The Fallen Lands
Combat House Rules
- All small weapons do 1d4 damage (clubs, daggers, etc.)
- All medium weapons do 1d6 damage (swords, maces, axes, etc.)
- All two-handed weapons do 2d4 damage (bastard sword, etc.)
- Fighting with two weapons at once allows you to roll 2d4 or 2d6 damage (small or medium) and take the better roll.
- Shields provide +1 to AC, but can also be used to absorb a blow, being sundered (destroyed) in the process.
- Magic shields act the same way, but can absorb it’s bonus in extra hits before being destroyed (e.g. +2 shield can absorb 2 hits; on third, it’s sundered)
Armor Class & Attack Bonuses
Unarmored characters have a Base AC of 11; attackers must roll 11 or better to hit an unarmored individual. Armor adds a bonus to this Base AC. Along with this, each class gets a progressively higher Attack Bonus as they go up in level.
|Banded mail||250 gp||+5||35 lb.|
|Chain mail||150 gp||+4||30 lb.|
|Horse barding||150 gp||+4||60 lb.|
|Leather||20 gp||+2||15 lb.|
|Padded||5 gp||+1||10 lb.|
|Plate mail||600 gp||+6||50 lb.|
|Scale mail||65 gp||+3||40 lb.|
|Shield||10 gp||+1*||10 lb.|
|Splint mail||200 gp||+5||45 lb.|
|Studded leather||30 gp||+3||20 lb.|
|* See also “Shields Will Be Splintered!” above.|
|Cleric and Thief||Fighter and
|Magic-user||Monster HD||ATTACK BONUS|
|1-3||1-2||1-3||1 or less||+1|
|6-8||4||8-10||2+ and 3||+3|
|9-10||5||11-12||3+ and 4||+4|
|11||6||13||4+ and 5||+5|
|12||7-8||14-15||5+ and 6||+6|
|13-14||9||16-18||6+ and 7||+7|
|15-16||10-11||19-20||7+ to 9||+8|
|17-18||12||21-23||9+ to 11||+9|
|19-20||13||24+||11+ to 13||+10|
|21+||14||-||13+ to 15||+11|
|-||15||-||15+ to 17||+12|
|-||16||-||17+ to 19||+13|
|-||17||-||19+ to 21||+14|
|-||18||-||21+ and up||+15|
Ability Skill Rolls
When a character needs to attempt something within their class repertoire for which there are no other rules, the optional Ability Check rule will be used (p. LL55).
Should a character need to attempt something outside their normal dungeon-delving, class-based skill set, the player will roll the ability check at a penalty of 5. For example, a character with a Dexterity of 13 would need to roll an 8 or less on a d20 to succeed.
In either case, the difficulty can be varied by +/-4 as per the rules.