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18:37, 11th May 2024 (GMT+0)

Rules Discussion.

Posted by AslaniiFor group 0
Aslanii
GM, 7 posts
Mon 24 Jul 2023
at 01:34
  • msg #1

Rules Discussion

Comeliness chart posted.

Appearance & Comeliness = optional, this is taken from the Pandius website.
Acting, Bargaining, deception, etc may use the Appearance/Comeliness ability
instead of the usual ability value.

Roll 3D6 where:

Dwarf, Gnome = -1
Halfling, Human = zero
Elf = +1

Values can be described as:

0-2 = Hideous, able to Cause Fear when present
3-5 = Ugly
6-8 = Unattractive
9-12 = Average
13-15 = Good looking
16-18 = Very attractive
19+ = Beautiful, able to Charm Person when present
Aslanii
GM, 9 posts
Mon 24 Jul 2023
at 01:50
  • msg #2

Rules Discussion

Ability modifiers

Reputation = Reputation / Notoriety (Pandius).  Use this formula to determine it:

(Current level x 2) + Charisma value = your %

Mods are:

+10% for completing a local adventure
+20 % for  completing several adventures locally
+25% for being a local native
+30 % if a bard / writer has mentioned you

1)  Ability score mods determination.  This is used for your Ability scores.  It is used for Strength, Dex, Con, & Wisdom.

Ability
Score Adjustment
3 -3
4-5 -2
6-8 -1
9-12 zero -- Average for everyone
13-15 +1
16-17 +2
18 +3

2) Other Ability Adjustments:

Strength  Adjustments: Mod applies to attack rolls, damage rolls, to break doors, & to lift gates.


Dex Adjustments:

Dex Score Initiative Adjustment
3 -2
4-5 -1
6-8 -1
9-12 zero
13-15 +1
16-17 +1
18 +2

Constitution Adjustments: Add mod to your total HP.

IQ & Number of languages known & Skills rec'd.

IQ Score Language use
3 Trouble speaking, cannot read or write
4-5 Cannot read/write Common
6-8 Able to write simple Common words

9-12 Knows Common & alignment, can read & write both
13-15 as 9-12, knows 1 additional language, gain 2 additional skills
16-17 as 9-12, knows 2 additional languages, gain 3 additional skills
18 as 9-12, knows 3 additional languages, gain 4 additional skills



The Known languages are:  (also Common / Trade Speak)

1 Bugbear 7 Gnoll 13 Kobold 19 Pixie
2 Doppelganger         8 Gnome 14 Lizardman 20 Other human one
3 Dragon 9 Goblin 15 Medusa
4 Dwarf         10 Halfling 16 Minotaur Trade Talk
5 Elf 11 Harpy 17 Ogre or giant Thieves Cant
6 Gargoyle 12 Hobgoblin 18 Orc


Wisdom  Adjustments: None ??

Charisma Adjustments:

Charisma Reaction Max Number Retainer Courage &
Score Adjustment of Retainers Morale
3 -2 1 (yes one) 4
4-5 -1 2 5
6-8 -1 3 6
9-12 zero 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10


3)  Determine Hit Points (HP).  This can be altered by your Ability score Bonus/Penalty  adjustment.  You must have a minimum of 1 HP !! Add your Con mod to the rolled number.

Class HP Roll Class HP Roll
Cleric 1D6 + Con mod Halfling 1D6 + Con mod
Dwarf 1D8 + Con mod Magic user 1D4 + Con mod
Elf 1D6 + Con mod Thief 1D4 + Con mo
Fighter 1D8 + Con mod


4)  Starting Money.  Everyone normally gets 3D6 x 10 GP.
Aslanii
GM, 10 posts
Mon 24 Jul 2023
at 01:55
  • msg #3

Rules Discussion

Racial Features.

