Strength Score | Mechanical Advantage B/X | Descriptor Score = grip strength in pounds divided by 10 | Jovial Priest House Rule Encumbrance effects on Movement 120’ up to Str*1/5 in dungeon stone (1 dungeon stone = 150 coin encumbrance) 90’ up to Str*2/5 60’ up to Str*3/5 30’ up to Str*4/5 15’ up to Str*5/5 Can carry an additional 50% if not dead weight (eg piggy back) or dragging along the ground |
1 | Weaker than a 6 year old | ||
2 | Non-combatant | 7 year old | Non-combatant |
3 | -3 to hit -3 damage Open doors 1in6 | 9 year old | -3 to hit mêlée (increase chance natural 1) -3 damage mêlée (zero damage possible) Open doors 1in20 |
4-5 | -2 to hit -2 damage Open doors 1in6 | 12 year old | -2 to hit mêlée (increase chance natural 1) -2 damage mêlée (zero damage possible) Open doors 1in12 |
6-8 | -1 to hit -1 damage Open doors 1in6 | 14 year old | -1 to hit mêlée (increase chance natural 1) -1 damage mêlée (zero damage possible) Open doors 1in6 |
9-12 | Open doors 2in6 | 16 year old male to Average Adult | Minimum Dwarf and Elf Adventurers Open doors 2in6 |
13-15 | +1 to hit +1 damage Open doors 3in6 | Tough ‘Indiana Jones, James Bond’ | +1 to hit mêlée +1 damage mêlée Open doors 3in6 Able to wield medium weapon in off hand if Dexterity also >12 |
16-17 | +2 to hit +2 damage Open doors 4in6 | Strongman, pumped ‘Van Damme’ ‘Riddick’ | +2 to hit mêlée +2 damage mêlée Open doors 4in6 |
18 | +3 to hit +3 damage Open doors 5in6 | Mr Universe ‘Arnie’ | +3 to hit mêlée +3 damage mêlée Open doors 5in6 |
19+ | Super Human |
Notes regarding movement, strength and encumbrance.
150 coins = 15 pounds = 1 'dungeon stone' (as opposed to the normal 14 pounds = 1 imperial stone)
Strength score is multiplied by a fraction to determine max encumbrance for that given movement.
eg Strength 3, max encumbrance 3*5/5 = 3 dungeon stone = 45 pounds = 20kg or 30 kgs dragged along the ground. I think this might be reasonable for the AVERAGE 9 year old, who using grip strength as a real life comparator has strength of 3.
eg strength 10 average, max encumbrance 10*5/5 = 10 dungeon stone = 150 pounds = 68kg (I think this is pretty acceptable, I'm average, I could barely move with 68 kg unless I was piggy back someone, and I think my 50% increase rule, allows something almost realistic but simple to apply.
eg strength 18, max encumbrance 18*5/5 = 18 dungeon stone = 270 pounds = 122 kg.
Personally I think olympic weight lifters can be said to have strength exceeding normal human range.
Notes regarding natural 1 ‘to hit’ roll:
Always misses irrespective of other bonuses
Must roll on mêlée weapon breakage table
Notes regarding natural 20 ‘to hit’ roll:
Always hits irrespective of other penalties
Delivers maximum damage for class based weapon damage (irrespective of Strength penalty ie a magic user with strength 3 rolls a 20 whilst wielding a small weapon (damage range 1-4), he will deliver 4 damage and has no -3 damage penalty]. This allows the weak, with good fortune, to still have an opportunity to kill a normal man.
