Post by WSmith on Aug 16, 2005 17:10:06 GMT -5
Since my board disappeared, I hope no one minds I copy and paste this here for disscussion. This is from Bregh on DF.
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Below are the campaign notes given to Players for my OD&D campaign. The information below does differ in some areas from the standard published rules in the various OD&D books to reflect the tone and nature of the campaign (evident esp. in multi-class options). NPCs will not necessarily conform strictly to the restrictions given.
Non-Human Player Races in D&D
Dwarves: As noted in Men & Magic, dwarves add four levels when rolling saving throws. They are the only characters able to fully employ the +3 Magic War Hammer, they note slating passages, traps, shifting walls and new construction in underground settings (1 or 2 on a six-sided die), and they are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues. As noted in Greyhawk, dwarves add +1 hit probability and are at -1 on being hit when battling races of the Giant class. Dwarves also possess infravision and can see monsters up to 60' away in the dark. Dwarves may operate either as Fighters or Thieves (but not both). As Fighters, they are normally limited to the 6th level, but may become Champions if they possess Strength 17 or Super-heroes if they possess Strength 18. As Thieves, dwarves are normally limited to 7th level (Pilferer), but may advance to 8th level (Master Pilferer) with Dexterity 17 or 9th level (Thief) with Dexterity 18. (As Thieves, dwarves accrue the usual bonuses to their skills given in Greyhawk). Non-Player dwarf clerics are possible, at 7th level at highest.
Elves: As noted in Men & Magic, elves may operate as either Fighting-Men or Magic-Users, or both, declaring experience earned at the beginning of an adventure for one class or the other, and using both weaponry and spells, the latter even if wearing armour. As Fighters they may progress to the 4th level normally, but may become 5th level with Strength 17 or 6th level with Strength 18. Warlock is the highest level attainable as Magic-User, unless Intelligence 18 is possessed, whereupon the 9th level (Sorcerer) may be achieved. There are non-Player elven clerics of up to the 6th level. Elves are able to note secret and hidden doors they pass (1 or 2 on six-sided die), and can locate these with considerable talent when actively searching for them (1-4 on six-sided die). Extrapolated from Chainmail, elves in D&D add their Fighter experience level to damage caused from weapons in combat with goblins, orcs, ogres, wights, wraiths, giants, and lycanthropes. They may divide their movement and progress before and after firing with a bow, so long as their normal total movement is not exceeded. As noted in Greyhawk, elves add +1 hit probability when using sword or bow, and, as dwarves, they have infravision and can see monsters up to 60' away in the dark. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls, in addition to their own (Elvish) and the other usual tongues.
Hobbits: As given in Men & Magic, hobbits have magic resistances as dwarves (add four levels for saving throws). They may act as Fighting-Men (4th level maximum) or Thieves (no limit to advancement), and gain the bonuses normal to their race for the latter profession. Abilities derived from Chainmail are as follows: hobbits may hide in natural settings with near absolute success (1-9 on ten-sided dice) and thus go unnoticed, and they are at +3 hit probability with slings, and +1 hit probability with other missiles. Hobbits subtract 1 from their score to open doors.
Half-elves: Are fully detailed in Greyhawk. Half-elves gain the usual elven bonuses to their Thieving abilities, and are in all other ways treated as elves when considering their operation within that class. Half-elves are further able to pursue the profession of Ranger or Bard, but may not have any other class in this event. As Rangers they are limited as for Fighters (6th level highest, usually, 7th with Strength, 8th with Strength 18), and as Bards they may become 8th level maximum only (Minstrel). (Half-elven bards receive an extra 5% on their charm and lore scores and receive all the benefits of an elven Thief.)
Gnomes: As given in Chainmail and elsewhere, gnomes are in all respects as dwarves, except as follows: They may normally progress only to 4th level as Fighters, but may gain the 5th level with Strength 17. As Thieves they have no limit (and gain dwarven bonuses to their abilities, except for Hear Noise, where they perfrom as do hobbits). Gnomes may operate simultaneously in the Fighting and Thieving professions, dividing their experience as normal for such cases, but can only wear leather armour when acting as Thieves. Gnomes may also become Illusionists, progressing as high as 6th level (7th with 18th Intelligence), but not having any other class. Non-Player gnome Bishops are also possible. Gnomes must subtract 1 from their score to open doors.