Dwarf / Elf / Hafling

Racial Prime Minimum
Race Requisite Score
Dwarf Strength Con 9+  (Infra-vision to 60 ft)
Elf Strength, IQ IQ 9+    (Infra-vision to 60 ft)
Halfling Strength, Dex Con 9+ and Dex 9+

Dwarf:
• Infra-vision to 60 ft (heat vision where cooler is red to violet, ROYGBIV).
• Find New Construction / Slope / Shifting Wall / Stone Trap = 1D6 = 5+
(Stone traps = large dungeon features like falling ceiling, floor pit, etc)
• Can use any armor & a shield


Elf:
• Infra-vision to 60 ft (heat vision where cooler is red to violet, ROYGBIV).
• Find Secret doors on 1D6 = 5+
• Able to use magic, same spells as a Magic User at the same spell advancement rates. They require a spellbook to do so. They must be able to gesture & speak to spellcast, may not move when spellcasting.
• They can use armor, weapons, & shields

Wood Elf = takes Climbing (Minrothad), Tree Walking (Glantri, Thyatis)

Water Elf = 75% knows direction while outdoors (does not work underground),
75% chance knows direction to destination if he has been there before.
  Takes Ship Sailing as a required skill.  (Minrothad)

Halfling:
• Hide indoors/dungeon on 1D6 = 5+
• Hide outdoors on 1D10 = 2+
• Attacked by larger than man-sized creature = -1 To Hit & Damage
• Take -2 AC when attacked by larger than man sized creatures
• Take +1 To Hit when using a missile weapon
• Take +1 Initiative
• Cannot use 2 H weapons, limited to small/short length weapons, armor, & shields.


Thief = Dex

• Limited to leather armor, but no shield use.
• Can use missile & 1 H weapons (not 2H weapons).
• Able to backstab if you can sneak up on a target while not being seen / heard, gains +4 to Hit & inflicts double damage. Otherwise a normal attack is done.
• Thieves have the following special abilities: Open Locks, Find Traps, Remove Traps, Climb Walls (sheer walls, cliffs, etc), Move Silently, Hide in Shadows, Pick Pockets, & Hear Noise.

Thief Skill Tables:

Skills Level 1         Level 2         Level 3
Climb Walls 87% 88% 89%  Done every 100 ft
Find Trap 10% 15% 20%  Allowed 1 attempt

Hear Noise 1D6 = 1-2 1D6 - 1-2 1D6 = 1-3
Hide in Shadows         10% 15% 20%

Move Silently 20% 25% 30%
Open Lock 15% 20% 25% Allowed 1 attempt

Pick Pockets 20% 25% 30%
Remove Trap 10% 15% 20% Allowed 1 attempt

Back Stab = +4 to Hit, inflict double damage, 1-H weapons only or garrote
Aslanii
GM, 12 posts
Mon 24 Jul 2023
at 02:03
  • msg #5

Rules Discussion

A detailed Price List

BECMI  Price  List

Coins = every 10 coins is 1 pound weight. So one coin is 1.6 ounces.

Armor:

Banded mail, AC 4, ?? GP, (450 Cn), (Companion, book 1, pg 3)
Chain mail, AC 5, 40 GP, (400 Cn)
Leather, AC 7, 20 GP, (200 Cn)
Plate mail, AC 3, 60 GP, (500 Cn)
Scale mail, AC 6, ?? GP, (300 Cn), (Companion, book 1, pg 3)
Shield, -1 to AC (smaller is better for armor), 10 GP, (100 Cn)
Suit armor, zero AC, full plate or jousting armor, reduces area effects (including breath) by -1 die (minimum 1 HP per die) & -2 Saving Throw, 250 GP, (750 Cn), specially made for the wearer, standing from prone is 1D6 = 6+, same for mounting unless assisted or hoisted.  Noisy, negates surprise, can be heard up 120 ft away.  3 full game turns to put on.  Useless vs Electricity & Gaze attacks.  Take -5 with any missile weapon other than crossbow.  Take-1 for any surprise roll.
Magical armor, -1 AC, reduces area effects by -2 HP per 2 pluses of enchantment

If done numerically:

AC 10 = bare skin AC 5 = Chain mail
AC 9 = AC 4 = Banded mail
AC 8 = AC 3 = Plate mail
AC 7 = Leather AC 2 =
AC 6 = AC 1 =
AC 0 = Suit Armor
AC -1 = Magical armor

