Combat
Everyone can backstab
World of the Hyborian Age is not a place of chivalry and honor. Everybody will do everything to eliminate his opponent by any means. In game terms this translates to the ruling that if someone can attack his opponent from behind he gains +4 bonus to hit. If the attack roll succeeds, the opponent should make a saving throw vs. death, if he fails, he dies.
Critical Hits and Fumbles
When someone rolls natural 20 or 1 on an attack roll he has scored a critical hit or fumble respectively. Critical hit allows to roll damage dice as long as the to hit roll is succesful. When fumble occurs, the player gains -2 penalty to the AC for the next round.
Opportunity Penalty
The opportunity penalty can be applied when a spell is being cast, someone rolled a fumble or moved for the whole round.
Two-weapon Fighting
Fighting simultaneously with two weapons grants the
character a bonus +1 either to the Armor Class, melee attack roll or melee
damage roll.
Unarmed Attacks
Brawling attacks, such as
those conducted with fist, foot or dagger pommel, will normally inflict 1d2
points of damage, plus the attacker’s Strength bonus to damage.
Death, Rest, Healing and Insanity
Falling unconscious
Everytime character recieves a critical hit he must make a saving throw. If he fails or his HPs are reduced to 0 he falls unconscious. Also when a character's subdual damage points are equal to his constitution score, he must make a saving throw or falls unconscious.
Death
Character dies when his HPs are reduced to 0-his level.
Healing
A full rest of 8 hours restores one HD.
Once a day character can drink booze to restore 1d6 of HPs.
Since not everyday we
wake up in a perfect condition I thought It would be aproprieate to cover this
in the rules. Every day adventurers roll
their HD. 0 Hours of rest - all HD must
be rolled 3 Hours of rest - 1 HD is full,
the rest must be rolled 6 Hours of rest - 2 HD are
full, the rest must be rolled 9 Hours of rest - All HD are
full All wounds achieved
must be substracted from the daily amount of HPs.
Sanity Points and Insanity
Every character has sanity points sum equal to his wisdom score. Everytime character experiences something, gruesome, terrible Referee should call for a saving throw. If character fails the saving throw he must substract d6,d8 or d10 sanity points(at the discretion of the Referee) from the SP sum. If it's reduced to 0, the character is completly insane and is under the control of the Referee.
Sanity Points and Insanity
Every character has sanity points sum equal to his wisdom score. Everytime character experiences something, gruesome, terrible Referee should call for a saving throw. If character fails the saving throw he must substract d6,d8 or d10 sanity points(at the discretion of the Referee) from the SP sum. If it's reduced to 0, the character is completly insane and is under the control of the Referee.
Movement and Encumberance
As per LotFP rules.
Magic
Spellcasting roll
Magic in the Hyborian Age is a dangerous endavour. Dealing with demons and other cosmic entities can cause insanity or even death. To reflect this, everytime sorcerer casts a spell he must make a saving throw vs. magic with penalty equal to the level of the spell that is being cast.
saving throw effect
result
1
spellcaster must immediately make a saving
throw vs. death
failed
sanity loss: 1-3rd level spell 1d6 sanity loss; 4-6th level spell
1d8 sanity loss
passed
target: -1 to ST vs. spell
20
target: no ST vs. spell