One of the things I dislike most in AD&D is the variable weapon damage rule, which inevitably leads to many Players selecting weapons not on the basis of the "minds-eye" image of a character, but on the maximum damage potential of the various weapons, instead.
Now, I know these variations originally appeared in Greyhawk, but imagine my delight at seeing how weapons were initially treated in Men & Magic and again in the Holmes' Basic edit (especially where the monsters retained their variable damage capacity).
Seeking some middle ground between the extremes thus presented, ye olde referee draughted the following, and has found it working extremely well thusfar. (NB: Fighting-men do gain the bonuses on hit probability and damage from higher Strength scores, per Greyhawk)
Weapon Considerations for D&D
Extrapolated from Basic D&D and used in favour of the more complex methods given in Supplements 1 & 2. Weapons not listed otherwise do normal damage (1 six-sided die) and may strike or be loosed once per round.
Dagger, attacks twice in the round, does 1-3 damage.
Sling, attacks once in the round, does 1-3 damage*.
Two-handed sword, battle axe, halberd, flail, morning star, most pole arms, and light crossbow, attack once every other round, do 2 dice of damage**.
Heavy crossbow, attacks once every third round, doing 3 dice of damage***.
* Against giant-class, 5% chance (natural 20) for head strike, opponent rolls save vs. death or is killed (save is at -2 on roll if creature is without helm).
**Spears used in/against a charge and lances used in a charge from a light or medium mount also do 2 dice of damage.
***Lances used in a charge from heavy mounts also do 3 dice of damage.
Lastly, what would old-school gaming be without some old-school chauvinism? Here are the rules governing human and non-human player race Strength scores (for the benefits or penalties given in Greyhawk). Compensation for high rolls is given to Players who are seeking play a particular race/class combination. (These are similar in fashion to the score adjustments given in Holmes' Basic.)
(NB: The chauvinsim remark was half in jest, in case anybody's feeling particularly thick--the following adjustments are made to reflect the tone and nature of the campaign for which they were written, and are offered here for purposes of illustration to that end. No suggestions are made for its wholesale adoption for D&D in general, and no claims are made for its "realistic" depiction of races and genders beyond the borders of the game. If any real-world elves and hobbits are offended by the following, I'm sorry, I don't care. :wink: )
Strength Considerations in D&D
Humans
Maximum Strength (Male) 18.00 (Female) 18.90
Elves
Maximum Strength (Male) 18.50 (Female) 15*
Half-elves
Maximum Strength (Male) 18.75 (Female) 16**
Hobbits
Maximum Strength (Male) 16*** (Female) 12***
Gnomes
Maximum Strength (Male) 17**** (Female) 13****
Dwarves
Maximum Strength (Male) 18.99 (Female) 18.75
*Must reduce from limit, 2:1 Intelligence, Dexterity or 1:1 Charisma
**Must reduce from limit, 2:1 to Intelligence, Dexterity, or 1:1 Charisma
***Must reduce from limit, 2:1 to Dexterity
****must reduce from limit, 2:1 Dexterity or Intelligence
Once Strength score has been adjusted to fall within parameters, no further adjustment using these formulae may be made.
The last note for now, then, is in regards to the Bard character class given in The Strategic Review, which (like the Ranger and Illusionist) is available as a class for Player Characters. Bard spells are taken from the list and descriptions given for the Illusionist class (not Magic-Users, as suggested in the article), except Bards may not know or cast summon shadows or create spectres.
I think I've come up with a format for listing the pertinent data from Supplement I--Greyhawk that you requested. I shall list the material as it's given on pp. 13-14 of that volume, then note my personal modifications afterwards. Please note, I've not reproduced the actual chart, and where no AC modication is given it is in all cases listed as "0" (no modifier) in the original source.
