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Heroes Community > Bards Glade Pyre (RPG) > Thread: Battle Your Enemies - OOC
Thread: Battle Your Enemies - OOC
RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted October 10, 2003 02:59 PM
Edited By: RedSoxFan3 on 25 Dec 2003

Battle Your Enemies - OOC

This is a battle game based on the rules shown here. Then go to AD&D Rules FAQ under In-Depth FAQ's. Each member may create up to two characters. They may only create a second when their original character has reached level 3. Characters may choose to team up and make parties. Each party may decide that they want to fight a random party of random enemies to gain experience. 2 parties may decide to fight each other. At the end of combat, parties are not allowed to take each others items from dead bodies, but will be awarded lots of experience points and lots of gold.

All players start with an amount of gold related to their charm. Prices will be affected by their charm. They start with no items and must purchase them from the local stores. A list of current available weapons, armor, and spells in the game and their descriptions are shown below.

If you have any suggestions please post them.

I have plans to create several other shops including an inn to rest and heal. I will also create some surrounding landscapes and perhaps some mini-quests as well.

HC Smithy

(item) – (amount of gold)
Quarter Staff – 1
Club – 1
Arrow (10) – 1
Bolt (10) – 1
Bullet (10) – 1
Dart (10) – 1
Light Axe – 20
Heavy Axe – 45
Dwarven Axe – 50
Two-handed sword – 45
Long Sword – 40
Bastard Sword – 50
Short Sword – 20
Dagger – 10
Morning Star - 50
Flail - 40
Halberd - 45
Spear - 20


Weapons:

Note: Rangers and Paladins will be considered as fighters; Bards are considered as a Thief; Druids will be considered Clerics.

Note: Rogues are able to equip long swords, but when equipped they lose all thief abilities.

weapon – damage, misc, weapon type
classes that can use item


Dwarven Axe – 2d4, axe
Fighter

Light Axe – 1d6, axe
Fighter

Heavy Axe – 1d10, 2 handed, axe
Fighter

2-Handed Sword – 1d10, 2 handed, long sword
Fighter

Long Sword – 1d8, long sword
Fighter, Thief*

Bastard Sword – 2d4, long sword
Fighter, Thief*

Short Sword – 1d6, short sword
Fighter, Thief

Dagger – 1d4, short sword
Fighter, Thief, Cleric, Mage

Light Crossbow – (requires bolts), 2 handed, missile
Fighter

Heavy Crossbow – (requires bolts) + 2 damage, 2 handed, missile
Fighter

Morning Star – 2d4, spiked
Fighter, Cleric

Flail – 1d8, spiked
Fighter, Cleric

Sling – (requires bullets), 2 handed, missile
Fighter, Thief, Cleric, Mage

Quarter Staff – 1d4, 2 handed, blunt
Fighter, Thief, Cleric, Mage

Short Bow – (requires arrows), 2 handed, blunt
Fighter, Thief

Longbow – (requires arrows) +1 damage, 2 handed, missile
Fighter

Composite Longbow – (requires arrows) +2 damage, +1 THAC0, 2 handed, missile
Fighter

Halberd – 1d10, 2 handed, piercing
Fighter

Spear – 1d6, piercing
Fighter

Club – 1d4, blunt
Fighter, Cleric


Missiles:
Note: These may be reused if missile strikes the desired target. They can be used by the enemies, so beware.
Bolt – 1d8, non-reusable
Arrow – 1d6, non-reusable
Bullet – 1d6, reusable
Dart – 1d4, reusable
Throwing Axe – 1d6 + 1, reusable
Throwing Dagger – 1d4 + 1, reusable


Armor:

Leather Armor – 8
Fighter, Thief, Cleric

Studded Leather – 7
Fighter, Thief, Cleric

Scale Mail – 6
Fighter, Thief, Cleric

Chain Mail – 5
Fighter, Cleric

Splint Mail – 4
Fighter

Plate Mail – 3
Fighter

Field Plate – 2
Fighter

Full Plate – 1
Fighter

Buckler – +1 armor class, no protection vs. missiles or piercing
Fighter, Thief, Cleric

