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2E Optional Rules
| Submitted Rules |
| Vital Wounds (ZIP 609
Kb) by Scott Sutherland (Veritas) |
The following are rules that we have converted
or created for 3E. Some balance the game and others make our game
a bit more deadly. Use all, some, or none to spice up the adventure
of the game. Feel free to submit any rules that you use.
1/2 Hit Point Rule: Well 3E came up with one so this old
one stays with our 2E optional rules.
Called Shots: When a player, or monster, wants to make a
called shot he should state it before the combat begins. The player
states which of his attacks will be used for the called shots. The
DM then determines the difficulty of the attack and applies a penalty
to the attack roll.
| Weapon and Spell Modifiers |
| Easy: -2 |
Examples are hitting an opponent's shield, tearing
a shirt with a "Zorro" mark, hitting an arm or leg
for no special effect. |
| Moderate: -4 |
Examples are spiting in the face, hitting the
leg for reduced movement, breaking a potion on their belt. |
| Difficult: -8 |
Examples are hitting a hand making it useless,
knocking off a helmet, slashing off armor straps, kick in the
groin. |
| Ridiculous: -12 |
Examples are decapitation, put out an eye, stake
through the heart, using your sword as a tongue depressor. |
The attacker must then roll a successful critical
hit to have the called strike go through. He would forfeit his 2x,
3x, 4x damage for the special effect, but if the effect is to decapitate
then it would be better than the multiple damage dice. DMs should
use these rules with caution. Be sure to give the appropriate penalty
for the called shot. Remember they must first roll the threat range
and then hit the opponent. Penalties apply to both rolls.
Critical Hits and Fumbles: Oh yes the dreaded table of death
and destruction. The bane of many players. The tables add challenge
and fun to combat. Never knowing when that 1 hit die orc is going
to decapitate your 20th level warrior. We made our own tables and
have put them on the site just for your killing enjoyment. As a
DM you feel the criticals are too silly use common sense. A halfling
can not decapitate a giant.
In 3E we use their critical hit method. We also
adapt the fumble on the roll of a 1. On the roll of a 1 the attacker
rolls again, if he misses his target's AC, he fumbles.
| CHA |
COM |
| 2-3 |
-4 |
| 4-5 |
-3 |
| 6-7 |
-2 |
| 8-9 |
-1 |
| 10-11 |
0 |
| 12-13 |
+1 |
| 14-15 |
+2 |
| 16-17 |
+3 |
| 18-19 |
+4 |
Comeliness: Charisma should not count for beauty as it does
in D&D. Hitler was not a handsome man but he was charismatic.
A model can be stunningly beautiful and can be treated as a bimbo.
Egor, a introverted hunchback, would neither be charismatic nor
beautiful. We do understand, though, that charisma does influence
comeliness. The charisma chart shows how charm affects comeliness.
The modifications are exactly like 3E D&D ability charts.
3E Critical Hits and Fumbles
Table (ZIP, 265 kb)
Initiative: We saw the way 3E did their initiative system
and we did not approve. The thought that a fighter getting all 5
of his attacks off before the wizard can cast their spell was a
bit harsh. This is especially annoying if your wizard lost initiative
by one point. So we devised this:
| Weapon and Spell Modifiers |
| Small or lower weapons |
1 speed |
| Medium weapons |
2 speed |
| Large weapons |
3 speed |
| Huge weapons or more |
4 speed |
| 1-3 level spells |
1 speed |
| 4-6 level spells |
2 speed |
| 7-9 level spells |
3 speed |
| Partial Action |
2 speed |
The monster or player rolls their initiative
(d20) and adds initiative modifiers. One subtracts the speed of
the spell being cast or the weapon speed being wielded from the
die roll. Each separate attack is deducted from the initiative for
each attack.
Monsters with natural weapons add one lower speed
than their size. A human punching (size: medium) would have his
punch at a small size for speed. An ogre (size: large) beating people
with his fists would have a size medium fist. A huge creature with
claws would have a size large for his fist. Reason is that using
your fists is easier than using a weapon, less weight and the being
is used to his arms a lot more than a weapon.
A fighter with 3 attacks wielding a long sword
rolls an 18. He adds 2 for DEX for a total of 20. He attacks with
a full round action on 18, 16, 14. If he did a half move he would
start moving on 20, finish on 18, and attack on 16. If it was a
wizard casting ice prismatic spray his start time for the
spell would be 20 and his finish time would be 17. He could get
disrupted anywhere between those 2 times in the round.
Now this might be a bit confusing and a pain
to do, but once you get used to it as a DM it adds a sense of urgency
to battles. Attacks of opportunity are allowed and are with a 0
modifier.
Parry: Before a combat round begins a player may designate
any number of his attacks as a parry. The player selects as many
of his opponent's attacks as he put into parrying, usually the BIG
ones, and if that attack hits a parry is possible. The parrying
player rolls an attack roll against the total attack roll of the
opponent (d20 + bonuses). He must at least match it in order to
parry the attack. A natural attack roll of 20 can only be parried
with a natural parry roll of 20. If the attack is parried no damage
is suffered.
Note that some attacks can't be parried. A halfling
can't parry a hill giants club for example. The parrying weapon
must be a solid object, a sword, a club, a chair. It can't be a
pillow, a net, or a whip for example. Use common sense.
Perception: Replaced by skills in 3E. We leave this one
for the 2E rules
Shield Mastery Feat: Double the AC bonus of a shield. Only
double the non-magical bonus of the shield. Preq. +6 attack roll.
Spell Memorization: We wanted spell casters to have a bit
more flexibility so we allowed them to cast spells on the fly, no
memorization required. They can cast any spell they scribed in their
spell book if they are capable of casting that spell. They may only
cast as many spells per day of each level as they could if they
had to memorize them. Other spell casters have all spells in their
spheres available to them.
Each "spells per level gained" is
like a storage for their power. A 7th level wizard casts "slow"
to cripple his opponents in combat he uses a 3rd level spell slot.
Later he finds a stinking cloud is ruining his party's meal so he
"casts a gust of wind" to remove it. The wizard may no
longer cast any 3rd level spells till he studies his spellbook and
recover those spell levels but he still has any 4 1st, 2 2nd, and
1 4th level spell that he may cast that is in his book. Priestly
spell levels must be prayed for instead of studied.
Sorcerers convert their spells per level into
spell points. Each allowable spell per day is converted to points
on a level spell per point basis and added to the sorcerer's pool.
Zero level spells are 1/2 a point. For example: Xran has 7 (0 level)
5 (1st), 4 (2nd), 3 (3rd), and 2 (4th) level spells he is able to
cast a day. Now lets convert it to spell points: 7x1/2 + 5x1 + 4x2
+ 3x3 + 2x4 = 33 1/2 spell points a day.
Each time he casts a spell, that spell level
is deducted from his spell point total.
Stoneskin Spell: Ahhhh better. We leave our 2E rules for
it. I still say it should be wizard only though.
Sweeping: They have rules for that in 3E also.
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