Showing posts with label Delta. Show all posts
Showing posts with label Delta. Show all posts

Tuesday, 8 March 2011

infraWHAT?

Image from: http://big-chef.com/tsir/2010/04/07/cooking-with-f1-mee-jawa/


There have been lots of posts and forums about infravision: Here is just one that links to others.


Unlike usually, I'll try to be erudite... What a crock. It makes no internal logic. Is a dwarf a glowing JAWA, except their eyes glow infra-red. What fantasy literature is infravision meant to derive from? Where in literature are elves good at seeing underground? Why don't hobbits, I mean halflings have any (OD&D, Holmes, B/X, Mentzer) infravision- they live in holes? Why don't halflings in these editions get to speak their own halfling language - it is a random language choice? 


Ok, the latter has nothing to do with infravision but the question stands.


This is what I am doing:


Dwarves in a minimal light source (glow worms, glowing crystals, dim cave light) have Lowlight vision 60’ (I don't own and I haven't read 3E+, they just happened, or so some internet searches revealed, to have got this bit right)
Additionally they can stand at the edge of a torch or lantern (moderate light source) and see an extra 60' into the darkness. If they stand in the middle of the light source their eyes can't adjust. Makes them superb dungeon front men - as they should be with all their underground detecting skills.

Elves are Eagle eyed: visionx3. They see three times as far as a human. In fantasy we always here about elves and their great eyesight and elven marksmanship, not how good they are crawling around in dark caves. As a game mechanic, in good sunlight, elves suffer no penalty for medium range missile fire, and long range is at medium penalty. See Delta for some powerful implications for archery at range. His suggestion only makes a force of elven archers, even better.


Halflings are Keen eyed: vision x2. They see twice as far asa  human. In the Hobbit we often learn that Bilbo has good eyesight. Good eyesight combined with good dexterity gives halflings the +1 missile combat bonus they enjoy.


Infravision exists for creatures permanently underground. And I mean permanent, like a fish or lizard in a deep cave - if I had dark elves in my campaign they would just have 90' low light vision. Infravision does still exist for player charcters, as a spell because that is what it is - pretty special.

Tuesday, 1 March 2011

KotB Campaign Report 2: In search of dwarf gold

Marvin (Dragonlance Raistlin miniature)
Lando Smallrissian
Bob (or I think it was this Dragonlance Caramon miniature)
Ziplok (Mordheim Aenur miniature - not this one)
Kate
It was a half days walk to the Caves of Chaos. The party had been hired by the Jewel Merchant Brade to explore the caves and bring back Dwarf Gold. To aid their endeavour and protect his investment Brade had sent with the party Relag (F2) and his wardog (HD3). The party consisted of: the attractive Templar Cleric Kate, whose cousin was Marvin the Magic User. With them was the charismatic dwarf Lando Smallrisian, Ziplok the cunning elf, and ugly Bob the Fighter. The final member of the party was the 16 year old boy Deris, who had volunteered himself as a torch bearer to 'impress a lady' but had come dressed in expensive chain mail armor to the adventure. Lando had convinced the boy to exchange the armor for leather, to aid the boy's mobility Lando had said, and the boy pleased to have identified a helpful and likeable mentor, had agreed.

Relag and his wardog led them without mishap to a gloomy and tangled forest. On the floor of the forest they could see gleaming ivory and white - which they were unsurprised to discover was bone. The forest gave way to a canyon some 60' high on both sides. There were many cave entrances in the canyon wall, most somewhat off the canyon floor, and some would naturally be indentations in shadow and not true entrances. One entrance, just ahead on the left and some 10 feet off the ground looked real. The party bravely urged the wardog to check out this entrance. In disgust Relag walked with his wardog to just below the entrance and the party courageously advanced.