Small Shield – +1 armor class, no protection vs. missiles
Fighter, Thief, Cleric

Medium Shield – +1 armor class
Fighter

Large Shield – +1 armor class, +1 vs. missiles
Fighter

Helmet – prevents critical hits
Fighter, Cleric


Mage Spells:

Level 1

Magic Arrow – Shoots a missile that is 1d4+1. The caster gets and additional missile for every two additional levels of the caster with a maximum of 5 missiles.
(Level 1-2 = 1 missile, Level 3-4 = 2 missiles, Level 5-6 = 3 missiles, Level 7-8 = 4 missiles, Level 9+ = 5 missiles)

Drain Life – Target enemies suffers 1-4 damage. The caster gains an amount of life equal to the damage dealt. Caster cannot gain more than its life total.

Shield – Caster has an armor class of 3.
Duration: 6 rounds

Shock – Caster must touch target enemies of spell, target suffers 1-10 damage.

Pacifism – Target enemy cannot attack or cast aggressive spells or use offensive items.
Duration: 2 rounds


Priest Spells:

Level 1

Cure Light Wounds – Target friendly unit gains 1-8 points of life, target cannot gain more than its maximum life total.

Sleep – Target enemy falls asleep.
Duration: 3 rounds

Armor – Target friendly unit gains a +3 bonus to its armor class.
Duration: 10 rounds or until unit is hit twice.

Dispel – Remove the affects of target Level 1 or 2 spell from target friendly unit. The caster of target spell must be less than or equal to the caster of dispel. (Not usable by druid)

Identify – Target unknown item is identified.


Druid Spells:

Level 1

Spirit Hammer – Creates a 3d4 blunt weapon that can only be wielded by the caster.
Duration: 8 rounds


Characters:

Everyone must choose the following for their character:

Race: Human, Elf, Half-Elf, Dwarf, Halfling

Gender: Male, Female

Class: Fighter, Cleric, Thief, Mage, Ranger, Paladin, Bard, Druid

Weapon Proficiencies: Missile, Piercing, Short Sword, Long Sword, Spiked, Axe, Blunt

Statistics:

Everyone will be given a roll of 78.

Strength - Increases THAC0 when using non-missile weapons
Dexterity - Increases armor class, speed, and THAC0 when using missile weapons
Intelligence - Increases the effectiveness of Mage Spells
Wisdom - Increases the effectiveness of Priest Spells
Constitution - Increases hit points, toughness
Charm - Lowers the cost of purchases

(For Mages, Clerics, and Druids)
Each character copies 3 Level 1 spells into spell book at the creation of the character. Druids can choose from some of the priest spells.

Weapon Proficiencies:(explained)
Missile - Usable by all classes. Includes bows, crossbows, slings, darts, throwing daggers, throwing axes. Theif and bard cannot use crossbows, throwing axes, and any bow other than short bow. Cleric, Druid, and Mage are limited to slings, darts, and throwing daggers.

Piercing - Spears and Halberds are of this class. Usable by only fighter classes.

Short Sword - Usable by all classes. Mage, cleric, and druid are restricted to dagger.

Long Sword - Only usable by fighter classes. Thief and Bard may use one-handed long swords, but lose thief abilities such as backstab, hide in shadows, detect traps, etc.

Spiked - This class includes morning star and flail. Not usable by mage, thief, and bard. Can be used by fighter classes, cleric, and druid.

Axe - Only usable by fighter classes.

Blunt - This class includes club, mace, and staff. Only usable by fighter classes.


Constitution, the effects of:

The beginning of the game each player will get a number of hitpoint equal to 3 plus half of the players constitution rounded down.

ex: player has 16 constition starts with 11 hp.

Each level thereafter characters gain hp. Fighters gain 1-10, Clerics gain 1-8, Rogues gain 1-6, and Magi gain 1-4.

Constitution HP Bonuses:

   CON____HP Adj.________CON_____HP Adj.

    3_______-1____________15_______+1
    4_______-1____________16_______+2
    5_______-1____________17_______+2 (+3)
    6________0____________18_______+2 (+4)
    7________0____________19_______+2 (+5)
    8________0____________20_______+2 (+5)
    9________0____________21_______+2 (+6)
   10________0____________22_______+2 (+6)
   11________0____________23_______+2 (+6)
   12________0____________24_______+2 (+7)
   13________0____________25_______+2 (+7)
   14________0

When constitution is more than 16 Fighters gain the bonus in the parenthesis where as other classes only gain +2.


