ENCUMBRANCE
Forge doesn't include rules for encumbrance, but they seem to be necessary unless forward-thinking players are to equip their characters with dozens and dozens of binding kits and armour repair kits.
PCs can carry without penalty a number of heavy items (or burdens) equal to their Stamina; they can carry a number of light items (or bundles) equal to their Strength.
- Heavy Burdens: armour, large shields, large weapons, quivers, lanterns, 100' coils of rope, staves, ration packs, armour repair cases, bedrolls; metal armour (ring mail, chain mail or plate armour) is doubly burdensome and counts as two burdens to all characters except those who are Stocky and two-handed weapons are doubly burdensome to characters who are not Large
- Light Bundles: medium weapons, small shields, torches, binding kits, repair kits, lockpicks, oil flasks, torches, waterskins, instruments, etc.
- Spell components count as light bundles because of the care with which they must be treated. Components that are worn as pendants, necklaces, brooches, rings, amulets and medallions are the exception and have no encumbrance.
- Herbs count as light bundles because they must be packaged with care and are ruined if crushed or spilled.
A number of light bundles equal to Strength can be carried together in a sack or backpack and this counts as a single heavy burden instead.
Lots of items have no encumbrance. Characters can carry up to 100 coins or gems without penalty; each additional collection of 100 coins or gems counts as a light bundle.
Excess light bundles have to be dropped - if they cannot be gathered together in a sack or pack there's simply nowhere to put them. Excess heavy burdens are deducted from Speed. When Speed hits zero the character cannot move, fight or cast spells.
Example: Jethro the Dwarf has Strength 7.8 and Stamina 9.1. He can carry 9 heavy burdens and currently carries chain mail armour (only a single burden for a stocky Dwarf), a broad sword, a light crossbow and a quiver of bolts; he also carries his iron rations, a repair case and a coil of rope, bringing the burden up to 5 (the weapons are medium size and count as light bundles). He could carry four more burdens. His small items include a tinder box, a grappling hook and 5 torches plus those weapons. He stores 4 of the torches in a backpack along with 3 chain repair kits - that's another heavy burden. He loads up on 2 more bundles of Healing Root. He could still carry two more heavy burdens.
DV1 and DV2
Contrary to the Forge rules on missile weapons (p45), missile weapons do NOT attack a target's DV2. A target can use DV1 to defend against a missile attack that they see coming.
DV2 is calculated ignoring Shield Rating (SR) and Awareness Bonus; however, any Awareness Penalty still applies to DV2.
MISSILE FIRE IN A MELEE MINUTE
Don't keep track of arrows or bolts fired in a melee minute: an archer will fire between 10 and 12 and a crossbowman 4 or 5. Assume the archer collects back most of their missiles, losing 1d6 arrows and 1d4 quarrels each round. At the end of combat, allow them to gather back all their missiles minus 1d6 which are permanently lost.
HIGH LEVEL MELEE/MISSILE SKILL
Once characters reach 4th level in Melee Weapon, they gain the first of their bonuses to actual damage with weapons. They should also get this bonus at the same levels of use of Missile Weapon, despite the rule on p27 contradicting this.
Heavy crossbows and longbows already deal mostly actual damage, with armour damage equal to the number of dice rolled (usually just 1) so the bonuses here make less difference to them. Nonetheless, +1 actual damage still makes bows more lethal in the hands of skilled archers.
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Characters should also improve in speed with weapons if the Weapon skill is to keep pace with Magic. At 5th, 7th, 9th, 11th, 13th and 15th level, the warrior improves the rate of attack with the weapon, going 'down' one category on the table.
Most weapons are 1/1, so a warrior gets 3/2 attacks at 5th level, 2/1 at 7th and 3/1 at 9th - the maximum. Shortbows and darts are fired at 2/1 ordinarily and improve to 3/1 at 5th level, which is as good as they get. Two-handed swords, bucklers and heavy crossbows improve to 2/3 at 5th level, 1/1 at 7th, 3/2 at 9th, 2/1 at 11th and 3/1 at 13th.
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REVISED SKILLS
Armoury: This skill can remove 'Notches' from weapons as well as fully repair armour and shields. A single repair kit is required for each suit of armour or shield, not one per point repaired as suggested on p22.
