TEXT:  
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  Compiled from material from 
  David A.Hargrave’s 
  Forthcoming new game system 
   
  ARDUIN 
   
  Copyright ©  1984 by Grimoire Games 
  Berkley, California 
   
  All Rights Reserved 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  INTRODUCTION 
   
   
  When the first volume of the Arduin Grimoire was  
  published in 1977, fantasy role-playing games were a  
  relatively recent development.  As with any new 
  development, over the course of time there have been 
  many evolutionary changes in the FRP genre.  So, even 
  though the Arduin Grimoire trilogy is less than six 
  years old, the time has come to present a revision of 
  “Arduin”.  As with any revision, many things change.   
  Not change for the sake of change, though – change for  
  the sake of you the reader, player, and GM. 
   
   
  The most significant change is one of combat 
  resolution.  The new combat system summarized in this 
  introductory booklet offers simplicity along with as 
  much realism as you care to build in.  Of course, combat 
  isn’t everything (or even the most important thing) in 
  every FRP game.  But the value of this innovative system 
  reflects the high quality of all the new and altered 
  material in the revised Arduin Grimoire. 
   
   
  This booklet is not intended to act as a complete 
  system on its own, but it can be used in conjunction 
  with the Arduin Grimoire trilogy.  We welcome your 
  comments (positive or otherwise), and have provided a  
  feedback form for this purpose. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  PRIMARY CHARACTERISTICS 
   
   
  Every player character is defined by a series of 
  numerical characteristics.  Ten of these are primary  
  characteristics: 
   
  STR –- Strength 
  CON –- Constitution 
  AGIL –- Agility 
  DEX –- Dexterity 
  INT -- Intelligence 
  WIS –- Wisdom 
  CHA -- Charisma 
  EGO –- Ego (sense of self) 
  MECH –- Mechanical ability 
  SWM –- Swimming ability 
   
  refer to the Arduin Grimoire for generation of these 
  characteristics, as it is outside the scope of this  
  introductory booklet.  Many of these factors are used in 
  The generation of secondary characteristics. 
   
   
   
   
   
  There are five secondary characteristics: 
   
  CF – Co-ordination Factor.  This helps to determine the 
  order in which things happen.  The formula for CF is: 
   
  DEX + AGIL 
  2 
   
  RF – Reasoning Factor.  This is a measure of the 
  character’s ability to figure things out.  The formula 
  for RF is: 
   
  INT + WIS 
  2 
   
  END – Endurance.  This is a measure of the character’s  
  physical staying power.  The formula for END is: 
   
  EGO + STR + CON 
  3 
   
   
  
  MRS – The character’s ability to resist th effects of 
  adverse magik.  Each race has itws own Base MRS: 
   
  AMAZON – 8% 
  HOBBITT – 10% 
  DEODANTH – 33% 
  HUMAN – 5% 
  DWARF - 25% 
  ORC – 30% 
  ELF – 35% 
  PHRAINT – 1% 
  HALF ELF – 20% 
  URUK HAI – 30% 
  HALF ORC – 17% 
   
  Thus the formula is: 
   
   
    
  MRS = Base MRS + EL + CB + SA 
   
   
  EL is simply the character’s level.  SA takes into 
  Account any relevant special abilities.  If a character 
  Is +2 vs. spoken spells, for example, his MRS vs. spoken 
  Spells would be 2% higher than vs other magik. 
   
   
  For CB, the class of the character must “match” the 
  type of magik being used against her.  Mages, rune  
  weavers, priests, etc., are +5% vs. their own types of 
  magik.  Users of multiple styles of magik (druids, for 
  example) are +5% vs. each type of magik they use. 
   
  HP – Hitpoints.  The amount of damage the character can  
  take before dying.  This computation is based on CON,  
  CON Bonus (CON-12, but never less than zero), in some 
  cases an Occupational Bonus (OB), and Base Hit Points 
  (BHP) by racial type.  The formula is: 
   
  HP = CON + CON Bonus + OB + BHP 
   
   
  For Assassins and Martial Artists, OB = +7 
   
  For Fighters, Foresters, Barbarians, Outlaws 
  Paladins, Normals, Slavers, and Thieves, OB = +5 
   
  For Bards, Druids, Medicine Men, Priests, Rune 
  Singers, Rune Weavers, and split class characters, OB = +3 
   
  For all other characters, OB = +0 
   
   
  A short list of racial BHP: 
   
