The place where
OD&D and
Runequest merge and overlap are in the
Perrin Conventions. Originally a set of house rules for the play of
D&D in his games, Steve Perrin wrote up what became known as the
Perrin Conventions. The house rules became popular in many California-based campaigns and also lead to inspire the creation of the
Runequest system (of which Perrin was also an original designer). You can also see how these inspired the Holmes revision of D&D as well.
It is interesting, also, to see an era thought of as preferring rulings over rules as generating house rules that add quite a bit of complexity to the D&D system. Like anything, there was a lot of variance among gamers and no real standard of play. While some have always liked lighter approaches to the rules, there have also always been those who are interested in heavier, more detailed rules for play. A part of the reason that I decided to post these houserules is because I periodically think about the use of them (or more likely portions of them) in my own
Demon Codex game, or at least rules inspired by them. I really like the idea of Perrin's Dexterity roll, but that is probably because I have liked the idea of it in various BRP games over the years as well.
Anyway, posting them can start discussion, so perhaps something will shake loose that will inspire me and my design.
After this point are the
Conventions, enjoy!
Per the
introduction to Chaosium's All the World's Monsters, vol. II: "Steve
Perrin's CONVENTIONS have been used entirely or in part by fantasy role-players
in the San Francisco bay area and beyond since they debuted at DUNDRACON I in
March 1976. They are revised and expanded here for all those who want to know
how people fight these monsters. While the ideas start from D&D, much of
the material can be used with any system."
THE PERRIN
CONVENTIONS
Many thanks to
Steve Henderson. Clint Bigglestone, Nioolai Shapero, Jerry Jacks, Michael
McNeil, Owen and Hilda Hannifen, Dave Harqrave, Dan Pierson, and the many
contributors to Alarum & Excursions: may your characters have close shaves
and your dungeons be hairy.
SEQUENCE OF PLAY -
Melee Round
In a melee round,
(which takes up 10 seconds), each character can perform one or more of the
functions below, unless he is busy bleeding his life away and is no longer
interested. The functions below are listed in the order to be followed, even if
some of them can be thought to be simultaneous. For those wishing to subdivide
movement into seconds, the approximate seconds within the round during which
the action may occur are shown in
italics after the description of the action.
Anyone attempting
to use missile or spell when melee cannot use them, and will strike last in
that melee round (see the description of combat for the usual strike order) if
he manages (via a dexterity roll) to get a hand weapon free. Otherwise, he will
have no strike at all for that round, and must take the punishment if his armor
fails.
ORDER OF ACTION
(1). Monster
Motivation. The DM determines what his monster will do in the coming round. No
melee time (MT) spent
(2). Declaration of
Intent. Players declare their character(s)'s intentions for the coming round,
including specific target and the nature of missile or spell. Target can be
''first one to come through the door," "the last one in line,"
etc. Once declared, the character may follow through or abort, but not change
his target or objective. But alternate targets can be chosen as a contingency
plan. No melee time (MT) spent
(3). Preparation.
The undertaking of something to be completed by the next round or of the end of
the current one. Involves complicated procedures such as finding a special item
in a full pack, changing dissimilar weapons, pouring oil in front of the
character to make a barricade, etc. It should be an activity which will last
the whole turn. A DM can vary the speed of completion because of various
characteristics. MT: 10 seconds base.
(4). Missile Fire
from Prepared Weapons. This refers to crossbows, guns, bows, wands, spells,
etc., which already have been aimed. Missile weapons can be fire at this time
only if the same target was fired at previously or if the character has
prepared (see 3. above) opportunity fire for a specific area, such as a doorway
or corner. MT: 2nd second
(5). Movement Up To
30'. If characters meet within this space, missile fire or spells at one of
them after this phase may hit the other, unless their sizes are disparate. MT:
2nd-5th second.
(6). "At
Hand" Missile Fire. At-hand missile weapons which were not already aimed
may be fired at an obvious target. The intention to fire at an obvious target
must have been declared during the Declaration of Intent. MT: 6th second.
(7). Movement Up To
30'. More movement available for those not already engaged in melee. MT:
6th-9th seconds
(8). Melee
Resolution. Fought out for all who came next to an enemy after the first
movement (see 5.). Those who came next to an enemy during the second movement
(see 7.) do not have time to strike a blow for this turn, must take any fire
from at-hand missiles (see 6.), but prevent even a prepared missile (see 4.)
from being used on them next turn. MT: 4th-9th seconds.
(9.) Spells and New
Missile Fire. This can be done by unengaged characters who have not moved more
than one 30' movement phase. MT: 7th-10th seconds.
(10). Bookkeeping.
Take this time to add points regenerated, subtract spell points, updating the
cheracter for the next round.
NOTES
MOVEMENT - from the
basic ''armored man moves 60
feet." The phases of a character who can move 120'
(12") can be done as two movement phases of 60' (6") each. The
derivations and possibilities are obvious.
