GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. GM intrusions are […]
In the core rules shields provide a fixed amount of protection, and helmets are figured into the protection armor provides. This is a bit simplistic, and is replaced with the rules below. Helmets Their primary funktion is to provide extra amour to a vunerable area, the head. It provides its damage-reduction die to all hits. […]
Tied Criticals cause each combatant 1d3 points of damage, bypassing armor, to represent buffeting and general fatigue. This rule does not apply during non-lethal combat. Tied criticals on a joust (lethal and non-lethal alike) hurl both lancers to the ground for 1d6 damage each and shatter both lances.
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Problem: If a mounted lance-wielder attacked a dagger-armed man on foot, the mounted man would receive a +5 modifier to his Lance skill for being mounted, while the man on foot would suffer a –5 modifier to his Dagger skill for the disadvantage of such a tiny weapon against a lance in this situation. Rather […]
Following the departure of the romans from Logres, the few roman nobles left carved out kingdoms of the land. King Constantine was a great and wise king for many years. Though his reach was mostly in the east around Londonium. Padded armor 2 pts. Leather armor 4 pts. Cuirbouilli Armour 7 pts. Roman Mail 9 […]
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