Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Monday, 9 December 2019

Kazamaták és Kompániák - Advanced Classes

The second edition of the Hungarian retro-clone, Kamazaták és Kompániák is imminent, and even though it won't be available in English, 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 six "advanced" classes for the Hungarian retro-clone, Kamazaták és Kompániák (abbreviated, for it is but a reference work) - next time we look at the spell lists for magic-using classes (and as before, the devil's in the details).

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).

Wednesday, 9 October 2019

Thinking About Spells per Level for Clerics

While finalizing the text of the upcoming 2nd edition of the Hungarian retro-clone Kazamaták és Kompániák, we took a look at clerics. Here's a simple table that sums up XP requirements and spells/day by edition (note that it's an incomplete table; Rules Cyclopedia, although up until level 14 matches Mentzer, grows way beyond that, and so does AD&D). I'm specifically looking at 3rd, 4th, and 5th level spells to gauge power levels. For reference, among others, consider the following spells:

  • 3rd level: Continual Light, Cure Disease, Locate Object, Remove Curse
  • 4th level: Neutralize Poison, Protection from Evil 10' radius
  • 5th level: Commune, Quest, Raise Dead

When you consider that clerics gain access to all the spells on their list (except in AD&D, where 5th spell level and up are provided directly by the cleric's deity), and the fact that the spell list grows a little bit in each edition (for instance, Mentzer adds Cure Blindness as a 3rd level spell and Dispel Magic as a 4th level spell to the cleric's repertoire), you can see the power discrepancy between the editions.

As noted on the summary sheet, a Cook/Marsh cleric gets access to 4th and 5th level spells at level 6 (i.e. 25,000 XP), whereas a magic-user in the same edition only gains 3rd level spells at level 5 (i.e. 20,000 XP). By the time the magic-user gets their first 4th level spell at level 7 (i.e. 80,000 XP), the cleric has already got access to 5th level spells (from 50,000 XP, actually).

In Mentzer (and the Rules Cyclopedia), however, the clerics' power curve is steeper. They only get their hands on 4th level spells at level 8 (i.e. 100,000 XP) and 5th level spells at level 10 (i.e. 300,000 XP), which is comparable to magic-users in this edition (level 7 and 9, i.e. 80,000 XP and 300,000 XP, respectively). Furthermore, for an extra set of 6th level spells, clerics in Mentzer can cast fewer low level spells at the highest levels (although in the Rules Cyclopedia they make up for it as they advance beyond level 14).

AD&D is somewhere between the two B/X editions, with the caveat that clerics have access to 1st levels spells from level 1. They get their 3rd level spells the quickest (at level 3, i.e. 13,001 XP). They receive 4th level spells at level 7 (i.e. 55,001 XP), which is comparable to magic-users (level 7, i.e. 60,001 XP). In fact, magic-users get access to 5th level spells sooner than clerics (135,001 XP vs. 225,001 XP).

Even though the cleric's spell per level table in Cook/Marsh hurts my sense of symmetry, it allows the proliferation of save or die effects. If you think about it, if a party of six acquires a total of 300,000 gp during their adventures (and that's without XP for killing monsters!), their cleric gets access to raise dead - for the same to happen in Mentzer, those 300,000 gold pieces must have been acquired by the cleric alone.

Wednesday, 1 May 2019

Static Damage Reduction vs. OSR Damage Rolls

Under a Reddit post concerning damage reduction in OSR systems a commenter proposed the idea that maximum damage rolls could bypass armour, ensuring that even low damage weapons (such as daggers) wouldn't be rendered completely inefficient against armoured foes. The nerd I am, I made a spreadsheet to calculate the modified average damage outputs (a perfect pastime for a lazy holiday): column A shows the die size, columns B-M the reduced damage output corresponding to the roll, and column N the average. The first sheet assumes armour may completely negata a hit (cf. zero damage), while on the second a single point of damage always goes through. These rules are summarised in column P on both sheets.

Sunday, 17 June 2018

Current AS&SH House Rules

Attribute Generation
Roll 3d6 in order to generate your first array. Your second array is the inverse of this (18 and 3, 17 and 4, 16 and 5, etc.). Choose whichever array you want. Make sure you qualify for the class you want to play.

This house rule is taken from Esoteric Enterprises (aff link), and it's supposed to provide a nice middle ground between 3d6 in order, 4d6 drop lowest, and 3d6 arrange to taste. I personally haven't tested it; I just assume Cavegirl did.

Hit Points per Level
Upon attaining a new level, either roll a single HD (plus CON modifier) and add the resulting amount to your total HP, or reroll all your HD (and CON modifier times your new level) to determine your new HP total. If the reroll would result in no increase in HP, increase your total HP by 1 instead.

