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PostPosted: Tue May 30, 2017 10:28 am 
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Gongfarmer

Joined: Tue May 30, 2017 10:21 am
Posts: 2
FLGS: empire games
Sorry in advance if this has been covered, but after a few minutes of searching the forums I could not find an answer, and I have looked high and low in the book as well.

Certain professions start with an iron or steel helmet. Helmet is decidedly absent so I can see there is no AC bonus.

So, what does a helmet do, beyond flavor and story?

Thanks!


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PostPosted: Wed May 31, 2017 4:12 am 
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Hard-Bitten Adventurer

Joined: Thu Mar 25, 2010 4:42 pm
Posts: 168
Location: Crystal Lake, IL
A helmet is stifling, it narrows your vision. And you must see far.

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My Other Sword Is Vorpal.


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PostPosted: Wed May 31, 2017 8:50 am 
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Deft-Handed Cutpurse

Joined: Sat Jun 16, 2012 7:25 am
Posts: 214
Some ideas:

They could sell it or trade it for something more useful.

Since they're 0 level, you could just give them a +1 to armor class out of pity.

If an opponent has a choice of who to target, decide based on whether the circumstances make a helmeted character seem more or less attractive as a target. "He must be the leader! Kill him first!" Or "From this distance and angle, I'd rather shoot my sling at an unhelmeted guy than a helmeted one."

If you choose who to attack based on luck, and there's a tie, say that the helmet dissuades the attacker enough that they pick the other unlucky character.

+1 on saves against falling objects, but +2 to the rolls of anyone trying to sneak by or hide from the character.

Allow the character some benefit against crit results that affect the head.

_________________
Purple Planeteers:

Jingles Coinclink, Halfling, hag-hacked into haggis

Nurzual the Faceter – M Jwlr - Wiz - L
S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 HP 6 Mv 30 Init -1 Ref 0 Fort 0 Will 1
Chalk 1pc, 20 gp Gem, Backpack, 10’ chain, 10 sheets parchment, Kith pouch, small hammer, ray-gun, Rope 50', 5gp 10sp 274 cp
shortsword +0(1d6)
Ch Psn (no MM), Clr Spr 65, Force Manip 81, Rd Mag 12, Spidr Cl 69
Pl.Common (basic)

Snooth Inksplot Scribe RIP under cave-in, a crushing loss

Qort Quiddlegit M Hlr - Cler - N(C?)
S 11 temp 14 (+1) A 11 temp 14 (+1) S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 temp 11 HP 8 Mov 30 Init 0 Ref t+1 Fort 0 Will -1
club +0 (1d4+1t) - hand mirror, holy wtr, wtrskin Kith drink 12 oz drunk, 31 cp
-2 Ms fire damage
Det Magic

Brandybland Shoetree F Coblr N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 14 HP 1 Mov 30 Init 0 Ref 0 Fort 0; Will -1
gldtr glaive +0 (1d10) - gldtr ch mail - Fe spike, shoehorn, 48 cp
Prof: dagger


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PostPosted: Wed May 31, 2017 5:44 pm 
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Mighty-Thewed Reaver
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Joined: Wed Sep 30, 2015 8:23 pm
Posts: 369
Location: the Redlands (GA)
FLGS: Gibson's Gaming and Trade Post (Blairsville)
Several of the critical hit effects actually differentiate whether the target has a helmet or not, so yeah- protects your head! :mrgreen:

_________________

GROUP A
Smilin' Lyle
(c) barber
Str8(-1) Agi10(0) Sta8(-1) Per10(0) Int7(-1) Luc13(+1) AC10 HP1 Razor-1(1d4-1) Spd30 Init0 R0 F-1 W0 Thieves' tools(25 gp), gloves, Scissors, Awl, Chain10' 60cp (Find secret doors+1) Common
GROUP B
Mr. Hammon
(l) gongfarmer
Str14(+1) Agi13(+1) Sta16(+2) Per11(0) Int13(+1) Luc15(+1) AC11 HP6 Trowel+1(1d4+1) Spd30 Init1 R1 F2 W1 Flask(3 cp), gloves, Sack of night soil, 41cp (W+1) Common, Law
Brother Mordecai (l) beadle
Str14(+1) Agi8(-1) Sta8(-1) Per15(+1) Int8(-1) Luc13(+1) AC9 HP3 Staff+1(1d4+1) Spd30 Init-1 R-1 F-1 W1 Flask, Holy Symbol, gloves(2pair), 28cp (Turn unholy+1) Common


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PostPosted: Thu Jun 01, 2017 7:12 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3287
Location: Left Coast, USA
FLGS: Bizarro World
This was just recently asked on the DCC RPG Rocks! Facebook group, and here's the (edited) thread:

Quote:
Can any of you fine folks give me the stats for a steel helmet?
It's part of the starting equipment for a level zero squire but I can't find modifiers or descriptions.

I would rule that it can prevent head-related crits. Otherwise, it's just flavor.

Cool. Thanks!

This.

Yeah, it's all circumstantial, not numeric. It might do more than just protect against head-related crits, but that's down to the specific situation and up to the Judge...

IIRC Crawl#2 has a great helmets and shields crit absorption rule. They'll make your characters last a bit longer and also destroy a lot of equipment which is fun.

Yup-- I always use their helmet and shield rules.

Head-butt for 1d4 damage and also serves as a cook pot :)

Lol! Nice!

Steel Helmet (common armor)
Damage: 1d3 (headbutt) / 1d2 (thrown)
In addition to being useful as a piece of armor, the steel helmet may be used as an improvised cook pot or, with some work, a small game trap.

cool!

It also obscures your features, can be used as a dice cup, is handy for measuring out 1/2 gallon of liquid, and you can store your chewing gum in the inside of the peak...


_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Mon Jun 05, 2017 8:46 am 
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Gongfarmer

Joined: Tue May 30, 2017 10:21 am
Posts: 2
FLGS: empire games
Haha thanks, these are a lot of good replies!


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