Andrew mentions his trouble in quickly using the original system, points out that he is confident it is quite fast once you get used to it, then proceeds to give us a system that is arguably much worse but is ‘quicker.’ This man could have been in the OSR! I notice the size modifiers and other factors have been done away with in this new system, it is now actually advantageous to wear heavy armor, weight difference has been removed, and you can now take damage during grappling if you screw up. Then of course, because poor AD&D has not suffered enough, the unarmed combat system starts taking a beating. I remember that in Warhammer 40k/Fantasy rpg limbs only mattered for armor and when you had run out of hp and started taking critical damage, which is an arguably superior approach. There is a hit location system that is even worse and suffers from the same problem (as the editor notes). He mentions he uses a similar critical hit system but requires two 20s in a row, meaning the chance of such a spectacular critical will be reduced to less then once every level (but probably fun when you do get to use it). Guy Duke is actually on the ball here and breaks down the net effect of implementing a critical hit system, and just how much it would screw up the otherwise robust and functional AD&D combat. What else? A critical hit system (which, interestingly enough, also requires ‘confirmation’) and then follows an extremely brutal series of critical hits that can cause instant death, stun, x3 or x4 damage, stunning or severed limbs. You cannot see this but I am throwing up over my keyboard as I am typing these sentences. I am particularly interested in seeing this fumble rule implemented in mass combat scenarios. It still means that about 1/40 attacks will fail in a clownishly spectacular manner, striking allies, breaking weapons, stumbling etc. He then introduces a Fumble System, which, credit where it is due, showcases some grasp of probability requiring you to ‘conform’ the fumble. That is what D&D needed, more lethal pit traps. The first thing he does is an optional rule that makes falling damage way more lethal. Benign.Īlternative Combat (Andrew Jarvis): A sick pervert trying to fuck with AD&D’s combat system. Unless your name is Alex Macris you might balk at the amount of detail and items on the list but to the articles credit it does tell you to go with a rough outline at first and develop according to the needs of the campaign, so while Appearance and presensce of Thieves Guilds/Assassins are likely to see immediate use, you might wait a while before you fully flesh out their Industries and Agriculture. Sick cover though.ĭeveloping Campaign Peoples (Will Stephenson): Well intentioned article that functions as a checklist, giving you a list of attributes and sub-attributes to develop for any cultures you introduce to your campaign world. Instead of delicious Gygaxian building blocks that can be pitched immediately into one’s game the first heralds of the Black Age of Trad gaming are upon us.
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