Dungeon Crawl Classics - Useful Charts for the 0-level DCCRPG Enthusiast.pdf

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Useful Charts for the 0-level DCCRPG Enthusiast
Attack Roll Modifiers
Condition
Missile fire range is…
Short range
Medium range
Long range
Attacker is…
Invisible
On higher ground
Squeezing
Entangled
Untrained
Firing into melee
Defender is…
Behind cover
Blinded
Entangled
Helpless
Kneeling, prone
+2
+1
-1d
-1d
-1d
-2
+2
+1d
+1d
+2
Attack Roll Modifier
Melee
Missile Fire
-2
-1d
-1d
-1d
-1d
-1
-2
+2
+1d
+1d
-2
Type
Battleaxe
Blackjack
Blowgun
Club
Crossbow
Dagger
Dart
Flail
Garrote
Handaxe
Javelin
Lance
Longbow
Longsword
Mace
Polearm
Shortbow
Short sword
Sling
Spear
Staff
2-H sword
Warhammer
Weapons
Criticals
(roll d4 modified by luck)
Roll
0 or less
1
2
3
4
5
6
7
8
Roll
0 or less
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16+
Damage
1d10
1d3/2d6
1d3/1d5
1d4
1d6
1d4/1d10
1d4
1d6
1/3d4
1d6
1d6
1d12
1d6
1d8
1d6
1d10
1d6
1d6
1d4
1d8
1d4
1d10
1d8
Range(s/m/l)
20/40/60
80/160/240
10/20/30
20/40/60
10/20/30
30/60/90
0/140/210
Equipment
Item
Backpack
Candle
Chain, 10’
Chalk, 1 piece
Chest, empty
Crowbar
Flask, empty
Flint & steel
Grappling hook
Hammer, small
Holy symbol
Holy water, 1 vial
Iron spikes, each
Lantern
Mirror, hand-sized
Oil, 1 flask
Pole, 10-foot
Rations, per day
Rope, 50’
Sack, large
Sack, small
Thieves’ tools
Torch, each
Waterskin
50/100/150
40/80/160
Cost
2 gp
1 cp
30 gp
1 cp
2 gp
2 gp
3 cp
15 cp
1 gp
5 sp
25 gp
25 gp
1 sp
10 gp
10 gp
2 sp
15 cp
5 cp
25 cp
12 cp
8 cp
25 gp
1 cp
5 sp
Result
Force of blow shivers your weapon free of your grasp. Inflict +1d6 damage with this strike and you are disarmed.
Opportunistic strike. Inflict +1d3 damage with this strike.
Foe jabbed in the eye! Ugly bruising and inflict +1d4 damage with this strike.
Stunning crack to forehead. Inflict +1d3 damage with this strike, and the foe falls to the bottom of the init count next round.
Strike to foe’s kneecap. Inflict +1d4 damage with this strike and the foe suffers a -10’ penalty to speed until healed.
Solid strike to torso. Inflict +1d6 damage with this strike.
Lucky strike disarms foe. You gain a free attack if the enemy stoops to retrieve his weapon.
Smash foe’s hand. Inflict +2d3 damage witt this strike. You break two of the enemy’s fingers.
Numbing strike! Cursing in agony, the foe is unable to attack next round.
Result
You miss wildly but miraculously cause no other damage.
Your incompetent blow makes you the laughingstock of the party but otherwise causes no damage.
You trip but may recover with a DC 10 Ref save; otherwise, you must spend the next round prone.
Your weapon comes loose in your hand. You quickly grab it, but your grip is disrupted. You take a -2 penalty
on your next attack roll.
Your weapon is damaged: a bowstring breaks, a sword hilt falls off, or a crossbow firing mechanism jams.
The weapon can be repaired with 10 minutes of work but is useless for now.
You trip and fall, wasting this action. You are prone and must use an action to stand next round.
Your weapon becomes entangled in your armor. You must spend your next round untangling them. In
addition, your armor bonus is reduced by 1 until you spend 10 minutes refitting the tangled buckles and straps.
You drop your weapon. You must retrieve it or draw a new one on your next action.
You accidentally smash your weapon against a solid, unyielding object (a rock, a wall, even the ground).
Mundane weapons are ruined; magical weapons are not affected.
You stumble and leave yourself wide open to attack. The next enemy that attacks you receives a +2 bonus
on its attack roll.
You should have maintained your armor! The joints of your armor seize up, freezing you in place. You
cannot move or make an attack for 1d3 rounds. Unarmored characters are not affected.
Your wild swing leaves you off balance. You take a -4 penalty to your next attack roll.
You inadvertently swing at one randomly determined ally within range.
Make an attack roll against that ally using the same attack die you just attempted to use.
You trip badly. You fall hard, suffering 1d3 damage in the process. You are prone and must use your next round to stand.
Like a turtle on its back, you slip and land upside down, flailing about and unable to right yourself.
You must fight from a prone position for thenext round before you can recover your balance and rise.
You somehow manage to wound yourself, taking normal damage.
You accidentally strike yourself for normal damage plus an extra 1 point. In addition, you fall on your back and are unable
to right yourself until you make a DC 16 Agility check.
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Fumbles
(Die to roll: No armor: d4
Light armor: d8 Medium Armor: d12 Heavy armor: d16 all modified by luck)
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