10-14-2020, 10:01 AM
Quote:Hit Dice in AiF function no differently than Hit Dice in D&D right? They indicate the "level" of a monster and the dice for Hit Points. Is there any reason to think otherwise? They aren't equated with damage dice if that's what you are thinking. Still not sure what you mean.
Ah, OK. Yeah, that makes sense. Last time I looked I couldn't actually find the term "hit dice" defined in the text and for some reason I can't fathom now I interpreted "hit dice" to mean "damage" instead.
Quote:In the Twin Cites, players go first in marching order unless there is a reason they don't. There is no rule because that's their accustomed playstyle.
Good to know. I'll add that in when I get a chance.
Quote:The Armor save rule is a bit contradictory in AiF depending on how you read it, but the "take no damage" rule was early Blackmoor (according to Arneson in the FFC) and a different system. You might want to look over Radigast the Brown's work as he does a very nice job of integrating Supp II with AiF combat. (If you don't have this I can send you a copy no problem).
Is that the "Arneson's Combat System" PDF that harmonizes all the Arneson texts? I do have a copy of that downloaded. Checking it now, this could have been my source for that statement.
Code:
The paragraphs above, in a way, contradict themselves, for example:
Chainmail has a 60% chance of no damage, with a failed save giving the player ½ damage
or
Chainmail has a 60% chance of reducing damage taken by ½, with a failed save giving full damage
Given what Dave Arneson wrote in the FIRST FANTASY CAMPAIGN I believe he used the 1st example … Armor
would reduce all damage to zero if a Melee Saving Throw was made, and if this Melee Saving Throw failed the player
would take the reduction in damage.
I'll check FFC again, but this sounds like it might be the correct interpretation instead of the one I used.
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