Article 1194 of rec.games.frp.dnd: Path: nntp-server.caltech.edu!elroy.jpl.nasa.gov!usc!cs.utexas.edu!ut-emx!anchor.as.utexas.edu!heath From: heath@anchor.as.utexas.edu (James Heath) Newsgroups: rec.games.frp.dnd Subject: Missile weapon damage/Weather Generation Message-ID: <74955@ut-emx.uucp> Date: 30 Jun 92 16:31:07 GMT Sender: root@ut-emx.uucp Distribution: na Organization: McDonald Observatory, University of Texas @ Austin Lines: 95 Originator: heath@anchor.as.utexas.edu Here's how we do bow damage in the two AD&D campaigns we are running. "Matt's system" operates on the principle that bows (and especially x-bows) should do a buttload of damage. It includes the mini-ballista, the Mauler Crossbow: Matt's System: Type Weight Size SF FR DMG S-M L Mauler Crossbow 20 5' 15 1/3 4d6 4d6 Heavy Crossbow 14 4' 10 1/2 3d6 3d6 Light Crossbow 7 3' 5 1/1 2d6 2d6 Hand Crossbow 3 1' 3 1/1 1d6+1 1d6 Comp. Longbow 4 4' 3 2/1 FA 2d4 2d4 SA 2d6 2d6 Longbow 3 6' 4 2/1 FA 1d6+1 1d6+1 SA 1d8+1 1d8+1 Comp. Shortbow 3 3' 2 2/1 1d6+1 1d6+1 Shortbow 2 2' 3 2/1 1d6 1d6 With everything else as listed in the PH2. My system works on the principle that the best reason to use a crossbow is that any 0-level moron can use it. I reflect this in a bonus "to hit" with the weapons. I also have them do a bit more damage. Jim's System Type To Hit Bonus Damage SF FR Range 1st 2nd S M L Mauler Crossbow +3 3d4+3 2 1/3 10 25 40 Heavy Crossbow +3 2d4+2 2 1/2 8 20 32 Light Crossbow +3 1d4+1 2 1/1 6 15 24 Hand Crossbow +3 1d4 2 8 2/1* 2 5 8 Comp. Longbow +2 FA 1d6+2 2 4 2/1 9 18 27 SA 1d8+2 7 14 21 Longbow +1 FA 1d6 2 5 2/1 8 16 24 SA 1d8 6 12 18 Comp. Shortbow +2 1d6+1 2 3 2/1 6 12 20 Shortbow 1d6 2 4 2/1 5 10 15 * DEX check to make second shot Short Range -- No penalty to hit or damage Medium Range -- penalties -2 to hit, -1 damage (min of 1) Long Range -- penalties -5 to hit, -3 damage (min of 1) And, as a laughing happy bonus, here is my weather generation table! JIM'S WEATHER GENERATOR ----------------------- Start with whatever precipitation and wind conditions you wish, then roll d% at the start of each day for the change in weather conditions: 01-03 5 steps better Precip. Wind 04-07 4 steps better 08-15 3 steps better Clear Calm 16-24 2 steps better Ptly Cloudy Breeze 25-39 1 step better Mostly Cloudy Lt. Wind 40-60 same Cloudy Windy 61-75 1 step worse Misty/Drizzle (*) Heavy Wind (***) 76-85 2 steps worse Rain/Sleet (**) Gale (+) 86-93 3 steps worse Thunderstorm/Snow (***) Cyclone/Tornado 94-97 4 steps worse Deluge/Blizzard (+) (+++) 98-00 5 steps worse Hurricane/Monsoon (++) * Maximum Duration 14 days ** Maximum Duration 10 days *** Maximum Duration 6 days + Maximum Duration 3 days ++ Maximum Duration 1 day +++ Maximum Duration 6 hours; also fast-moving phenomena Obviously contradictory results (Clear + Tornado, Misty + Gale) are always decided in favor of precipitation. That is, the wind conditions are re-rolled or a suitable wind selected If a change would place a condition off the scale (say, 3 places better than Partly Cloudy) the change is re-rolled. If the re-roll is still impossible, treat as "same". Severe weather conditions can only persist for their maximum duration. At the expiration of that duration, the weather immediately improves one place. For the next three days, subtract 20% from all change rolls.