Based on the Missile Weapon Ranges table, the ranges for a sling are:
• Short Range: Up to 45'
• Medium Range: Up to 90'
• Long Range: Up to 180'
If a target is further away than 180', a sling cannot hit that opponent at all.
We can make these depend on STR, as it makes much more sense. What do you guys think?
One thing about luck that I'm considering using from DCC is that you may burn luck points to increase dice results in a crucial situation. Later on, I'm planning on giving (or taking) luck points to players based on unusual occurrences linked to supernatural fate. Blessing from the gods or a curse, for example.
If you want to act with a skill or the like, you can announce the action and roll for it, then I will judge the results.
I want to roll a Perception roll as it's known in DnD to see if my character notices one specific thing. Are those rolls even a thing in ACKS? If they are, do I roll a d20 and add my WIS modifier?
There isn't a Perception roll in ACKS, but there's this "Hearing Noises" roll:
Hearing Noises: To determine if a character hears a noise at a door or intersection, the Judge typically makes a proficiency throw on behalf of the character. The standard target value for success is 18+ on a 1d20.
You can roll for that. It would be better if discussion of rules be contained in thread.
Right on, moved to the rules thread.
I'm interested in rolling for noticing one of our party members behaving a bit erratically and that would entail visually spotting his demeanor. It's not at all mission critical, though, so I'm fine with Perception rolls not being a thing.
If you want to act with a skill or the like, you can announce the action and roll for it, then I will judge the results.
I want to roll a Perception roll as it's known in DnD to see if my character notices one specific thing. Are those rolls even a thing in ACKS? If they are, do I roll a d20 and add my WIS modifier?
There isn't a Perception roll in ACKS, but there's this "Hearing Noises" roll:
Hearing Noises: To determine if a character hears a noise at a door or intersection, the Judge typically makes a proficiency throw on behalf of the character. The standard target value for success is 18+ on a 1d20.
You can roll for that. It would be better if discussion of rules be contained in the rules thread.
Just wanted to point out that this is a roll for the Thief class, and those that take the Alertness(?) proficiency
(checked the ACKS Core book)
Last edited by rusty_shackleford on March 29th, 2025, 06:17, edited 1 time in total.
Based on the Missile Weapon Ranges table, the ranges for a sling are:
• Short Range: Up to 45'
• Medium Range: Up to 90'
• Long Range: Up to 180'
If a target is further away than 180', a sling cannot hit that opponent at all.
We can make these depend on STR, as it makes much more sense. What do you guys think?
Are you refering to the ranges or the combat rolls?
Range based on strength makes sense.
Resident Anti-feminist MRA, Race-mixer and no I'm not woke and not gay. Married with children, My writing style is shit, live with it or ignore me.
I want to roll a Perception roll as it's known in DnD to see if my character notices one specific thing. Are those rolls even a thing in ACKS? If they are, do I roll a d20 and add my WIS modifier?
There isn't a Perception roll in ACKS, but there's this "Hearing Noises" roll:
Hearing Noises: To determine if a character hears a noise at a door or intersection, the Judge typically makes a proficiency throw on behalf of the character. The standard target value for success is 18+ on a 1d20.
You can roll for that. It would be better if discussion of rules be contained in the rules thread.
Just wanted to point out that this is a roll for the Thief class, and those that take the Alertness(?) proficiency
(checked the ACKS Core book)
You're right that the hearing noises is only for Thieves - it's actually about hearing noises in something like when listening behind a door or at an intersection - and the Alertness proficiency is actually this:
Alertness: The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors.
I was thinking about implementing something of a Perception roll for anyone, with a WIS bonus/penalty like logincrash suggested, but it might be too much of a departure from the rulebook. It's good to have done this prologue so we can see where the system needs to be learned by us or perhaps modified.
Based on the Missile Weapon Ranges table, the ranges for a sling are:
• Short Range: Up to 45'
• Medium Range: Up to 90'
• Long Range: Up to 180'
If a target is further away than 180', a sling cannot hit that opponent at all.
