Putting an Edge into Swordplay
AD&D Realms Campaign
"Swordsmanship" Arts of the Realms. I use these rules to allow for a "3 Muskateers" style of play to be used.
Not all warfare in my world is heavy fighters or archers.
Only Fighters and Thieves may purchase this proficiency.
2 Proficiencies to Purchase
Provides a cascade set of extra skill with all fencing weapons of their school (see below)
Once purchased the character gains the title of "Novice (school name) Fighter"
Proficiency with at least one the weapons of the school is a prerequisite for learning .
Additional weapon proficiency slots may be used , every additional slot gives the user additional abilities, no one can have more slots in Swordsmanship than they have levels after reaching the novice level of skill. Additional School may be purchased after the first at the cost of 1 weapon proficiency slot each.
When armed with their schools weapons and no more than lightly encumbered and not using a shield larger than a buckler the following benefits are accrued :
Slots Title To Hit Bonus Attacks Critical Hit Bonus AC Bonus Parry %
2 Novice +1 3/2 +2 +1 / +2 20 %
3 Bladesman +2 3/2 +3 +2 / +3 30 %
4 Swordsman +3 2/1 +4 +3 / +4 40 %
5 Great Swordsman +4 2/1 +5 +4 / +5 50 %
6 Master Swordsman +5 5/2 +6 +5 / +6 60 %
7 Grand Master +6 3/1 +7 +6 / +7 70 %
8 Paragon +7 4/1 +8 +7 / +8 80 %
To Hit Bonus is simply that, when using the appropriate weapon.
Attacks is the number of attacks per round the character has with a fencing weapon. No Additional attack is gained for having an extra weapon, instead the second AC bonus is used.
Critical Hit Bonus is the bonus the user gets whenever rolling a natural "20" to hit.
AC Bonus is the bonus the user gets when wearing studded leather armor or less and is lightly encumbered or less and has a fencing sword, cloak, buckler shield or dagger. The second number is the additional bonus for having a second such weapon in the off hand.
The Parry % is the chance that the user can successfully deflect an attack that has already hit if he has not used up an attack this round. Whenever a parry is made the weapon used must make a save vs crushing blow. A failure once means it is damaged and may (1 in 6) break. A second failure means the weapon is ruined. He must chose to forgo the attack at the beginning of the turn.
Major Weapon Schools Include
Achaen - Archaen Runesword either short or long . Requires a Strength and Dex of 14 or more
Zandir - Rapier and Short Sword or Dagger
Thalos - Cutlass and Main Gauche or Dagger
Laer De Rason - Two Short Swords or Daggers
Shambal - Single Sabre, Rapier, or Shamshir
Barnard Style - Broadsword and spiked bucker . Requires a Strength and Dex of 14 or more
Thessalay - Single Short Sword or Cutlass
Bloodmoon - Bastard Sword. Requires a Strength and Dex of 15 or more
Ja Ekar - Mace and Main Gauche or Dagger. Requires a Strength and Dex of 15 or more
Desert Flower - Shamshir , Cutlass, Sabre, or Scimitar only.
Shingima - Katana only. No armor. Requires a Strength and Dex of 14 or more
Elven Bladesinger - Longsword and Shortsword. Requires a Strength and Dex of 15 or more
Eulia - Longsword Only, No Armor. Requires a Strength and Dex of 14 or more
Orlan - Scimitar and Buckler or Dagger
Pogarn - Short Sword and Hand Axe or Dagger
Ios Tet - Short Sword and Dagger
Hamas - Two Hand Axes with extra long hafts. Requires a Strength and Dex of 14 or more
Ursas ro - (Two) Jo Sticks or (Two) Clubs
Ursara - Quarterstaff .Requires a Strength and Dex of 14 or more
Caludron ro - Dagger and Short Sword , Spiked Bucker and Short Sword
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