Etc Etc Etc

Rules are B/X with the following additions:

MAGIC-USERS can cast a spell they know without memorizing it as a ritual. They can do this as many times a day as half their level rounded down (starting at 1). This takes 10 minutes (a whole dungeon turn).


THIEF SKILLS are as Dyson Logos' 2D6 Thiefin'. 


FIGHTERS have tactical movement such as:


Set Up : Spend this round's action climbing, luring and baiting, maneuvering, or otherwise exploiting your target. Next round you get +4 to attack and damage that target.


Assist : Make an ability check relevant to how you describe helping. Target ally gets a bonus of 2+ relevant-ability-bonus to hit or AC. One assistant per ally.


Evade : Roll to hit unarmored AC +/- target's DEX mod. If you succeed, you can move away without consequence. If you fail, target has -2 to attack you for the next round.


Reckless Fighting : +2 to-hit rolls / AC for the next round.


Defensive Fighting : -2 to-hit rolls / AC for the next round.


Sacrifice : Have a helmet or shield be destroyed instead of taking damage on a successful hit.


DEATH’S DOOR is when a character hits 0 HP. At the end of combat Save vs Death; a successful save means the character is alive. This status is removed upon regaining any amount of HP, or dying. While at Death’s Door all rolls are -2.

After regaining any HP but before resting for at least one day, all saves are at -2, all attacks are -1 to hit and damage. 


EQUIPMENT quality is relevant. Wooden and insect mandible weapons are shoddy and break completely on a natural 1 to-hit roll. Flint or obsidian weapons fracture on a natural 1 to-hit roll, and have a -1 to damage rolls until the next rest where they are repaired. Bronze and steel weapons do damage as normal, do not break on any roll, but are affected by rust monsters.

No comments:

Post a Comment