  AMAZONS –- 16 
   
  HOBBITTS, FEMALE –- 11 
  DEODANTHS –- 20 
   
  HOBBITTS, MALE --12 
  DWARVES -- 19 
   
  HUMANS, FEMALE -- 15 
  ELVES, FEMALE -- 20 
   
  HUMANS, MALE -- 14 
  ELVES, MALE -- 21 
   
  ORCS -- 16 
  HALF ELVES, FEMALE -- 15 
  PHRAINTS -- 12 
  HALF ELVES, MALE -- 16  
  URUK HAI -- 18 
  HALF ORCS -- 13 
   
  
  COMPUTATION OF  
  THE BATTLE FACTOR 
   
  The Battle Factor (BF) is computed using various  
  characteristics, as well as weapon and armor values.   
  Addition may also be made for training, expertise,  
  special abilities, and experience.  The formula is: 
   
  BF = STR + CF + RF + EL + AV + TR + WV + MB 
   
  STR, CF, and RF have all been defined previously. 
  EL is the bonus for experience and/or special abilities. 
   
  AV is the cumulative Armor Value. 
  TR is the bonus (if any) for training and/or expertise 
  with a particular weapon. 
  WV is the Weapon Value, for the weapon actually wielded. 
  MB is the bonus if the weapon has a magik + to hit. 
   
   
  This BF formula is used for all melee weapon 
  determinations.  For ranged weapons (e.g., a longbow), a 
  different formula is used: 
   
  BF = (CF X 2) + TR + EL + WV + MB 
   
  The same definitions apply in this formula as with the 
  previous one. 
   
   
  A short list of armor, giving AV and ENCM: 
   
  Armor 
  AV 
   
  ENCM 
   
  Canvas Armor (Full) 
   5 
   
   35% 
  Quilted Cloth 
   4 
   
   30% 
  Soft Leather (Full) 
   4 
   
   25% 
  Boiled Leather (Half) 
   6 
   
   20% 
  Boiled Leather (Full) 
   8 
   
   30% 
  Metal Scal (Full) 
  15 
   
   40% 
  Standard Chain (Full) 
  18 
   
   35% 
  Plate Mail (Full) 
  20 
   
   50% 
  Full Plate 
  24 
   
   60% 
  Lacquer Plate 
  15 
   
   35% 
  Small Metal Cap 
   1 
   
   none 
  Metal Helm (Open) 
   3 
   
   none 
  Helm (Full, w/visor) 
   5 
   
    5% 
  Small Shield 
   2 
   
    1% 
  Round Shield or Heater  4 
   
    5% 
  Tower or Kite Shield 
   8 
   
   10% 
  Arming Doublet (Full) 
   3 
   
    5% 
  Normal Clothing 
   0 
   
   none 
   
   
  This is an abreviated list. 
   
   
   
   
  
  A short list of melee weapons, with their WV,  
  encumbrance (ENCM), impalement (IMP), randon critical 
  hit (RCH) and damage ranges (DAM): 
   
  WEAPON 
  WV 
  ENCM  
  IMP 
  RCH 
   DAM 
   
  Dagger 
   3 
   3%  
   1% 
   1% 
   2D4 
  Shortsword 
   3 
   3%  
   5% 
   1% 
    1D4+4 
  Broadsword 
   4 
   5%  
   4% 
   1% 
   1D6+6 
  2-Hand Sword 
   7 
  10%  
   3% 
   4% 
   1D10+10 
  Short Spear 
   3 
   5%  
   9% 
   5% 
   1D6+6 
  Quarterstaff 
   1 
   2%  
   - 
   -  
   1D4+4 
  Cudgel 
   1 
   1%  
   - 
   - 
   1D4+2 
  Katana 
   5 
   4%  
   2% 
   2% 
   1D6+6 
  Halberd (8’) 
   9 
  14%  
   1%  
   7% 
   1D10+10 
  Battle Axe 
   5 
   6%  
   - 
   1% 
   1D6+6 
  Morningstar 
   4 
   6%  
   - 
   1% 
   1D8+8 
  Mace 
   2 
   3%  
   - 
   1% 
   1D4+6 
   
  (For the sake of brevity, only a few weapons are listed 
  here) 
   
   
   
   
   
   
   
  A short list of missile weapons, giving missile WV,  
  ENCM, IMP, RCH, and DAM: 
   
