Ringmail - Rules Compendium (En)
Ringmail - Rules Compendium (En)
Ringmail - Rules Compendium (En)
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RULES COMPENDIUM
Written by
Michele Pavani
Illustrated by
Francesco Accordi
(cover and full-page illustrations)
Michele Pavani
Daniel F. Walthall
(stock images: drivethrurpg.com/product/181517)
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INDEX
PAGE CONTENT
3 Introduction
4 Frequently asked questions
6 Character creation
7 Classes and Races
8 Customizations
9 Equipment
12 Game mechanics
13 Movement
14 Combat
17 Opponents
19 Spells
20 Character progression
22 Unit
23 Morale
24 Siege weapons
25 Final Notes
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INTRODUCTION
The following manual was born with the idea of bringing back
to life the way of playing once, making it partially compatible
with all the rules that have followed (and therefore with the
concept of Features, Levels, Classes, etc ...). In addition, the
entire regulation is released under a CC BY 4.0 International
license, so that anyone can take it and use it as they wish.
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FREQUENTLY ASKED QUESTIONS
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convert a monster from the bestiary of another regulation, just
use its Hit Die as a Level and assign him a weapon and armor
(as explained later in the chapter dedicated to the Opponents).
Is Ringmail a retroclone?
Not really. Ringmail is a TTRPG that seeks to replicate the
gaming experience of an old wargame (based mainly on the
historical Mass Combat table).
And if I don't like some rules, can I ignore them or change them?
Have fun exploring new solutions, consult your friends' ideas,
invent new alternative mechanics.
The game is yours and you can do whatever you want with it.
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CHARACTER CREATION
ABILITY MODIFIER
3 -2
Da 4 a 8 -1
Da 9 a 12 0
Da 13 a 17 +1
18 +2
Note:
• Strength: it applies to hand-to-hand combat and to all actions that require physical
effort.
• Dexterity: it affects actions that require some agility and attacks with ranged
weapons (as well as applies to all actions that require some agility).
• Constitution: affects their hit points (where 1 is the minimum Hit Points that a
character can have).
• Intelligence: it applies to casting spells and actions that require some reasoning.
• Wisdom: applies to all rolls that require prior knowledge.
• Charisma: it applies to throws of persuasion and charm.
Once you have generated the six Abilities you will have to
proceed with the choice of the Class of your character. The
available Classes are three (Warrior, Ranger, and Mage) and
mainly indicate in which Traits your character excels.
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CLASS PRIMARY ABILITIES
RACE BONUSES
Infravision. +1 to
Elf
Intelligence.
Infravision. +1 to
Dwarf
Strength.
+1 to Dexterity and
Halfling
Charisma
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CUSTOMIZATIONS
Despite this, the Referee is not the only one who can create and
modify the game: during the creation of the character, the
Players can invent their own Race and / or their Class.
The Races invented by the Players will not provide any bonus or
malus, they will only be a narrative element.
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EQUIPMENT
For his newly created character, a player can choose any weapon
and armor (excluding plate armor).
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ARMOR RESTRICTIONS
No armor No restrictions
Wearable by
Leather armor Warriors and
Rangers
Wearable by
Shield Warriors and
Rangers
Note: the characters also have other objects (such as a torch, a bed, a water bottle, etc...) at
the discretion of the game referee.
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GAME MECHANICS
DIFFICULTY
ACTION
CLASS
Very easy 3
Easy 4
Moderate 5
Hard 6
Very difficult 7
Almost
8
impossible
For each die that rolls a natural 6 (that is: not counting modifiers) you can
decide to roll the die again with an additional modifier of +1.
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MOVEMENT
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COMBAT
First you need to calculate the Initiative (i.e., the order in which
the turns of the Characters will take place). Initiative is
determined by rolling as many dice as your Level and adding
your Dexterity modifier. Whoever gets the highest result goes
first, then the others follow in order of result (from highest to
lowest).