Field Repair: This skill allows a character to repair armour using an armour repair case and the appropriate armour repair kit. Field Repair can restore armour to the bracket above its current status, but no higher. For example, if you have a suit of chain mail (5AR, 50AP) and it takes 27 damage (now 2AR, 23AP), you could repair it up to 40AP (4AR) but no higher. Armour reduced to 0AP can only be restored to 10AP. The remaining work has to be done in a proper workshop by someone with the Armourer Skill.
Shields can be repaired with a ring mail armour repair kit. Field Repair can never raise APs above their normal maximum (e.g. 20AP for leather, 50AP for chain mail, 70AP for plate). |
Jeweler: Jeweler should be treated as a Basic Skill. If the character possesses the Jeweler skill they can evaluate any normal gems and jewellery they discover.
Missile Evasion (DEX + AWR): When attacked by missiles, the character may roll d%; for that combat minute, the character adds +5 to DV1 against missiles. If the roll fails the character receives +1 to DV1. The character may move up to half their Speed rating and cannot attack or use spells.
Plant ID: Plant ID should be treated as a Basic Skill. If the character possesses the Plant ID skill they can identify any normal plants, herbs and molds they discover.
Tactics (DEX + AWR): At the start of combat, roll d% and if the result is equal to or lower than your skill you may add +1 to DV1 and DV2 for the duration of combat and can also add any Awareness Bonus to DV2. Only one attempt can be made and it requires one full minute to perform as the character positions herself to advantage.
Track ID: Track ID should be treated as a Basic Skill. If the character possesses the Track ID skill they can identify what creature left behind any tracks they discover.
Missile Evasion (DEX + AWR): When attacked by missiles, the character may roll d%; for that combat minute, the character adds +5 to DV1 against missiles. If the roll fails the character receives +1 to DV1. The character may move up to half their Speed rating and cannot attack or use spells.
Plant ID: Plant ID should be treated as a Basic Skill. If the character possesses the Plant ID skill they can identify any normal plants, herbs and molds they discover.
Tactics (DEX + AWR): At the start of combat, roll d% and if the result is equal to or lower than your skill you may add +1 to DV1 and DV2 for the duration of combat and can also add any Awareness Bonus to DV2. Only one attempt can be made and it requires one full minute to perform as the character positions herself to advantage.
Track ID: Track ID should be treated as a Basic Skill. If the character possesses the Track ID skill they can identify what creature left behind any tracks they discover.
NEW SKILLS
Animal Handling - Leveled (INS x 2) + (AWR x 2): This skill allows a character to direct trained animals in combat (guard dogs, hawks). For each level in this skill the character can direct one animal in combat while still taking actions of their own (fighting, spell casting). The animal handler can direct an additional animal if they take no action of their own.
Meditation- Percentage (INS x 2): This skill allows a character to meditate for one hour. At the end of the hour, a successful skill roll recovers 2 SPTS. This enables a Mage to recover more than 20 SPTS in a day. If the character successfully meditates during an adventure, they gain a skill check.
BENEFITS & DETRIMENTS
- Heavy Sleeper (+2, Mages only): regain 6 SPTS per 2 hours of sleep to a maximum of 30 SPTS per day
- Light Sleeper (-2, Mages only): regain 4 SPTS per 2 hours of sleep to a maximum of 16 SPTS per day.
MAGIC RULES: ENCHANTING
- Advancement: Enchanters can check their Magic skill for every maintained spell at the end of the adventure. In addition, they can check Magic for each spell their spend MPTS to maintain during the course of an adventure.
- 'Hanging' Spells: Enchantments can be cast and left 'hanging'; the caster must continue to pay MPTS for a 'hanging' spell but can trigger its effects at any point during a melee minute so long as no other actions are taken.
- Maintenance Window: Each Enchanter should nominate a maintenance window, which is when they pay MPTS for all their maintained spells; this could be a fixed time (like 9 o'clock) or a relative time (like sunrise) but must be a daily occurrence.
- Magic Lock: The text on p119 should certainly read: "Even if the object is opened, the spell is NOT negated, and the object will magically close and lock again within 3d6 minutes."
- Holding: The capacity of the sack (schematic, p128) is 1 heavy burden or 5 light bundles (= 500 coins) and each 100 coins indicates an additional light bundle, with 1000 coins equaling two heavy burdens
SUPPLIES
There are 100 silver coins to a gold coin.
Wine is far too expensive. Instead of 3 gold, it should cost 30 silver.
A saddle should cost 10 gold coins and a war horse 250 gold coins.
A saddle should cost 10 gold coins and a war horse 250 gold coins.