  WEAPON 
  WV 
  ENCM  
  IMP 
  RCH 
   DAM 
   
  Shortbow 
   5 
   3%  
  20% 
  15% 
  1D4+5 
  Longbow 
  15 
   7%  
  25% 
  25% 
  1D6+6 
  Hvy Crossbow 
  30 
  12%  
  35% 
  35% 
  1D8+8 
  Sling 
   5 
  none  
   5% 
   5% 
  1D4+4 
  Thrwng Knife 
   3 
  ½% 
   
  50% 
   2% 
  1D4+2 
  Hvy Javelin 
  12 
   4%  
  20% 
   8% 
  1D6+6 
  Battle Axe    -15 
   6%  
   -  
   1% 
  1D6+6 
  Francisca 
   4 
   5%  
   1% 
   3% 
  1D6+6 
   
   
  This is an abbreviated list.  Where a melee weapon 
  can also be used as a missile, there will be a different  
  WV for each application.  Some missile WVs might be 
  negative because the weapon is not designed for throwing. 
  
  ARMOR CONVERSION TABLE 
   
  In those cases where you need to convert a character 
  from the old Arduin AC system, the following chart 
  offers a simple alternative: 
   
  OLD AC 
  NEW AV 
   
  OLD AC 
  NEW AV 
   
    9  
    0 
   
    2+1  
    28 
    8  
    4 
   
    2+2  
    32 
    7  
    8 
   
    2+3  
    36 
    6  
   13 
   
    2+4  
    38 
    5  
   18 
   
    2+5  
    40 
    4  
   20 
   
    2+6  
    44 
    3  
   24 
    
    2+7  
    48 
    2  
   26 
   
   
  If the character’s old AC (NOT COUNTING DEXTERITY 
  PLUSSES) is something like 6+3, take the base AC (6) and convert 
  it to AV (13), then add teh AC + (3), giving in this case an  
  AV of 16. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  BATTLE FACTOR & COMBAT 
   
   
  To determine the character’s BF with any particular 
  weapon, you simply add the appropriate characteristics. 
  For example, a character with STR of 12, an RF of 9.5 
  and a CF of 11.5 would have a base BF of 33.  He is 
  wearing full metal scale, with an AV of 15 (48) and he 
  has a small shield (50), but no helm.  thus, so long as 
  he does not alter the armor he is wearing, his adjusted  
  base BF would be 50, and could be used with any weapon.   
  To this you could add 5 for warrior trainin with the 
  broadsword as primary weapon (62).  This character’s 
  weapon happens to be +1 to hit (63), and he is EL 2 
  (65). 
   
   
  If the same character broke his sword and had to 
  fight with his dagger, the adjusted base factor (50) 
  would be added to the dagger WV, 3 (53).  He is still 
  warrior-trained, for +5 (58) and EL 2 (60).  The dagger 
  has no magik plus, and it is within his secondary 
  weapons class, for +1, thus giving him a new BF of 61. 
  Of course, all these calculations can be done ahead of 
  time, and only need to be done once for each weapon (so 
  long as armor stays the same). 
   
   
  If this character is in melee, the following formula 
  indicates his percentage chance to hit his opponent: 
   
  HIT CHANCE = ATTACKER BF + 50 - DEFENDER BF      
   
  Thus, if this fellow meets an enemy with a BF of 60, 
  there is a 55% chance he will hit his opponent (65 + 50 
  - 
  60 = 55).  Conversely, his opponent has a 45% chance  
  of hitting him (60 + 50 - 65 = 45).  It’s that simple. 
   
   
  The missile BF is even simpler.  Let us take another 
  character, with a CF of 13.5.  Boubled, this is 27. 
  This character is a trained archer, for +25 (52).  This  
  is his base missile BF.  He is EL 3 (55).  His primary 
  weapon is a longbow, with a missile WV of 15 (70).  It 
  is also his primary weapon, for +3 (73), and it is +1 
  (74).  He happens to have a single +1 to hit arrow; with this 
  arrow only, his missile BF would be 75. 
   
  The formula for missile attack is: 
   
  HIT CHANCE = MISSILE BF - DEFENDER AV 
   
  So, against a defender wearing full plate (+24), a full  
  helm for +5 (29), a tower shield for +8 (37) and a full 
  arming doulet for +3 (40), the attacker’s chance to hit 
  with his +1 arrow would be 35% (75 - 40 = 35).  Magikal 
  armor plusses would reduce this chance further, on a 
  one-for-one basis. 
  
   
   
  IMPALEMENT 
   
   
  If a character hits his opponent with a weapon that 
  has an impale chance, make a second percentile die roll 
  to see if the weapon impales the victim.  A broadsword 
  has a 4% chance of impaling, so a roll in the range 01 -  
  04 indicates impalement.  Impalement results in double 
  damage to the target. 
   