This is a house rule I have been using for years now. It has worked fine so far. The intent is to alleviate the impact of really bad hit point rolls in the long run.

Scroll Use
Spellcasters can identify scrolls of any tradition. They can also use scrolls of any spell level. When they use a scroll of a different tradition, there is a 2-in-6 chance of miscasting (1 random target, 2 half efficacy, 3 half duration, 4 lose 1d4 random ability points, 5 opposite effect, 6 different spell of same level).

This one's a bit trickier. I haven't actually tested it at all. Since AS&SH uses so many different spell schools, the scrolls in most OSR modules would need to be tweaked, otherwise only Magicians and Clerics would have a chance to find usable scrolls (let alone learn new spells). This house rule is basically my lazy way of handling that instead of rerolling every scroll found on the fly using the tables in the rulebook, while also helping out casters in situations where I actually do roll on those tables.

Encumbrance
Encumbrance limits are calculated based on one’s Constitution score.

This one we haven't tested yet, although The Nighmares Underneath (aff link) already does this. It makes more sense in the fiction (because encumbrance isn't really about raw strength but endurance, plus STR already has so much going on for it.

Critical Hits
If an attack roll is a natural 20, use the standard critical hit table in the rulebook. Furthermore, critical hits add a notch on the target’s armour (or shield, if they so choose).

Critical Misses
If an attack roll is a natural 1, the attacker chooses among the following options:
1) Weapon gets a notch (-1 to-hit and damage per notch; breaks at 3 notches)
2) Attacker is disarmed (weapons falls 2d6 feet away in a random direction)
3) Attacker gets off-balance (-2 AC penalty for 1 round)
Unarmed attacks always result in off-balance, while ranged attacks always result in a notch.

Weapon notches have been part of my game for a really long time (about 30 sessions, probably more), and they have proven to be a very nice addition. The intention is threefold: (1) to incentivise bringing more weapons along, while balancing encumbrance; (2) to surprise the GM and the players at the table at times; (3) and to provide another resource to juggle, one which is decoupled from levelling. Repairing weapons costs one-third of its gold value per notch, which is especially expensive for magical weapons (although they are able to withstand more notches in general). High quality weapons are easy to model in mechanical terms without introduction to-hit and damage bonuses, too. It also generates anecdotes, like the fight with a bunch of skeletons, where the party suffered like 10 notches and had to retreat immediately, even though they had plenty of HP and spells. Even trivial fights may deplete precious resources now, which is a huge positive for me. As for the other options, I have tried similar outcomes in the past, but this is the first iteration I find actually fitting. This way every attack has a possible negative outcome, but there is also player choice involved for most cases.

Saturday, 23 January 2016

Ten Magic Items

Ebony Bow: Shooting an arrow with this ebony dark short bow makes absolutely no sound; however, while in hand, it also makes its user completely mute and deaf.

Hammer of Thor: This huge two-handed war hammer should be treated as a +2 maul whose attacks make a deafening blast. Unless countermeasures are taken, the target hit and everyone in a 10 feet radius must make a Save vs. Paralysis or becomes disoriented for the next round (-2 penalty to rolls and AC), and the Referee should immediately check for wandering monsters.

Head of Habram: If a gold piece is put in the mouth of this decapitated head, Habram animates for an exploration turn. He is able to converse in all languages and he detects every lie; however, he is rather moody, so a separate Reaction roll is made each time.

Mirror of Truth: This handheld mirror shows the true reflection of everything, essentially revealing shapeshifting, illusions, and invisibility of any kind.

Not So Lucky Handkerchief: Protects its bearer from four harmful spells. For each spell blocked, however, the handkerchief's bearer becomes enamoured with the next acquaintance they make.

Ring of the Emperor: This magical ring makes its wearer's equipment (including their clothes) invisible to the eye.

Sword of Hunger: The guard of this large two-handed sword depicts a demonic face with a gaping mouth, as if the monster was about to swallow the blade. It functions as a -2 magical weapon, but upon a killing blow it transforms into a +3 sword for as many rounds as the killed creature's Hit Dice.

Vials of Capricious Fate: Three vials containing fluids indistinguishable based on colour, consistency, or scent. Their effects if drunk are the following:
  • grants superhuman strength for an hour; it also dulls the mind, meaning during this time no spells can be cast and one can only speak one's mother tongue
  • grants immunity to all magic for an exploration turn, while dramatically increasing perspiration (-2 reaction and double chances of random encounter)
  • turns one into an incorporeal shadow for an exploration turn; spells and and enchanted weapons may still affect the recipient

Wand of Sickly Green Lightning: Green lightning strikes out from the wand hitting the target automatically and dealing 2d6 damage. Every 1 on the damage roll means the wielder momentarily loses control over the dark forces and is dealt 1d6 damage.