We can make these depend on STR, as it makes much more sense. What do you guys think?
Are you refering to the ranges or the combat rolls?
Range based on strength makes sense.
Yes, range based on strength makes sense. I think the original rules already provide for STR bonuses to damage on slings (not bonuses to hit).
There isn't a Perception roll in ACKS, but there's this "Hearing Noises" roll:
Hearing Noises: To determine if a character hears a noise at a door or intersection, the Judge typically makes a proficiency throw on behalf of the character. The standard target value for success is 18+ on a 1d20.
You can roll for that. It would be better if discussion of rules be contained in the rules thread.
Just wanted to point out that this is a roll for the Thief class, and those that take the Alertness(?) proficiency
(checked the ACKS Core book)
You're right that the hearing noises is only for Thieves - it's actually about hearing noises in something like when listening behind a door or at an intersection - and the Alertness proficiency is actually this:
Alertness: The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors.
I was thinking about implementing something of a Perception roll for anyone, with a WIS bonus/penalty like logincrash suggested, but it might be too much of a departure from the rulebook. It's good to have done this prologue so we can see where the system needs to be learned by us or perhaps modified.
Doublechecked, it was the eavesdropping proficiency.
Eavesdropping: The character can hear noises as a thief of his class level.
No idea if there's any kind of general perception rule, tho.
No idea if there's any kind of general perception rule, tho.
There isn't, as far as I searched.
But, we can come up with a rule for one here if there's suggestions and consensus. That's what this thread is about, and again, why I wanted to start with a Prologue and the simplest "quest" imaginable.
Well for bows, a strength element is appropriate, a warbow is pretty much a 80-100lb draw weight, with some going up to 160lbs. That's not an insignificant weight to draw back, though admittedly, the idea of people being misshapen freaks is entirely false.
Yes, but it should be a prerequisite, not damage mod.
• Helpless Targets: Attacks on sleeping, paralyzed, or otherwise helpless targets automatically hit. A standard damage roll is made.
What if I'm sleeping in full plate and/or covered by the tower shield? Am I as easy to hit as a naked sleeper?
Well, if we're talking about the setting being post-Rome, plate harness didn't exist, and shields were overwhelmingly round. Mail is far less effective against arrows than you might think. So I doubt it would really matter.
I, of course, was talking about a general mechanic, not a specific situation.
Armor that gives "evasion" isn't an ideal mechanic. As well as auto hits.
Roll the Dice: Each adventurer, monster, and group of identical monsters involved in the combat rolls 1d6 for initiative.
•Apply Dexterity Modifier: Adjust the initiative roll by the combatant's Dexterity bonus (or penalty).
•Determine Order of Action: Combatants act in order of their initiative number, starting with the highest roll. If combatants have the same initiative number, they act simultaneously.
• Act on Initiative Number: When a combatant's initiative number comes up, they may take one action, such as move and then attack, or attack. A combatant can also choose to delay their action until a later initiative number. If a player delays to act with another combatant, their action occurs simultaneously with that combatant.
• Simultaneous Attacks: A combatant using a weapon with long reach (like a spear) can attack an opponent moving towards them on the opponent's initiative number, attacking simultaneously. Similarly, a combatant with a readied missile weapon (and not in melee) can fire at a closing opponent on the opponent's initiative number, even if their own initiative roll was lower.
How to roll Reaction:
Identify the Base Die Roll: In many cases, reaction rolls use 2d6. However, some situations might use 1d20, such as persuading a merchant to transact in merchandise, or when hiring passengers.
• Determine Relevant Modifiers: Various factors can modify your reaction roll. Common modifiers include:
◦ Charisma Bonus or Penalty: The Charisma modifier of the character initiating the interaction is frequently added to or subtracted from the roll.
◦ Skill or Trait Bonuses: Certain skills, like Diplomacy or Intimidation, provide a bonus to reaction rolls in specific situations, such as when attempting to parley (usually +2 bonus). Mystic Aura and other traits might also apply.
