NEW RULES & RULE CHANGES

There are many reasons to change rules or create new ones. Often situations come up that are not covered in the rules...or a certain rule does not follow the style of play of the playing group. I don't think we should tamper with the 3rd Edition rules in any major way until we are very familiar with them. I do not consider the following rule changes to be major. In the interest of keeping rule changes clear to everyone playing, I will keep a list of new rules and share this list regularly with other players. It is my hope that we can keep rule changes within any and all 3rd Edition games we play consistant to avoid confusion. Below you will find Skirmish Rules, Critical Misses, Making Healing Elixers, and Making Poultice Bandages, and XPand character level minimums....

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SKIRMISH RULES

These rules are meant to be used in small skirmishes between military forces with at most 200 troops. They will probably not support conflicts between large armies. A certain level of detail is sacrificed in order to make the mechanics simple and easy to learn.

While reading these rules it is important to keep in mind the number one rule: "If there is a rule in the 3rd Edition that will work, use it." There is no need to make up new rules, especially if a rule that already exists applies to the situation-at-hand.

OVERVIEW OF MACRO VS. MICRO - This concept is the key to this rule system. The Micro level is what we are familiar with...where one figure represents one individual entity (character, NPC, animal, monster, or otherwise). The Macro level is what is used on the battle field...where one figure represents a unit of 5 individual entities. Occasionally during combat on the Macro level, a special figure may be used to represent a single player character, an important NPC, or a very powerful creature, thus blending the two levels somewhat. This will be explained more later.

DETAILS ABOUT THE "MACRO" LEVEL - At this level each figure represents a unit of 5 individual entities. This unit has hit points, armor class, movement rate, attack bonuses, and damage-causing potential equal to what an individual in the group would have. Example: If a unit is made up of five men with 7 HP, 14 AC, and a 30' move, then that unit has 7 HP, 14 AC, and a 30' move.

Once you have your units established, combat goes by standard 3rd Edition rules. Initiative, attack rolls, and damage rolls are made by each unit (of five) as though they were a single individual. Flanking, Grappling, and Attack of Opportunity rules all apply. In addition, each unit suffers damage as though it was an individual. Taking our example from before: A unit of 5 men with 7 HP would be completely destroyed once it took 7 HP...at the Macro level.

Since we are all experienced at engaging in combat at the Micro level (individuals vs. individuals), it should not require any special explanation here.

SPECIAL FIGURES REPRESENTING INDIVIDUALS - Player characters, important NPCs, or powerful creatures can be represented in combat by figures that represent only one entity. But, when this special figure encounters a Macro unit, in most cases combat will have to be broken down to the Micro level. Example: If Ogbog the barbarian does 10 HP of damage to a unit of orcs with a total of 8 HP on the Macro level...the entire unit is NOT destroyed. He has only done enough damage (due to the fact he is a Micro figure) to kill one of the five orcs. By breaking down the figure representing a unit of five orcs into five figures, this combat should be resolved on the Micro level. Attack of opportunity, sneak attack, and flanking rules all make more sense in this scenario if you break the unit down to be consistent with Ogbog's Micro level status.

In some situations it may be easier to remain on the Macro level, and fudge things a bit as DM. Example: If Javair the bard casts a sleep spell into a unit of orcs with a total of 8 HP on the Macro level, and 2 are affected by the spell...the DM could simply decide to take 3 or 4 HP away from the unit of orcs, representing that two-fifths of the unit is asleep. In the case of Ogbog the barbarian from the paragraph above, the DM may have chosen to take 1 or 2 HP away from the entire unit, representing the fact that one orc took 10 Micro HP and is most certainly dead.

There is a certain amount of flexibility built into these rules, and this is clearly the case when it comes to special figures on the battle field. The DM should choose the rule path that is fastest and easiest to resolve, in order to keep combat moving.

THE EFFECTS OF DAMAGE ON A UNIT - As a unit takes more serious damage, we assume one of two circumstances is occurring. Either each of the five entities in the unit has taken some amount of damage and is hurting or a number of the entities in the unit are dead while the others are unharmed. It will rarely matter which of these two circumstances is occurring, but it is clear that either scenario would eventually affect the Macro AC, to hit bonuses, and damage rolls of the injured unit. Depending on the hit dice of the entities in the unit, there are penalties for taking serious levels of damage.

If a unit is a less than one hit dice, and begins the battle with 4 or less HP, then the penalties apply to that unit from the very beginning. This represents the weakness of the entities in that unit.

It is important to have some sort of record keeping system in place prior to the beginning of the battle, in order to make this easy to follow.

