Greg Barry - Dungeon Master
1: Initiative
·
settled by 1D6, one for the party, one for the opponents
·
Ties occur Simultaneously
2:
Casting Time
·
For the most part, any
casting time longer than 3 segments happen at the end of the round and any
longer than 7 Segments happen the beginning of the next round if they win
initiative.
3: Ability Checks
·
Any
Checks against Stats will be made by 4D6,
you must roll under your stat to succeed, dice will be added or subtracted
based on the complexity of the goal
4: Magic user can Detect, and read magic
instantaneously, no spells needed for this
5:
If you roll a natural 20, reroll
1 - 5
|
Normal
Damage
|
6 - 10
|
Max
Damage
|
11-15
|
Double Damage
|
16
- 19
|
Triple
all Damage
|
20
|
Death
blow -
Enemy reduces PCs to Zero HP
|
I have revised this section, it was a bit too player friendly (3/22/19)
6: If you roll a natural 1, reroll
20
|
No
Penalty
|
15-19
|
Loss
the next attack
|
11-14
|
Lost
Weapon, can recover weapon, free attack on you
|
3-10
|
Lost
Weapon, free attack on you, may not find weapon (25 %)
|
2
|
Weapon
Broke, save for magic weapon
|
1
|
Hit
Party Member for Max Damage
|
From
The Dungeon Master's Guide, 1st Edition
“It is the spirit of
the game, not the letter of the rules, which is important. Never hold to the
letter written, nor allow some barracks room lawyer to force quotations from
the rule book upon you, if it goes against the obvious intent of the game....
You are creator and final arbiter.
By ordering things as
they should be, the game as a whole first, your campaign next, and your
participants thereafter, you will be playing ADVANCED DUNGEONS & DRAGONS as
it was meant to be.”
No comments:
Post a Comment