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My Arms Law for BX, OSRIC and FG&G

OB Offensive Bonus = Level + Class Bonus + STR/DEX Bonus to Hit + 4 if have proficiency
Class Bonus: 4 for Fighter, 2 for Thief and 1 for Cleric

DB Defensive Bonus = 0 + DEX AC Bonus + Shield Bonus + additional AC bonuses you may
have from spells or enchantments

CH Concussion Hits = HP*4 + 15 (Level 1 Average: MU=25, Cleric&Thief=29, Fighter=33)

Combat is just add up:

OB of attacker – DB of defender + 1d20E


1d20E:
If result is a NAT 20: Roll again and add the new result to 20, repeat until you get a roll different
than 20.
If result is a NAT 1: Roll again and use the result as a negative value.
Check the Result in the following Table
Weapon conversion to Pulling Punches: You may only
0-5 Miss bonus damage:
6 1 use a portion of your OB for an
1d2 = -4
7 2 attack instead of all of it. This can
8 3 1d3 = -3 be used when you want to save
9 4 1d4 = -2 some for parrying (below)
10 5 1d6 = 0 Parrying: Give up some of you OB
11 6
1d8 = +2 to boost your DB against an
12 8
1d10 = +4 incoming attack. You cannot parry
13 9
if you no longer have OB left
14 10
Against Armor Types (using it all after an attack.) If you
15 11 damage modifier:
16 13 are using all your OB for parrying,
17 14 AT 0 / No Armor = 0 add +1 to it. Your OB return to
18 15 A normal at the beginning of a round
AT 2/ Padded Armor = -2
19 16 A
AT 5/ Leather Armor = -5 Called Shot: Halve your OB for
20 18 A
your next attack, if it hits, and it’s
21 19 A AT 7/ Studied Armor = -7
a critical, You can choose the
22 20 B AT 11/ Ring Mail = -11 location (you still need to roll for
23 21 B
AT 15/ Scale Mail = -15 effect though)
24 23 B
25 24 B AT 16/ Chain Mail = -16 Unnamed Damage: Roll your
26 25 C attack normally, but crtiticals are
AT 17/ Splint Mail = -17
27 26 C capped at A and ignore any bleed
28 28 C AT 18/ Banded Mail = -18 effect.
29 29 C
AT 19/ Plate Mail = -19
30 30 D
31 31 D AT 20/ Plate Armor = -20
32 33 D
33 34 E Shields bonus to DB:
34 35 E Small = +4 DB
35 36 E Medium = +5 DB
Large = +6 DB
When you roll a critical (Those that had a letter next to their damage), roll d20 twice, one time to
indicate the location and the other for it’s effect (where you will use the values below if called)

A B C D E
Rounds Stunned 1 1 2 2 3
Bleed per round 1 2 2 3 3
+Hits 3 6 9 12 15

You also get an special effect for the type of damage when the critical is B or above:

Bludgeoning Reduce opponent AT in 1. if AT0, stun for 1 extra round.


Slashing Bleed +1 per round. If AT0, extra +5 hits
Piercing Extra +5 hits. If AT0, Bleed +1 per round.

OPTIONAL(1): For Flexible Armor (ring mail and below it), change Bludgeoning to “stun for 1
extra round.”
OPTIONAL(2): For Flexible Armor (ring mail and below it), change Slashing to “Reduce
opponent AT in 1 and bleed +1 per round”

Location
1-3 Head
4-8 Chest
9-12 Arms
13-17 Abdomen
18-20 Legs

HEAD
1-4 Stun. If no helm, KO for 1 round.
5-8 +hits. If no helm, KO for 1 round.
9-12 +hits and stun. If no helm, KO for 2 rounds.
13-16 +hits*2 and stun. If no helm, KO for 2 rounds.
17-19 +hits*2. stun and bleed. If no helm, KO for 3 rounds.
20 +hits*4, stun*2 and bleed. If no helm, KO for 3 rounds.
Eye Damaging: Every time you receive a critical in the Head from class C or above roll 1d20, if
the result is 3 or below, for class C = partial blindness, OB/DB reduced by 2, returns to normal
after 1 week, for class D = loss of one eye, OB/DB permanently reduced by 4, for class E = both
eyes loss, OB/DB permanently reduced by 8.

CHEST
1-4 If AT0, stun
5-8 +hits. If AT0, stun.
9-12 +hits and stun. If AT0, use stun*2.
13-16 +hits, stun and bleed. If AT0, use +hits*2
17-19 +hits*2, stun and bleed. If AT0, use stun*2
20 +hits*2, stun*2 and bleed. If AT0, use +hits*4
ARMS
1-4 If AT0, stun.
5-8 +hits. If AT0, stun.
9-12 +hits, if AT0, bleed.
13-16 +hits, stun. If AT0, bleed.
17-19 +hits, stun*2. If AT0, bleed
20 +hits*2, stun*2. If AT0, bleed.
Shield Breaking = Every time you receive a critical in the Arms, reduce the DB of the shield
equal to the class of the critical (A=1,B=2,C=3,D=4,E=5). When a shield gets DB 0, it is
considered useless for defense.

ABDOMEN
1-4 +hits, if AT0 stun
5-8 Stun, if AT0 +hits
9-12 +hits and stun. If AT0 use stun*2
13-16 +hits and stun*2. If AT0 use +hits*2
17-19 +hits*2 and stun*2. If AT0 bleed
20 +hits*2, stun*2 and bleed. If AT0, stun*4

LEGS
1-4 If AT0, stun
5-8 +hits, if AT0 stun
9-12 +hits and stun. If AT0 bleed
13-16 +hits and bleed. If AT0 stun
17-19 +hits and stun*2, if AT0 bleed
20 +hits*2 and stun*2, if AT0 bleed*2

Getting Wounded (Death by Shock):

When a character CH fall to 0, he is unconscious/comatose, when it falls to -80 he is dead.

OPTIONAL(1): Instead of instantaneously dying a character may do a Save Vs.Death, if he


passes he may survive for more 30 minutes, after that, if he still not above -80, he is dead.

OPTIONAL(2): A character may suffer penalties based on their current CH, when under 3/4 of it,
-2 to OB and DB; when under 1/2, -4 to OB and DB; when under 1/4 of it, -6 to OB and DB.

Getting Majorly Wounded (Death by Criticals):

When a character receive a critical, he gain a major wound in the area attacked based on the
class of critical. A=1 ,B=2, C=3, D=4, E=5. When a part accumulate 5+Level/2, it is considered
useless. Head, Chest and Abdomen means insta-death.

Recovery

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