AD & D - The value of ability.
The value of skills
Six faculties of the hero is described below. In
Each description is written for what is
this ability. Specific game effects as listed below. At the end
of each description abilities are all modifiers and gaming
information on the value of capacity. Area of the sign to the
sign'+++++''****' contains the values that the hero A player
might have from the beginning (of the nature), without any
magical devices, or divine spells intervention. Follow the
signs'****' and to sign'+++++' value the ability
can be obtained only by extraordinary means, for example due to
the large luck (finding a magical book, which raises the value)
or bad luck (Attacked by the establishment, which reduces the
value).
Power
Strength (Str) denotes the muscles of the hero, endurance and
stamina. This ability is a basic requirement for soldiers,
because they must be well trained physically for wearing armor
and Treatment with heavy weapons. A soldier with the value of
the Force 16 or more receive a 10-and percent bonus to
experience points, which he earns.
Also, any soldier with the Power 18 has the right to
throw percentage of bone (see Glossary in
previous Micro) to determine the exceptional strength;
exceptional power increases chances of a hero when you hit the
enemy (hit, not hit), increases the damage that
it deals with every stroke, increases
weight, which the hero can wear without penalty because of
luggage (see below) and increases the ability of the hero to
open doors and similar portals.
The balance of forces consists of descriptions explain the
meaning of columns in Table 1. Pay attention to the table when
reading.
Value adjustment of the probability of impact
added to or subtracted from 6roska attacks (strikes 1D20 - 20
Tigran bone) in the battle. Bonus (positive number) makes the
opponent more vulnerable (easily hit); penalty (negative number)
makes it safer from your punches.
Value adjustment of damages as
impact on the fight. The number of tables is added to or
subtracted from the dice for determine poverezhdeniya from
attack (even if you subtract a penalty turned a number less
than or equal to 0, then all damage is assumed to be equal to 1
point). Such as short sword normally deals 1d6 points of damage
(ie from 1 to 6). An attacker with the Power of 17 gets one
extra point damage, ie Now the hero can inflict damage from 2
up to 7 points. Adjusting the damage also affects ranged
weapons. But Luke must be made in a special way to receive the
bonus, and damage caused by a crossbow does not depend on the
strength of their owner.
Allowable weight is the weight (in pounds), which
character can carry without getting tired (fatigue
affects the rate of movement of the hero).
This weight is measured in pounds. The hero, carrying the
weight in the table may still move at full speed.
Maximum pressure - the weight that the hero
can lift over your head. The hero can
do in this situation only a few
steps. No man or humanoid can not live without exceptional
strength (over 18) lift weights two times greater than its
weight over your head. In 1987, the world record in the weight
lifting one jerk was 465 lbs. Hero-warrior with the power of
18/00 (see Table 1) can raise the same manner
weight 480 pounds and in addition may be long enough to keep
him.
Open Doors shows the hero the chance to open the heavy, or A
stuck door. When a man tries to crack the door, then throws
1d20. If the result is less than or equal to the number given
in the table, the doors open. The hero may attempt to open the
door as long as he does not open, but each attempt takes time
(how much defines DM) and produces a lot of noise.
Numbers in parentheses are the chances (on 1d20) to open the
locked, barricaded or magically sealed door. But can be made
only one attempt at each door. If this attempt fails, then
all of the following also fails.
Bend bars / Raise the bars shows
percent chance of a hero (the percentage discarded bone) that
he can bend the normal soft-iron bars, pick up vertical bars
(like castles) or to do something like that. When the hero
makes an attempt, then throws percentage bone. If the number on
the dice is less than or equal than the number given in Table
1, the hero sginaet bars or up
lattice. If the attempt fails, then the hero will never be able
to perform this task. True Hero can try to bend the bars on the
grid, he could not raise or vice versa.