Narrow steps had been carved into the canyon wall allowing easy ascent to the cave entrance. Deros lit his lantern (he had come well stocked) and the party entered the cave (Cave Complex D). Within 20' they had a choice to head left or right - they chose left. The corridor quickly gave another choice, left or to continue straight. They went left to find tools for mining left lying against a dead end, obviously where workers were continuing to extend the cave complex. No one was currently in sight.

They returned to the corridor and continued along the same path they had been heading and almost immediately ran into 6 goblin guards (Location 17). The party slaughtered the goblins easily, though Relag lost five fate points. For their efforts the party gained the rich haul of 12 sp and 18cp. Additionally they found a barrel with 60 goblin spears in it. After considering the encumbrance they each took 3 spears each representing 1 dungeon stone.

DM note: As I have recently noted I have never DM'd with miniatures before. I found them chaotic but part of the problem was mapping onto the laminated gaming mat. Since I have blogged about this already I won't do so again.

"Relag lost five fate points." - FATE POINTS EXPLANATION - 'Fate catches up with you'
Hit points are problematic. OSR accepts that D&D combat is abstract, that a 'to hit' roll is not a single swing but represents the chance to inflict damage in that round. Hit Points represent how much damage one can take before one is dead. Yet hit points do not represent wounds, especially not at high hit points. There is in fact no mechanism for wounds in OSR D&D, with reducing effectiveness when wounded; only death at zero hit points. But so often people think they have wounded their opponent when hit points are lost. I decided to reject the name hit points and replace the term with fate points. Zero fate points is when fate has caught up with you and you die.
So when Indiana Jones, Master Thief, runs through a barrage of darts and loses 6 hit points, yet the DM says he is merely scratched since he started with 68 hit points, I advance the idea that he in fact wasn't hit at all, they all missed him, none-the-less if he continues to do this over and over again, his luck will eventually run out, and fate will catch up. The more he risks it, the quicker his fate will run out.
So what a damage roll represents in my campaign is loss of fate and bringing the character closer to death.
To more develop this idea adult humans (normal men) start with 3-4 fate points depending on physique and health and modified up by constitution, children and the elderly 2 hit points, young children and the infirm 1. These starting fate points are actually more like physical points and the loss of these usually can be described as a physical injury. What character classes do and absolutely what advancing a level does, is give the character more skill at avoiding injury in the first place, not necessarily more physique. So a Level 1 fighter who starts with 7 fate points, 4 points might represent his physical mass, the other 3 fate points reflect the training he has had and why he is better in combat than a normal man, and harder to kill. His skills at avoiding injury will increase in level. Constitution bonus increases one's general stamina and resistance, which can increase fate points but could if desired be thought of as increasing physicality. Heroes are tough? The end result for me as DM, is I wouldn't describe the new scar that's been formed until characters reach the starting fate points of their species or lower.
My novice players had no trouble accepting it, it was only me who had to be careful referring to fate points instead of hit points.

ENCUMBRANCE and MOVEMENT
I must say my encumbrance system worked very very well. I am using Delta's encumbrance system  where 150 coins = 1 dungeon stone. On my DM screen all of the equipment and items are divisible into 150 eg sword 75 cn (1/2 stone), chain mail 300cn (2 stone) and spears 30-75cn, I said to the players 50cn, they all decided to take 3 spears each (1 stone). I combine encumbrance with strength altering the players movement. All rounded down to nearest 1/2 stone; <1/5 strength in dungeon stone = 120', 2/2 strength = 90' etc. All of this is put on the character sheet at character creation. It gives strength an additional roll apart from combat. More info can be seen here.

For Ziplok the elf with strength 11 it looked like:

Max Enc in Stone Weight
150cn = 15 pounds = 1 stone weight

Normal Movement / Encounter Speed
1/5 Strength =
 2
120 / 40
2/5 Strength =
 4
90 / 30
3/5 Strength =
6.5 
60 / 20
4/5 Strength =
 8.5
30 / 10
5/5 Strength =
 11
15 / 5
>5/5 Strength =
   >11
0
Run normal movement in rounds













What was very satisfying was when characters put on chain mail amor and I said it weighed 2 stone they immediately adjusted their own movement rate. They each chose 3 spears because that is only 1 stone and all adjusted their movement rate accordingly. Marvin swore when I told him his spellbook weighed one stone, I relented and said it weighed only 1/2 stone.

