What follows is a simple means of giving Samurai a distinctive presence in a first edition D&D campaign. This is what my friends and I were doing back in the early 1980s. Somewhere in there Dragon Magazine started publishing their own Samurai class, but we preferred this rather simple modification to the standard fighter classes. I present it here in the hopes that some folks interested in the old school style of gaming may also find it useful.
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So, how do you make a Samurai?
- Start with any of the known fighter classes (Fighter, Ranger, or Paladin). They get all the standard features of the chosen class.
- Add 10% to the x.p. cost of the class, or if the character qualifies for a bonus of 10% to their experience points, then just ignore that and run the character using the base x.p. cost. This is to offset the extra ability they get for being a Samurai.
- A Samurai can sever an extremity (leg, head, ar, tail, etc.) with a Katana much as if she were wielding a sword of sharpness. This happens under two conditions:
- She must beat the actual AC with her attack by 5 or more points on the attack roll when fully adjusted for abilities and tactical circumstances.
- The natural die roll must meet the minimum score necessary for their level when measured against the nature of their target (see below).
When a Samurai satisfies this function, she may choose to apply it or not as she sees fit, but she has no control over the extremity to be severed if she goes through with it. The extremity itself is rolled randomly by the GM, using only the limbs a Samurai could reasonably reach with her sword. If a Samurai is doing a called shot, then both effects may apply if and only if there is no contradiction. Otherwise, the Samurai must choose between her called shot and the severing of an extremity.
If wielding a katana of Sharpness, the Samurai simply adds one to the chance of success with its sharpness function, or (if this would work better against a given target), she adds 1 to the chance designated below when using katana of sharpness.
Vorpral swords work normally. Their functions do not interact with this ability in any significant manner.
To determine the minimum roll needed to sever an extremity, consult the chart below. Armor classes listed should be read as meaning the
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Character Level 1-4: Severs an extremity from a normal (man-sized) target on a natural roll of 20. Does not sever the extremities of armored opponents at all at this level, nor those of Larger than man-sized opponents or those made of solid metal or stone.
Character Level 5-8: Severs an extremity from a normal (man-sized target) on a natural roll of 19-20. Severs an extremity from an armored opponent on a natural roll of 20. Does not sever the extremities of Larger than man-sized opponents or those made of solid metal or stone.
Character Level 9-12: Severs an extremity from a normal (man-sized target) on a natural roll of 18-20. Severs an extremity from an armored opponent on a natural roll of 19-20. Severs an extremity from a larger than man-sized opponent on a natural roll of 20. Does not sever the extremities of solid metal or stone.
Character Level 13+: Severs an extremity from a normal (man-sized target) on a natural roll of 17-20. Severs an extremity from an armored opponent on a natural roll of 18- 20. Severs an extremity from a larger than man-sized opponent on a natural roll of 19- 20. Severs an extremity from solid metal or stone opponent on a natural roll of 20.