UPDATED FIGHTING TABLE ---------------------- 1) Fighting ability increases at certain XP levels and is specific to each character class. Increases stop at 16th level. 2) The MONSTER ATTACK TABLE below will still be used for monster fighting ability. 3) Below are the target numbers for each Armor Class that a "Normal Man" would need to hit. PCs will add their fighting ability 'plusses' to their D20 to-hit rolls. AC Normal Man -- ---------- -5 25 -4 24 -3 23 -2 22 -1 21 0 20 1 Hvy Armor + Shield 19 2 18 3 Heavy Armor 17 4 16 5 Medium Armor 15 6 14 7 Light Armor 13 8 12 9 No Armor* 11 * AC9 assumes an alert combatant actively trying to avoid or parry blows. ** "Normal Man" includes creatures of up to 1 Hit Die, or things of similar strength (goblins, kobolds, giant rats, dwarves, hobbits, orcs, etc.). *** A Fighter of level 0 is able to use all armor and weapons and attacks as a Fighter of level 1, but is considered to be a "Normal Man" (saving throws, D6 hit points) for all other purposes. This includes men-at-arms, mercenaries and trained militia. Hunters using bow or spear will also attack as level 1 Fighters, but will wear no armor. *** A Normal Man can only effectively fight with whatever they are comfortable handling (e.g. - an axe for a woodsman, bow or spear for a hunter, club and knife for a street tough, a sickle or flail for a farmer, a quarterstaff for a wandering pilgrim, a hammer for a blacksmith, etc). A normal man using a weapon they are unfamiliar with will be at -2 to-hit and do 1/2 damage. Normal Men have D6 hit points and a 18 for SPELLS, 17 for TOUGHNESS/BLASTS, and 16 for REFLEX/RAYS saving throws. ---------------------------- ORIGINAL FIGHTER TABLE(includes Rangers, Barbarians, Hobbits, and Dwarves) --------------------------------------------------------------------------- AC Normal Man LVL 1-3 4-6 7-9 10-12 13-15 16+ -- ---------- --------- ----- --- ---- ----- ----- -5 25 24 22 19 17 15 12 -4 24 23 21 18 16 14 11 -3 23 22 20 17 15 13 10 -2 22 21 19 16 14 12 9 -1 21 20 18 15 13 11 8 0 20 19 17 14 12 10 7 1 19 18 16 13 11 9 6 2 18 17 15 12 10 8 5 3 Heavy Armor 17 16 14 11 9 7 4 4 16 15 13 10 8 6 3 5 Medium Armor 15 14 12 9 7 5 2 6 14 13 11 8 6 4 2 7 Light Armor 13 12 10 7 5 3 2 8 12 11 9 6 4 2 2 9 No Armor* 11 10 8 5 3 2 2 * AC9 assumes an alert combatant actively trying to avoid or parry blows. ** Monks, Bards, Thieves, Elves, and Gnomes advance in steps based on 4 levels(1-4, 5-9, 10-13, 14+) ** Magic Users, Illusionists, and Druids advance in steps based on 5 levels(1-5, 6-10, 11-15, 16+) ** Clerics progress depending on what type of order they serve. ** "Normal Man" includes creatures of up to 1 Hit Die, or things of similar strength (goblins, kobolds, giant rats, dwarves, hobbits, orcs, etc.). *** A Fighter of level 0 is able to use all armor and weapons and attacks as a Fighter level 1-3, but is considered to be a "Normal Man" (saving throws, D6 hit points) for all other purposes. *** A Normal Man can only effectively fight with whatever they are comfortable handling (e.g. - a hammer for a blacksmith, bow or spear for a hunter, club or knife for a street tough, etc). A normal man using a weapon they are unfamiliar with will be at -2 to-hit and do 1/2 damage(1-3 points). Normal Men have D6 hit points. MONSTER ATTACK TABLE -------------------- Monster's HD 9 8 7 6 5 4 3 2 1 0 ------------ ------------------------------------------------ Up to 1 10 11 12 13 14 15 16 17 18 19 1+ to 2 9 10 11 12 13 14 15 16 17 18 2+ to 3 8 9 10 11 12 13 14 15 16 17 3+ to 4 7 8 9 10 11 12 13 14 15 16 4+ to 5 6 7 8 9 10 11 12 13 14 15 5+ to 6 5 6 7 8 9 10 11 12 13 14 6+ to 7 4 5 6 7 8 9 10 11 12 13 7+ to 9 3 4 5 6 7 8 9 10 11 12 9+ to 11 2 3 4 5 6 7 8 9 10 11 11+ to 13 2 2 3 4 5 6 7 8 9 10 13+ to 15 2 2 2 3 4 5 6 7 8 9 15+ to 17 2 2 2 2 3 4 5 6 7 8 17+ to 19 2 2 2 2 2 3 4 5 6 7 19+ to 21 2 2 2 2 2 2 3 4 5 6 21+ 2 2 2 2 2 2 2 3 4 5