Magic Missile
I'm taking this version of the iconic spell for a spin:
Once memorised, the magic-user can deploy the spell in one of two ways:
1. Spell hits automatically for 2 - 7 points of damage.
2. Spell requires a throw "to hit" its target but if successful scores 1 - 12 damage.
So far, our mage is opting for #2 but sadly he's wishing he didn't half the time but when it works... big smiles.
I initially started with the d10 for option #2 but the payoff didn't match the risk, sure you can still throw a one on a d12 but the chance to score up to five extra damage over option #1 is tempting.
Showing posts with label Mike Hill. Show all posts
Showing posts with label Mike Hill. Show all posts
Monday, November 30, 2015
Monday, November 9, 2015
Fighting Men
Mike Hill wrote:
Fighting Men
Nearly forgot this one. I allow fighters to attack using the monster's combat table starting on the 1+2 to 2 row. As the fighter's level increases he moves down the table observing the number in the left-hand column.
So a level 4 fighter (darn heroic!) would fight on the 4+ to 6+ row. He wouldn't advance to the next row until he was level 7.
You might be thinking this makes the fighter pretty tough? Well, I hope so, he needs all the help he can get. :-)
Edit
One more thing... All fighters score one more point of damage in hand-to-hand combat by virtue of their class training.. Any character with a strength of 15+ scores one extra hit. So a fighter with strength 17, for example, would get a whopping +2 bonus to hits scored in a toe-to-toe rumble.
Thanks
Mike
Fighting Men
Nearly forgot this one. I allow fighters to attack using the monster's combat table starting on the 1+2 to 2 row. As the fighter's level increases he moves down the table observing the number in the left-hand column.
So a level 4 fighter (darn heroic!) would fight on the 4+ to 6+ row. He wouldn't advance to the next row until he was level 7.
You might be thinking this makes the fighter pretty tough? Well, I hope so, he needs all the help he can get. :-)
Edit
One more thing... All fighters score one more point of damage in hand-to-hand combat by virtue of their class training.. Any character with a strength of 15+ scores one extra hit. So a fighter with strength 17, for example, would get a whopping +2 bonus to hits scored in a toe-to-toe rumble.
Thanks
Mike
Alternative Thief Skills
Alternative Thief Skills
I know it's been done to death but I hate percentile skills so here's the thief skill variant that I use. Apologies to the person I lifted it from but I'm sure it's not original.
It is, however, dead simple: at first level all but one thief skill is successful on a throw of 1 or 2 on one six-sided die. The player chooses one special skill for his character and that succeeds on a 1, 2 or 3.
Each time the thief gains a level, the player increases the success range of one skill by one point. One caveat, the character must have at least 2 skills rated at just one point lower than his or her highest skill level.
If a thief is in danger of becoming so skilled that success seems assured there are a few options.
1. Success is assured. When the character has perfected a skill (to the point where it's successful on a throw of 1 to 6), a die throw is no longer required, success is automatic. In theory this is the option I would use but I haven't had to yet. Your thief will be level 4 before he has a singe skill rated at 1 - 4 if the player chooses to specialise.
2. Capped skills. The maximum success range any skill can have is 1, 2, 3, 4 or 5. A throw of 6 always fails.
3. Fate conspires against even the mightiest. With a skill range of 1 to 6, the player throws two dice and is successful as long as double sixes don't come along.
I allow thieves to buy thieves' tools for 25 gold pieces. Tools may be used 3 times before their supplies are exhausted. Each use adds 1 to the success range of any one skill. So aside from lock picks, tools include black face paint (hiding); crampons (climbing); tiny listening trumpet (hear noise) and so on.
Thanks
Mike
I know it's been done to death but I hate percentile skills so here's the thief skill variant that I use. Apologies to the person I lifted it from but I'm sure it's not original.
It is, however, dead simple: at first level all but one thief skill is successful on a throw of 1 or 2 on one six-sided die. The player chooses one special skill for his character and that succeeds on a 1, 2 or 3.
