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| changes [2024/03/09 22:54] – [Padded Armor] Ron Helwig | changes [2026/09/10 10:58] (current) – Record combined Spell/Sorcery Points for VikingWorld Sorcerers Seraphina | ||
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| - | ====== | + | # Equipment |
| I have some changes I make to standard D&D equipment. | I have some changes I make to standard D&D equipment. | ||
| - | ===== Sling ===== | + | |
| + | ## Sling | ||
| Slings should have a better range than the rules say. I change it so that when using a cast bullet, designed for usage in a sling, the range is the same as that of a shortbow. I believe the evidence shows that as a valid correction. When using a found stone, the distance is half of that of a shortbow, due to the random characteristics of the rock. | Slings should have a better range than the rules say. I change it so that when using a cast bullet, designed for usage in a sling, the range is the same as that of a shortbow. I believe the evidence shows that as a valid correction. When using a found stone, the distance is half of that of a shortbow, due to the random characteristics of the rock. | ||
| - | ==== Foraging Stones | + | |
| + | ### Foraging Stones | ||
| Foraging for stones, when the terrain makes it possible, requires a successful investigation roll. If successful, one stone per point above the DC per minute spent is retrieved. In most situations the DC would be very low, indicating a high probability of finding suitable stones. | Foraging for stones, when the terrain makes it possible, requires a successful investigation roll. If successful, one stone per point above the DC per minute spent is retrieved. In most situations the DC would be very low, indicating a high probability of finding suitable stones. | ||
| - | ==== Crafting Slings and Bullets ==== | ||
| - | A character may craft a sling in an hour using 5 copper pieces of material. Scrounged material can be used instead of spending money, but it won't be usable long term. | ||
| - | Regular (lead) bullets may be purchased in most towns at a cost of 4-5 copper pieces for 20 bullets. | + | ### Crafting Slings and Bullets |
| + | |||
| + | - A character may craft a sling in an hour using 5 copper pieces of material. Scrounged material can be used instead of spending money, but it won't be usable long term. | ||
| + | - Regular (lead) bullets may be purchased in most towns at a cost of 4–5 copper pieces for 20 bullets. | ||
| + | - Silver bullets might be available in marketplaces in larger towns at a cost of 5 SP/ | ||
| + | - Bullets can be cast from metals such as lead or silver using a Sling Bullet Molding Set. | ||
| + | |||
| + | **Sling Bullet Molding Set**: Costs 1 GP, weighs 2 lbs, comes with a 5-bullet mold, a ladle for pouring the molten metal, and a small pot to melt the metal in. One lead bar (2 CP, 1.5 lbs) can make 20 bullets in 10 minutes. Silver bullets can be made at a cost of 4 SP per bullet. | ||
| + | |||
| + | A competent blacksmith can make a bullet molding set in a day. A business-savvy blacksmith could do it in a few hours for a higher price. | ||
| + | |||
| + | > Note: 1.5 lbs (the weight of 20 lead bullets) is 24 oz. Coins are typically 1/3 oz, so each bullet (1.2 oz) takes 4 coins' worth of metal. | ||
| + | > | ||
| + | > Lead and tin can be melted in a typical wood fire. Other metals like iron, steel, silver, and gold must be melted in a forge. | ||
| + | |||
| + | ## Spear | ||
| + | |||
| + | Wielding a spear two-handed adds the **Reach** property. This better reflects the reality of using a spear to control the area around the user. | ||
| + | |||
| + | ### Crafting | ||
| + | |||
| + | - A character with **Smith' | ||
| + | - A character with **Carpenter' | ||
| + | - Both are required to make a spear. | ||
| + | |||
| + | **Cost**: 10 SP per spear. | ||
| + | **Time**: 50 spears/ | ||
| + | |||
| + | If no forge is available, quadruple the crafting time due to building and using a crude forge. | ||
| + | |||
| + | ### +1 Spear Crafting | ||
| + | |||
| + | - Requires proficiency with **Smith' | ||
| + | - Uses a troll’s spleen and 500 GP in materials. | ||