Back to play: After their victory the party continued through the guardroom and up some stairs and approached a locked door. Listening at the door they heard language that could be goblin. With a crash Bob the Fighter and Lando the Dwarf bashed the door down and confronted a Hobgoblin Common Room consisting of 5 Hobgoblin males, 8 females and 4 young. There was no surprise and the hobgoblins won initiative and launched a disorganised attack on Bob and Lando, which failed to reduce their fate points.
Not wasting anytime on the party's turn Marvin the Magic User cast Sleep. Marvin's player has a reputation for appalling dice rolling from other games - he didn't disappoint on a 2d8 he rolled 3. Raucous laughter and groans met this feeble attempt. Ziplok the elf cast a second sleep spell and all the hobgoblins went nighty night. The party butchered the men and women immediately. They were going to butcher the young but one of the players questioned this.

DM Note: I don't understand surprise. You bust in on them, and you know they are in there, why should you have to roll for surprise, why should the enemy even get the same chance to win initiative as you. I need to mull on this further, I would have preferred to just grant surprise to the party. Sleep is very powerful and with two sleep spells it certainly did the business.
I said a player questioned the potential butchering of the hobgoblin young as, mindful of B/X Blackrazor's recent posts on what is role-playing, it wasn't Lando who was objecting it was the player and his quite appropriate sensibilities. And the reaction from the other players also failed to role-play with comments like, 'they're not real anyway'. Or, 'I bet the DM has some secret plan to get us if we kill the young'.
This is both disappointing and hard to avoid. But even JB in his posts relates stories of very experienced role-players falling into this hole. With my rusty DM skills and new players, this was a hole in KotB that the campaign was always going to fall in. Especially with the well known moral quandary KotB creates with all those women and children from different 'races', I prefer to say species. In the end the players asked how old the young were, they killed the adolescent and left the other younger three asleep and tied up.

Back to play: The party looted the bodies and gained some silver, which I know they recorded but I can't decipher their character sheets. Which is a worry. They exited the Common Room through a door opposite the way they came in and continued up a windy corridor. Faced with a choice to go left or 10' further and right, they chose 10' further and right. This led quickly to a locked door with light coming in from the outside. It was here they were set upon by 6 hobgoblin guards armed with crossbows (from Location 26). Pushing Deris the 16 year old torchbearer into the front line with the comment, "You're a man you can fight." He was killed by a crossbow bolt through his eye. In the battle that followed Relag the guard sent to watch over the party by the jewel merchant was also killed. Lando Smallrisian the Dwarf was reduced to one fate point after being hit for 6. Ziplok the elf was reduced by 2 fate points after being hit for 2.
Meanwhile Marvin the Magic User was desperately trying to open the door to the outside. I said he needed a 1 in 6 but increased this by 1 each round. He didn't succeed until another party member joined him to help. The hobgoblins had lost half their members and then they turned and fled looking for reinforcements. Some debate ensured about 'Let's continue the mission' but in the end they decided to run while the going was good.
The door was open and the party was high up on the canyon wall. Luckily Lando the dwarf had rolled up a grappling hook and 50' of rope as part of his starting equipment. They searched and robbed Deris the torchbearers body, but since they already had his chainmail armor he had little extra of value. I'm not sure what happened to his lantern, it's not now on any character sheet, so it can be assumed it was left behind in the chaos. The party tried to rob the body of Relag but his wardog would have none of it. The wardog with the enticement of some food would allow the party to move and recover Relag's body however. So they foisted him off the canyon edge and all descended down the grappling hook. At the bottom Bob the Fighter picked Relag's body up over his shoulders and carried him away (not sure Strength 13 should have allowed this), just as the hobgoblins reappeared and fired arrows at them. Bob lost 4 fate points reducing him to one. They weren't pursued into the forest.
In the forest the wardog allowed them to strip Relag of his chainmail and a chain amulet worth 200sp (200gp equivalent) which had a picture of a woman set with it.
They returned to the keep bearing Relag's body and had two other brief encounters.
Firstly they were met by a very distressed man desperate to know where Deris his son was. The party gave many excuses, eventually said he died well, but the party wished they had responded with "Deris who?" The man left vowing they had not heard the last of this.
Secondly they returned to Brade the jewel merchant bringing Relag's body. Brade was less angry about the outcome and more desperate the party return as soon as possible to search for dwarf gold. Relag's companion, the other guard, gave the party a grudging nod of respect for returning Relag's body and told them he didn't know who the woman was. Relag's wardog stayed with the other guard and his wardog.
The party headed for the inn. They were some 500sp richer and had all survived!