[quote="Greyhawk, pp. 13-14"]
Alternative Combat System: (Additions and Changes)
For those who wish to include weapon types in the determination of hit probabilities the following matrix drawn from the "Hand-To-Hand Comabt" section of CHAINMAIL is offered. If this system is used it is suggested that the separate damage by weapon type and monster type also be employed...
Dagger* AC 2 (-3), AC 3 (-3), AC 4 (-1), AC 5 (-1) AC 8 (+1), AC 9 (+2)
Hand Axe AC 2 (-3), AC 3 (-2), AC 4 (-1), AC 5 (-1), AC 8 (+1), AC 9 (+1)
Mace AC 3 (+1)
Hammer AC 3 (+1), AC 5 (+1)
Sword* AC 2 (-2), AC 3 (-1), AC 9 (+1)
Military Pick AC 2 (+2), AC 3 (+3), AC 4 (+2), AC 5 (+3)
Battle Axe AC 2 (-1), AC 4 (+1), AC 5 (+1)
Morning Star AC 4 (+1), AC 5 (+1), AC 6 (+1), AC 7 (+1), AC 8 (+2), AC 9 (+2)
Flail AC 2 (+2), AC 3 (+2), AC 4 (+1), AC 5 (+2), AC 6 (+1), AC 7 (+1), AC 8 (+1), AC 9 (+1)
Spear* AC 2 (-2), AC 3 (-1), AC 4 (-1), AC 5 (-1)
Pole Arms* AC 2 (-1), AC 5 (+1), AC 6 (+1), AC 7 (+2), AC 8 (+2), AC 9 (+2)
Halberd* AC 3 (+1), AC 4 (+1), AC 5 (+2), AC 6 (+1)
2-Handed Sword AC 2 (+1), AC 3 (+2), AC 4 (+3), AC 5 (+3), AC 6 (+2), AC 7 (+2), AC 8 (+2), AC 9 (+2)
Mtd. Lance AC 4 (+1), AC 5 (+2), AC 6 (+3), AC 7 (+3), AC 8 (+3), AC 9 (+3)
Pike AC 2 (-1)
..........
* If opponent dismounted and prone use the chart below:
Weapon Type (All indicated by asterisk)
AC 2 (+3) AC 3 (+2) AC 4 (+2) AC 5 (+1)
..........
Short Bow (15)
AC 2 (-2, -5, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -2) AC 5 (0, 0, -1) AC 6 (+1, 0, 0) AC 7 (+2, +1, 0) AC 8 (+2, +1, 0) AC 9 (+2, +1, 0)
Horse Bow (18)
AC 2 (-2, -4, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -2) AC 5 (0, 0, -1) AC 6 (+1, 0, 0) AC 7 (+2, +1, 0) AC 8 (+2, +1, 0) AC 9 (+3, +2, +1)
Lt. Crossbow (18)
AC 2 (-3, -5, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -4) AC 5 (0, 0, -1) AC 6 (+2, +1, 0) AC 7 (+3, +1, 0) AC 8 (+3, +1, 0) AC 9 (+3, +2, +1)
Longbow (21)
AC 2 (-2, -3, -5) AC 3 (0, -2, -4) AC 4 (0, 0, -1) AC 5 (+2, +1, 0) AC 6 (+3, +2, +1) AC 7 (+3, +2, +1) AC 8 (+3, +2, +1) AC 9 (+3, +2, +1)
Composite Bow (24)
AC 2 (-3, -4, -5) AC 3 (0, -3, -4) AC 4 (0, -1, -2) AC 5 (+2, 0, -1) AC 6 (+3, +1, 0) AC 7 (+3, +2, +1) AC 8 (+3, +2, +1), AC 9 (+3, +2, +1)
Hv. Crossbow (24)
AC 2 (-1, -2, -3) AC 3 (0, -1, -3) AC 4 (+1, 0, -1) AC 5 (+2, 0, 0) AC 6 (+3, +1, 0) AC 7 (+4, +2, +1) AC 8 (+4, +2, +1) AC 9 (+4, +3, +2)
Arquebus (18)
AC 2 (0, -1, -3) AC 3 (+1, 0, -1) AC 4 (+2, 0, 0) AC 5 (+2, +1, 0) AC 6 (+3, +2, 0) AC 7 (+3, +2, 0) AC 8 (+3, +2, 0) AC 9 (+3, +2, 0)
[/quote]
The arquebus is included above strictly for completeness of the entry, as they are not available IMC. Note the triple entries for each AC under the missile weapons are the modifiers for each range category, Short, Medium, or Long (the values in parentheses beside each weapon indicate maximum range, and these are the same as the values given on p. 20 of Basic D&D). (As an unrelated aside, some posters may note the composite bow in Classic D&D does out perform the general long bow is some areas, range being one of them.)