Table 1: Power
AP - The value of capacity
Uzbekistan - Adjusting the likelihood of an attack (hitting)
RP - Damage Control
LW - Acceptable weight
MD - Maximum pressure
OD - Open Doors
PO / PR - Bend bars / Raise the grill
N - normal, ie nothing added
and nothing is subtracted
PO RU RP DE MD OD PO / PR
1 -5 -4 1 3 1 0%
2 -3 -2 1 5 1 0%
+++++
3 -3 -1 5 10 2 0%
4-5 -2 -1 10 25 3 0%
07.06 N 20 55 -1 4 0%
8.9 N N 35 90 5 1%
11.10 N N 40115 February 6%
12-13 N N 45140 July 4%
14-15 N N 55 170 8 7%
16 N +1 70 195 9 10%
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
18/01-50 +1 +3 135 280 12 20%
18/51-75 +2 +3 160 305 13 25%
18/76-90 +2 +4 185 330 14 30%
18/91-99 +2 +5 235 380 15 (3) 35%
18/00 +3 +6 335 480 16 (6) 40%
****
19 +3 +7 485 640 16 (8) 50%
20 +3 8 535 700 17 (10) 60%
21 +4 +9 635 810 17 (12) 70%
22 +4 +10 785 970 18 (14) 80%
23 +5 +11 935 1130 18 (16) 90%
24 +6 +12 1235 1440 19 (17) 95%
25 +7 +14 1535 1750 19 (18) 99%
Remarks (for Table 1)
Power of Style
19 Giant hills (Hill Giant)
20 Stone Giant (Stone Giant)
21 ice giants (Frost Giant)
22 Fire Giant (Fire Giant)
23 Cloud Giant (Cloud Giant)
24 Storm Giant (Storm Giant)
1925 Titan (Titan)
Dexterity
Dexterity (Dex) denotes the number of physical parameters
including the coordination of eye and hands, reaction speed,
agility, reflexes and balance. Dexterity affects the reaction
hero in an unexpected meeting with the enemy (Throw a
surprise), his accuracy when dealing with throw weapons and
arrows, and his ability to evade enemy attacks. This is the
main feature for tramps (thieves, bards) and strongly
influences their professional skills. Tramp with a knack more
and equal to 16 receive 10 percent bonus to experience points,
which he earns.
Adjustment reaction changes the value of the abandoned bone,
which determines the confused hero or not when an unexpected
meeting with the NPC (The hero is not the player). The more
modifier the less chance that the hero is puzzled
at the meeting.
Adjustment ranged used to
change the roll of the dice by using
ranged weapons (bows, crossbows, or
thrown weapons: daggers, knives, etc.) In
Among the positive hero is easier to get into
goal, with a negative - more difficult.
Adjustment protection affects savingi hero
(See Glossary) against attacks from which to deviate:
fireballs, rocks and etc. It also changes the class of player
protection (See Glossary), determining the ability of the
player to evade conventional projectiles (arrows, throwing
knives, etc.) and parry the blows of weapons. Example: Rough
dressed in chain mail, which lowers the degree of protection to
5. If the value of Agility 16, then its class
protection is reduced by 2, ie AC = 3, because
something on it harder to get (or punch
his coat of mail). If the value of Agility
5, the degree of protection is increased by 2 and becomes equal
to 7, ie for it is easier to hit. (In some cases, the modifier
Agility Class of protection does not apply. This is usually
done when the hero's attack behind or when he lies prostrate,
bound, stands on a small ledge, climbs a rope, etc.)
Table 2: Agility
The value of the regulator adjustment regulation
way up-dates far mounting plate
surface reaction battlefield protection
1 -6 -6 +5
2 -4 -4 +5
3 -3 -3 +4
4 -2 -2 +3
5 -1 -1 +2
6 0 0 +1
7 0 0 0
8 0 0 0
9 0 0 0
10-14 0 0 0
15 0 0 -1
16 +1 +1 -2
17 +2 +2 -3
18 +2 +2 -4
19 +3 +3 -4
20 +3 +3 -4
21 +4 +4 -5
22 +4 +4 -5
23 +4 +4 -5
24 +5 +5 -6
25 +5 +5 -6
Text was translated by Maxim Vishnevsky.
09.07.1999
Other articles:
AD & D - The value of ability.
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