DM note: It was in this section I really had the feeling that all our computer game experience was dominating. 'We have to keep going.' 'Let's just get on with the mission' I had to explain that in OSR D&D surviving is the mission, and living to fight another day the only thing that mattered. But most of my players are only expecting a three session committment so this is lilely influencing their desire for completion.
In the end both red shirts had died, no party members. Was it fudged.... Yes I confess it was. I couldn't bring myself to kill party members. Honestly DM screen aren't there to hurt the party by a dictatorial omnipresent malevolent  bastard. DM screens are there so the DM can protect the party's bacon. But I want to be OSR D&D DM - I am weak - I am not worthy - forgive me master...

Monday, 14 February 2011

KoTB Campaign Report Part 1: In search of chain mail armor

Well the week since my first DM session in 17 years has flown by. Sadly, nothing to do with gaming. So let's get to it. What happened. This will also serve as the players and my record of events.


Character Creation
5 novice players was an awful lot to undertake. As I said in my last post my character creation sheets helped. I went with 3d6 reroll 1 (no trading or exchanging ability scores, you got what you got) and we had ability scores ranging from 6 (charisma) to two 16 (Int and Wisdom).


I used B/X Blackrazor's 100 reasons characters might adventure together and this is what we got:
Kate a Templar Cleric (Str13,Wis13,Con8,Cha13) is Cousin to Marvin the Magic User (Int14,Con14)
Kate met Bob the Fighter (Str13,Wis16,Cha6) in a Temple Shrine praying.
That's because Bob had just got out of prison. In prison he had met Ziplok the elf (Int16,Wis15). He already knew Marvin the magic-user (mutual acquaintance) who had introduced Ziplok to the surprisingly witty and entertaining dwarf Lando Smallrisian (Str15,Con14,Cha14). Lando and Marvin were hired muscle for a crime lord. It was through this acquaintanceship that Ziplok had ended up in prison.


The relationships didn't feature again but it did immediately inform the party that they were one step ahead of the law and crime lords, and none doubted why they had headed into the borderlands to seek their fortune. They knew that up in the mountainous borderlands old dwarven mines and homes could be found, filled with treasure. Treasure hungry rogues seemed to fit, with Kate along the road owing to her relationship to her cousin Marvin and a desire to support the 'apparent' repentance of ugly Bob.


DM note: Despite the difficulties of starting novice players B/X rules and my preparation paid off. Spell descriptions were printed on small pieces of paper which the players could keep their chosen spell next to them. 


Arrival at the Keep
As they approached the keep they saw a strange procession entering the keep ahead of them. A ragged march of around 40 soldiers and 10 walking cavalry soldiers, bringing many dead upon their horses. Dwarves were with the procession.


