====== Equipment ====== ===== Missile Weapons ===== ==== Bows ==== I have adjusted the damage, ranges, and requirements for bows. * Short bows, Weapon Speed: 4; Damage: 1d6 * Long bows, Weapon Speed: 6; Damage: 1d8+2 * Hand crossbows, Weapon Speed: 5; Damage: 1d4 * Light crossbows, Weapon Speed: 7; Damage: 2d6 * Heavy crossbows, Weapon Speed: 9; Damage: 2d6+4 * Long Bow, Short: 120 yds; Medium (-2): 240 yds; Long (-5): 380 yds * Short Bow, Short: 70 yds; Medium (-2): 140 yds; Long (-5): 230 yds * Heavy Crossbow, Point Blank: 80 yds; Short (-2): 120 yds; Medium (-5): 240 yds; Long (-7): 380 yds * Light Crossbow, Short: 70 yds; Medium (-3): 140 yds; Long (-6): 230 yds A character must have a strength of 15 or higher to draw a long bow. ROF: Any character who specializes in a bow will use the next higher attacks/round category just as a melee weapon specialist would. Ergo, a 12th level character with specialization in heavy crossbow fires three times in two rounds, not once per round. However, the maximum number of attacks/round is 2/1 for heavy crossbow and 5/2 for light. Unless a specialist with Archer kit, the maximum number of attacks/round for a long or short bow is 5/2. ==== Spears ==== * Short spears are 3 1/2 to 6 feet long and weigh between 2 and 3 pounds. Range is: Short: 20 yds; Medium (-2): 40 yds; Long (-5): 60 yds, with extreme range possible, per the guidelines given below. * Spears are 6 to 8 feet long and weigh about 5 lbs. Range is: Short: 15 yds; Medium (-2): 30 yds; Long (-5): 45 yds, with extreme range possible, per the guidelines given below. * Long spears are 8 to 12 feet long, * Formation spears are 12 to 16 feet. Longer spears cannot be thrown by non-giant races. All spears 10 feet or longer can only be wielded two-handed. A character wielding a spear gains an attack bonus for high Dexterity and a damage bonus for high Strength. == Damage == * Spear, short, one-handed: 1d4; two-handed: 1d6 * Spear, standard: one-handed: 1d8; two-handed: 2d6 * Spear, long: two-handed: 2d6+4 * Spear, formation: two-handed: 3d6+4 ==== Missile Combat Modifiers ==== Thrown weapons of size M or larger will have the combatant's strength modifier factored in as an increase in range. Short, medium and long range remain the same, with strength applied to damage, but past long range is 'extreme range' where the weapon can hit and cause normal damage, to the limit of the strength bonus times 10% of normal range. Small and tiny weapons will not receive this bonus. In addition, for every 10% beyond normal range, an additional -1 to hit penalty applies. ==== Target Shooting ==== This is the target used for archery practice. Each colour has an inner and outer ring that score different points. In this application only, at better Missile THAC0s a 1 can hit. ^ Value ^ Ring ^ AC ^ | 10 | Bullseye | AC-3 | | 9 | Gold | AC0 | | 8 | Red | AC2 | | 7 | Red | AC3 | | 6 | Blue | AC4 | | 5 | Blue | AC5 | | 4 | Black | AC6 | | 3 | Black | AC7 | | 2 | White | AC8 | | 1 | White | AC9 | | 0 | Miss | AC10+ | ===== Melee Weapons ===== I have made a few adjustments to melee weapon speed and damage. ^ Weapon ^ Weapon Speed ^ Damage S/M ^ Damage L ^ | Shortsword | 2 | 1d6 | 1d6 | | Longsword | 4 | 1d8 | 1d8 | | Broadsword | 5 | 2d4 | 2d4 | | Hand-and-a-half | ||| | One-handed| 7 | 1d8+2 | 1d8+2 | | Two-handed| 8 | 2d4+2 | 2d4+2 | | Claymore | 9 | 2d6+1 | 2d6+1 | | Great Sword (Zweihänder) | 10 | 2d6+2 | 2d6+2 | A character must have a strength of 15 or higher to use a hand-and-a-half, 16 or higher to use a claymore, and 17 or higher to use a great (two-handed) sword ===== Armour ===== Armour that is made of separate pieces requires 1d6 + 4 rounds to don with assistance. Without help, the time required is tripled. In all cases, the times given assume that the proper undergarments and padding are also worn. This applies to the hide armour worn by both Caldorneans and Trewschans. ==== Mages ==== In my campaigns, mages can wear armour. I don't care what the PHB says, learning to wear armour is not a lifetime task. However, due to the restrictions in mobility, some penalties apply. To compute the chance of spell failure for the various types of armour, take your character's intelligence and dexterity, average them, round down, subtract 1 for each level of armour higher than leather, and use the following table to determine the percentile chance. * Leather -0 * Boiled leather -1 * Hide armour -2 * Chain mail -3 * Splint mail/banded mail -4 * Plate mail -5 * Field plate -6 * Full plate -7 Gauntlets, gloves, and helms more restrictive than a war hat can never be worn. Shields can never be used while spellcasting.
Ability Score | Chance of Spell Failure |
---|---|
1 | 80% |
2 | 60% |
3 | 50% |
4 | 45% |
5 | 40% |
6 | 35% |
7 | 30% |
8 | 25% |
9 | 20% |
10 | 15% |
11 | 10% |
12 | 5% |
13 + | 0% |