Tuesday, 3 December 2019

Kazamaták és Kompániák - Basic Classes

The second edition of the Hungarian retro-clone, Kamazaták és Kompániák (Dungeons & Companies) is imminent, and even though it won't be published in English (as there are already enough B/X-like games), I've decided to make certain key elements of it available for an international audience - partially because if I ever decide to run something B/X-like in English, I'll most certainly pick KéK over OSE (after years of extensive playtesting and fine-tuning, I just prefer it to B/X).

Below you will find the seven basic classes (abbreviated, for it is but a reference work) - next time we look at the "advanced" classes (described as "classes for wilderness and city campaigns" in KéK), and finally, spell lists for both "basic" and "advanced" classes (and as before, the devil's in the details).

A few notes:

  • Level limit is 6 by default (for player characters at least).
  • Attack rolls are 1d20 + attacker's to-hit bonuses + defenders's AC vs. 20.
  • Morale and hireling rules are roughly as in B/X (see either Echoes from Fomalhaut #01 or Castle Xyntillan for details).
  • On D6 rolls (such as class abilities or random encounter rolls) it is assumed that high rolls favour the party, while low rolls hinder them.
  • XP is awareded for defeating enemies (based on HD and special abilities), recovering teasure (1 XP per 1 gp), and carousing (1 XP per 1 gp).
  • Spellcasting requires memorisation.
  • The default mode of play is dungeon exploration, and hit points are rerolled at the beginning of each expedition.
  • Small weapons deal 1d4 damage, one-handed weapons 1d6, and two-handed weapons 1d8.
  • Helmets may be sacrificed to negate a mortal blow (a variant of shields shall be splintered).

FIGHTING-MAN

  • Primary Attribute: Strength
  • May use every type of weapon, shield, and armour.
  • They may attack multiple opponents, provided their combined HD doesn't exceed the fighting-man's own (e.g. a level 4 fighting-man may attack four 1 HD goblins, two 2 HD wolves, or a 3 HD crystal statue and a 1 HD cultist).
  • Level XP To-hit HD
    1 0 +1 1d8
    2 2000 +2 2d8
    3 4000 +3 3d8
    4 8000 +4 4d8
    5 16000 +5 5d8
    6 32000 +6 6d8
    Level Death Wand Stone Breath Spells/Rods
    1-3 12 13 14 15 16
    4-6 10 11 12 13 14

CLERIC

  • Primary Attribute: Wisdom
  • May only use blunt weapons. Proficient with shields and armour.
  • Lawful clerics may turn undead; chaotic clerics may control them (see table below). Attempts are rolled with 1d6. On a success 2d6 undead are affected (for 2d6 turns). During a single encounter no more attempts may be made after the first failed one (the undead sense the cleric's weakness). Special results include (N) no attempt is possible, (T) automatic success, and (D) destruction instead of turning (extended control for chaotic clerics).
  • Level 1 HD 1 HD 3 HD 4 HD 5 HD 6 HD 7 HD 8 HD
    1 4-6 5-6 6 N N N N N
    2 3-6 4-6 5-6 6 N N N N
    3 2-6 3-6 4-6 5-6 6 N N N
    4 T 2-6 3-6 4-6 5-6 6 N N
    5 D T 2-6 3-6 4-6 5-6 6 N
    6 D D T 2-6 3-6 4-6 5-6 6
    Level XP To-hit HD Spells
    1 0 +1 1d6 -
    2 1500 +1 2d6 1
    3 3000 +2 3d6 2
    4 6000 +2 4d6 3/1
    5 12000 +3 5d6 4/2
    6 25000 +3 6d6 4/3/1
    Level Death Wand Stone Breath Spells/Rods
    1-3 11 12 14 16 15
    4-6 9 10 12 14 13