Horse Barding = (Expert book, Player, pg 15)

Type AC Cost Encumbrance
Joust Zero 700 GP 15, 000 Cn
Field 2 600 GP   4, 000 Cn
Plate 3 500 GP   3, 000 Cn
Banded 4 400 GP   1, 500 Cn
Chain 5 150 GP       600 Cn
Scale 6   75 GP       400 Cn
Leather 7   40 GP       250 Cn






Normal Gear:
Backpack, 5 GP, (20 Cn), capacity of 400 Cn
Garlic, 5 GP, (1 Cn), good vs vampires
Grappling hook, 25 GP, (80 Cn)
Hammer, small, 2 GP, (10 Cn)
Holy symbol, 25 GP, (1 Cn)
Holy water, 1 vial, 25 GP, (1 Cn), must be a glass vial, can throw it 10 Short / 30
Medium / 50 Long in feet
Iron spikes (12), 1 GP, (60 Cn or 5Cn each), wedge doors open or shut, possibly pitons if
climbing
Lantern, 10 GP, (30 Cn), burns for ??, light radius of ?? ft
Mirror, hand sized, steel, 5 GP, (5 Cn), requires light to see around corners, good vs
Medusa
Oil, 1 flask, 2 GP, (10 Cn), covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet.  1D8 burning damage for 2 rounds
(Expert, Player, pg 19).
Pole, wooden, 10 ft long, 1 GP, (100 Cn)
Rations, iron (dried), 15 GP, (70 Cn), 1 week ??
Rations, standard, 5 GP, (200 Cn), 1 week ??
Rope, 50 ft, 1 GP, (50 Cn)
Sack, small, 1 GP, (1 Cn empty), capacity of 200 Cn
Sack, large, 2 GP, (5 Cn empty), capacity of 600 Cn
Spellbook, a 2 ft square, (200 Cn), 2-6 inches thick. No price given. Can be carried in a backpack or saddlebag.
Stakes x3 & mallet, 3GP, (10 Cn)
Thief's tools, 25 GP, (10 Cn)
Tinder box, 3 GP, (5 Cn), also flint & steel
Torches x 6, 1 GP, (120 Cn or 20 Cn each), burns for
Waterskin, 1 quart size, 1 GP, (5 Cn), empty ??
Wine, 1 quart, 1 GP, (30 Cn)
Wolfsbane, 1 bunch, 10 GP, (1 Cn), good vs werewolves

Weapons:

Axes:
Battle axe, 7 GP, (60 Cn), Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet
Hand axe (2 H), 4 GP, (30 Cn), Damage = 1D8

Bows/Missiles:

Blowgun, 3 GP, 6 Cn, Damage = poison,  10 Short / 20 Medium / 30 Long in feet
Bola, 5 GP, 5 Cn, entangle on 1D6 = 5+, 20 Short / 40 Medium / 60 Long in feet
Crossbow (heavy), 50 GP, 60 Cn, Damage = 1D6 +2, 80 Short / 160 medium / 240 Long
  in feet, 2 H weapon
Crossbow (light), 30 GP, 50 Cn, 60 Short / 120 Medium / 180 Long in feet
Long bow, 40 GP, 30 Cn, 70 Short / 140 Medium / 210 Long in feet
Short bow, 25 GP, 20 Cn, 50 Short / 100 Medium / 150 Long in feet

30 bolts for crossbow with case, 10 GP, each bolt or quarrel does 1D6 damage
20 arrows with quiver, 5 GP, arrows do 1D6 damage
1 silver tipped arrow, 5 GP, does 1D6 damage + silver effects


 Target's level Saving Saving throw Fails Poisoned
 or Hit Dice Throw Blackjack Bola Blowgun
Up to 1 None Knockout Entangle Dead
1+1 to 3 +1 Knockout Entangle    75% HP lost, paralyzed
3+1 to 6 +2 Stun Slow       50% HP lost, paralyzed
6+1 to 9 +3 Stun Slow 50% HP lost
9+1 to 12 +4 Delay Delay 25% HP lost
12+1 + +5 Delay Delay 25% HP lost