| + | - Takes 2 weeks and a successful DC 8 Arcana check. | ||
| + | - Roll on [Xanathar' | ||
| + | |||
| + | ## Seax | ||
| + | |||
| + | Most Norse would use a **seax** rather than a Roman-style short sword. In D&D terms, treat it mechanically as a short sword. Single-edged, | ||
| + | |||
| + | ## Sword | ||
| + | |||
| + | The swords used by Vikings would be classified as longswords in D&D but are not long enough for two-handed use. | ||
| + | |||
| + | ## Dart | ||
| + | |||
| + | Darts, including plumbata-style darts, have a range of **40/160**. All other dart rules remain the same unless an item, feat, or feature says otherwise. | ||
| + | |||
| + | ## Shield | ||
| + | |||
| + | Boss-grip round shields were standard. Lightweight, | ||
| + | |||
| + | ## Padded Armor | ||
| + | |||
| + | Widespread and cheap. Often called a **Gambeson** in later France. In the early Viking age, it might be called a **Kaftan** or **vápntreyja**. | ||
| + | |||
| + | # Character Building | ||
| + | |||
| + | Most Viking-age people were simple farmers. Even raiders farmed much of the year. Wealth and resources were scarce, especially in the early Viking age. | ||
| + | |||
| + | Custom backgrounds are available and preferred for historical flavor. Starting gear should reflect this. | ||
| + | |||
| + | Most standard D&D classes can be justified, though some fit better than others. | ||
| + | |||
| + | The [[changes: | ||
| + | |||
| + | **Playable races** in the real world = humans. But for kid-friendly games, elves, dwarves, tieflings, dragonborn, and warforged are allowed. | ||
| + | |||
| + | For teaching games, I often use [[character_advancement|Mastery-based character advancement]] instead of pure XP or milestone leveling. Mastery advances characters when players show they understand the core rules and their own character options well enough to handle the next level. | ||
| + | |||
| + | ## Typical Clothing | ||
| + | |||
| + | A typical Scandinavian might wear: | ||
| + | |||
| + | - Turnshoes | ||
| + | - Nalbound socks | ||
| + | - Loose-fitting pants | ||
| + | - Winingas (leg wraps) | ||
| + | - Wool or linen tunics | ||
| + | - One or more thin belts | ||
| + | - Hoods and mittens for cold | ||
| + | |||
| + | Clothing lacked pockets and buttons. Small pouches were worn on belts. | ||
| + | |||
| + | # Hybrid 2014 / 2024 Rules | ||
| + | |||
| + | D& | ||
| + | |||
| + | ## 2024 rules used in VikingWorld | ||
| + | |||
| + | - **Second Wind** uses the 2024 Fighter version: regain 1d10 + Fighter level HP as a Bonus Action; 2 uses at Fighter 1–3, 3 uses at 4–9, and 4 uses at 10+. Regain one expended use on a Short Rest and all expended uses on a Long Rest. | ||
| + | - **Cure Wounds** and **Healing Word** (and their Mass versions) use the 2024 healing amounts: Cure Wounds 2d8 + spellcasting modifier (plus 2d8 per extra slot), Healing Word 2d4 + spellcasting modifier (plus 2d4 per extra slot). | ||
| + | |||
| + | ## True Strike (VikingWorld) | ||
| + | |||
| + | *True Strike* is a Divination cantrip, 1 action, range 30 feet, S, duration 1 round. Target one creature you can see. It makes a Charisma saving throw; on a success the spell ends. On a failed save it is outlined in dim light of a color you choose and you learn its vulnerabilities (if any). If you later cast this on that creature again after learning its vulnerabilities and it fails the save, you learn its resistances (if any). | ||
| + | |||
| + | Until the end of your next turn, you and your allies that can see the target add your proficiency bonus to the first attack roll made on their turn. | ||
| + | |||
| + | Range increases by 30 feet at 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet). | ||
| + | |||
| + | Weapon mastery properties from 2024 (Cleave, Vex, Slow, Topple, and so on) are used when a character has them. | ||
| + | |||
| + | ## Campaign platform rulings that belong here | ||
| + | |||
| + | These are already how Latitude plays and should stay documented on this wiki: | ||
| + | |||
| + | ### Gritty Rest | ||
| + | |||
| + | A Long Rest begins with a Short Rest. It does not restore hit points automatically. Characters may spend Hit Dice to heal. They regain up to half their maximum Hit Dice. | ||