In the interests of speeding up reference to the modifers for range weapons, my campaign considers only the medium range value, then extrapolates from Basic D&D to give a +1 hit probability bonus at short range, and a -1 hit probability penalty at long range.
The Military Pick, though not included in my Weapon Considerations post above owing to its absence on the menu of arms and equipment available for purchase in Men and Magic and Basic D&D, might be made available for general use (no one's asked about it, IMC). If such were the case I'd group it with the heavier, slower weapons (2 damage dice, attacking every other round).
I made only one alteration to the table above for my home campaign, giving spears a +1 hit probability bonus against AC 9. In addition, I added an entry for slings, which is as follows:
Sling (18)
AC 2 (-5), AC 3 (-3), AC 4 (-2), AC 5 (-1), AC 6 (-1), AC 9 (+1)
And included a note that hurled axes, daggers, javelins, and spears perform against armour as does the sling. (NB. Their ranges are different and are in accord with the values given on p. 20 of Basic D&D)
I dressed the whole thing up on a small chart in excell (8 pt Arial font) and tacked in on the bottom of my "Weapon Considerations for D&D" notes, printed it off and put it under a heavy guage plastic sleeve. Along with the matrices for Men Attacking, Monsters Attacking, and Saving Throws on a second, similarly arranged sheet, all the notes I need for general play are immediately at hand--able to be referenced cleanly and quickly, with no stoppage of play.
-------
Below are the campaign notes given to Players for my OD&D campaign. The information below does differ in some areas from the standard published rules in the various OD&D books to reflect the tone and nature of the campaign (evident esp. in multi-class options). NPCs will not necessarily conform strictly to the restrictions given.
Non-Human Player Races in D&D
Dwarves: As noted in Men & Magic, dwarves add four levels when rolling saving throws. They are the only characters able to fully employ the +3 Magic War Hammer, they note slating passages, traps, shifting walls and new construction in underground settings (1 or 2 on a six-sided die), and they are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues. As noted in Greyhawk, dwarves add +1 hit probability and are at -1 on being hit when battling races of the Giant class. Dwarves also possess infravision and can see monsters up to 60' away in the dark. Dwarves may operate either as Fighters or Thieves (but not both). As Fighters, they are normally limited to the 6th level, but may become Champions if they possess Strength 17 or Super-heroes if they possess Strength 18. As Thieves, dwarves are normally limited to 7th level (Pilferer), but may advance to 8th level (Master Pilferer) with Dexterity 17 or 9th level (Thief) with Dexterity 18. (As Thieves, dwarves accrue the usual bonuses to their skills given in Greyhawk). Non-Player dwarf clerics are possible, at 7th level at highest.
Elves: As noted in Men & Magic, elves may operate as either Fighting-Men or Magic-Users, or both, declaring experience earned at the beginning of an adventure for one class or the other, and using both weaponry and spells, the latter even if wearing armour. As Fighters they may progress to the 4th level normally, but may become 5th level with Strength 17 or 6th level with Strength 18. Warlock is the highest level attainable as Magic-User, unless Intelligence 18 is possessed, whereupon the 9th level (Sorcerer) may be achieved. There are non-Player elven clerics of up to the 6th level. Elves are able to note secret and hidden doors they pass (1 or 2 on six-sided die), and can locate these with considerable talent when actively searching for them (1-4 on six-sided die). Extrapolated from Chainmail, elves in D&D add their Fighter experience level to damage caused from weapons in combat with goblins, orcs, ogres, wights, wraiths, giants, and lycanthropes. They may divide their movement and progress before and after firing with a bow, so long as their normal total movement is not exceeded. As noted in Greyhawk, elves add +1 hit probability when using sword or bow, and, as dwarves, they have infravision and can see monsters up to 60' away in the dark. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls, in addition to their own (Elvish) and the other usual tongues.