The Keep gate was closed upon their arrival and the party had to give reason to the guard to allow their entry. The players struggled, understandably, with their first role-play moment.
They entered after a few strange responses and were met by the Corporal of the Watch, Corporal Sten. He took an immediate shine to Kate. He explained to her (and the others) that the procession they had witnessed was the victorious Castellan leading his men back after a sortie with the hill giants. The Castellan had won but at heavy cost. With winter drawing closer it was expected that the Keep would be closed off within a month and then the giants often attacked in force. It was hoped this pre-emptive strike would be enough. He then welcomed them to the Keep and then warned them that the penalty for thievery and murder was execution. On that cheery note Corporal Sten introduced the party to 12 year old Jimmy the Stable-boy who bargained with them to show them the keep. The party gave him 2 coppers for the day, which he was pleased with. He took them straight to the Tavern. The party felt that any missions would be found in a tavern. They did debate whether they should look for supplies first in case their mission started immediately but decided they needed to know the mission first.


DM note: the KotB module has way too many soldiers and doesn't seem to have an active purpose since the Castellan let's monsters make homes right on his doorstep unmolested. I am not the first to think this, am I? Inspired by Gaz 1, Karameikos and the Keep's location in the Altan Tepes Mountains which says 'Frost Giants' I decided to give the Castellan and Keep a real job. Fighting giants - and it also depleted the stock of men at the keep, gave them a one month time limit and set up the Keep for a return trip one day - a B/X G1,2,3 perhaps. Orc, goblins on your doorstep - who cares when the high walls of the keep are designed to fight off giants. Giants who drove out the dwarves but perhaps can't reach into the smaller treasure filled dwarf homes?


The Tavern
Jimmy waited outside (why I wonder now?) In the Tavern they met Barkeep Malek. Spending their wealth (silver based economy, mistakenly I gave the conversion as 100cp=10sp=1gp; starting silver 1d6+charisma bonus *10), which was not much, they bought Malek some 3sp Honey Mead, his favourite. Blatant bribery but he took a fondness to the dwarf Lando. Malek introduced the party to Frak the dwarf. He had lost a companion to goblins but didn't know the way back as he was surprised when they were attacked. He offered his services but the party declined to hire him. He told them that there was a guild house of dwarves in the keep but they wouldn't let you enter, even if a dwarf, unless you knew the name of your grandfather's grandfather. They met Thena Captain of the Watch and admired her plate mail. The party only had leather and even the soldiers looked good in chain. Finally Malek directed them to Relag, the Jewel Merchant's guard. The Jewel Merchant, Brade, was looking to hire some adventurers to search for dwarf gold for him and he knew the way to where it could be found. The party suggested that if Relag could bring his master back to the Tavern they would pay for a meal for him. Brade came quickly and eagerly to them but when he saw the poor offerings the party could afford he lavished the best on them. He told them he wanted dwarf gold. He offered to tell them where it could be found and send Relag and his war dog to assist them and protect his interests. The party could keep all the rest of the treasure they found. He just wanted dwarf gold. After bargaining he offered them 1 gold each (10sp) and to pay for 1 weeks rations and 1 weeks accommodation in the inn. The party agreed and said they would set off the next day, which pleased him. The party was still rock poor and disappointed when they learnt that chain mail costs 150sp, way outside their price range. Lando bought Malek the innkeep more honey mead and after much singing (not role-played) and bonding Lando asked if Malek knew where the dead soldier's were taken that they had seen entering the keep, particularly where their chain mail was taken. Malek told Lando he was out of his mind that the armour was either in the Inner Keep or with the armorer and it would be death to attempt it.
With this warning the players asked Jimmy, who suggested they talk to the new priest who had moved in next to the Jewel Merchant a few days ago. He seemed to have money and armor. His two acolytes were very pretty he informed the party.
So they went to meet Bacchus, who was outside his accommodation drinking (not surprisingly) and smoking. He seemed in jovial spirits.  He had two chain mail armored acolytes with him, both were female and attractive. The party explained their predicament and laughingly he agreed. He told one of his acolytes, Themyscira, to take Kate the Templar Cleric indoors and swap her chain for Kate's leather. He said he gave it as a loan, one cleric to another. And he wanted it back, whether the owner was alive or not. The party gained their first chain mail armor.
The male party members were upset that they couldn't see the two women exchange armor but Kate learnt that Themyscira couldn't talk, and not from having her tongue cut out as she had assumed. Bacchus told Kate that both his acolytes had taken vows of silence.
The party rested for the night at the Inn, whose owner Raul was an identical twin of Malek but he hated his guts. Before they said good night to Jimmy he offered to come with them as a torch bearer. He was 12 so the party refused.


