Classification of Armour & Weapons:
Just as it is true that not all individuals are of equal ability it is also true that not all weapons or armour are equal. A shoddy weapon will inhibit a character’s attempt to do damage and low grade armour will offer less protection, while weapons and armour forged better or fashioned of superior materials will improve a player’s chances of doing damage, will actually inflict more damage, and protect a player better. Weapons and armour are classified into ten levels with respective changes in value in effectiveness and in cost of maintenance.
Weapon and Armour Quality Adjustments:
The following table lists the standard adjustments for weapons and armour based on the quality of their classification. It should be noted that Masterwork and Magikal items list their benefits as variable. These items might have any number of adjustments due to different elements either of workmanship or enchantments. It should also be noted that it is the weapons of Masterwork quality that are worthy of enchantment. Maintenance cost indicates the amount that must be spent to keep the weapon or armour in its best possible condition and retain its benefits.
Weapon / Armour Classification and Adjustments Table
|Classification / Adjustment||Attack Adjustment||Damage Adjustment||Fatigue Points||Smithing Bonus||Maintain Cost||Value Bonus|
Special Weapons & Armour Attributes:
Different metals and ores carry with them intrinsic qualities that affect armour and weapons in which they are used. The following list, though not comprehensive are examples of some of the unique metals and their purported properties.
- Edge Steel – This is a higher quality steel that keeps its edge better and longer. All weapons forged from edge steel are considered fine and maintenance cost is halved.
- Dwarven Blue Steel –
- Troll Iron
- Elven Wood –
- Mithril –
- Dwarven Blue Steel –
- Adamantine –
- Troll Iron –
- Dragon Scales –
The Attack Table (D40/2D20):
The Combat Progression Table:
|M, A, H, S*||B||C||C||D||D||E||F||G||G||H||H||I||J||K||L||M||N|
*Attack table for Monks, Assassins, Huntsman, and Shaman
Critical Hits & Critical Misses
|Critical Hit Table|
|1-2||Maximum Weapon Damage+2|
|3-4||Maximum Weapon Damage x 2|
|5-6||Maximum Weapon Damage x 3|
|7-8||MWD + Knocked Back|
|9-10||MWD x2 + Knocked Back|
|11-12||MWD x3 + Knocked Back|
|13||MWD + 10 and Blinded for 1d4 rounds|
|14-15||MWD + 10 and Heavy Bleeding 1d4 pts /round|
|16||MWD x2 + Stunned for 1d4 rounds|
|17-18||MWD x2 + Weapon Dropped, Loss of Initiative|
|19||MWD x3 + Weapon Shattered, Loss of Initiative|
|20||Mortally Wounded (save vs. Poison or die)|
In the course of combat it is possible that a combatant will strike a blow with tremendous effect or miss dismally. We call these critical hits or critical misses. The actual effect of one of these particular events is determined by the tables below. The occurrence is determined by the dice. Any roll of an unadjusted 40 (2d20) is an automatic critical hit while any roll of 2 (2d20) is an automatic critical miss.
Furthermore if a player rolls an unadjusted 37, 38, or 39 (2d20) they have a chance to score a critical hit. The chance is equal to 40 minus the base number needed to hit the opponent’s armour class, multiplied by 2%. Thus a first level warrior striking at an opponent with an AC of 1 would have a 20% chance of their hit being critical (40-30=10×2%=20%). Conversely if a player rolls an unadjusted 3 or 4 they may have suffered a critical miss. The chance is equal to the base number needed to hit the opponent’s armour class read as a percentage subtracting 2% for each Reaction Adjustment modifier. Thus if our first level warrior with a 14 Dexterity was striking at that same opponent as above they would have a 28% chance to fumble (30%-2%=28%).
Critical Hit Descriptions:
-Knocked Back: The attack has caused the enemy to be knocked backed a step, leaving it open for an attack of opportunity by the attacker. Being off guard, the enemy loses positive Dexterity bonus to AC (if any) during this free attack.
-Bleeding: Your attack has hit a critical area on the enemy, causing excessive bleeding (externally or internally) causing an additional 1d4 points of damage effected at the beginning of each round. A healing potion/spell/etc of any kind will immediately stop any bleeding.