Hobbits: As given in Men & Magic, hobbits have magic resistances as dwarves (add four levels for saving throws). They may act as Fighting-Men (4th level maximum) or Thieves (no limit to advancement), and gain the bonuses normal to their race for the latter profession. Abilities derived from Chainmail are as follows: hobbits may hide in natural settings with near absolute success (1-9 on ten-sided dice) and thus go unnoticed, and they are at +3 hit probability with slings, and +1 hit probability with other missiles. Hobbits subtract 1 from their score to open doors.
Half-elves: Are fully detailed in Greyhawk. Half-elves gain the usual elven bonuses to their Thieving abilities, and are in all other ways treated as elves when considering their operation within that class. Half-elves are further able to pursue the profession of Ranger or Bard, but may not have any other class in this event. As Rangers they are limited as for Fighters (6th level highest, usually, 7th with Strength, 8th with Strength 18), and as Bards they may become 8th level maximum only (Minstrel). (Half-elven bards receive an extra 5% on their charm and lore scores and receive all the benefits of an elven Thief.)
Gnomes: As given in Chainmail and elsewhere, gnomes are in all respects as dwarves, except as follows: They may normally progress only to 4th level as Fighters, but may gain the 5th level with Strength 17. As Thieves they have no limit (and gain dwarven bonuses to their abilities, except for Hear Noise, where they perfrom as do hobbits). Gnomes may operate simultaneously in the Fighting and Thieving professions, dividing their experience as normal for such cases, but can only wear leather armour when acting as Thieves. Gnomes may also become Illusionists, progressing as high as 6th level (7th with 18th Intelligence), but not having any other class. Non-Player gnome Bishops are also possible. Gnomes must subtract 1 from their score to open doors.
One of the things I dislike most in AD&D is the variable weapon damage rule, which inevitably leads to many Players selecting weapons not on the basis of the "minds-eye" image of a character, but on the maximum damage potential of the various weapons, instead.
Now, I know these variations originally appeared in Greyhawk, but imagine my delight at seeing how weapons were initially treated in Men & Magic and again in the Holmes' Basic edit (especially where the monsters retained their variable damage capacity).
Seeking some middle ground between the extremes thus presented, ye olde referee draughted the following, and has found it working extremely well thusfar. (NB: Fighting-men do gain the bonuses on hit probability and damage from higher Strength scores, per Greyhawk)
Weapon Considerations for D&D
Extrapolated from Basic D&D and used in favour of the more complex methods given in Supplements 1 & 2. Weapons not listed otherwise do normal damage (1 six-sided die) and may strike or be loosed once per round.
Dagger, attacks twice in the round, does 1-3 damage.
Sling, attacks once in the round, does 1-3 damage*.
Two-handed sword, battle axe, halberd, flail, morning star, most pole arms, and light crossbow, attack once every other round, do 2 dice of damage**.
Heavy crossbow, attacks once every third round, doing 3 dice of damage***.
* Against giant-class, 5% chance (natural 20) for head strike, opponent rolls save vs. death or is killed (save is at -2 on roll if creature is without helm).
**Spears used in/against a charge and lances used in a charge from a light or medium mount also do 2 dice of damage.
***Lances used in a charge from heavy mounts also do 3 dice of damage.
Lastly, what would old-school gaming be without some old-school chauvinism? Here are the rules governing human and non-human player race Strength scores (for the benefits or penalties given in Greyhawk). Compensation for high rolls is given to Players who are seeking play a particular race/class combination. (These are similar in fashion to the score adjustments given in Holmes' Basic.)