Each time the thief gains a level, the player increases the success range of one skill by one point. One caveat, the character must have at least 2 skills rated at just one point lower than his or her highest skill level.
If a thief is in danger of becoming so skilled that success seems assured there are a few options.
1. Success is assured. When the character has perfected a skill (to the point where it's successful on a throw of 1 to 6), a die throw is no longer required, success is automatic. In theory this is the option I would use but I haven't had to yet. Your thief will be level 4 before he has a singe skill rated at 1 - 4 if the player chooses to specialise.
2. Capped skills. The maximum success range any skill can have is 1, 2, 3, 4 or 5. A throw of 6 always fails.
3. Fate conspires against even the mightiest. With a skill range of 1 to 6, the player throws two dice and is successful as long as double sixes don't come along.
I allow thieves to buy thieves' tools for 25 gold pieces. Tools may be used 3 times before their supplies are exhausted. Each use adds 1 to the success range of any one skill. So aside from lock picks, tools include black face paint (hiding); crampons (climbing); tiny listening trumpet (hear noise) and so on.
Thanks
Mike
Tuesday, November 3, 2015
Who Plays Holmes?
Mike Hill wrote:
Who Plays Holmes?
Hi folks,
1) Who amongst us actually plays Holmes as their standard gaming rules set some or all of the time?
2) What, if any, house-rules do you have in place?
I'm hoping to run a game for my crowd sticking as close as possible to the rules as they are, but:
a) I'm going to pick one of the many options available here and elsewhere for light/heavy weapons
b) My players will baulk at the "no strength modifier" (it won't be an issue if everyone throws poorly for strength). If it is an issue I might run with a bonus equal to the constitution/hit points adjustment for fighting men only. Any thoughts on this and whether it should apply just to damage or strike throws too?
Many thanks
Mike
Who Plays Holmes?
Hi folks,
1) Who amongst us actually plays Holmes as their standard gaming rules set some or all of the time?
2) What, if any, house-rules do you have in place?
I'm hoping to run a game for my crowd sticking as close as possible to the rules as they are, but:
a) I'm going to pick one of the many options available here and elsewhere for light/heavy weapons
b) My players will baulk at the "no strength modifier" (it won't be an issue if everyone throws poorly for strength). If it is an issue I might run with a bonus equal to the constitution/hit points adjustment for fighting men only. Any thoughts on this and whether it should apply just to damage or strike throws too?
Many thanks
Mike
Tuesday, October 27, 2015
Remember the old "light weapons strike two blows per round, heavy weapons strike once every other round" thing?
Remember the old "light weapons strike two blows per round, heavy weapons strike once every other round" thing?
I've never played that rule. I don't think I even noticed it. Back in the day, my desire to play far outweighed my need to read the rules. I was the GM, with the only rule book, and spent my time cooking up gonzo dungeons not rule questing.
My question is: would it be worth using a tweak (I've read a few) like light weapons do half damage and heavy (those listed) do double, be worth a go?
Mathematically (I think...) the pros and cons would even out over many combats but in the short term, in the moment so to speak, it might make a dramatic difference. Or not?
I've never played that rule. I don't think I even noticed it. Back in the day, my desire to play far outweighed my need to read the rules. I was the GM, with the only rule book, and spent my time cooking up gonzo dungeons not rule questing.
My question is: would it be worth using a tweak (I've read a few) like light weapons do half damage and heavy (those listed) do double, be worth a go?
Mathematically (I think...) the pros and cons would even out over many combats but in the short term, in the moment so to speak, it might make a dramatic difference. Or not?
Caller
Caller
Hi folks,
Seeing that transcript of game play from Holmes, reminded me that I've never played a game (as a player or referee) where one player was nominated as the "Caller".
I'm the odd man out here, right? Who amongst us has experiences of the Caller role and how does it work out for you?
Thanks
Mike
Hi folks,
Seeing that transcript of game play from Holmes, reminded me that I've never played a game (as a player or referee) where one player was nominated as the "Caller".
I'm the odd man out here, right? Who amongst us has experiences of the Caller role and how does it work out for you?
Thanks
Mike
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