-Blind: Your attack has hit the eyes/antenna/sight of the enemy and thus everything has full concealment to it. Blind victims suffer a -4 to attacks, lose positive Dexterity bonus to AC (if any), and opponents gain a +2 bonus on attack rolls. Target moves at half speed and suffer a -4 penalty on most Strength and Dexterity-based skills.
-Stunned: Your attack was so powerful and well placed that the enemy is momentarily stunned and cannot take any action. It loses Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned characters.
-Weapon/Shield Drop: Your attack has caused the enemy to drop its weapon or shield. To retrieve it, the enemy must spend 1 round to pick it up off of the ground. Enemies with attached or no weapons/shields are unaffected, and simply take the modified Maximum Damage x2.
-Weapon/Shield Shatter: Your attack was very powerful and has hit a weak spot of the enemy’s weapon or shield, causing it to shatter and become useless. For enemies with attached weapons, this may cause a limb to get severed (for example, a claw to get severed or may shatter). Enemies with no weapons/shields are unaffected, and simply take the modified Maximum Damagex3. Weapons gain a save vs. crushing blow with each quality level adding one to its save. Magikal weapons gain an immediate +5 added to whatever pluses of the weapon when saving.
-Mortally Wounded: Your attack has hit a vital spot of the enemy, forcing it to a save vs. Poison or die. Whether the save succeeds or not, the enemy still takes the Maximum Weapon Damage x3 and is Stunned & Bleeding.
|Critical Miss Table|
|1-2||Stumble, lose initiative next round|
|3-4||Stumble, lose Initiative, provoke an Attack of Opportunity|
|5-6||Lose Weapon, D6 feet away|
|7-8||Lose Weapon, D6 feet, provoke Attack of Opportunity|
|9-10||Lose Weapon, D6 feet , Attack of Opportunity , lose Int.|
|11-12||Weapon (Shield) knocked away, Automatic Hit|
|13||Weapon hits wrong, save or weapon(shield) broken|
|14-15||Trip and Fall, Prone and Stunned D3 rounds|
|16||Trip and Fall, Prone, Stunned for D3 rounds, AO|
|17-18||Hit alt target, Attack of Opportunity, Flat footed|
|19||Hit alt target, Attack of Opportunity , Flat footed, lose Int.|
|20||Hit self, Attack of Opportunity , Flat footed, stunned 1 round|
Critical Miss Descriptions:
If a player suffers a Critical Miss of any kind then they automatically lose any additional attacks or actions for the rest of that round. Furthermore, they may not attempt any other combat actions for the remainder of the round.
-Stumble: The character has overstepped, overextended, twisted wrong, etc. and is now off balance. They need to take time to regain their footing so they can continue performing any combat actions.
-Lose Weapon: Character has lost control of their primary weapon and it has fallen 1d6 ft. in a random direction. If the character is using a bow it falls at their feet. If they are using a thrown or hurled weapon, the weapon has veered off 10-20 feet away.
-Weapon/Shield Knocked Away: The character has lost either their primary weapon or their secondary weapon or shield and suffered an automatic hit against them by their opponent. This hit is considered an Attack of Opportunity by the opponent. Weapon or Shield falls 1d10 ft. in a random direction.
-Weapon/Shield Broken: Either from a terrible mishandling of the weapon or a failed attempt to block an attack the character’s weapon or shield is at a point of potential compromise. The item must save vs. a crushing blow or be broken. A weapon gains a bonus for each quality level above Good and magikal weapons get an automatic +5 to rolls along with their magikal bonuses. Bows are considered to have fallen and struck on a vital spot.
-Flat-footed: The character loses all Dexterity and shield benefits to their armour class.
-Stunned: The character has fallen in such a way that they are stunned and loses any Dexterity bonus to their AC if any, can take no actions, and opponents gain a +2 to attack rolls. If a character is stunned they have lost the grip on their weapon which has landed D6 feet away.
-Hit Alternate Target: Those with hand held weapons will strike the nearest target in their forward facing hexes. Those using either hurled/thrown weapons or bows will hit the nearest target to their intended opponent.
-Hit Self: The character has caused damage to himself with his weapon. The damage done is straight weapon damage including magikal bonus but excluding Strength bonuses. If using a hurled or thrown weapon, the item was held too long and the character has hit his legs. If using a bow the character has had a malfunction and the bow has backed up on their face causing damage.