Witch Steel Armour: The arcane symbols on this chain mail grant its wearer +2 bonus versus physically harmful spells (e.g. Fireball) but -2 penalty versus those affecting the mind (e.g. Charm Person).

Wednesday, 4 March 2015

Review: Dwimmermount

This is a review of Dwimmermount; something, I started working on the day I received my copy, but then I got distracted. Now it is finished, for better or for worse. I tried my best to make it as spoiler-free as possible, but still, read further at your own risk. Lastly, I present my personal thoughts regarding Dwimmermount as a whole, hoping that the Reader may see through my rambling and understand what I am trying to say.

Note that I am not interested in the discussion of the product's controversial history and Kickstarter campaign; the past is the past, and I firmly believe that the product can nevertheless be judged upon its own merits or lack thereof.

Saturday, 28 February 2015

Abolishing "Save or Die" Mechanics

I have talked about my dislike for the "save or die" mechanics; they disrupt the pattern of combat by introducing ways of overcoming ablative hit points and deciding the fate of characters on a single die roll. In this post I would like to present a number of ways to eliminate such "save or die" mechanics from D&D-esque games, enumerating their respective advantages and disadvantages, as well.

Friday, 21 November 2014

Five Kung-Fu Styles

I have been slowly (and I mean very slowly) working on a wuxia-inspired setting and OSR compatible rules. Below I present to you five kung-fu styles, one for each of the five different colours of chi. Also, some notes on the rules.

Monday, 17 November 2014

Berserker Class Idea

What I present below is the result of my recent toying with class mechanics. It is obviously unfinished (and contains a lot of Pathfinder-isms), but I believe it still communicates the concept I had in mind well. I have some ideas for the cleric class, as well, basing their abilities on domains and channeling power (a resource similar to the berserker's rage).

Saturday, 18 January 2014

Alternate Clerics

When it comes to house rules that signal a particular flavour and reinforce atmosphere and genre conventions true of a setting, Clerics and the workings of divine magic are one of the most often reworked parts of D&D. In most first and second generation OSR rules sets, Clerics work almost exactly like Magic-Users, except they do not need spell books and their spells come from a higher power, which also implies the existence of gods (or at least creatures with godlike capabilities) who are willing to grant power to their followers.

In this post I talk about some alternative ways of handling Clerics and their magic. In no way it is intended to be a detailed analysis or comprehensive list of options; nevertheless, I appreciate links and others ideas posted in the comments, for this post is not about inventing something new but appreciating the richness of house rules people have shared.

Monday, 2 September 2013

Alternate Rule for Paralysis

In standard D&D rules, ghouls' paralysing attacks work something like this: (1) ghouls need a successful attack against a target, (2) target makes a saving throw, (3) if it fails, they are paralysed, and effectively, out of the game, for a given time. It makes ghouls, and other paralysing creatures, fearsome, but also boring. It takes away the tension regular combat achieves as one's HP drops round by round, circulating closer and closer to their inevitable doom.

Some editions of the game (3rd and 4th) try to solve this problem by allowing characters to make a save against such an effect each round. It might not be a bad idea, but it also lessens the power of ghouls, plus there is a lot of extra rolls involved.

Justin over The Alexandrian offers a different solution: he proposes that these attacks deal ability damage instead, both extending the generally ablative nature of combat to such situations and maintaining their seriousness (1d6 or 2d6 temporary damage to an ability may not be lethal, but a couple others have a great chance of debilitating your character; thanks to dice rolling, it varies a lot). My problem with this variant is that one is required to keep several totals of damage: one for HP and possibly one for each ability.

In -C's On the Non-player Character, social combat is resolved through regular attacks dealing subdual damage and checking its total against the target's HP to determine whether it has a minor, major, or no effect on the target.

This system could be used for paralysis (or actually any other "save-or-die" effect). A successful attack and a failed saving throw would result in the accumulation of subdual damage (probably 1d8 for B/X and 1d6 for 0e types of games); the minor effect could be along the lines of the shaken condition (-2 to attack rolls), while the major effect would be ye olde paralysis. If neither effect would be triggered, the paralysis damage would convert to standard non-lethal damage, as usual.

Also, one could eliminate the need for a saving throw by penalising such attacks with -4 as other types of non-lethal attacks; the target's AC could be (10 - 1/2 HD - Con modifier). This way, ghouls would have the option of attacking regularly or trying to paralyse the characters, if different types of attacks are your thing.