DM note: the lack of starting money sure made the party hungry for more and very aware of their leather armor compared to all the better armored people around them. I was very pleased with this development until the party started contemplating an attack on the keep. Cyclopeatron's downloadable fillable henchman card PDF using meatshields programme to generate names and ideas worked very well for me as DM. I would never have thought I would allow Bacchus the priest to go with the armor swap idea. It seemed the right idea at the time, and the night was moving on and we still hadn't got to a dungeon!  


Provisioning and setting off
The next morning the party was still keen to prepare, though there were some calls to just get on with it. They went to the Provisioner with Jimmy's renewed help for another day. She was a young woman called Siana, also know as the young widow, she had a 2 year old on her hip. She had pre-prepared adventuring packs she was very proud of (as was the DM - adapted from BFRPG See here.). Basic Pack - backpack, torches, sacks, etc; Essentials pack with grappling hook, Be Prepared pack (10' pole no one could see the point) and a Ready for Anyone Pack (silver dagger). The skint party bought one basic pack to share - yep that's all, but demanded they get a reduction for rations as the Jewel Merchant had supplied them with one week of rations already.
As they left they immediately met a 16 year old boy called Deris who said he wanted to be their torch bearer so he could impress a lady. He offered to arrive with a lantern and oil. Asking no questions and wanting to get to the dungeon they said yes.
They met Deris outside the gates with Relag and his war dog. Deris was awkwardly wearing chain mail armor, and carrying a lantern, shield and spear. Lando the charismatic dwarf suggested that Deris would be more comfortable and safer in leather. Amazingly Deris agreed (double 6 reaction roll!) and since he was only 16 Lando the dwarf could fit the armor. Deris got leather. Two party members with chain mail.
The party set off....


DM note: Delta suggested when I last posted that I was ambitious to start novice players in the Keep. Too much choice, so little direction. I agree entirely now. It felt like a computer game. Talk to this person, get this, go there. This is no disrespect to my players, I was thinking the same as them and designed it that way. One player later asked me, "Could we have got more out of the townspeople?" And here is the true genius of role playing - I don't know. I would never have designed it that the priest would give the party some armor - but it felt right at the time so I did. Deris swapping his armor - that's random chance for you - only in a RPG.
But on reflection I wish I started them just outside the dungeon door, as Delta wisely suggested. They were hankering for the dungeon and we only had 60 minutes of playing time left. Next post I'll relate what happened.


The well known image above I found from google images as I write and sources from http://awizardinabottle.blogspot.com/
This is a blog I didn't know existed. The blogger seems to have an obsession with KotB. And there ain't nothing wrong with that.





Can I just welcome as followers (I'm a bit lost where I am up to with this but feel it is only right to do so, especially as a minnow blog): Delta (I'm honoured), Shane Mangus (different site I enjoy dipping into it),  Paul Gorman (D&D blog pending it seems), A Paladin in Citadel (I'm honoured), Rahrahrah (and Rah) and my latest Tommy. Thank you all.


JP 

Friday, 28 January 2011

Interpreting Low (and high) Ability Scores: The Physical Attributes


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:
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



Notes regarding If negative hit points save vs death ray see this post.
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.