Sometimes it can be helpful to a dungeon master for a character to have a favored hand written on his character sheet. This can quickly solve some arguments which might pop up over throwing stuff while still armed, as well as some odds and ends.
Now, we both know that if we just let characters specify what hand they favor, then they will always claim to be ambidextrous, which we just can’t have. That and I love charts that allow us to use our poor and often neglected 12-sider.
Quick and simple. This chart should be consulted at creation time, but it is also worth noting that the Ranger Class, which is hard to qualify for anyway, should not be effected by this chart, as all Rangers are ambidextrous as a class ability granted to them by their gods. If a ranger loses his abilities and becomes a fighter, then he’ll lose that skill as well.
UPDATE: Knightsky brought up an article that he read in White Dwarf Magazine that he incorporated into his own games, which I think is cool. It involves 2 dice, a d20 and a d6. If the d20 # is higher, you are right handed, if the d6 is higher then you're left handed, and if both numbers are the same, then you're ambidextrous.
- campaign ideas
- Ripper's Gaming Sessions
- money and equipment
- pc classes
- Time and Movement
- Sunday Supplemental
- campaign add-ins
- Mechanic Series
- vision and light
- Ability Scores
- wizard spells
- priest spells
Contact me at Ripx187@gmail.com
- ► 2016 (58)
- Personal Gaming Style
- And Now A Message From The Blogger
- Revitalizing Old Monsters
- Creating a Meaningful Festival
- I Attack The Darkness!
- Missile Weapon Ranges and how they have changed
- Add-In #09: Hoo Doo Lady
- Sunday Supplemental: Flintlock Weapons
- Clerics & Priests in AD&D
- Blog Carnival: D&D My first games
- Monstrous Compendiums
- New/Old Monster: Rock Reptile
- Myth as Adventure
- Open For Business
- ▼ July 2009 (15)