Friday, 23 August 2013

Rappan Athuk - Classes

Below you can find the re-worked versions of the four basic classes that are going to be available for players in the Rappan Athuk campaign. Note, that certain advanced classes and special abilities can be unlocked in play (see Talysman's Leech and Apothecary to get the idea).

Before describing each class, some general notions:
  • There are no Prime Requisite abilities, thus no bonus XP.
  • The given base XP is for 2nd level; it doubles for each level thereafter (e.g. a base XP of 2,000 means 4,000 for 3rd and 32,000 for 6th level).
  • There are no weapon or armour restrictions. Spell-casting, however, is impossible in metal armour and takes twice as much time in leather armour (thus, usually 2 rounds). Also, some other actions may be penalised or even forbidden in armour. For our purposes, "changing" takes 1 full turn.

Monday, 19 August 2013

Rappan Athuk - Starting a Megadungeon Campaign

Since I got my hands on a pdf copy of Rappan Athuk Reloaded (available on rpgnow), I have been thinking about running it. Then the new edition came out (which was reviewed by Bryce Lynch, if you are interested), and I really wanted to run this baby of monstrous beauty. So, that is exactly what I am going to do. Below you find a couple of my thoughts on the campaign, a sort of "design goals" that I intend to accomplish.

Mind you, this is going to be a Google+ game, for now, run in Hungarian.

To sum it up:
  • an exploration-driven campaign
  • XP awarded only for treasure recovered
  • extensive use of rumours and quests
  • limited number of town activities
  • unique magic items (except for potions, scrolls, and wands)
  • B/X-esque base + house rules

Wednesday, 24 July 2013

Alertness and Stealth

I have been thinking about using a skill system in my next campaign; I was trying to come up with a couple of skills, when I got this idea. The general rule in most OSR D&D-esque games is that parties are surprised on a roll of 1-2/d6, which is essentially a d6 roll against a Target Number (TN) of 3; these numbers are hard coded, but I wanted to play with them a little, which resulted in the following:

Alertness could be a skill which decreases the chances of surprise (by increasing the die size step by step); it could be rolled against 3 by default or higher in case of stealthy creatures (5 for giant spiders lurking on the ceiling, for instance).

Stealth, on the other hand, could be a passive skill, increasing the TN the opponents have to roll against to avoid being surprised; the TN is 3 by default, 4 for skilled, 5 for expert, and 6 for master skill level.

Although noting these numbers for individual monsters seems like extra work, it is actually already included in the rules (counting the chances from 1 and up, though). Any possible downside of this I do not see? How would you try to implement such a rule?

Friday, 7 June 2013

Land of NOD, Session 4

Session 4 (May 23, 2013)

(Back to Session 1)

We finally carried on with our Land of Nod sandbox campaign; it has been a while since we last played, and it took this whole session for us to get back on track with the whole sandbox/hex-crawling idea. Having defeated the pirates, the party decided to explore the whole of the island.

Saturday, 27 April 2013

Thief Skill Rolls

Another quick post. Thief skills and the method their success is determined have been discussed many times on either blogs or forums. This particular post is aimed to improve upon Jack's idea of using the "hear noise" column for everything instead of the complicated and quite arbitrary percentile tables, about which Brendan of Necropraxis (earlier Untimately) also posted about.

Friday, 29 March 2013

Land of NOD - Session 3

Session 3 (Jan 15, 2013)

(Back to Session 1)

I made the mistake of not writing the session report shortly after the game... I hope I included everything important. Let's see...

Wednesday, 27 March 2013

40k and D&D - A General Overview

Warhammer - I am mostly talking about 40k here - fascinates me; the setting has some crazy great ideas and the artwork is superb and very inspiring. It has two major flaws that oft hold me back from playing it, though: (1) the official system is baroquely complex for my style, and (2) the setting, if logically followed through, excludes D&D-style adventuring altogether. With this post (and probably with a couple more) I intend to get over the problems (admittedly, both can easily be solved) and create the means of adventuring in a setting (reminiscent) of Warhammer 40k.

Tuesday, 5 February 2013

Land of NOD - Session 2

Session 2 (Jan 11, 2013)

(Back to Session 1)

Continuing our campaign started not much before the - apparently delayed - End of the World, the party pursued their goal and, after quickly acquiring a ship and hiring several sailors, set off towards the little island of Psara, where Porto's pirates were supposed to lair. The player of Udes could not come due to sports injury (which we, students of philology and similarly portentous fields, who participate not in such mundane and strenuous activities, shall never fear*); however, an other new player joined the game. We play together in Narmor's Dragon Age campaign (unfortunately, the reports are in Hungarian); he is new to OD&D, however.

*Such is the humour of ours, arts students.