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Rules for Role Playing and Combat
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Here are a bunch of rules that apply specifically
to the AD&D games we play here, not always used though :P Enjoy.
- Merlin & Dragon
Ninja
EXP, Training and "Leveling Up":
1) I'm not sure how most DMs work this,
but for my PCs to learn new spells, weapons, skills, etc they MUST
find someone of a higher level to train them or go to their guilds
to learn them before it can be added to the character sheet and be used
on the adventures. I will apply this for level 3 and above.
2) Most exp points
are rewarded when characters return to their bases, to towns, or inns
where they can recount their adventures and tell of their exploits.
Some DMs give out exp while the characters are on the adventure, but
I see this as useless since the character cannot train, learn, or
anything like that while they are busy watching their backs. Dragon
Ninja will update the onine characters pages at that point.
3) EXP bonuses can
also be given out for plyers having a clever idea (DM's discresion),
an idea that saves the party, players encouraging others to participate,
or Roleplay their class, race, or character well.
Normal Rule Modifications:
Initiative:
1d8 plus speed modifiers for the weapon
Battle Descriptions:
from now on, this is what players should be including in their battle
posts, preferably in order...
*describe your move
*-who're you're attacking specifically-
(no more "whichever enemy is closer" stuff), because for
speed reasons that slows things down. Any "I attack the nearest
orc" moves are all focused on one enemy or will miss completely
depending on DM's mood. Called shots (calls made to the enemy's head,
etc) are made at -2 to attack because of the time needed to aim and
the chance of the target moving.
*Initiative
*1d20 attack roll
*Damage
I would also suggest that the players look up what weapons
are effective against what enemies. i.e. thrown daggers & arrows
are useless against skeletons, but blunt weapons are best (maces,
shields, staves, etc).
Custom and Fun Rules:
(We will be adding more, so check back frequently)
1) Enjoying the Fun:
RP bonuses may be given out for RPing their Race, Class, and overall
character well. This doesn't mean you can get a bonus for RPing a
couple of actions, it applies to your overall RPing inbetween the
times the DM gives out the exp points. EXP bonuses can also be given
out for plyers having a clever idea (DM's discresion), an idea that
saves the party, players encouraging others to participate, or
This rule is a double edge sword. You can also lose
exp for being the direct cause of a character's death (assassinations
excepted), RPing totally out of character (unless in disguise, etc),
badmouthing other characters (and players) in the game or out of the
game, or just plain being stupid. The game is for all to enjoy. Those
caught just plain being stupid, goofing around, or otherwise ruing
the fun for any other players will get 1 warning and an exp penalty
and on the second offence will be asked to leave the game for the
night. If the player does it again, his/her character WILL BE REMOVED
FROM THE GAME.
2) Ooops, I rolled a 1:
I am currently working on posting my Critical Miss table. Until
then, the DMs have the option (through dice rolls) to:
a) Have the character miss the next melee round (slipped, tripped,
etc)
b) Have the character get his/her weapon stuck, tangled, or dropped
and miss the next melee round
c) accidentally hit a fellow party member within weapons reach (damage
die rolls are applied here)
d) weapon broke and next melee turn missed while the character gets
a new weapon.
3) If Death Does You Part:
If you get brought to 0 HP you're unconscious. And you "die"
at negative half of your Constitution. Example, if you have 10 Constitution
you die at -5 HP.
And if you lose more than half your hp in one attack there is a system
shock check, if you fail it it's grim reaper time. This is only used
for characters above level 3.
Edit: Some of the DMs are adopting the -10HP rule. which
means that you get to that point and now further.
Edit: If you lose all of your HP in one shot, then the DM must decide
if the character has suffered too much trauma to be kept alive. This
applies to -ALL- Levels. If the DM decides that the character still
lives, then a Sys Shock check -MUST- also be made if the character
goes below the minimum HP limit (Negative Half Con or -10)
4) There Can Be Only One:
If you're the last survivor in your party you go into "Saber
Frenzy" mode where you get double your moves.
5) Double Your Pleasure, Double Your Fun:
If you roll a 20 on your attack roll (monsters too), you do twice
your damage roll.
I also have another option available for DMs to concider. It is the
Critical hits table.
6) Will The Real Player Characters Please
Stand Up:
There is a potential for experience rewards for players that show
up more, stay longer for the game sessions, and their roleplay is
frequent and of high quality. Don't think of it as punishing the nonparticipants,
but as a reward for those of us with less of a life :P Also, there
may be an exp award for those that attend all the gaming sessions
in between the times that the DM tallies all the exp and gives it
to the character. On the downside if the players miss too many games
(without valid excuse) their characters will start losing experience
or be dropped from the game entirely.
7) To The Victor Go The Spoils:
This is how post-battle experience is divvied out. If a monster is
worth 100 exp, and the battle lasts for 4 rounds, if you participate
in all 4 you get the 100 exp, but if you only stay for 2 you only
get 50 exp points.
8) Final Fantasy I Style (..."Ineffective")
When a battle starts, if two characters attack one baddie, and the
first character kills it, the second one still attacks it. I don't
know if this is already a rule but it is now at least :P
Taking turns during game play or during battles also doesn't work.
it slows down the game and makes it less enjoyable for all.
9) Dare To Be Stupid:
Players that do something totally unexpected, and causes the DM to
burst out laughing IRL will be given an exp reward. Now daring to
be stupid is completely different from just being stupid, ie doing
dumb things on purpose won't get you anywhere :P
10) From Hell's Heart I Stab At Thee:
If you are brought exactly to 0 health by an attack you have a 1d4
chance to do an extra attack before everything fades to black.
11) Your Arm's Too Short To Box With God:
If I think you're trying to take advantage of the "Dare To Be
Stupid" rule or otherwise trying to muck up the DM on purpose,
he or she reserves the right to thrust you into a tough scrape :P
**This also applies to players that question the DM on decisions,
actions or other things the player may have read in books. The DM
has the last decisions on -ALL THINGS- dealing with his or
her campaign. Those players who quote from their rule books, etc will
be punished (after 1 warning of course). Rule Book thumping -WILL
NOT- be tolerated. TSR designed the books as a guide and not as
a -Hard Set Rule Book-