THIEF

  • Primary Attribute: Dexterity
  • Cannot use shields or armour heavier than leather, but proficient with all weapons.
  • Surprise attacks gain +4 to-hit and deal ×2/×3/×4 damage (levels 1-2, 3-4, and 5-6).
  • Thieves have a number of special skills (tested with 1d6):
    • Hide in Shadows (no need for cover)
    • Disarm Traps (noticing them requires player skill)
    • Move Silently (grants surprise)
    • Listen
    • Climb (without equipment)
    • Read Languages (decipher messages, codes, scripts)
    • Open Locks
    • Pick Pockets
    Level Hide Disarm Sneak Listen Climb Read Locks Pockets
    1 6 5-6 5-6 4-6 3-6 5-6 6 5-6
    2 6 5-6 5-6 4-6 3-6 5-6 6 5-6
    3 5-6 5-6 4-6 3-6 3-6 4-6 5-6 5-6
    4 5-6 4-6 4-6 3-6 2-6 4-6 5-6 4-6
    5 4-6 4-6 3-6 2-6 2-6 3-6 4-6 4-6
    6 4-6 4-6 3-6 2-6 2-6 3-6 4-6 4-6
    Level XP To-hit HD
    1 0 +1 1d4
    2 1200 +1 2d4
    3 2400 +2 3d4
    4 4800 +2 4d4
    5 9600 +3 5d4
    6 20000 +3 6d4
    Level Death Wand Stone Breath Spells/Rods
    1-3 13 14 13 16 15
    4-6 11 12 11 14 13

MAGIC-USER

  • Primary Attribute: Intelligence
  • May only use daggers, staves, and slings.
  • Start with Read Magic and 1 + INT modifier spells. Learn 1 + INT modifier further spells each level. Spells are stored in a spellbook.
  • Level XP To-hit HD Spells
    1 0 +1 1d4 1
    2 2500 +1 2d4 2
    3 5000 +1 3d4 3/1
    4 10000 +2 4d4 4/2
    5 20000 +2 5d4 4/3/1
    6 40000 +2 6d4 4/4/2
    Level Death Wand Stone Breath Spells/Rods
    1-3 13 14 13 16 14
    4-6 11 12 11 14 12

ELF

  • Requirement 9+ Intelligence
  • Primary Attribute: Strength and Intelligence
  • May use every type of weapon, shield, and armour.
  • No more than one elf may join the company at any given time.
  • Find secret doors 3-6/d6
  • Listen 4-6/d6
  • They are immune to ghoul paralysis.
  • Start with Read Magic and 1 + INT modifier spells. Learn 1 + INT modifier further spells each level. Spells are stored in a spellbook.
  • Level XP To-hit HD Spells
    1 0 +1 1d6 1
    2 4000 +2 2d6 2
    3 8000 +2 3d6 3/1
    4 16000 +3 4d6 4/2
    5 32000 +4 5d6 4/3/1
    6 64000 +4 6d6 4/4/2
    Level Death Wand Stone Breath Spells/Rods
    1-3 13 14 13 16 14
    4-6 11 12 11 14 12

HALFLING

  • Requirement 9+ Dexterity and Constitution
  • Primary Attribute: Strength and Dexterity
  • May use every type of weapon, shield, and armour, except two-handed melee weapons and longbows.
  • Multiple halflings may join the company, assuming they are friends. If any one of them dies, no further halflings may join the company until their friends leave or die, too.
  • +1 to-hit with ranged weapons, and −2 AC against large opponents
  • Listen 4-6/d6
  • Hide among trees and shrubs 2-6/d6
  • Hide in dungeons 5-6/d6
  • Level XP To-hit HD
    1 0 +1 1d6
    2 2000 +2 2d6
    3 4000 +2 3d6
    4 8000 +3 4d6
    5 16000 +4 5d6
    6 32000 +4 6d6
    Level Death Wand Stone Breath Spells/Rods
    1-3 10 11 12 13 14
    4-6 8 9 10 11 12

DWARF

  • Requirement 9+ Constitution
  • Primary Attribute: Strength
  • May use every type of weapon, shield, and armour, except two-handed swords and longbows.
  • No more than one dwarf may join the company at any given time.
  • Listen 4-6/d6
  • Detect slopes, new constructions, sliding walls etc. 5-6/d6
  • Level XP To-hit HD
    1 0 +1 1d8
    2 2200 +2 2d8
    3 4400 +2 3d8
    4 8800 +3 4d8
    5 17000 +4 5d8
    6 35000 +4 6d8
    Level Death Wand Stone Breath Spells/Rods
    1-3 10 11 12 13 14
    4-6 8 9 10 11 12

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