(NB: The chauvinsim remark was half in jest, in case anybody's feeling particularly thick--the following adjustments are made to reflect the tone and nature of the campaign for which they were written, and are offered here for purposes of illustration to that end. No suggestions are made for its wholesale adoption for D&D in general, and no claims are made for its "realistic" depiction of races and genders beyond the borders of the game. If any real-world elves and hobbits are offended by the following, I'm sorry, I don't care. :wink: )
Strength Considerations in D&D
Humans
Maximum Strength (Male) 18.00 (Female) 18.90
Elves
Maximum Strength (Male) 18.50 (Female) 15*
Half-elves
Maximum Strength (Male) 18.75 (Female) 16**
Hobbits
Maximum Strength (Male) 16*** (Female) 12***
Gnomes
Maximum Strength (Male) 17**** (Female) 13****
Dwarves
Maximum Strength (Male) 18.99 (Female) 18.75
*Must reduce from limit, 2:1 Intelligence, Dexterity or 1:1 Charisma
**Must reduce from limit, 2:1 to Intelligence, Dexterity, or 1:1 Charisma
***Must reduce from limit, 2:1 to Dexterity
****must reduce from limit, 2:1 Dexterity or Intelligence
Once Strength score has been adjusted to fall within parameters, no further adjustment using these formulae may be made.
The last note for now, then, is in regards to the Bard character class given in The Strategic Review, which (like the Ranger and Illusionist) is available as a class for Player Characters. Bard spells are taken from the list and descriptions given for the Illusionist class (not Magic-Users, as suggested in the article), except Bards may not know or cast summon shadows or create spectres.
I think I've come up with a format for listing the pertinent data from Supplement I--Greyhawk that you requested. I shall list the material as it's given on pp. 13-14 of that volume, then note my personal modifications afterwards. Please note, I've not reproduced the actual chart, and where no AC modication is given it is in all cases listed as "0" (no modifier) in the original source.
[quote="Greyhawk, pp. 13-14"]
Alternative Combat System: (Additions and Changes)
For those who wish to include weapon types in the determination of hit probabilities the following matrix drawn from the "Hand-To-Hand Comabt" section of CHAINMAIL is offered. If this system is used it is suggested that the separate damage by weapon type and monster type also be employed...
Dagger* AC 2 (-3), AC 3 (-3), AC 4 (-1), AC 5 (-1) AC 8 (+1), AC 9 (+2)
Hand Axe AC 2 (-3), AC 3 (-2), AC 4 (-1), AC 5 (-1), AC 8 (+1), AC 9 (+1)
Mace AC 3 (+1)
Hammer AC 3 (+1), AC 5 (+1)
Sword* AC 2 (-2), AC 3 (-1), AC 9 (+1)
Military Pick AC 2 (+2), AC 3 (+3), AC 4 (+2), AC 5 (+3)
Battle Axe AC 2 (-1), AC 4 (+1), AC 5 (+1)
Morning Star AC 4 (+1), AC 5 (+1), AC 6 (+1), AC 7 (+1), AC 8 (+2), AC 9 (+2)
Flail AC 2 (+2), AC 3 (+2), AC 4 (+1), AC 5 (+2), AC 6 (+1), AC 7 (+1), AC 8 (+1), AC 9 (+1)
Spear* AC 2 (-2), AC 3 (-1), AC 4 (-1), AC 5 (-1)
Pole Arms* AC 2 (-1), AC 5 (+1), AC 6 (+1), AC 7 (+2), AC 8 (+2), AC 9 (+2)
Halberd* AC 3 (+1), AC 4 (+1), AC 5 (+2), AC 6 (+1)
2-Handed Sword AC 2 (+1), AC 3 (+2), AC 4 (+3), AC 5 (+3), AC 6 (+2), AC 7 (+2), AC 8 (+2), AC 9 (+2)
Mtd. Lance AC 4 (+1), AC 5 (+2), AC 6 (+3), AC 7 (+3), AC 8 (+3), AC 9 (+3)
Pike AC 2 (-1)
..........
