I decided to write up another Disarm Maneuver ruling, as the one I was using previously was based on something Michael Curtis worked up and I don't know if he intended it to be OG content, or not. I'm going to release my houserule doc, shortly and wanted to get everything properly squared away and set up on Lulu. I was going to contact Michael about it, but I was awake in the middle of the night and decided to write a new ruling, mainly to see what I might come up with. Also, it was faster than writing Michael. :)
My releasing the doc, is for the purposes of one DM talking shop with a few hundred others, not because I think I've edited the latest and greatest version of D&D. I know most of you would have already taken it that way, but for the benefit of any drive-by commentators, I thought I'd mention it.
Milieu Master Rulings: Book I - Characters & Combat is basically an alternative Player's Handbook, but without any spells included. I may or may not write my own version of the spells at a later date. In my campaign, I'm using the MU and Cleric spells from Swords & Wizardry Core 4th printing. For Druid spells, I'm using John Stater's work.
My main reason for putting this up on Lulu, is so I'll have a HC copy for myself and copies for the table. The PDF will be free. If anyone expresses an interest, I'll send the link for the print copy, which will be available at cost, $16.05. It's an 8.3 X 10.7 HC and clocks in at 42 pages, plus the covers.
The doc is written by myself, though the vast majority of the rules originally comes from OGL sources, of course. While some of my own ideas and tweaks are present, mostly this is just a re-edited version of D&D, with material drawn from the usual sources; retro-clones and OGL work of some of my fellow bloggers.
Lulu is also running a special: If you publish a book, you'll get a discount code, good for up to $25 off of your proof copy!
Disarm: A Fighter, Paladin or Ranger may attempt to disarm an opponent, who is wielding a one-handed weapon. An attack roll is made at -2 To Hit, -3 if the defender is wielding a small-sized weapon. If a hit is made, the attacker must make a Saving Throw at -3. If he rolls a true 18 or 19 To Hit, then there is no penalty to the save. A True 20 rolled To Hit, or on the attackers Saving Throw will automatically succeed with no further rolls being necessary. Otherwise, if the save is successful, the defender must then make a saving throw to hold onto his weapon.
Please update your links to my new blog at http://dreamsofmythicfantasy.blogspot.com/
Showing posts with label Houserules. Show all posts
Showing posts with label Houserules. Show all posts
Monday, September 5, 2011
Sunday, August 28, 2011
The Magic User: From The Black Mete - Characters & Combat
Continuing with the Classes.
The Following is Open Game Content:
The Magic-user

The Magic-user is the mighty wizard of myth and legend. He may be a powerful magus, serving the forces of good, or an evil sorcerer, bent on enslaving mankind. Sometimes his plans and motivations are inconceivable to his fellows, as he works assiduously, to accomplish his mysterious goals. These students of magical lore begin as the weakest of characters, eventually progressing to become the most powerful. At higher levels, the Magic-user may build a Tower and attract a small number of students and servants. Also, he may learn to create new spells, magical items and Scrolls.
Spell Casting: Magic-users cast arcane spells, which must be inscribed into spellbooks, before they can be prepared for use. Once per day, usually upon awakening, the Magic-user may study his spellbooks and memorize up to the maximum number of spells which his mind can hold, which is determined by level and shown in Table 16, below. The act of working magic is quite taxing and requires a period of recuperation, before the Magic-users mind is capable of again memorizing spells. Once a spell has been cast, it cannot be cast again until it has been re-memorized. Spells from Scrolls and other sources, may be copied into a Magic-user’s spellbook.
Arcane Mastery: At 5th level, the MU may choose a single spell from his repertoire, to master. He need no longer memorize this spell, as his consciousness will automatically reformulate the psychic patterns within his mind, at the beginning of the next day (this will now be unavoidable and the spell will always repopulate its given slot.) The Mastered spell will always cast at maximum effect, in regards to duration, damage, etc. Another such spell may be chosen at 10th and every five levels, thereafter.
Summon Familiar: At any time, an MU may summon a Familiar, though he may only have one such creature in service, at a time. See the GM for further info.
Wizard’s Tower (11th): At 11th level, a Magic-user reaches Name Level, that of Wizard and may build a Stronghold for himself. He will attract apprentices, mercenaries and other, weirder servants, who will swear allegiance to the Wizard and help carry out his schemes.
Table 18: Magic-User’s Base Weapon Damage
**MU’s are at -1 to hit with Large weapons.*Magic-Users do 1d6 with the Staff, when used two-handed.
Notes: Again, we see Akrasia's Class Based Weapon Damage, which can be found in Knockspell #1, as well as at the Author's blog.
The Following is Open Game Content:
The Magic-user

The Magic-user is the mighty wizard of myth and legend. He may be a powerful magus, serving the forces of good, or an evil sorcerer, bent on enslaving mankind. Sometimes his plans and motivations are inconceivable to his fellows, as he works assiduously, to accomplish his mysterious goals. These students of magical lore begin as the weakest of characters, eventually progressing to become the most powerful. At higher levels, the Magic-user may build a Tower and attract a small number of students and servants. Also, he may learn to create new spells, magical items and Scrolls.
Prime Attribute: Intelligence.
Hit Dice: 1d4 +1 (Gains 1 hp/level after 9th level.)
Saving Throw Bonus: +2 bonus to saves vs. magic of any sort.
