House Rules Format
The books will basically be following the theme of the original books and will contain everything my players need to play - reference to original booklets will not be needed. I will be re-structuring some things, such as move encounter tables to vol. 2 instead of vol. 3. It is not meant to be a clone, rather the original system adapted for CHAINMAIL 1:20 combat, some structural changes and a few optional house rules. It will not be published, so in places I will just copy-paste from the original rules.
Vol. 1: (Men & Magic) character creation, equipment, hirelings, XP, Magic
Everything needed for Characters creation and to start up the party, as well as spells and basic concepts such as XP.
Vol. 2: (Monsters & Treasure) monsters, treasure, encounters
The referee's book - like the original vol. 2 but with encounter tables added. Monsters will have rules for CHAINMAIL combat tables (rather than AC etc.), any special rules for mass combat, rules for fantasy combat.
Vol. 3: (The Underworld & Wilderness) the underworld, wilderness, skirmish combat
This is the rule-book. Rules for most of the mini-games for low-mid levels - the underworld, wilderness and skirmish combat, as well as an appendix for pulpy high-tech things. Atm. I have no plans to include aerial or naval combat. Maybe I'll steal Jimm Johnsson's seafaring rules.
Vol. 4: (Baronies & Battles), strongholds, mass combat, fantastic combat, specialists, sieges
Everything needed for name-level play, such as strongholds, CHAINMAIL mass combat (basically just things added to the skirmish system (such as post melee morale, cavalry charges and other things relevant in mass battles but not in dungeon skirmish), fantasy combat, sieges and unit points. As of right now, I'm going to go off the domain rules found in various places of the LBBs, possibly something from FFC.




No comments:
Post a Comment