  CRITICAL HITS & FUMBLES 
   
   
  To determine the character’s chance of inflicting a 
  random critical hit (RCH), it is necessary to refer to 
  the BF.  For the broadsword wielder with the BF of 65, 
  his RCH chance would be 6% (Round the BF to the nearest 
  10 (60)_, then take 10% of it for the RCH chance.  Many 
  weapons also have an RCH factor listed.  The character  
  gets the benefit of whichever is higher, the RCH factor 
  based on his BF, or that intrinsic to the weapon, BUT 
  NOT BOTH.  Since the intrinsic RCH of the broadsword is 
  only 1%, this character’s RCH would be based on his BF. 
   
  For the longbowman described above, the RCH based on 
  BF would be 7% (The BF of 75 rounds to 70, and 10% = 7). 
  However, the RCH intrinsic to the longbow is 25%, so the 
  character’s RCH will be this higher value. 
   
  When the attack roll is made, a hit will be a  
  critical hit if the RCH percentage or less is rolled. 
  Thus, the longbowman with a 35% chance to hit would miss 
  on a roll in the range 36 - 00, hit on a roll in the  
  range 26 - 35, and inflict a critical hit in the range 
  0 - 25. 
   
  If the same longbowman had only a 15% chance to hit the 
  target, any hit would be a critical hit.  He would 
  simply miss in the range 16 - 00, and inflict a critical 
   
   
   
  
  hit in the range 01 - 15.  Moral: you can’t crit if you 
  don’t hit. 
   
   
  Fumbles with weapons are also simply computed. 
  Subtract the character’s RCH factor based on BF from 10: 
   
  FUM% = 10 - BF RCH 
   
  Don’t use the weapon RCH!  Also, note that neither the 
  BF RCH nor the FUM may ever be less than 1% nor more 
  than 9%.  So 01 is always a critical hit, and 00 is 
  always a weapon fumble.  The weapon rch may be higher 
  than 9%. 
   
  MAGIK AND COMBAT 
   
   
  Offensive magik falls into essentially two 
  categories for the purpose of combat resolution.  One 
  category includes  all “Save or Die (Sleep) (Be 
  Paralyzed) (etc.,)” spells.  The maik user simply has to 
  avoid fumbling;  if she does not fumble, the spell will 
  “hit”.  If the target/victim does not save (by rolling 
  his MRS or less on percentile dice), then the spell has 
  ful effect.  If he does save, the spell has no effect, 
  or a lesser effect otherwise specified. 
   
  The other category includes “arrows”, “darts”, 
  “bolts”, “cones”, or other projections of destructive 
  force.  the magik user needs to have a BF of her own to 
  utilize such magik.  The formula is: 
   
  BF = (CF x 2) + TR + EL 
   
  Note that this is virtually identical to the missile BF 
  computation;  the difference is there is no WV or MB 
  factor for magik (although it is certainly possible to 
  have an artifact which would add to BF -- e.g., a ring 
  of fire competence would be +2 for fire spells). 
   
  An EL 4 mage with a CF of 13.5 and training in the 
  use of the spel “Flashpoint” would have a BF for 
  spellcasting purposes of 56(4 + (13.5 x 2) + 25). 
  Without training in this or similar spells, the BF would 
  be only 31 (4 + (13.5 x 2)).  this may actually be more 
  owerful than the archer in the previous example for two 
  reasons: 
  (1) Many forms of offensive maik are not affected 
  by armor (so don’t subtract AV of the target unless the 
  magik is so affected). 
  (2) Many of these types of magik have an area 
  effect.  This BF simply indicates whether the center of 
  the effect was on target.  If the magik is off target, a 
  portion of the effect may still hit the target.  (This  
  is a matter for GM adjudication). 
   
  Targets of this second category of offensive magik 
  usually get a “save” try (rolling their MRS or less on a 
  percentile roll), but even if they save, they will 
  usually STILL TAKE HALF NORMAL DAMAGE FROM THE MAGIK. 
  
  ENCUMBRANCE 
   
   
  The more ironmongery a character has, the more 
  encumbered he is going to be.  In the context of this 
  game, encumbrance has an effect in the short term only 
  on the character’s speed (how far he can travel in a 
  melee turn). 
   