Daggers:
Normal dagger, 3 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet
Silver dagger, 30 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet

Swords:
Bastard sword, 15 GP, 80 Cn, Damage =  (1H) 1D6 + 1 // (2H) 1D8 +1  (Companion 1, pg 3)
Short sword, 7 GP, 30 Cn, Damage = 1D6
Normal sword, 10 GP, 60 Cn, Damage = 1D8
2 Handed sword, 15 GP, 100 CN, Damage = 1D10

Miscellaneous weapons
Blackjack, 5 GP, 5 Cn, Damage = 1-2 HP + Special (see above table)

Club, 3 GP, 50 Cn, Damage = 1D4

Javelin, 1 GP, 20 Cn, Damage = Not given, throw range not given

Lance, 10 Gp, 180 Cn, Damage = 1D10
Mace, 5 GP, 30 Cn, Damage = 1D6
Net, 1 SP per sq ft, 1 Cn per sq ft, entangle only, see below, 10 Short / 20 Medium / 30
Long in feet
Oil flask = covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet.  1D8 burning damage for 2 rounds
(Expert, Player, pg 19).

Holy Water = can throw it 10 Short / 30 Medium / 50 Long.

Pole arm (2 H), 7 GP, 150 Cn, Damage = 1D10
Sling with 20 stones, 2 GP, 20 Cn, stone Damage = 1D4, 40 Short / 80 Medium / 160
Long in feet

Spear, 3 GP, 30 Cn, Damage = 1D6, 20 Short / 40 Medium / 60 Long in feet

Staff, can be 2 handed, 2 GP, 20 Cn, Damage =

Trident, 5 GP, 25 Cn, Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet

War hammer, 5 GP, 50 Cn, Damage = 1D6

Whip, 1 GP per ft, 1 Cn per ft, Damage = 1-2 HP or entangle, see below, length of 5-30 ft



 Target's level Saving Saving throw fails ---
 or Hit Dice Throw Net and Whip
Up to 1 None Entangle
1+1 to 3 +1 Entangle
3+1 to 6 +2 Slow
6+1 to 9 +3 Slow
9+1 to 12 +4 Delay
12+1 + +5 Delay

Weapon training = (Expert, Player, pg 16).  When you level up, must undergo weapon training to advance in skill.   Class training (by level advancement) & weapon training (advanced techniques & such, including mastery) are different for study & price.  You must find someone to train you at an equal or greater level.  Make a success roll at the halfway point.  If unsuccessful, then stopped & 1/2 your cost is refunded.  Add +10% next time attempted.

Success will change the weapon abilities in various ways.  See the master chart on pgs 20-21.

Knowledge Time Cost per
Sought Required Week
Basic 1 week 100 GP
New weapon 1 week 100 GP
Skilled 2 weeks 250 GP
Expert 4 weeks 500 GP
Master 8 weeks 750 GP
Grand master 12 weeks 1, 000 GP

Trainee Grand
Level Basic Skilled Expert Master Master
None 60% 80% 95% 99% 99%
Basic   1% 50% 70% 90% 95%
Skilled No   1% 40% 60% 80%
Expert No No   1% 30% 50%
Master No No No   1% 20%

For training success:  Roll % < given % for success.



Land transport:
Camel, 100 GP // carry 3K Cn // 6 K Cn for half movement
Cart (2 wheels), 100 GP // carry 4K Cn // 8K Cn for half movement
Wagon (4 wheels), 200 GP // carry 15K Cn capacity // 25 K Cn loaded weight

Horse, Draft, 40 GP // 4.5 K Cn  // 9K Cn for half movement
Horse, Riding, 75 GP // 3K Cn // 6 K Cn  for half movement
Horse, Warhorse, 250 GP // 4 K Cn // 8 K Cn  for half movement
Mule, 30 GP // 3K Cn // 6 K Cn  for half movement

Saddle & Bridle, 25 GP // 200 Cn capacity// 300 Cn loaded weight
Saddle bags, 5 GP // 800 Cn capacity // 900 Cn loaded weight

Magical items = Master, DM, pg 4.  Prices are in GP.