◦ Situational Adjustments: The Judge may apply bonuses or penalties based on the specific circumstances
As these are really simple, I'm open to suggestions and modifications to the rules in our game if there's enough consensus.
"Brenna nods gratefully at Norman,'Lodging? Of course, clear out these pests, and you'll have warm beds for the night, on the house!'(roll reaction)
She retrieves a large, rusty iron key from a hook behind the counter and hands it to Tillomar, 'Here you are. Be careful down there.'
To Zollo, she looks slightly bewildered by his dialect but seems to understand his intent, nodding, 'Food, yes, plenty of hot stew when you're done!Thank you!'"(roll reaction)
She looks at asf, puzzled. (roll reaction)
Does the "(roll reaction)" mean that we should roll? Or that you've rolled in reaction to our prior actions?
"Brenna nods gratefully at Norman,'Lodging? Of course, clear out these pests, and you'll have warm beds for the night, on the house!'(roll reaction)
She retrieves a large, rusty iron key from a hook behind the counter and hands it to Tillomar, 'Here you are. Be careful down there.'
To Zollo, she looks slightly bewildered by his dialect but seems to understand his intent, nodding, 'Food, yes, plenty of hot stew when you're done!Thank you!'"(roll reaction)
She looks at asf, puzzled. (roll reaction)
Does the "(roll reaction)" mean that we should roll? Or that you've rolled in reaction to our prior actions?
That was meant that you should roll it as Norman, since you engaged in conversation with the NPC.
"Brenna nods gratefully at Norman,'Lodging? Of course, clear out these pests, and you'll have warm beds for the night, on the house!'(roll reaction)
She retrieves a large, rusty iron key from a hook behind the counter and hands it to Tillomar, 'Here you are. Be careful down there.'
To Zollo, she looks slightly bewildered by his dialect but seems to understand his intent, nodding, 'Food, yes, plenty of hot stew when you're done!Thank you!'"(roll reaction)
She looks at asf, puzzled. (roll reaction)
Does the "(roll reaction)" mean that we should roll? Or that you've rolled in reaction to our prior actions?
That was meant that you should roll it as Norman, since you engaged in conversation with the NPC.
Should I roll 2d6 or 1d20? And should I roll it in my original post or in the next one?
That was meant that you should roll it as Norman, since you engaged in conversation with the NPC.
Should I roll 2d6 or 1d20? And should I roll it in my original post or in the next one?
Roll the 2d6 for reaction, then if you descended with the group - I'm not sure - you roll the 1d20 for initiative before taking action.
Alright, got it.
You should say what we need to roll since there's a possibility of rolling either 2d6 or 1d20.
And, yes, I did descend with the group. The Initiative rolls are 1d6, correct?
Should I roll 2d6 or 1d20? And should I roll it in my original post or in the next one?
Roll the 2d6 for reaction, then if you descended with the group - I'm not sure - you roll the 1d20 for initiative before taking action.
Alright, got it.
You should say what we need to roll since there's a possibility of rolling either 2d6 or 1d20.
And, yes, I did descend with the group. The Initiative rolls are 1d6, correct?
Oops, you're right. It's 2d6 for the reaction, them - as you say you descended with the group - it's 1d6 (not 1d20) for initiative for your next action.
Example:
A Strength 14 level 1 fighter attacking an AC 1 rat with an axe with no special skill/proficiency/trait bonuses.
► Show Spoiler
Character: A level 1 fighter with a Strength (STR) score of 14.
Target: A rat with an Armor Class (AC) of 1.
Weapon: An axe.
Attack Throw:
• At first level, fighters have a base attack throw value of 10+ to hit an unarmored foe (AC 0). This means the player needs to roll a 10 or higher on a 1d20 to hit an AC 0 target.
• The target rat has an AC of 1. According to the rules, the target's Armor Class is added to the attack throw value necessary to hit it. Therefore, the modified attack throw value to hit the rat is 10 + 1 = 11+.
Strength Modifier:
• A character with a Strength score of 14 has a +1 bonus to melee attack throws and damage rolls.
Making the Attack:
• When the fighter attacks, the player will make an attack throw by rolling 1d20.