One or Less Hit Dice
5-8 HP...no penalty to AC, to hit, and damage.
4 HP...-1 to AC, to hit, and damage
3 HP...-2 to AC, to hit, and damage
2 HP...-3 to AC, to hit, and damage
1 HP...-4 to AC, to hit, and damage
0 HP...dead

Two Hit Dice
9-16 HP...no penalty to AC, to hit, and damage
7-8 HP...-1 to AC, to hit, and damage
5-6 HP...-2 to AC, to hit, and damage
3-4 HP...-3 to AC, to hit, and damage
1-2 HP...-4 to AC, to hit, and damage
0 HP...dead

Three Hit Dice
13-24 HP no penalty to AC, to hit, and damage
10-12 HP...-1 to AC, to hit, and damage
7-9 HP...-2 to AC, to hit, and damage
4-6 HP...-3 to AC, to hit, and damage
1-3 HP...-4 to AC, to hit, and damage
0 HP...dead

And so on....but remember...at some point creatures become powerful enough that they should have their own special figure on the field of battle, and not be represented by a Macro figure.

IN CONCLUSION - These skirmish rules are simple, and will serve to make combat at the battle field skirmish level quick and easy to resolve. When we eventually use these rules, the information sheets describing the units that the players control will lay much of this out in black-and-white. The damage penalties will be very easy to follow once you see them on paper. If you have any questions or suggestions please contact me.

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CRITICAL MISSES

If you roll a natural "1" on your "to hit" roll...you must roll again to determine if you have critically missed. On this second roll, if you would have hit the target of your attack...then you have missed...but NOT critically missed. But, if you would have missed your target on the second roll, then you have critically missed. Critical misses will be resolved with a 6-sided critical miss die provided to you by the DM.

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MAKING HEALING ELIXERS:

As a reward for taking a high number of skill levels in Healing and Herbalism, the herbalist character can create healing elixers. The following chart show the skill levels required to create elixers of different potencies. You must have the minimum levels shown for both Healing AND Herbalism to create more potent versions of the elixer.

Healing (1-2) +

Herbalism (3-5) =

d4-3

Healing (3-4) +

Herbalism (6-8) =

d4-2

Healing (5-6) +

Herbalism (9-11) =

d4-1

Healing (7-8) +

Herbalism (12+) =

d4

The healing elixer is thick, sticky, and a golden brown, with a taste and fragrance that combines the sweetness of honey, the bite of mint, and the warmth of rosemary. A negative result or "0" on the dice roll indicated on the chart above means zero hit points are recovered by the person taking the elixer. Damage is NOT taken for negative dice results.

When creating the elixer, the herbalist must make a successful herbalism check at DC 15. Each elixer costs 25 gps to create (whether the Herbalism check succeeds or not). The herbalist knows immediately if the elixer brewing process has failed due to a tell-tale odor (sour) and color (black) of failed batches. Due to the nature of the herbs involved, only two doses of the elixer can be taken by a character in any given 24 hour period. Toxins that naturally occur in low levels in the elixer have a tendency to build-up in the body. All additional doses of elixer beyond the first two cause damage (at the same rate they would have normally healed).

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MAKING POULTICE BANDAGES

A poultice is a mixure of herbs that is formed into a healing mud. This mud is spread on a wound and then bandaged over, so that it may do its work. A successful Heal check at a DC of 5 must be made for each poultice applied. The application of each poultice takes one action.

The following chart show the skill levels required to create poultices of different potencies. You must have the minimum levels shown for both Healing AND Herbalism to create more potent versions of the poultice. The column on the far right represents the amount of hit points per day (additional) a character "at rest" heals when one or more poultices is applied on that day-of-rest. This is not cumulative.

Healing (1-2) +

Herbalism (3-5) =

d4-3

0-1

Healing (3-4) +

Herbalism (6-8) =

d4-2

1

Healing (5-6) +

Herbalism (9-11) =

d4-1

1-2

Healing (7-8) +

Herbalism (12+) =

d4

2

The healing poultice is a thick, muddy brown, with a taste and fragrance that combines the sweetness of honey, the bite of mint, and the warmth of rosemary. A negative result or "0" on the dice roll indicated on the chart above means zero hit points are recovered by the person to whom the poultice was applied. Damage is NOT taken for negative dice results.

When creating the poultice, the herbalist must make a successful herbalism check at DC 10. Four applications cost 25 gps to create (whether the Herbalism check succeeds or not). The herbalist knows immediately if the poultice mixing process has failed due to a tell-tale odor (sour) and color (black) of failed batches. Only one poultice per wound may be applied, and since the effect of diminishing return applies here, there is a maximum use of 4 poultices per character per 24 hour period. After four wounds, the poultice just isn't helping that much.



THE NEW THROW ATTACK AND CORRESPONDING NEW FEAT

This new attack falls right into place alongside Bull Rushes, Grappling, and Tripping. It is fairly simple really. It was proposed by Chris, and altered slightly by me.

The Throw:
1) Attacker moves into the space occupied by the Defender, thereby generating an Attack of Opportunity. If the Attack of Opportunity results in a hit, the throw attempt fails.

2) If the Attack of Opportunity misses, then the Attacker rolls to-hit.

3) Roll Opposed Throw Check, Str + Base Att + Size mod (very similar to the Bull Rush and Grappling Checks).