Able to ‘cleave’, which allows any remaining damage after the first opponent is killed to be carried over onto the next opponent in mêlée range
Dexterity Score | Mechanical Advantage B/X | Descriptor Mobility/Agility & Eye-hand coordination (choose one maybe two to describe you) | Jovial Priest House Rule Thieves add bonus / penalty to % skills |
1 | Bed bound | ||
2 | Non-combatant | Non-mobile (wheelchair) | Non-combatant |
3 | -3 to hit missile +3 AC penalty -3 personal initiative | Spasticity / walking frame | -3 to hit missile (increase chance natural 1) +3 AC penalty Automatically lose personal initiative -3 party initiative Missile ranges short=long -2/3 movement penalty |
4-5 | -2 to hit missile +2 AC penalty -2 personal initiative | Klutz, can’t hit the backside of a barn | -2 to hit missile (increase chance natural 1) +2 AC penalty -2 personal initiative -1 party initiative Choose: Missile ranges short=medium, medium=long, or -1/3 movement penalty |
6-8 | -1 to hit +1 AC penalty -1 personal initiative | Uncoordinated, Butterfingers | Minimum for thief class -1 to hit missile (increase chance natural 1) +1 AC penalty -1 personal initiative |
9-12 | Average | Minimum Halfling Adventurer | |
13-15 | +1 to hit missile -1 AC bonus +1 personal initiative | Lithe, good shot | +1 to hit missile -1 AC bonus +1 personal initiative Able to dual wield weapons |
16-17 | +2 to hit missile -2 AC bonus +2 personal initiative | Acrobatic, sure shot | +2 to hit missile -2 AC bonus +2 personal initiative |
18 | +3 to hit missile -3 AC bonus +3 personal initiative | Grace on legs / dead eye | +3 to hit missile -3 AC bonus +3 personal initiative |
19+ | Super Human |
Thieves add their -1,0,+1,+2+3 ability modifier to all their thief percentile skills for Dexterity 6-18.
Notes regarding natural 1 ‘to hit’ roll:
Notes regarding natural 1 ‘to hit’ roll:
Always misses irrespective of other bonuses
Must roll on missile natural 1 table
1: Weapon Breakage of : string (bow, 1 turn to fix if spare), mechanism (crossbow, needs weapon maker to fix) or total destruction of device (other missile weapons or DM discretion)
2-3: Randomly determine a new target from all allies and opponents within long range (a distracted wild random shot in any direction is what a 1 represents) and roll a new ‘to hit’ roll using the range to the new opponent.
Notes regarding Dexterity 3, -3 to party initiative - You don’t want such an individual in combat with you.
Notes regarding changes in missile ranges - eg short=long, such poorly dexterous individuals can not hit anything at medium range and all short ranges are at long range penalty in addition to other penalties, effectively -4 at Dexterity 3; less severe for dexterity 4-5.
A choice of penalty is allowed at Dexterity 4-5, movement penalty suggestive of an abnormal gait, or a missile weapon penalty must be chosen. At dexterity 3, both apply.
Constitution Score | Mechanical Advantage B/X | Descriptor Fitness, hardiness, physical resilience (choose one maybe two to describe you) | Jovial Priest House Rule |
1 | Bed bound | ||
2 | Non-combatant | Non-mobile (wheelchair) | Non-combatant |
3 | -3 hit points / Hit dice | Physical cripple | -3 hit points / Hit dice If negative hit points save vs death ray at -3 -3/4 movement penalty, and Make a save vs paralysis every morning or be too sick / exhausted to adventure that day |
4-5 | -2 hit points / Hit dice | Sickly, frail | -2 hit points / Hit dice If negative hit points save vs death ray at -2 Choose: -1/2 movement penalty, or Make a save vs paralysis every morning or be too sick / exhausted to adventure that day |
6-8 | -1 hit points / Hit dice | Unfit, unhealthy | -1 hit points / Hit dice If negative hit points save vs death ray at -1 |
9-12 | Average | Minimum for Dwarf & Halfling Adventurers | |
13-15 | +1 hit points / Hit dice | Fit, hardy | +1 hit points / Hit dice If negative hit points save vs death ray at +1 |
16-17 | +2 hit points / Hit dice | Superfit, resilient | +2 hit points / Hit dice If negative hit points save vs death ray at +2 |
18 | +3 hit points / Hit dice | Ironman | +3 hit points / Hit dice If negative hit points save vs death ray at +3 |
19+ | Super Human |
Like for dexterity at Constitution 4-5 a choice of penalties is allowed (movement penalty for being so unfit and easily tired, or a frailty penalty preventing daily activity). At Constitution 3 both penalties apply.
Not fond of the party initiative penalties because that ends up penalizing the other players & characters for your bad die rolls. It's one thing to suck, but another thing when your sucking makes all the other character suck (and thus you get to be responsible for sucking the fun out of someone else's combat monster).
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