• The player will add the relevant modifier, which in this case is the +1 Strength bonus.
• The total result of the die roll plus the modifier is then compared to the modified attack throw value of 11+.
Example Scenarios:
• The player rolls a 9 on the 1d20.
• Adding the Strength bonus of +1, the total is 9 + 1 = 10.
• Since 10 is less than the required 11+, the attack misses.
• Alternatively, if the player rolls a 10 on the 1d20.
• Adding the Strength bonus of +1, the total is 10 + 1 = 11.
• Since 11 meets the required 11+, the attack hits.
• Critical Hit/Miss: It's important to remember that an unmodified roll of 20 is always a hit, and an unmodified roll of 1 is always a miss, regardless of the attack throw value or modifiers.
Last edited by Irenaeus on March 31st, 2025, 23:45, edited 1 time in total.
I rolled less than 10 so I swung and missed, but if I did hit then how much does Fighting Experience add?
That's a good question since I made up that. How do you guys feel of giving a +1 bonus to attack rolls for Fighting Experience (meaning to all level 1 fighters)?
For the two-handed weapon fighting style calcs which add+1 to damage rolls, what is the difference between an attack roll and a damage roll?
From what I'm reading here in the rulebook, the two-handed weapon fighting style adds +1 to damage rolls, but not to attack rolls. An attack roll is made to determine whether an attack successfully hits its target.A damage roll is made only after a successful attack has been confirmed. It determines how many hit points the target loses as a result of the hit.
I have a suggestion to modify the cleaving rules from the book:
Cleaving: If a character or monster successfully kills or incapacitates an opponent with an attack, they might be able to make additional cleave attacks against other adjacent targets. The number of cleave attacks possible in a round depends on the attacker's Hit Dice and attack throw progression. Each cleave attack still requires a separate attack roll against the new target, and the damage dealt would be from the same initial attack.
My proposal is that in addition to the number of cleave attacks possible in a round depends on the attacker's Hit Dice and attack throw progression, all Fighters have a +1 cleave bonus meaning that in the first level they can kill an enemy and cleave the next, and in the second level they can kill two enemies and cleave the next, and so on.
By the way, all Fighters have a default +1 bonus to damage (both melee and missile).
Last edited by Irenaeus on April 1st, 2025, 00:25, edited 1 time in total.
Example:
A Strength 14 level 1 fighter attacking an AC 1 rat with an axe with no special skill/proficiency/trait bonuses.
► Show Spoiler
Character: A level 1 fighter with a Strength (STR) score of 14.
Target: A rat with an Armor Class (AC) of 1.
Weapon: An axe.
Attack Throw:
• At first level, fighters have a base attack throw value of 10+ to hit an unarmored foe (AC 0). This means the player needs to roll a 10 or higher on a 1d20 to hit an AC 0 target.
• The target rat has an AC of 1. According to the rules, the target's Armor Class is added to the attack throw value necessary to hit it. Therefore, the modified attack throw value to hit the rat is 10 + 1 = 11+.
Strength Modifier:
• A character with a Strength score of 14 has a +1 bonus to melee attack throws and damage rolls.
Making the Attack:
• When the fighter attacks, the player will make an attack throw by rolling 1d20.
• The player will add the relevant modifier, which in this case is the +1 Strength bonus.
• The total result of the die roll plus the modifier is then compared to the modified attack throw value of 11+.
Example Scenarios:
• The player rolls a 9 on the 1d20.
• Adding the Strength bonus of +1, the total is 9 + 1 = 10.
• Since 10 is less than the required 11+, the attack misses.
• Alternatively, if the player rolls a 10 on the 1d20.
• Adding the Strength bonus of +1, the total is 10 + 1 = 11.
• Since 11 meets the required 11+, the attack hits.
• Critical Hit/Miss: It's important to remember that an unmodified roll of 20 is always a hit, and an unmodified roll of 1 is always a miss, regardless of the attack throw value or modifiers.
eh you lowered magic user THAC0, isnt't that already implemented by progression? Well whatever.