Armor = 10K ~ 150 K
Misc. item = 5K ~ 750 K
Misc. weapon = 5K ~ 250 K
Missile = 1 K ~ 5 K
Missile device = 10 K ~ 250 K
Potion = 1 K ~ 150 K
Ring = 10 K - 250 K
Rod = 25 K ~ 500 K
Scroll = 5 K ~ 75 K
Shield = 5 K ~ 100 K
Staff = 15 K ~ 300 K
Sword = 5 K ~ 500 K
Wand = 5 K ~ 150 K

Water transport:
Boat, river, 4K Cn cost // 40K Cn capacity
Boat, sailing, 2K GP cost // 20-40 K Cn capacity
Canoe, 50 GP cost // 6K Cn capacity  (300 Cn to carry a canoe)
Lifeboat, 1K GP cost // 15K Cn capacity
Raft, 1 Gp per sq ft cost // 100 Cn purchased per sq ft // 50 Cn made per sq ft

Galley, Large, 30 K GP cost // 60K Cn capacity
Galley, Small, 10K GP cost // 40 K Cn capacity
Galley, War, 60 K GP cost // 80 K Cn capacity

Longship, 15 K GP cost // 30 K Cn capacity

Sailing ship, Large, 20K GP cost // 300 K Cn capacity
Sailing ship, Small, 5 K GP cost // 100 K Cn capacity

Troop transport, 40 K GP cost // 600 K Cn capacity
Aslanii
GM, 13 posts
Mon 24 Jul 2023
at 02:07
  • msg #6

Rules Discussion

Encumbrance costs do not count for weapons & armor. I will be concerned if you are carrying a store's worth of items, large treasure amounts, etc. There may be times when food & water will matter.

BECMI Weapon Mastery is referenced as Weapon Training. Everyone has Basic weapon mastery for their chosen weapons at game start. Thus, normal to Hit & Damage rolls.

BECMI  Price  List

Coins = every 10 coins is 1 pound weight. So one coin is 1.6 ounces.

Armor:

Banded mail, AC 4, ?? GP, (450 Cn), (Companion, book 1, pg 3)
Chain mail, AC 5, 40 GP, (400 Cn)
Leather, AC 7, 20 GP, (200 Cn)
Plate mail, AC 3, 60 GP, (500 Cn)
Scale mail, AC 6, ?? GP, (300 Cn), (Companion, book 1, pg 3)
Shield, -1 to AC (smaller is better for armor), 10 GP, (100 Cn)
Suit armor, zero AC, full plate or jousting armor, reduces area effects (including breath) by -1 die (minimum 1 HP per die) & -2 Saving Throw, 250 GP, (750 Cn), specially made for the wearer, standing from prone is 1D6 = 6+, same for mounting unless assisted or hoisted.  Noisy, negates surprise, can be heard up 120 ft away.  3 full game turns to put on.  Useless vs Electricity & Gaze attacks.  Take -5 with any missile weapon other than crossbow.  Take-1 for any surprise roll.
Magical armor, -1 AC, reduces area effects by -2 HP per 2 pluses of enchantment

If done numerically:

AC 10 = bare skin AC 5 = Chain mail
AC 9 = AC 4 = Banded mail
AC 8 = AC 3 = Plate mail
AC 7 = Leather AC 2 =
AC 6 = AC 1 =
AC 0 = Suit Armor
AC -1 = Magical armor

Horse Barding = (Expert book, Player, pg 15)

Type AC Cost Encumbrance
Joust Zero 700 GP 15, 000 Cn
Field 2 600 GP   4, 000 Cn
Plate 3 500 GP   3, 000 Cn
Banded 4 400 GP   1, 500 Cn
Chain 5 150 GP       600 Cn
Scale 6   75 GP       400 Cn
Leather 7   40 GP       250 Cn






