Missile 60’+10’/level 1d4+1/missile
Shield, medium 8 lbs N/A ±1 12 gp Flail, light 1d4+1 1d4+1 5 1
Meteor Swarm 40’+10’/level 10d4 or 5d4 Shield, small 5 lbs N/A ±1 10 gp Halberd 1d10 2d6 18 9
Shocking Grasp Touch 1d8+1hp/level Splint 40 lbs 60 ft ±6 80 gp Hammer, heavy 1d6+1 1d6 10 7
Studded 20 lbs 90 ft ±3 15 gp
Hammer, light 1d4+1 1d4 5 1
Javelin 1d6 1d4 4 5
Max. weight that can be carried is 150 lbs ± Lance 2d4+1 3d6 15 6
Maximum range is 5x the Range Increment Mace, heavy 1d6+1 1d6 10 10
STR Adjustment
Subtract STR adjustment from total weight Weapon Type Damage RoF Range: Enc Cost Mace, light 1d4+1 1d4+1 5 4
carried to find the character’s actual level of S/M L -2 per (lbs) (gp)
Morningstar 2d4 1d6+1 12 5
encumbrance. Axe, hand 1d6 1d4 1 10 ft 5 1 gp
Pick, heavy 1d6+1 2d4 10 8
Weight Max. Surprise Bow, long 1d6 1d6 2 70 ft 12 60 gp
Pick, light 1d4+1 1d4 4 5
Carried Move Bow, short 1d6 1d6 2 50 ft 8 15 gp
Polearm 1d6+1 1d10 8 6
up to 35lbs 120’/rd +1 (only if in Club 1d4 1d3 1 10 ft 3 2 cp
Sling bullet 1d4+1 1d6+1 4 (doz) 1 (doz)
armour lighter Composite bow, long 1d6 1d6 2 60 ft 13 100 gp
than chain) Composite bow, short 1d6 1d6 2 50 ft 9 75 gp Sling stone 1d4 1d4 2 (doz) free
36-70 lbs 90’/rd Normal bonuses Crossbow, heavy 1d6+1 1d6+1 ½ 60 ft 12 20 gp Spear 1d6 1d8 5 1
apply Staff 1d6 1d6 5 free
Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp
71-105 lbs 60’/rd No normal Sword, bastard 2d4 2d8 10 25
Dagger 1d4 1d4 2 10 ft 1 2 gp
bonuses apply
Dart 1d3 1d2 3 15 ft ½ 2 sp Sword, broad 2d4 1d6+1 8 10
(but penalties
do) Hammer 1d4+1 1d4 1 10 ft 5 1gp Sword, long 1d8 1d12 7 15
106-150 lbs 30’/rd No normal Javelin 1d6 1d4 1 20 ft 2 5 sp Sword, scimitar 1d8 1d8 5 15
bonuses apply Sling (bullet) 1d4+1 1d6+1 1 35 ft ½ 5 sp Sword, short 1d6 1d8 3 8
(but penalties Sling (stone) 1d4 1d4 1 35 ft ½ free Sword, 2-handed 1d10 3d6 25 30
do); -1 extra
Spear 1d6 1d8 1 15 ft 5 1 gp Trident 1d6+1 3d4 5 4
penalty
Barely a flying creature, these creatures float on the air, allowing
the wind currents to carry them from location to location. These
creatures can sometimes slightly alter their direction of travel or move
Bullseye lanterns 80'* 1 pint of oil/4 hours at very slow speeds, but otherwise manoeuvre like a hot air balloon
Hooded lanterns 30'r 1 pint of oil/4 hours (e.g. levitate spell). This category includes gliding creatures, such as Unshielded flank No shield bonus.
Torches 40'r 6 turns (1 hour) flying squirrels or flying fish, that travel through the air but do not truly Rear flank No shield, no DEX bonus.
Candles 20'r 30 minutes fly. Rear attack No shield, no DEX bonus, +2 to hit.
Reach full speed in 5 rds, turn 30° per rd (e.g. ).
Reach full speed in 2 rds, turn 60° per rd (e.g. ).
Magical weapons 10-20'r** Permanent Reach full speed in 1 rd, turn 90° per rd (e.g. Amount Cover Mod. Concealment
).
Light spell 20'r 1 turn/level 25% -2 -1
Reach full speed or stop in 6 segments, can turn 120° per rd.
Continual Light 60'r Permanent 50% -4 -2
Capable of hovering in place (e.g. ).
Reach full speed or complete stop in 1 segment, and can hover. 75% -7 -3
* Narrow beam, 10' at its widest 90% -10 -4
Can easily reverse course in flight, turn 180°. Has nearly complete
** Light shed depends on size. A dagger illuminates 10'r, control over their movement in the air (e.g. ). is anything that obscures an opponent’s
a longsword 20'. vision, such as tree limbs or smoke, but does not
physically block incoming attacks. If it can actually
Light shed is bright enough to read by for the first 20% of block an attack, then it is
Cause Effect
its range of illumination, and becomes increasingly Cover and Concealment Modifiers are cumulative.
dim thereafter. At maximum range, only general casting alter reality spell 3 years
shapes will be apparent. casting gate spell 5 years
casting limited wish spell 1 year
casting restoration spell 2 years (Natural, not magical sleep) may be attacked with the
same chance to kill as if the attacker were an
casting resurrection spell 3 years
assassin. (See spell for details of magical sleep)
casting wish spell 3 years
imbibing a speed potion 1 year
0–1 2–4 5–7 8–10 11–12 13–14 15–16 17+ under a haste spell 1 year Gets no shield or DEX bonus, and is attacked at +4.
7 5% : Reading one of the above spells from a
8 5% 10 % scroll (or using the power from a ring or other
device) does not cause unnatural aging, but
9 5% 10 % 15 % placing such a spell upon the scroll in the first
place will do so!
� Off-hand weapon must be either a dagger, a hand
10 5 % 15 % 20 % 25 % axe, or a short sword.
11 5 % 15 % 25 % 30 % 35 % � Primary hand attacks with a –2 modifier, off-hand
12 5 % 15 % 25 % 35 % 40 % 45 % weapon attacks at –4.
13 5 % 10 % 25 % 35 % 45 % 50 % 55 % � Character’s DEX mod. for missile weapons is added
to both attacks. Although penalties can be
14 5 % 10 % 15 % 35 % 45 % 55 % 65 % 75 %
offset, this rule can never result in a bonus to
15+ 10 % 15 % 20 % 45 % 55 % 65 % 80 % 95 % attacks!
Unintelligent creatures with keen hearing and/or smell can be given the � The off-hand weapon cannot be used to affect
equivalent of high HD and/or intelligence for the purposes of detecting parrying.
invisible creatures

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