   
  As you may have noticed, most of the weapons and 
  armor listed previously had an ENCM factor specified as 
  a percentage.  To determine the character’s total ENCM, 
  simply add the individual ENCMs for each item carried, 
  whether or not it is in use.  This total indicates the 
  percentage of movement lost from the character’s normal 
  movement. 
   
  Going back to the swordsman in our first example, he 
  has a broadsword, ENCM 5%, a dagger with ENCM 1% (6%), 
  metal scale armor with ENCM 40% (46%), and a small 
  shield (1% ENCM).  Thus he has a total encumbrance of 
  47%. 
   
  Completely unencumbered, the swordsman would be able 
  to move 115 fet each melee round (CF x 10).  But he has lost 47% 
  of his movement to encumbrance, so he can only move 53% of 115 
  feet, or about 61 feet.  If you were 
  using the CF count system, this would mean he could move 
  30.5 feet during each of his two actions per melee. 
   
  Not only warriors will be encumbered -- any 
  character who carries a backpack, a staff, or any other  
  relatively bulky or awkward things will have some  
  encumbrance.  GM adjudication may be required here. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  CF MELEE COUNTDOWN CHART 
   
   
  The Battle Factor method of combat resolution is 
  best when used in conjunction with the CF movement 
  system.  This combination gives a very fast and realistic 
  result. 
   
  This chart gives the number of actions for a given  
  CF, and when they occur in the CF countdown: 
   
  CF  
   
   
   
   
  CF 
   
  30 - 24 - 18 - 12 - 6 
   
   
   
  14 - 9.34 - 4.68 
  29.5 - 23.6 - 17.7 - 11.8 - 5.9 
   
  13.5 - 9 - 4.5 
  29 - 23.2 - 17.4 - 11.6 - 5.8 
   
  13 - 8.67 - 4.34 
  28.5 - 22.8 - 17.1 - 11.4 - 5.7 
   
  12.5 - 8.34 - 4.18 
  28 - 22.4 - 16.8 - 11.2 - 5.6 
   
  12 - 6 
  27.5 - 22 - 16.5 - 11 - 5.5  
   
  11.5 - 5.75 
  27 - 21.6 - 16.2 - 10.8 - 5.4 
   
  11 - 5.5 
  26.5 - 21.2 - 15.9 - 10.6 - 5.3 
   
  10.5 - 5.25 
  26 - 20.8 - 15.6 - 10.4 - 5.2 
   
  10 - 5 
  25.5 - 20.4 - 15.3 - 10.2 - 5.1 
   
  9.5 - 4.75 
  25 - 20 - 15 - 10 - 5 
   
   
   
  9 - 4.5 
  24.5 - 19.6 - 14.7 - 9.8 - 4.9 
   
  8.5 - 4.25 
  24 - 19.2 - 14.4 - 9.6 - 4.8  
   
  8  
  23.5 - 18.8 - 14.1 - 9.4 - 4.7 
   
  7.5 
  23 - 18.4 - 13.8 - 9.2 - 4.6  
   
  7 
  22.5 - 18 - 13.5 - 9 - 4.5 
   
   
  6.5 
  22 - 17.6 - 13.2 - 8.8 - 4.4  
   
  6 
  21.5 - 17.2 - 12.9 - 8.6 - 4.3 
   
  5.5 
  21 - 16.8 - 12.6 - 8.4 - 4.2  
   
  5 
  20.5 - 16.4 - 12.3 - 8.2 - 4.1 
   
  4.5 
  20 - 15 - 10 - 5 
   
   
   
  4 
  19.5 - 16.63 - 9.76 - 4.89 
   
   
  3.5 
  19 - 14.25 - 9.5 - 4.75  
   
   
  3 
  18.5 - 13.88 - 9.26 - 4.64 
   
   
  2.5 * 
  18 - 13.5 - 9 - 4.5 
   
   
   
  2   * 
  17.5 - 13.13 - 8.76 - 4.39   
   
  1.5 * 
  17 - 12.75 - 8.5 - 4.25  
   
   
  1   * 
  16.5 - 12.38 - 8.26 - 4.14 
   
   
  .5  * 
  16 - 10.67 - 5.34 
  15.5 - 10.34 - 5.17 
  15 - 10 - 5 
  14.5 - 9.67 - 4.84 
   
  *indicates a CF so slow that an action is only allowed 
  every other melee round. 
   
  Start the CF countdown at the fastest CF count of 
  highest CF (whether good guy or bad).  All counts above 
  that are irrelevant to the particular melee since nobody 
  will be using them. 
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Arduin/Revised Arduin - A Primer.pdf