Magic-user Class Abilities
Arcane Mastery: At 5th level, the MU may choose a single spell from his repertoire, to master. He need no longer memorize this spell, as his consciousness will automatically reformulate the psychic patterns within his mind, at the beginning of the next day (this will now be unavoidable and the spell will always repopulate its given slot.) The Mastered spell will always cast at maximum effect, in regards to duration, damage, etc. Another such spell may be chosen at 10th and every five levels, thereafter.
Summon Familiar: At any time, an MU may summon a Familiar, though he may only have one such creature in service, at a time. See the GM for further info.
Wizard’s Tower (11th): At 11th level, a Magic-user reaches Name Level, that of Wizard and may build a Stronghold for himself. He will attract apprentices, mercenaries and other, weirder servants, who will swear allegiance to the Wizard and help carry out his schemes.
Armor Restricted: The Magic-User may not cast spells while wearing actual Armor. He may utilize other forms of protection, such as magical rings, bracers, etc.
Table 15: Magic-user Advancement
Level | Experience | Hit Dice | To Hit Bonus | Saving Throw |
1 | 0 | 1 | +0 | 15 |
2 | 2,501 | 2 | +0 | 14 |
3 | 5,001 | 3 | +0 | 13 |
4 | 10,001 | 4 | +0 | 12 |
5 | 20,001 | 5 | +0 | 11 |
6 | 40,001 | 6 | +1 | 10 |
7 | 80,001 | 7 | +1 | 10 |
8 | 120,001 | 8 | +1 | 9 |
9 | 240,001 | 9 | +2 | 9 |
10 | 360,001 | 10 | +2 | 8 |
11 | 535,001 | 11 | +3 | 8 |
12 | 710,001 | +1 | +3 | 7 |
13 | 885,001 | +2 | +3 | 7 |
14 | 1,060,001 | +3 | +4 | 6 |
15 | 1,235,001 | +4 | +4 | 6 |
16 | 1,410,001 | +5 | +5 | 5 |
17 | 1,585,001 | +6 | +5 | 5 |
18 | 1,760,001 | +7 | +5 | 5 |
19 | 1,935,001 | +8 | +6 | 5 |
20 | 2,110,001 | +9 | +6 | 5 |
21+ | +175,000/Lvl | +1/Level | +6 | 5 |
Table 16: Magic-user Spell Progression
Class Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 1 | – | – | – | – | – | – | – | – |
2 | 2 | – | – | – | – | – | – | – | – |
3 | 2 | 1 | – | – | – | – | – | – | – |
4 | 3 | 2 | – | – | – | – | – | – | – |
5 | 4 | 2 | 1 | – | – | – | – | – | – |
6 | 4 | 2 | 2 | – | – | – | – | – | – |
7 | 4 | 3 | 2 | 1 | – | – | – | – | – |
8 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 4 | 3 | 3 | 2 | 1 | – | – | – | – |
10 | 4 | 4 | 3 | 2 | 2 | – | – | – | – |
11 | 4 | 4 | 4 | 3 | 3 | – | – | – | – |
12 | 4 | 4 | 4 | 4 | 4 | 1 | – | – | – |
13 | 5 | 5 | 5 | 4 | 4 | 2 | – | – | – |
14 | 5 | 5 | 5 | 4 | 4 | 3 | 1 | – | – |
15 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | – | – |
16 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | – |
17 | 6 | 6 | 6 | 5 | 5 | 5 | 2 | 2 | – |
18 | 6 | 6 | 6 | 6 | 6 | 5 | 2 | 2 | 1 |
19 | 7 | 7 | 7 | 6 | 6 | 6 | 3 | 2 | 2 |
20 | 7 | 7 | 7 | 7 | 7 | 7 | 3 | 3 | 2 |
Table 17: Magic-user Combat Chart
Level | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 – 5 | 23 | 22 | 21 | 20 | 20 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
6 - 8 | 22 | 21 | 20 | 20 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 |
9 - 10 | 21 | 20 | 20 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 |
11 - 13 | 20 | 20 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 |
14 - 15 | 20 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
16 - 18 | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
19+ | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
Table 18: Magic-User’s Base Weapon Damage
Melee – Small | Melee – Medium | Melee – Large | Arrows & Bolts | Darts & Bullets |
1d4 | 1d4* | 1d6** | 1d4 | 1d3 |
The MU's attack table is close to that of AD&D, a little closer to OSRIC.
The Thaco tops out at 14, at nineteenth level as opposed to 13 at twenty-first level in OSRIC and 11 at twenty-first level in AD&D. At nineteenth level, OSRIC has the MU's Thaco at 15 and AD&D has it at 13.
I'm using Descending AC in my current campaign, but have the To Hit Bonus column in the class charts, for a quick conversion to Ascending AC, should that be desired. At the first session, I gave the players a choice between the two and was pleased as punch that they unanimously chose Descending.
I think the idea for the Arcane Mastery came from Jeff Rients. I think. After a couple of years of reading a ton of OSR blogs, it can be a little hard to keep track of where everything is coming from.
I'm using my own rules for summoning Familiars, which were published in Knockspell #10. Also, they may be found on my blog, here.
Blogger can't handle tables, for shit! Every time I went in to edit this post, the spacing went all wonky.
I think the idea for the Arcane Mastery came from Jeff Rients. I think. After a couple of years of reading a ton of OSR blogs, it can be a little hard to keep track of where everything is coming from.
I'm using my own rules for summoning Familiars, which were published in Knockspell #10. Also, they may be found on my blog, here.
Blogger can't handle tables, for shit! Every time I went in to edit this post, the spacing went all wonky.
It's hard as hell to find a decent Public Domain picture of a Magic-user.
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The Black Mete
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