| + | |||
| + | ### Exhaustion | ||
| + | |||
| + | VikingWorld exhaustion has **10 levels**. Each level reduces Speed by 5 feet (minimum 10 feet). Exhaustion 10 is death. | ||
| - | Silver bullets might be available in marketplaces in larger towns at a cost of 5 SP/bullet. | + | # Character Option No-Nos |
| - | Bullets can be cast from metals such as lead or silver using a Sling Bullet Molding Set. A Sling Bullet Molding Set costs 1 gold piece, weighs two pounds, comes with a 5-bullet mold, a ladle for pouring the molten metal, and a small pot to melt the metal in. It can be used to make lead and silver bullets for slings. One lead bar (2 CP, 1.5 lbs) can make 20 bullets in 10 minutes. Silver bullets can be made at a cost of four silver pieces per bullet. | + | Some things are not allowed unless very well justified: |
| - | A competent blacksmith can make a bullet molding set in a day. A blacksmith with competent business skills should be able to craft one in a few hours for a higher price. | + | - **Plate armor** — didn't exist in Viking age |
| + | - **Greatswords** (Zweihänder, | ||
| - | < | + | Some gear (like crossbows) is not available at character creation, but might be found through gameplay. Crossbows were known but rarely used in Scandinavia. |
| - | Lead and tin can be melted in a typical wood fire, but other metals such as iron, steel, silver, and gold must be melted in a forge.</ | + | ## Absorb Elements (VikingWorld) |
| - | ===== Spear ===== | + | Absorb Elements retains its normal reaction trigger, resistance to the triggering damage type (including |
| - | Wielding a spear two-handed adds the //Reach// property. This better reflects | + | |
| - | ==== Crafting ==== | + | On the caster' |
| - | A character with proficiency in //Smith' | + | |
| - | The total cost to craft a spear is 10 silver pieces, and 50 spears can be made in a week. The materials are likely to be easily procured. To craft a single spear would take a couple | + | When that roll is shared by multiple targets, all those targets receive the extra damage, with their normal saving throws, resistance, and immunity applied. For a spell with separate damage rolls, such as Scorching Ray, only one roll gains the extra dice. The energy is used only once: choose melee or spell damage. Unused energy expires at the end of the caster' |
| - | The spearhead crafting time assumes the use of a typical forge. If there is no forge available then the time is quadrupled as a crude forge, at a minimum, must be built and using a crude forge takes longer. | + | For example, absorbed fire can boost Fire Bolt or Burning Hands, but cannot boost Ray of Frost or Magic Missile. Each spell slot level above 1st adds another 1d6 to this bonus, as with the normal spell. A free Runestone Spell-Clasp cast remains 1st level and adds 1d6. Storing |
| - | === +1 Spear Crafting === | + | ## Sorcerers: combined Spell / Sorcery Points |
| - | A character proficient with // | + | |
| - | ===== Seax ===== | + | Ordinary Sorcerers use the 2014 DMG Spell Points variant |
| - | While short swords were used in older times, most folks living in areas where the Norse were would mostly use a seax instead | + | |
| - | Basically any character from Scandinavia who would normally be created with a short sword as one of their weapons would instead have a seax. | + | Spell levels 1–9 cost **2, 3, 5, 6, 7, 9, 10, 11, 13** points respectively. Base spell points at caster levels 1–20 are **4, 6, 14, 17, 27, 32, 38, 44, 57, 64, 73, 73, 83, 83, 94, 94, 107, 114, 123, 133**. Add the normal Sorcery Point allowance to those totals. A level-1 Sorcerer therefore has **4 points** and spends **2 points per 1st-level spell**. |
| - | ===== Padded Armor ===== | + | The usual spellcasting progression limits |
| - | Padded armor is cheap and ubiquitous. In France during | + | |
| - | ====== Character Option No-Nos ====== | + | This rule does not turn an ordinary Sorcerer into an [[changes: |
| - | Some character options just don't make sense historically, so unless the player can come up with a compelling reason why their character should have these options, they would not be allowed to choose them. | + | |