If several characters get the same result, then they will take their
turn at the same time.
Each weapon has its own table that determines which difficulty
you need to overcome to be successful. Each success involves
a wound inflicted (where each character has as many Hit Points
as his Level plus his Constitution modifier). Reach 0 Hit
Points a character is dead.
You roll your own dice (one per level if the ability used is a
Primary Ability of your character, one every two levels if you
are fighting with a Secondary Ability, only one die if you are
using a Skill where you have no proficiency. particular). You
take each result into consideration individually, apply your
Ability modifier to it, and then compare it with the following
tables:
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With one-handed weapons, slings, and short bows
Armor of the opponent Difficulty Difficulty
(hand-to-hand) (missile weapons)
Without armor 4+ 5+
Light (example: leather) 5+ 6+
Medium (example: chain mail) 6+ 6+
Pesante (esempio: armatura piastre) 6+ 6+
Note: the author is aware that the shooting weapon system is different from that of the wargame
of the 1970s. Ringmail is a simplification of the original system, for those who wish it is possible
to apply the original rules and / or (with the same principle) also the tables for the mounted
troops. Below you will find other optional rules as a quick alternative to dealing with otherwise
unnecessarily complex mechanics.
Additional rules:
• Characters with stuck weapons roll one more die and can
only be attacked from the front by mounted soldiers or
others with stuck weapons.
• Fighting on horseback against a footed character grants
an extra die on the attack roll.
• Ranged weapons cannot be used for hand-to-hand
combat unless they are automatic or semi-automatic
firearms.
• Firearms do 2 damage for each die they hit.
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• You can distribute the dice before hitting (example: if
you have 5 dice you can decide to assign 3 to an enemy
and 2 to another).
• It is possible to prepare an action in one's turn,
specifying that it will be carried out only if a particular
circumstance occurs. This allows you to act using in a
timely manner (even during another character's turn).
Referee's tip:
Do not focus on making fair fights, but always give the players
the opportunity to analyze the situation (and to understand, at
least in part, the magnitude of the threat they are about to face).
The characters are not heroes, but mere adventurers (often with
ridiculous odds of victory) in search of fame and wealth. When
thinking about a fight, consider that your players will need to be
able to formulate a plan to avoid it., So be ruthless: create real
threats, don't think too much about balancing.
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OPPONENTS
Example:
Red Dragon
Level: 8
Weapon: Claws (two-handed weapon) and Flames (attack
spell).
Armor: Heavy.
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SPELLS
TYPE OF DIFFICULTY
SPELL CLASS
Very easy 3
Easy 4
Moderate 5
Hard 6
Very difficult 7
Almost
8
impossible
Each attack spell will always inflict as many hit points as the
number of dice that (adding the modifier) has obtained a result
equal to or greater than 7. While healing spells will always
regenerate one hit point for every 6+ obtained from the dice.
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PROGRESSION OF THE CHARACTERS
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UNIT
Units have the "slowest" movement of their soldier (that is, the
one who moves fewer meters in a turn) and the members of Units
individually perform all non-combat actions (such as, for
example, casting spells or passing stunt). This means that the
only things the Units do as a single entity are movement and
combat actions.
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MORALE
Soldiers who are part of a Unit must take a Morale test when:
• They disengage from a fight.
• They are attacked from behind.
• Unity has lost more than half of the men who were part
of it.
• The army commander is dead (if there was one).
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SIEGE WEAPONS
Siege weapons have their own hit points, modifiers, and Level,
and can attack Units directly (and can be attacked in turn but
only in close combat, as they are immune to spells and ranged
attacks. unless these come from another siege weapon). On the
other hand, to function, a war machine needs at least two people
engaged in its use.
Rams are the only siege weapons that cannot attack Units or
characters, but only buildings or other siege weapons.
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FINAL NOTES
Use this manual however you like, make it your own, play
with it, or use it as the basis for your own rules.
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