Search found 318 matches

by artikid
Wed Nov 18, 2015 6:18 am
Forum: Artwork
Topic: Old School Ink
Replies: 12
Views: 7548

Re: Old School Ink

Very cool, thank you!
by artikid
Mon Nov 16, 2015 2:38 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

I think we should have: Combat Options Supplement 1 - stuff anyone can do - critical hits, fumbles, defending, mounted combat / jousting, called shots, cleaving, weapons vs armor. (Not necessarily in that order.) Combat Options Supplement 2 - stuff fighters can do with specialization slots - basic ...
by artikid
Sat Nov 14, 2015 3:54 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

Light Weapon Specialization: Able to use the DEX bonus instead of the STR one on attack rolls.
This is not necessary, the Combat Options supplement as it is right now already covers this.
Fighters and Thieves are allowed to use DEX instead of STR for light weapons.
by artikid
Wed Nov 11, 2015 12:11 pm
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

Dimirag wrote:I would divide the Wrestler and Brawler specialties...
Personally I'd treat them as different "weapons" for specialization, but as long as we are talking about fighting styles I'd keep them together.
by artikid
Wed Nov 11, 2015 9:32 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

Brawler (unarmed style specialists)
Impart a -4 ST penalty to those trying to escape their hold, and may inflict unarmed damage on armored enemies even if wearing leather or no armor.
by artikid
Wed Nov 11, 2015 9:09 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

I will withhold my decision until you reach a final stage. In other words, carry on. I'm liking what Artikid is saying here. Thanks, I've got a new suggestion for 2 handed weapon specialists: If you hit your opponent for 10 or more damage points he is slammed and next round will act last. I'll try ...
by artikid
Tue Nov 10, 2015 7:55 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

Alright, good ideas. The ones I used in this draft were mechanically identical to ACKS's, but doing something different might very well be worthwhile. Good catch on shield specialization, I can probably delete that as redundant. You are welcome, I suggested these changes because personally I prefer...
by artikid
Mon Nov 09, 2015 5:58 am
Forum: The Workshop
Topic: Combat Options Supplement
Replies: 129
Views: 58892

Re: Combat Options Supplement

May I suggest a couple of things? About Fighting styles... Personally I'd not add them above and beyond the specialization rules, but I'd rather integrate them. Want a fighting style? OK, but you have to spend one of the specialization slots. I'd give two-weapon specialists the chance to wield mediu...
by artikid
Mon Jun 29, 2015 10:37 am
Forum: The Workshop
Topic: Basic Fantasy RPG Core Rules 3rd Edition
Replies: 887
Views: 294348

Re: Basic Fantasy RPG Core Rules 3rd Edition

Regarding dragons: I remember the Gold dragon's poison breath in BX being a "sleep drug" poison, something like a non-lethal weapon the good dragon can use to stop enemies without killing... BFRPG doesn't seem to have taken that. You are mistaken, my friend. Moldvay, B34, states that gold dragons m...
by artikid
Mon Jun 29, 2015 12:47 am
Forum: The Workshop
Topic: Basic Fantasy RPG Core Rules 3rd Edition
Replies: 887
Views: 294348

Re: Basic Fantasy RPG Core Rules 3rd Edition

Solo, maybe this should go in r100: no normal men saving throw, some monsters are listed as saving as normal men, which does not actually exist and is an inconsistency as you've mentioned before. These monsters are: -Bat -Centipede, Giant -Kobold -Rat, Normal -Yellow Mold "normal man" is indicated ...