Normal Gear:
Backpack, 5 GP, (20 Cn), capacity of 400 Cn
Garlic, 5 GP, (1 Cn), good vs vampires
Grappling hook, 25 GP, (80 Cn)
Hammer, small, 2 GP, (10 Cn)
Holy symbol, 25 GP, (1 Cn)
Holy water, 1 vial, 25 GP, (1 Cn), must be a glass vial, can throw it 10 Short / 30
Medium / 50 Long in feet
Iron spikes (12), 1 GP, (60 Cn or 5Cn each), wedge doors open or shut, possibly pitons if
climbing
Lantern, 10 GP, (30 Cn), burns for ??, light radius of ?? ft
Mirror, hand sized, steel, 5 GP, (5 Cn), requires light to see around corners, good vs
Medusa
Oil, 1 flask, 2 GP, (10 Cn), covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet.  1D8 burning damage for 2 rounds
(Expert, Player, pg 19).
Pole, wooden, 10 ft long, 1 GP, (100 Cn)
Rations, iron (dried), 15 GP, (70 Cn), 1 week ??
Rations, standard, 5 GP, (200 Cn), 1 week ??
Rope, 50 ft, 1 GP, (50 Cn)
Sack, small, 1 GP, (1 Cn empty), capacity of 200 Cn
Sack, large, 2 GP, (5 Cn empty), capacity of 600 Cn
Spellbook, a 2 ft square, (200 Cn), 2-6 inches thick. No price given. Can be carried in a backpack or saddlebag.
Stakes x3 & mallet, 3GP, (10 Cn)
Thief's tools, 25 GP, (10 Cn)
Tinder box, 3 GP, (5 Cn), also flint & steel
Torches x 6, 1 GP, (120 Cn or 20 Cn each), burns for
Waterskin, 1 quart size, 1 GP, (5 Cn), empty ??
Wine, 1 quart, 1 GP, (30 Cn)
Wolfsbane, 1 bunch, 10 GP, (1 Cn), good vs werewolves

Weapons:

Axes:
Battle axe, 7 GP, (60 Cn), Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet
Hand axe (2 H), 4 GP, (30 Cn), Damage = 1D8

Bows/Missiles:

Blowgun, 3 GP, 6 Cn, Damage = poison,  10 Short / 20 Medium / 30 Long in feet
Bola, 5 GP, 5 Cn, entangle on 1D6 = 5+, 20 Short / 40 Medium / 60 Long in feet
Crossbow (heavy), 50 GP, 60 Cn, Damage = 1D6 +2, 80 Short / 160 medium / 240 Long
  in feet, 2 H weapon
Crossbow (light), 30 GP, 50 Cn, 60 Short / 120 Medium / 180 Long in feet
Long bow, 40 GP, 30 Cn, 70 Short / 140 Medium / 210 Long in feet
Short bow, 25 GP, 20 Cn, 50 Short / 100 Medium / 150 Long in feet

30 bolts for crossbow with case, 10 GP, each bolt or quarrel does 1D6 damage
20 arrows with quiver, 5 GP, arrows do 1D6 damage
1 silver tipped arrow, 5 GP, does 1D6 damage + silver effects


 Target's level Saving Saving throw Fails Poisoned
 or Hit Dice Throw Blackjack Bola Blowgun
Up to 1 None Knockout Entangle Dead
1+1 to 3 +1 Knockout Entangle    75% HP lost, paralyzed
3+1 to 6 +2 Stun Slow       50% HP lost, paralyzed
6+1 to 9 +3 Stun Slow 50% HP lost
9+1 to 12 +4 Delay Delay 25% HP lost
12+1 + +5 Delay Delay 25% HP lost

Daggers:
Normal dagger, 3 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet
Silver dagger, 30 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet

Swords:
Bastard sword, 15 GP, 80 Cn, Damage =  (1H) 1D6 + 1 // (2H) 1D8 +1  (Companion 1, pg 3)
Short sword, 7 GP, 30 Cn, Damage = 1D6
Normal sword, 10 GP, 60 Cn, Damage = 1D8
2 Handed sword, 15 GP, 100 CN, Damage = 1D10

Miscellaneous weapons
Blackjack, 5 GP, 5 Cn, Damage = 1-2 HP + Special (see above table)

Club, 3 GP, 50 Cn, Damage = 1D4

Javelin, 1 GP, 20 Cn, Damage = Not given, throw range not given

Lance, 10 Gp, 180 Cn, Damage = 1D10
Mace, 5 GP, 30 Cn, Damage = 1D6
Net, 1 SP per sq ft, 1 Cn per sq ft, entangle only, see below, 10 Short / 20 Medium / 30
Long in feet
Oil flask = covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet.  1D8 burning damage for 2 rounds
(Expert, Player, pg 19).

