Legends of the Middle Ages
We play Advanced Dungeons & Dragons, 2nd Edition. It is a homestewed campaign based upon my loves of history, magic, mythologies and folklore of the United Kingdom and the Middle Ages. There are many pieces that I use from these to forge together my own armnament.
In this game system, we also utilize the additional Player’s Option books: Combat & Tactics, as well as Spells & Magic. For realism I also use the Wilderness Survival Guide and Dungeon Survival Guide.
I prefer a game that is based upon role playing rather than fighting everything in sight. Therefore I have created my own character sheets that balance the character’s mental attributes with the physical statistics. Experience points are awarded for defeating creatures not only with sword, but with words and tact.
Experience points are not only rewarded for playing the game. Anyone who brings food, beer or drink gets experience points. Of course, home-made food is worth more experience points than store bought! Helping out with the campaign in any way earns experience points, for example: writing a character background, editing this webpage, naming a NPC when I don’t have one, making a prop, drawing a picture of your character or anything else that helps add to the game. Excellent role playing also earns more XP — such as speaking in an accent or different voice. Being able to get information out of an NPC or getting them to do something that benefits the party (No Beldet, buying whores doesnt count!) will gain some XP. Speaking in character (rather than saying “I ask the barkeep his name”, you say “Good sir, I am Anton. What is your name?” is expected.
Occasionally, when a member or members of the party do something particularly clever or with style that is beyond the norm, I will award a Soul Rock. Soul Rocks may be used at another point in the game to be able to:
- Better the chance (up to 100%) to hit something, this includes Called Shots.
- Perform an unusually tough manuever (such as leaping from rooftop to rooftop, or jump up to a wall and off it to get somewhere high).
- Use it to automatically get maximum hit points when leveling up (must be declared prior to rolling).
- Use it to reroll anything (limited to your own rolls only). Must be declared immediately, not after seeing unsatisfactory results – however, player gets to know if the roll was bad or not. I’m not here to steal your hard earned Soul Rocks! Rerolls can be saving throws, Hit Point earnings, damage, magic spells, THAC0 rolls, health potions, skills or profecencies etc…
Player Character Death
At exactly 0 hit points you are stunned and can no longer function normally. You cannot attack, defend, move, activate an item that requires manipulating it or get something out of your pouch, belt, pack, etc. You can speak, including a verbal command to activate an item or cast a verbal only spell. You can see, including any gaze attack. You can breathe, including any breath weapon. You can swallow, including drinking a potion if someone else brings the liquid to your lips. And you can use any innate or mentally activated items or abilities.
At -1 or less you are mortally wounded and will die if you do not receive help. At -3 or lower you lose consciousness. The PC must roll a constitution check every round, each round of failure means that another hit point is lost. Each roll after that is made with a -1 cumalative penalty. A cure wounds spell or any potion of healing cannot bring any character above 0 hit points. A subsequent potion or spell can bring a character to positive. The PC’s loss of hit points can be stopped by binding their wounds, using the healing proficiency or a curative magic. Death occurs when the PC reaches -10 hit points, or -1 per Con point, whichever is greater.
Each day that a character begins with negative hit points roll a d10 against the characters current absolute value of points (in other words ignore that it is a negative number). If the roll is larger than the hit point value, the character must roll a saving throw. If it is made, the character loses 1 point. If it is failed, they lose 1d4 hit points. This additional loss of points can be avoided if someone with healing proficiency is there tending the wounded, or if curative magic is used.
Combat Rules are listed here, there are many more options as these are just the popular tactics.
How Mage’s Spells Work
Mage’s spells are based upon spell points – which is basically the magical power within each mage to use magic. The mage can use her spell points to cast any spell known from her spellbook as long as she has enough points to do so. There is no memorization prior to guess which spells may or may not be needed, this gives the mage far more flexibility and usefulness.
At first level, a mage has one spell point. All first level spells cost one spell point, therefore a first level mage only has the capability to cast one first level spell, just like in the AD&D 2nd Edition rules. Each level of spell has a spell point cost:
1st level – 1 spell point
2nd level – 2 spell points
3rd level – 4 spell points
4th level – 8 spell points
The rate at which a mage earns more spell points grows with level advancement:
Level 1 – has 1 spell point
Level 2 – has 2 spell points
Level 3 has 4 spell points
Level 4 has 7 spell points
Level 5 has 12 spell points
Level 6 has 16 spell points
Level 7 has 26 spell points.
A mage cannot learn or cast a spell that is beyond his level as in standard AD&D 2ed rules, ie: a 4th level mage cannot cast any spell of third level or higher – at fifth level mage would be able to. If compared to the standard rules, you would see that the spells that could be cast work out to be the same, if the mage had chosen to do so.
The mage may also choose to spend more points than what is required on a spell for additional effect. She may want an offensive spell to cause more damage. Or perhaps have a light spell given the ability to move where the mage wants it rather then remain fixed onto something. Maybe to increase the range or duration of a spell. The higher the level of spell the more spell points will be needed to successfully increase its power. Also, anytime a mage chooses to add power to a spell, there is a chance of failure. The mage must roll vs. their intelligence (or something else per DM’s discretion) to succeed.
The mage still needs to study her spells. Any spell that has not been studied recently has a chance for failure. A good mage is always practicing her work.