Lankhmar: Savage Swords and Sorcery
Campaign House Rules
Armor and Swimming Rule
Armor is particularly dangerous in water. Subtract your armor’s bonus from all Swimming rolls. This is in addition to any penalties from the armor’s weight. Ig- nore magical bonuses, considering only the bonus of a basic suit of that type. A suit of leather, for example, adds +1 to the user’s Toughness, and so subtracts –1 from his Swimming rolls.
Legs (-2): Works like Disarm but enemy makes an Agility roll (instead of Str). Failure means the character falls prone.
For visibility with regards to how far a traveler can see. a traveler on average can see about 3 miles to the horizon. 6 miles if he were on a high hill, or over 100 miles if he were on top of a mountain. Naturally, visibility is affected by fog, clouds, rain, etc. The GM can simply cut the visibility by half or thirds if necessary.
To negate the need to determine if a victim catches fire again each round, the victim can spend an action to stop the fire from continuing and/or spreading. This requires a successful Agility check at -2 to succeed.
Firing into Melee
Firing into a tangle of people, such as a melee, to shoot at a target is quite dangerous and difficult. The attacker takes a -2 penalty when trying to attempt to shoot at a target locked in melee while trying to avoid shooting an ally.
However, each miss that comes up a 1 or a 2 on the Shooting die indicates a random adjacent character was hit. No spending Bennies to reroll are allowed. Roll damage normally. See the Innocent Bystander rule (p73) for further clarification.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
This also applies to the GM. He receives one Benny for his entire side.
Moving Through Occupied Spaces
Typically movement through foes are not allowed. However Shaken foes count as difficult terrain and is fairly easy to get past. Movement through non-Shaken foes requires and opposed Agility check. A success allows the character to get by them, but it counts as the rest of the movement, leaving them on the opposite side of the foe. A raise allows the character to pass through as if the foe was only difficult terrain.
A foe who is on Hold or has First Strike may resolve his action when anyone attempts to move through his space.
Reach Weapon Rules in Combat
Attackers may use weapons with reach against targets who are blocked by an ally or a foe. The attacker takes a -2 penalty if the target is locked in combat. Also, on a critical failure (snake eyes), the ally may be struck instead. If there are multiple allies that could be stuck, roll randomly to determine who was struck.
As an option, the attacker may spend TWO Bennys to reroll the attack to avoid striking his ally.
Sleeping Outdoors or Sleeping on the Floor
Characters sleeping outdoors on the ground without the use of a bedroll or on a hard floor (no bedroll) must perform a Vigor roll or suffer a Fatigue level for 8 hours after waking up.
A character who sleeps on his or her own bed (privately owned) can make a Vigor roll. A success indicates he or she has received a good night’s rest and adds +1 to all rolls for the next 8 hours. A raise adds +2 to all rolls.
On the table-top, a hail of arrows fired in a “volley” at a particular area counts as Suppressive Fire (see Automatic Fire in Savage Worlds).
Volley fire by at least five archers (a cooperative roll) covers an area the size a Medium Burst Template. A volley fired by seven archers, for example, creates one template, while a volley fired by ten creates two.