Does "Martial training" do anything for me in this regard?
Also with disadvantage means what specifically? Roll 2 take lower or just a malus on top again? Both is fine.
Last edited by Lord of Riva on April 1st, 2025, 01:17, edited 1 time in total.
Resident Anti-feminist MRA, Race-mixer and no I'm not woke and not gay. Married with children, My writing style is shit, live with it or ignore me.
Example:
A Strength 14 level 1 fighter attacking an AC 1 rat with an axe with no special skill/proficiency/trait bonuses.
► Show Spoiler
Character: A level 1 fighter with a Strength (STR) score of 14.
Target: A rat with an Armor Class (AC) of 1.
Weapon: An axe.
Attack Throw:
• At first level, fighters have a base attack throw value of 10+ to hit an unarmored foe (AC 0). This means the player needs to roll a 10 or higher on a 1d20 to hit an AC 0 target.
• The target rat has an AC of 1. According to the rules, the target's Armor Class is added to the attack throw value necessary to hit it. Therefore, the modified attack throw value to hit the rat is 10 + 1 = 11+.
Strength Modifier:
• A character with a Strength score of 14 has a +1 bonus to melee attack throws and damage rolls.
Making the Attack:
• When the fighter attacks, the player will make an attack throw by rolling 1d20.
• The player will add the relevant modifier, which in this case is the +1 Strength bonus.
• The total result of the die roll plus the modifier is then compared to the modified attack throw value of 11+.
Example Scenarios:
• The player rolls a 9 on the 1d20.
• Adding the Strength bonus of +1, the total is 9 + 1 = 10.
• Since 10 is less than the required 11+, the attack misses.
• Alternatively, if the player rolls a 10 on the 1d20.
• Adding the Strength bonus of +1, the total is 10 + 1 = 11.
• Since 11 meets the required 11+, the attack hits.
• Critical Hit/Miss: It's important to remember that an unmodified roll of 20 is always a hit, and an unmodified roll of 1 is always a miss, regardless of the attack throw value or modifiers.
eh you lowered magic user THAC0, isnt't that already implemented by progression? Well whatever.
Does "Martial training" do anything for me in this regard?
Also with disadvantage means what specifically? Roll 2 take lower or just a malus on top again? Both is fine.
Wow, you're right, it's 10+ for all classes. I don't know where I got that 11+ for mages, sorry for the mistake.
As for Martial training, it indicates a level of combat aptitude beyond simple weapon proficiency. For some classes, like the Crusader, it grants access to a broader selection of weapons than they might otherwise be allowed.
I think I added it as a skill to specialize an otherwise non-combat focused character to focus on combat and martial skills. We can discuss what specific benefits beyond weapon access it may be. I would suggest adding the increased Cleaving ability that I want to add to Fighters. Seems like it would be fun to create a Mage/Fighter hybrid, if someone wants to play the game like that.
As for the low light disadvantage, it should be a simple -1 on top of the attack rolls to hit.
@Irenaeus perhaps you could compile your changes to ACKS in a single post so that it could be easily referenced?
For anyone that wants to look at the base rules, here's the SRD: https://tkurtbond.github.io/ACKS/acks_srd.html
Thanks for reposting the rulebook in case someone got lost without rules and not knowing what to do. I'm having a bit of a hard time following the rules myself, not only due to my unfamiliarity with the system but also with the spirit behind them. Seems like it's guided by simplicity - not much fuss - and the result is a less opaque and more transparent odds and consequences calculations by the players. It turns the game into a quick affair compared to my approach of making rules up as we go. These rules are very matter of fact. I was going to play it loose with the rules and DM by changing rules as they appear by including rules from other systems I like, but it might not be the best idea for a test game with many players. I'll do that some time in the future. But these game I'll be adhering to most of what comes in the book from now on.
Can we hold our Actions to use them as Reactions like in DnD? For example, "Norman holds his Action to attack any rat that approaches him." Which would usually mean that he only rolls to attack if a rat comes into attack range and does nothing otherwise until his next turn.