Holy Water = can throw it 10 Short / 30 Medium / 50 Long.

Pole arm (2 H), 7 GP, 150 Cn, Damage = 1D10
Sling with 20 stones, 2 GP, 20 Cn, stone Damage = 1D4, 40 Short / 80 Medium / 160
Long in feet

Spear, 3 GP, 30 Cn, Damage = 1D6, 20 Short / 40 Medium / 60 Long in feet

Staff, can be 2 handed, 2 GP, 20 Cn, Damage =

Trident, 5 GP, 25 Cn, Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet

War hammer, 5 GP, 50 Cn, Damage = 1D6

Whip, 1 GP per ft, 1 Cn per ft, Damage = 1-2 HP or entangle, see below, length of 5-30 ft



 Target's level Saving Saving throw fails ---
 or Hit Dice Throw Net and Whip
Up to 1 None Entangle
1+1 to 3 +1 Entangle
3+1 to 6 +2 Slow
6+1 to 9 +3 Slow
9+1 to 12 +4 Delay
12+1 + +5 Delay

Weapon training = (Expert, Player, pg 16).  When you level up, must undergo weapon training to advance in skill.   Class training (by level advancement) & weapon training (advanced techniques & such, including mastery) are different for study & price.  You must find someone to train you at an equal or greater level.  Make a success roll at the halfway point.  If unsuccessful, then stopped & 1/2 your cost is refunded.  Add +10% next time attempted.

Success will change the weapon abilities in various ways.  See the master chart on pgs 20-21.

Knowledge Time Cost per
Sought Required Week
Basic 1 week 100 GP
New weapon 1 week 100 GP
Skilled 2 weeks 250 GP
Expert 4 weeks 500 GP
Master 8 weeks 750 GP
Grand master 12 weeks 1, 000 GP

Trainee Grand
Level Basic Skilled Expert Master Master
None 60% 80% 95% 99% 99%
Basic   1% 50% 70% 90% 95%
Skilled No   1% 40% 60% 80%
Expert No No   1% 30% 50%
Master No No No   1% 20%

For training success:  Roll % < given % for success.



Land transport:
Camel, 100 GP // carry 3K Cn // 6 K Cn for half movement
Cart (2 wheels), 100 GP // carry 4K Cn // 8K Cn for half movement
Wagon (4 wheels), 200 GP // carry 15K Cn capacity // 25 K Cn loaded weight

Horse, Draft, 40 GP // 4.5 K Cn  // 9K Cn for half movement
Horse, Riding, 75 GP // 3K Cn // 6 K Cn  for half movement
Horse, Warhorse, 250 GP // 4 K Cn // 8 K Cn  for half movement
Mule, 30 GP // 3K Cn // 6 K Cn  for half movement

Saddle & Bridle, 25 GP // 200 Cn capacity// 300 Cn loaded weight
Saddle bags, 5 GP // 800 Cn capacity // 900 Cn loaded weight

Magical items = Master, DM, pg 4.  Prices are in GP.

Armor = 10K ~ 150 K
Misc. item = 5K ~ 750 K
Misc. weapon = 5K ~ 250 K
Missile = 1 K ~ 5 K
Missile device = 10 K ~ 250 K
Potion = 1 K ~ 150 K
Ring = 10 K - 250 K
Rod = 25 K ~ 500 K
Scroll = 5 K ~ 75 K
Shield = 5 K ~ 100 K
Staff = 15 K ~ 300 K
Sword = 5 K ~ 500 K
Wand = 5 K ~ 150 K

