This is a set of house rules for swashbuckling combat, dueling and mustache-twirling. Based on LotFP, but usable with any similar OSR game or B/X clone like Old School Essentials or whichever you prefer. Main features: Armor Class is replaced by a Defense Class based on the character's Hit die type, because swashbuckling characters rarely wear heavy armor or armor at all. If you are not happy about your Defense class or Initiative, you can reverse them as an action. There is a reaction-like Repost available & quick-and-easy rules for wrestling
Basically I wanted to do a mash-up of LotFP and Flashing Blades: add some attack options, but without bogging down combat.
Read the rules in this post or grab the free/PWYW PDF over at itch.io!
Buccaneers #19 |
LAMENTABLE BLADES
House rules for Lamentations of the Flame Princess. For 17th-18th
century dueling, swashbuckling and moustache-twirling.
Stats
Initiative = d6 + Dexterity modifier, rolled
individually at the beginning of combat (but an action can be used to invert
it)
Attack bonus = base attack bonus (according to
class and character level) + attribute modifier (based on weapon type: Strength
or Dexterity)
Defense class [replaces Armor class] = 10 + Dexterity
modifier + the character’s Hit die (Fighter d8, Cleric/Specialist d6,
Magic-User d4), rolled at the beginning of combat (but an action can be used to
invert it)
Combat
At the beginning of combat, everybody involved rolls individual
Initiative and Defense class.
Actions/Maneuvers
At the beginning of each round, declare actions in reverse
initiative order. One can also declare whether they are taking an aggressive or
defensive stance.
If unsatisfied with the Initiative or Defense class rolled
at the beginning of combat, there are two options:
Improving Initiative
The character forfeits all other actions and attacks, and
concentrates on acting earlier in the next round. Invert the character’s
Initiative roll (if the character rolled 1 on the d6, it becomes a 6, 2 becomes
a 5, 3 becomes a 4). During this round, the character is assumed to have taken
a defensive stance. The new Initiative activates on the next round.
Improving Defense class
The character forfeits all other actions and attacks, and
tries to regain balance, gain a foothold, cover their rear, etc. Invert
the character’s Defense class roll (if the character rolled 1 on a d6, it
becomes a 6, 2 becomes a 5, 3 becomes a 4, etc., depending on the Hit die).
During this round, the character is assumed to have taken a defensive stance.
The new Defense class activates on the next round.
Attacks
The combat roll is a d20 plus the character’s Attack bonus
and any modifiers (from chosen tactic, situational advantage or disadvantage,
encumbrance).
Combat modifiers
Situation |
Attack bonus |
Defense class |
Notes |
Charge/Momentum (…swinging on a chandelier, jumping down from a
balcony…) |
+2 |
-2 |
Successful attack causes damage and knocks down the enemy
for 1 round. Unsuccessful attack causes the attacker to lose balance instead.
Levelled characters can save against Paralyzation. |
Aggressive stance |
+2 |
-4 |
- |
Defensive stance |
-4 |
+2 |
- |
Off-hand parry weapon |
* |
+1 |
Additional +1 on disarming attempts |
Off-hand offensive weapon |
* |
0 |
Roll damage for both weapons, take higher result |
Armor worn |
-1 |
-1 |
-1 damage to wearer |
Simple attack
Make a combat roll. If the result is equal to or greater
than the target’s Defense class, the attack hits and does damage. Damage is
defined by the weapon used and adjusted if the target is wearing armor.
Multiple attacks
This type of attack is only available if a levelled
character is facing off against two or more “mooks” (0-level enemies). Instead
of making a single one, the character gets a number of combat rolls equal to
their level. Each such maneuver (simple attacks or disarms) must be directed
against a different enemy, and each attack is made as if the attacker was level
1.
Riposte
The target of an unsuccessful attack might follow up with a
riposte. Only one riposte can be made in one round. It is rolled either as a
simple attack or a disarming maneuver. An additional +1 bonus applies if the
original attack was half or less than half of the target’s defense class.
Ripostes don’t have to be declared.
Disarm
Make a combat roll. If the result is equal to or greater
than the target’s defense class, the disarming maneuver is successful. An
off-hand parrying weapon grants +1 on the disarming attempt.
Stun
Make a combat roll. If the result is equal to or greater
than the target’s defense class, the target is stunned and cannot act for a
number of rounds (1 round for unarmed attacks and bladed weapons; a number of
rounds equal to the damage rolled for blunt weapons). However, only a flat 1
damage is dealt to hit points. Levelled characters can save against Paralyzation
to avoid getting stunned.
Facing multiple foes
Defense class is unadjusted if the number of “mooks” is
equal to or less than the target character’s level (or group of characters
combined level). Otherwise, there is a -1 penalty for each attacker over this
number. When levelled characters or monstrous creatures attack, total their
levels or hit dice and compare with the target.
Unarmed combat
Punch/Kick
As a simple attack, does 1d2 damage plus Strength modifier.
Can be used to stun an enemy or attack multiple enemies.
Wrestling/Overbearing
Everybody involved in the brawl rolls all their Hit dice and
adds their Strength modifiers; totals are compared; higher wins. The next round
the struggle continues, however the last round’s losers subtract one from their
effective hit dice. If any of the sides has no Hit dice left, they are
completely subdued.
Being equipped with a net, rope, man-catcher or anything
similar grants an additional die on the roll.
House rules to use in conjecture with Lamentations of the Flame Princess: Rules & Magic. This product is an independent production by Tamás Kisbali/Eldritch Fields and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
Art taken from Buccaneers #19 (Jan. 1950), now in the
Public Domain.
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