* If opponent dismounted and prone use the chart below:
Weapon Type (All indicated by asterisk)
AC 2 (+3) AC 3 (+2) AC 4 (+2) AC 5 (+1)
..........
Short Bow (15)
AC 2 (-2, -5, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -2) AC 5 (0, 0, -1) AC 6 (+1, 0, 0) AC 7 (+2, +1, 0) AC 8 (+2, +1, 0) AC 9 (+2, +1, 0)
Horse Bow (18)
AC 2 (-2, -4, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -2) AC 5 (0, 0, -1) AC 6 (+1, 0, 0) AC 7 (+2, +1, 0) AC 8 (+2, +1, 0) AC 9 (+3, +2, +1)
Lt. Crossbow (18)
AC 2 (-3, -5, -7) AC 3 (-2, -3, -5) AC 4 (0, -1, -4) AC 5 (0, 0, -1) AC 6 (+2, +1, 0) AC 7 (+3, +1, 0) AC 8 (+3, +1, 0) AC 9 (+3, +2, +1)
Longbow (21)
AC 2 (-2, -3, -5) AC 3 (0, -2, -4) AC 4 (0, 0, -1) AC 5 (+2, +1, 0) AC 6 (+3, +2, +1) AC 7 (+3, +2, +1) AC 8 (+3, +2, +1) AC 9 (+3, +2, +1)
Composite Bow (24)
AC 2 (-3, -4, -5) AC 3 (0, -3, -4) AC 4 (0, -1, -2) AC 5 (+2, 0, -1) AC 6 (+3, +1, 0) AC 7 (+3, +2, +1) AC 8 (+3, +2, +1), AC 9 (+3, +2, +1)
Hv. Crossbow (24)
AC 2 (-1, -2, -3) AC 3 (0, -1, -3) AC 4 (+1, 0, -1) AC 5 (+2, 0, 0) AC 6 (+3, +1, 0) AC 7 (+4, +2, +1) AC 8 (+4, +2, +1) AC 9 (+4, +3, +2)
Arquebus (18)
AC 2 (0, -1, -3) AC 3 (+1, 0, -1) AC 4 (+2, 0, 0) AC 5 (+2, +1, 0) AC 6 (+3, +2, 0) AC 7 (+3, +2, 0) AC 8 (+3, +2, 0) AC 9 (+3, +2, 0)
[/quote]
The arquebus is included above strictly for completeness of the entry, as they are not available IMC. Note the triple entries for each AC under the missile weapons are the modifiers for each range category, Short, Medium, or Long (the values in parentheses beside each weapon indicate maximum range, and these are the same as the values given on p. 20 of Basic D&D). (As an unrelated aside, some posters may note the composite bow in Classic D&D does out perform the general long bow is some areas, range being one of them.)
In the interests of speeding up reference to the modifers for range weapons, my campaign considers only the medium range value, then extrapolates from Basic D&D to give a +1 hit probability bonus at short range, and a -1 hit probability penalty at long range.
The Military Pick, though not included in my Weapon Considerations post above owing to its absence on the menu of arms and equipment available for purchase in Men and Magic and Basic D&D, might be made available for general use (no one's asked about it, IMC). If such were the case I'd group it with the heavier, slower weapons (2 damage dice, attacking every other round).
I made only one alteration to the table above for my home campaign, giving spears a +1 hit probability bonus against AC 9. In addition, I added an entry for slings, which is as follows:
Sling (18)
AC 2 (-5), AC 3 (-3), AC 4 (-2), AC 5 (-1), AC 6 (-1), AC 9 (+1)
And included a note that hurled axes, daggers, javelins, and spears perform against armour as does the sling. (NB. Their ranges are different and are in accord with the values given on p. 20 of Basic D&D)
I dressed the whole thing up on a small chart in excell (8 pt Arial font) and tacked in on the bottom of my "Weapon Considerations for D&D" notes, printed it off and put it under a heavy guage plastic sleeve. Along with the matrices for Men Attacking, Monsters Attacking, and Saving Throws on a second, similarly arranged sheet, all the notes I need for general play are immediately at hand--able to be referenced cleanly and quickly, with no stoppage of play.