Water transport:
Boat, river, 4K Cn cost // 40K Cn capacity
Boat, sailing, 2K GP cost // 20-40 K Cn capacity
Canoe, 50 GP cost // 6K Cn capacity  (300 Cn to carry a canoe)
Lifeboat, 1K GP cost // 15K Cn capacity
Raft, 1 Gp per sq ft cost // 100 Cn purchased per sq ft // 50 Cn made per sq ft

Galley, Large, 30 K GP cost // 60K Cn capacity
Galley, Small, 10K GP cost // 40 K Cn capacity
Galley, War, 60 K GP cost // 80 K Cn capacity

Longship, 15 K GP cost // 30 K Cn capacity

Sailing ship, Large, 20K GP cost // 300 K Cn capacity
Sailing ship, Small, 5 K GP cost // 100 K Cn capacity

Troop transport, 40 K GP cost // 600 K Cn capacity
Aslanii
GM, 22 posts
Wed 26 Jul 2023
at 01:38
  • msg #7

Rules Discussion

Birahu's submitted character sheet. I added Comeliness, a note to AC, & a Gems & other objects to Money section.

Classic D&D (Basic/Expert or 'BECMI' / Labyrinth Lord etc ?)

Name & Title   X, X
Class & Level  X/1
Alignment      X
XP (+##%)      0/2,000
Languages      Common
============================================================================
Ability     Score  Bonus  Affects...
Strength      ##    +#    THAC0 (Melee), damage (melee, thrown), Open Doors
Intelligence  ##     —    Starting languages, skill slots
Wisdom        ##    +#    Saving throws vs. spells
Dexterity     ##    –#    AC, THAC0 (Missile/thrown)
Constitution  ##     —    Hit Points
Charisma      ##     —    NPC reactions, hiring retainers
Comeliness    ##    -     Some social situations
============================================================================
COMBAT

Armor Class    #   (BECMI means lower AC is better)
Hit Points     #/# (1d6)
Movement Rate  120'
THAC0          19
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SAVING THROWS
Death Ray or Poison         #
Magic Wands                 #
Paralysis or Turn to Stone  #
Dragon Breath               #
Rods, Staves, or Spells *   #
  * Include Wis bonus vs. Spells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ATTACKS
Weapon/Attack  #AT  THAC0  Damage  Special

============================================================================
SPECIAL ABILITIES
Vision: Normal
Weapon Use: X
Armor Use: X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
WEAPON MASTERY (X free slots)

Unarmed Striking - Basic
Wrestling        - Basic
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
GENERAL SKILLS (X free slots)
Skill         Ability  Roll  Notes

============================================================================
EQUIPMENT
Item               Wt  Notes


TOTAL ENCUMBRANCE ### cn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
VALUABLES
Platinum Pieces (PP): 0              Gems & other objects:
Gold Pieces     (GP): 0
Electrum Pieces (EP): 0
Silver Pieces   (SP): 0
Copper Pieces   (CP): 0
Aslanii
GM, 24 posts
Wed 26 Jul 2023
at 02:31
  • msg #8

Rules Discussion

The matter of elves achieving levels as a fighter & as a MU (magic user) was covered in the Alfheim gazetteer, page 14, 5th paragraph. I quote:

"The experience point levels are the same as those for elves increasing their fighting ability, but Experience must be applied to either their fighting or magic, not both. In effect, the elf becomes two characters progressing in two separate character classes, the Elf Lord & the Elf Wizard.

The reason for splitting the Experience Points between two classes reflects the fact that the elf must learn his new magic from the elves of Alfheim (or any other major elf population area with Treekeepers - it cannot be learned in areas such as Glantri or Karameikos where the majority of the population is non-elf) while he must learn his new fighting from humans."

DM Discussion = Treekeepers, Glantri & Karameikos are a special elvish character class & two regions in Mystara, respectively. However, elvish magic casting while in armor would require an elvish trainer to learn the spellcasting. Spellcasting while wearing armor is a unique elvish ability. I think fighting can be learned from any teacher who speaks a known language with the character.

Note that the elf character can decide where to apply their XP. The elf does not have to use a spell during a physical fight to apply any XP solely to his magical XP (to apply towards a level increase).
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