PREPARATION TIME -
time required for complex tasks can be based on a dexterity roll. For every 10%
of a roll better than the needed dexterity, a character completes the task one
second earlier. Example: a character with a dexterity of 12 rolls a 23. He
needed 60, bettering the roll be 37%, or three increments of 10%. His task
could be done within 7 seconds instead of 10, leaving him free to meet an attack.
If he was spreading oil of Slipperiness
in front of himself and an enemy came next to him on the second move phase,
that's one enemy down. The dexterity roll would not work on anything which
takes a set period of time, like gathering energies for a spell. If the
character had rolled an 83, that would put him 2 increments of 10% over what he
needed The task goes 2 seconds into the next round.
MISSILE FIRE - a
wand or stave takes a certain time to be ready for another burst, so only one
charga could be expended a melee round. Missile weapons have other limits,
which follow.
Heavy Crossbow: one
shot per two melee rounds, always to be fired in the same missile phase the
first one was, unless purposefully delayed. Cannot move.
Longbow, Composite
Bow, Light Crossbow: two shots per melee round. First either at Prepared or
Ready phase (assuming either applies), and then at the New Missile Fire phase.
If moving, forsake one shot for every 30' or fraction thereof moved.
Short Bow, Modern
Guns: three shots per melee round if Prepared for the first one and there is no
movement. Lose one shot per round for every 30' or fraction thereof moved. Thus
a user of such a weapon could fire a Prepared shot, then run 60' in that round.
The same applies to the user of a wand or staff or a Prepared spell or device.
Early Gunpowder
Gun: one shot per three to six melee rounds, depending on just how ancient the
piece is. No movement allowed by firer in a round in which the piece fires.
DEXTERITY - the
term "dexterity roll" appears throughout these conventions. The
ability to do many things, especially combat and magic, as well as complex
actions such as changing weapons, turning and firing, opening a box and jumping
back, closing a door quickly, etc., depends on a combination of dexterity and
experience. Success in the percentile dice roll depends on the following: the
basic dexterity roll is a simple roll of 5% per point of
dexterity, A dexterity of 3 always has a 15% chance of succeeding; a dexterity
of 18 always has a 10% chance (91-00) of muffing it.
OPTIONAL RULE
The type of armor
worn can decrease the effectiveness of dexterity. For plate, subtract 2 from
the dexterity bonus; for mail, subtract 1 from the dexterity bonus; for bare
skin, add 1 to the dexterity bonus. This could be offset by experience.
COMBAT
(1). First strike
in any sltuation, whether melee combat, spell casting, or whatever depends on
who has the highest dexterity. This does not apply to surprise situations,
unless it is mutual surprise. Hasted or sped conditions do count. Haste doubles
dexterity in this connection. (Wayne Shaw Option: once the first strike
dexterity is determined, all haste bonuses, etc., are figured, roll 2D6 for
each character and add the result to the dexterity. This will give a little
variety to just who gets to strike first.) (Further Modification: a character
with a long weapon or a long reach and a dexterity of at least half of his
opponent's will have first strike.
(2). When a
character takes more than 10% damage, and each time he takes damage thereafter,
the percentage of hit points he has left shall be found and precentile dice
rolled. If the percentage or less is not rolled, the character is knocked
back(if less than 50% down) or knocked down (if 50% or more damaged). If not
knocked down, roll again to see if the character is knocked back.
Knocked Back: a
character must make his dexterity roll in order to get in a blow if he has the
lesser dexterity and therefore must strike after being hit, or retain his place
of first strike on the next round if he has the higher dexterity.
Knocked Down: a
character gets no strike on that turn (if he has the lesser dexterity) and must
make his percentage to get a strike on the next turn. If he does get a strike,
it will be the last one of the turn. If left alone, he can regain his feet on
making a percentage roll, but if pressed he will stay down, defending himself
as best he can, continuing to get in the last shot.
Remember: a
character must make his percentage every time he takes damage, after the
initial 10% damage is taken.
(3). One-to-one
combat cannot be broken off unless an opponent has been knocked back or down,
or the higher dexterity fighter makes a dexterity roll. If the higher dexterity
fighter makes his roll, the lower dexterity fighter may pursue, getting first
shot, if he makes his own dexterity roll.
(4). A combined
strength, dexterity, end level score of 30 is necessary to allow a character
the use of two weapons in melee combat (and strength and dexterity must each at
least be 11). Anyone useing two weapons without the necessary total will add
the difference between the necessary total and his total to the number needed
to hit his opponent. A dexterity roll must be achieved to use the second weapon
in any melee round.
(5). When using two
weapons, the first weapon strikes according to the wielder's dexterity, and the
second weapon as if his dexterity were halved. EXAMPLE: a character with a
dexterity of 16 is fighting someone with dexterity 12. The 16-man will get his
first weapon in first, then the 12-man will strike with his, and then the
16-man will get in with his second weapon as if his dexterity were 8.
(6). A two-weapon
man may up his armor class by one by using one weapon as a shield in man-to-man
combat. Despite any pluses on the waapon, it acts as a simple shield. Of
course, if used as a shield, the second weapon cannot be used to strike.
- Steve Perrin
Oakland, California
November, 1977