Charm, the effects of:

At the beginning of the game each player gets an amount of gold equal to 50 plus 5 times that players charm. Suppose a player has 10 charm, they would start the game with 100 gold.

For each point of charm greater than 13 earns a 5% discount on all purchased item and services and a 5% bonuses to all sold services or items.

For each point of charm less than 8 earns a 5% increase on all purchased items and services and a 5% decrease to all sold services or items.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted October 10, 2003 03:06 PM
Edited By: RedSoxFan3 on 24 Oct 2003

Characters:


Celfius:

Gender: Male

Class: Cleric

Strength - 3
Dexterity - 3
Constitution - 3
Intelligence - 3
Wisdom - 15
Charm - 3
Available Statistic Points: 48

Weapon Proficiency:
Blunt - 0
Long Sword - 0
Short Sword - 0
Spiked - 0 (Cleric can use morning star I would recommend this class Celf)
Spear - 0
Axe - 0
Missile - 0
Available Proficency Points - 1

Current Items:
(none)

Spellbook:
(must choose 3 level 1 spells for spellbook)


LordTitan:

Gender: Male

Class: (please choose)

Strength - 18
Dexterity - 3
Constitution - 3
Intelligence - 3
Wisdom - 3
Charm - 3
Available Statistic Points: 45

Weapon Proficiency:
Blunt - 0
Long Sword - 0
Short Sword - 0
Spiked - 0
Spear - 0
Axe - 0
Missile - 0
Available Proficency Points - 0

Current Items:
(none)

RedSoxFan3:

Gender: Male

Class: Druid

Strength - 8
Dexterity - 18
Constitution - 16
Intelligence - 4
Wisdom - 18
Charm - 14
Available Statistic Points: 0

Weapon Proficiency:
Blunt - 0
Long Sword - 0
Short Sword - 1
Spiked - 0
Spear - 0
Axe - 0
Missile - 1
Available Proficency Points - 0

Spellbook:
Spirit Hammer, Cure Light Wounds, Sleep

Current Items:
(none)

____________
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Celfious
Celfious


Promising
Legendary Hero
From earth
posted October 14, 2003 07:07 AM
Edited By: Celfious on 14 Oct 2003

Ok RSF3, I play. but im sorry you make my character.

this is just so you can test your format.. and do this quick so you can have a concrete thing. then ill delete this sid note
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted October 14, 2003 03:06 PM

Why do you want me to make your character? You should make your own. Am I understanding you correctly?
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Celfious
Celfious


Promising
Legendary Hero
From earth
posted October 14, 2003 07:17 PM
Edited By: Celfious on 14 Oct 2003

Well, if I belive right a cleric cant  use sharp things, and casting spells requires 2 free hands.
If not  I'll be a cleric with a bastard sword. They can wear ring armor, and chain mail?
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LordTitan
LordTitan


Famous Hero
Hit Dice: 76d12+608 HP
posted October 15, 2003 02:11 PM

Um, I play too. And I was just wondering:
Have you got the part where you can only pick up to a certain amount of stuff? It relies on your character's str. My dwarf has str 18 and he can pick up quite a bit, but all the stuff you're carrying wouln't fit in a pack, behind a sheild, or just being held. You have three main weapons and can keep about four in your pack.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted October 15, 2003 03:05 PM

Quote:
Well, if I belive right a cleric cant  use sharp things, and casting spells requires 2 free hands.
If not  I'll be a cleric with a bastard sword. They can wear ring armor, and chain mail?

Good point. I forgot to explain which classes can use which weapons, armor, and items.

btw, when you equip a weapon or shield, you may still cast spells.

Quote:
Um, I play too. And I was just wondering:
Have you got the part where you can only pick up to a certain amount of stuff? It relies on your character's str. My dwarf has str 18 and he can pick up quite a bit, but all the stuff you're carrying wouln't fit in a pack, behind a sheild, or just being held. You have three main weapons and can keep about four in your pack.


I haven't got that far yet, because initially I don't think anyone will have that many things to carry.
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