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|2
 
|2
 
|95-120
 
|95-120
|Trieres/Trireme
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|Trireme
 
|-
 
|-
 
|Light war galley
 
|Light war galley
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|2
 
|2
 
|115-140
 
|115-140
|Tetreres/quadrireme
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|Tetrere/quadrireme
 
|-
 
|-
 
|Medium war galley
 
|Medium war galley
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|2
 
|2
 
|125-150
 
|125-150
|Penteres/quinquireme
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|Pentere/quinquireme
 
|}
 
|}
  
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==Defensive Movement (p101)==
 
==Defensive Movement (p101)==
  
Entire section re-written as follows:
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No declaration is required for defensive movement. You may opt to use a fighting withdrawal or full retreat as soon as it is your turn. However, if you use a full retreat, the +2 bonus to hit you and loss of shield bonus to AC applies until your next turn (ie the next time your initiative number comes around). Thus if your pursuer follows and acts before you in the initiative order, they still get that bonus.
  
Once two opposing combatants are within 5' of each other, they are engaged in melee. Engaged combatants may not move except to perform defensive movement. These types of defensive movement may be used by both characters and monsters.
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Furthermore, if you use the full retreat and there is someone engaged with you who hasn't acted yet, they may react simultaneously to your movement (provoked by the full retreat).
 
 
A '''fighting withdrawal''' allows a combatant to move backwards at 1/2 combat movement. However, there must be a clear path for this movement. If an opponent follows the withdrawing combatant, the withdrawing combatant may attack the opponent on the opponent’s initiative, when he enters reach.
 
 
 
A '''full retreat''' occurs when a combatant moves backwards at a faster rate than 1/2 of combat movement. The combatant making the movement forfeits his attack this round, and all his opponent attacks with a +2 bonus until the next time his initiative number comes up. Furthermore, an opponent engaged with you who has not yet acted may act on the retreating combatant’s initiative number and therefore simultaneously with the retreating movement.  In addition, if the retreating combatant is carrying a shield, it does not apply to their Armor Class during the retreat. Thieves may backstab retreating opponents.
 
  
  
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==Effects of Damage (p104)==
 
==Effects of Damage (p104)==
  
Record your Bloodied value underneath your hit points; this is equal to one half of your full hit points. The first half of your hitpoints represent bruising, minor fatigue, minor cuts and grazes. Drop into the second half (Bloodied) and you're into major fatigue, heavier bruising, more serious cuts, muscle pulls and so on, which give a -1 to hit, Proficiencies and saves and movement is reduced by 30'.
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Record your Bloodied value underneath your hit points; this is equal to one half of your full hit points. The first half of your hitpoints represent brusing, minor fatigue, minor cuts and grazes. Drop into the second half (Bloodied) and you're into major fatigue, heavier brusing, more serious cuts, muscle pulls and so on, which give a -1 to hit, Proficiencies and saves and movement is reduced by 30'.
  
Hit zero (and up to negative your Constitution score) and you're in danger of going unconscious, having to make a Fort (Poison and Death) save every round to stay with it. Even then you're at a -2 to hit, Proficiencies and saves, and movement reduced by 60'. Fail a save or drop below negative your Constitution and you're unconscious (and we get into Mortal Wounds).  
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Hit zero (or up to negative your Constitution score) and you're in danger of going unconscious, having to make a Fort (Poison and Death) save every round to stay with it. Even then you're at a -2 to hit, Proficiencies and saves, and movement reduced by 60'. Go below negative your Constitution and you're automatically unconscious (and we get into Mortal Wounds).
  
  
 
==Healing (p105)==
 
==Healing (p105)==
  
Natural healing is equal to half your level in hp per day. If this is less than 1hp, then you take a number of days equal to that fraction to recover one hp. This is halved if a character is Bloodied (once you are above ½ maximum you return to the normal rate). This is doubled if under the care of someone with the Healing Proficiency. Furthermore, for every week of complete rest (no major exertion such as combat, running, swimming and so on), you recover an additional amount of hit points equal to your Con bonus.
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Natural healing is equal to your level in hp per day. This is halved if a character is Bloodied (once you are above ½ maximum you return to the normal rate). This is doubled if under the care of someone with the Healing Proficiency.
 
 
Note that the healing times required to return to 1hp from the Mortal Wounds table still apply.
 
  
  
 
''Design note: Dual-pronged change here. One turning hit points into actual measure of health - though you aren't meaningfully injured until you get to 0, and improving natural healing rates unless you've dropped into incapacitated.''
 
''Design note: Dual-pronged change here. One turning hit points into actual measure of health - though you aren't meaningfully injured until you get to 0, and improving natural healing rates unless you've dropped into incapacitated.''
  
 
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''I still need to think about healing rates for incapacitated characters, who have actual injuries rather than cuts and bruises.''
  
  
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*Good armour: Reduce Encumbrance by one stone.
 
*Good armour: Reduce Encumbrance by one stone.
 
*Exceptional armour: Reduce Encumbrance by one stone and +1AC.
 
*Exceptional armour: Reduce Encumbrance by one stone and +1AC.
 
Better quality armours are tailor-made for their wearer, and cannot simply be taken from one person and worn by another. They require the attentions of an armourer to refit them for a new wearer, and until that has happened, function as regular armour of the same type.
 
  
  
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Furthermore, the effects of Middle and Old age are ameliorated somewhat. Those new ability score adjustments are as follows:
 
Furthermore, the effects of Middle and Old age are ameliorated somewhat. Those new ability score adjustments are as follows:
*Youth: -2 Str, -2 Int, -2 Wis
 
 
*Middle Aged: -1 Dex, -1 Con
 
*Middle Aged: -1 Dex, -1 Con
*Old: -1 Str, -1 Dex, -1 Con, -1 Cha (Cumulative: -1 Str, -2 Dex, -2 Con, -1 Cha)
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*Old: -1 Str, -1 Dex, -1 Con, -1 Cha
*Ancient: -2 Str, -2 Dex, -2 Con, -2 Cha (Cumulative: -3 Str, -4 Dex, -4 Con, -3 Cha)
 
  
  

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