4) If Attacker wins, Defender is thrown 5 ft + half the difference between the Attacker's and Defender's Throw checks.

5) If an object is in the way, Hand-to-Hand damage is rolled.

6) If the defender wins, he has the option of engaging the Attacker in a "Grapple." Exercising this option burns one of the Defender's attacks for that round (it is not a free action). NOTE: If the attacker has additional attacks, he may attempt to Escape the Grapple.

Improved Throw Feat
1) No Attack of Opportunity when starting a grapple.

2) If someone tries to throw you and you win the roll (as the Defender), you may throw them. Exercising this option burns one of your attacks for that round (it is not a free action).

If anyone has any questions about this new rule, please contact me about it.



THE NEW GRAPPLING FEAT

There are feats that improve Bull Rushing and other forms of attack...but none for Grappling. This new rule proposed by Chris, and altered slightly by me fills that gap.

Improved Throw Feat

1) No Attack of Opportunity when starting a grapple.

2) As a defender, if you win the opposed check, you have the option of engaging in a grapple when someone attempts to grapple you. Exercising this option burns one of your attacks for that round (it is not a free action).

3) No -4 tohit to do 'real' damage.


XP AND CHARACTER LEVEL MINIMUMS

November 8, 2002 - Based on my observations and the comments from the players...we'll be making some changes in some book-keeping procedures. I'll list them out for you with explanations:

1. For each game while we are between 10th and 20th level, all characters will be no less a level than 3 levels beneath the top characters. For instance, if Scott is the highest level character at 15th level, then no player will be less than 12th level. If a player is less than 3 levels beneath the top player, he can bump his experience points up to the minimum amount required to be the minimum level allowed. It is each player's responsibility to check their own levels, and if they need to bump their level up, they MUST SEND ME AN E-MAIL, telling me exactly how many XPs they are adding, and what their new total is. The DM will not be checking your level for you...and the DM won't be looking at the charts and doing the math for you. Between 20th and 30th level, the minimum will be 4 levels beneath the top character. This rule is being instituted to keep the group at a more even-playing field, while still rewarding those players to consistantly show up for the games and participate in Interlude activities.

2. If your character dies, and you must start a new character...then this 3 level minimum applies to you. You will begin the game 3 levels beneath the top character. This rule being instituted to make players brave enough to play brave characters. No point in being an adventurer if you aren't willing to take important risks.

3. If you decide to retire your current primary character, and begin a new character...or switch permanently to your back-up character...you keep your Experience Point totals, but take a one level penalty. You drop to the minimum amount of XPs required to be one level beneath where you were. But from that point forward the 3 level minimum is all your are guaranteed. This rule is to encourage players to let their character leave the playing group, when it would make sense the character would leave. We want people to play their character, even if it means their character would simply walk away. NOTE: Each time you switch characters in this manner, you will suffer the one level penalty.

4. Players will no longer score other players. This seems to have led to more problems and hard-feelings than it was worth. The DM will give all the members of the party their equal XP award, and then reserve the right to give bonuses when they have been earned. I intend to ask each of you through e-mails after each game to tell me some wonderful things you felt you did...and other players did. I also want you to e-mail me with some bad things you did...and other players did. I will e-mail to each player after each game a list of things I felt they did well, and things they did badly. I will use the input of the other players to help me make up my lists. This rule will leave things much less uncertain. I am constantly asked, "Why did I get scored down? What didn't they like about how I played." Well now you'll know what the DM and other players felt you did well...and not so well. The MEP award will no longer be given out, but the DM (based on his observations and player comments) will still award the MVP award when warranted.

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Well, that's the changes that affect concrete things we do involving XPs and rating each other. Changes in the tone of the game, and the DM's reactions to player's decisions will hopefully be reflected in our game play! Thanks for your ideas and your comments.


GIVING UP A CHARACTER LEVEL FOR AN ABILITY SCORE INCREASE

Here is a rule that used to exist in Mike Cross' D&D campaign, and will work in our campaign with some small adjustments. When you have earned enough XPs to earn a new level, you may choose to instead gain one ability point for an ability score of your choice. But, there are some limits to this:

1. You have to notify me that you are going to do this prior to ever playing the character at the new level you are giving up.

2. You forever waive the right to have your character level boosted up based on the new minimum level rules (no more than 3 levels behind the leader).

3. You can't do this if you have earned that specific level due to the new minimum level rules.

4. When you give up the level to gain the point, you go back to the very minimum XPs required to be the level you currently are.

EXAMPLE - Vikos earns enough points to be 16th level. But instead of making his character 16th level, he e-mails the DM and informs the DM that he is raising his Strength score by one...and not becoming 16th level. The DM (being properly notified prior to the game) then changes the XP chart to reflect that Vikos has the minimum amount of XPs to be 15th level....105,000 XPs. From this point on, Vikos will not receive level boosts to remain at least 3 levels behind the highest level character in the group. Taking advantage of this "ability score" rule, eliminates him from ever benefiting from the "minimum level" rule.


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