Hot answers tagged mazes-and-minotaurs
Mazes & Minotaurs was not created prior to D&D. It is "a nostalgic pastiche of early fantasy roleplaying games" and "a tongue-in-cheek tribute to old-school gaming." It appears to have been written by Paul Elliot in December 2005. The book only pretends to have been written in 1972 and jokes about having inspired "a score of M&M clones." Paul ...
M&M is a playable game. I've run it before. While not running it currently, it's a fun retroclone. The bit about predating D&D is all spoof. It started out as a gag article, an alternate history of gaming written by Paul Elliot. Ollivier Legrand took the concept, and the description, and turned into a decent RPG. The actual date of release is, ...
I'd say no, but the rules are not terribly clear on what constitutes melee. In fact, neither OM&M pp. 13-14 nor RM&M pp.20-21 define melee for purposes of retreat, and nothing notes an engaged character can't move. It does mention he can't retreat unless he either forfeits his attack (Revised) or Attacks successfully for no damage (Original). If a ...
Page 24 of the Maze Master's Guide contains this line: Creatures that use two-handed weapons (+2 to Melee Attack) also add 5 to their Menace Rating. I can find no other effects of wielding weapons two handed, nor are players, "creatures".
Deriving from first principles: P.10: Battle Might : Barbarians add their Might mod to their damage when using their barbarian melee weapons (see chapter II for more details) Possessions : Barbarians start with a dagger, their melee Weapon of Choice, a missile weapon (bow + 12 arrows OR 3 javelins OR sling + 12 stones) and a shield. ...
given the intent of that rule (detracts from natural grace) it would suggest that the answer is no. Wearing armour would obviously hide a nymph's natural charms, and I would consider a nymph with hulking great shield to be similarly grace-less.
Revised Mazed & Minotaurs (which I'm assuming you mean since the original doesn't have separate missile and melee phases) doesn't have an explicit rule that prevents it, but it's a reasonable inference from other rules. In particular, on page 21: Movement & Melee A character can use standard movement before entering melee. This is the only ...
Based upon RMM Player's Guide, page 48. The idea is that the thief has to acquire the treasure by adventure. It need not ever even hit his physical possession, if he's instrumental in his group acquiring it. I'd not give him XP for stuff he wasn't involved in, but if he cajoles a share out of the others, yes, he gets XP for it. EG: Joxer opens the treasure ...
As magic requires full concentration, and 10 feet per second is a rapid jogging pace (60' per 6 seconds), I'd rule no. I've allowed a 5' stroll, however... 1' per second is not mentally a distraction, IMO. Magic is decided upon in step 1 Decision. It "... will take effect at the end of the ongoing battle round." (RM&M PM p.29) This effectively means ...
No, I believe the intention is to prevent movement and magic from occurring in the same round. Magic effects occur at the end of the round, after all the rest of the round is completed. This blog post seems to outline it nicely: http://sordnbord.blogspot.com/2010/10/mazes-and-minotaurs-combat-rounds.html
Maze Master's Guide, page 21. Winged The creature can fly. When using full movement, a flying creature’s movement rate is quadrupled, it cannot be hit by Melee attacks and all Missile attacks against it are made with a penalty of -2. This ability also adds +2 to the creature’s Evasion. It earns 5 extra glory. (See MMG page 24)
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