I got a few things painted this weekend.
First, I finally assembled and painted a "Ramshackle Barn" I had bought and left on the shelf for a couple of years:
I also painted a set of six Valkyries that I ordered last week. I've actually been looking at them at the Old Glory website for about 15 years, but never ordered. At one point I thought I had ordered them and started to look for them during a game, but realized I never had actually done it. Now, I've finally got and painted them. They are a little more opera-singerish than I expected.
Saturday, January 30, 2016
What's Lamer than an Unboxing Video?
An Unboxing Blog post, that's what.
Here are the pictures of the boxes of 2 buildings I ordered from "Miniature Building Authority"
Here's the Town House, unboxed:
Here's the Stable, unboxed
Here are the pictures of the boxes of 2 buildings I ordered from "Miniature Building Authority"
Here's the Town House, unboxed:
Here's the Stable, unboxed
Sunday, January 24, 2016
Not FInished, But Complete
Pushing my brand-new 28" snow blower through 4 feet snow drifts, I finally know what it is like to drive a mole machine.
I may not yet be finished with my driveway, but I am complete.
I may not yet be finished with my driveway, but I am complete.
Friday, January 22, 2016
Lackey Class
I've taken the Lackey class I had made for ACKS and converted it into a level-limited NPC class useful for utility henchmen for D&D.
LACKEYS (NPC CLASS)
Prime Requisite: Constitution
Experience Bonus: 5% if Constitution 13+,
10% if Consititution 16+.
Hit Dice: 1d6 per level until 6th
Maximum Level: 6
Armor: leather, also, beginning at 4th
level: shield, scale, chain
Weapons: any axe, hammer,
mattock, club, staff and dagger. May
used tools as weapons without the improvised penalty. 2 others gained at 6th level.
Special Abilities: Porter power,
Open Locks, Find/Remove Traps, Hear Noise. Fire Man, Detect Poison, Exchange,
Shield Man, Battlefield Surgeon, Trusted Goon
Lackeys
are skilled henchmen trained to support their principal during his
adventures. Unlike other classes,
lackeys can be in almost any race from humans to halflings to goblins.
CLASS DETAILS
Prime Requisite: A lackey's prime requisite is Constitution. If the lackey has a Constitution of 13-15 he
gains a +5% experience bonus. If the lackey
has Constitution of 16-18 he gains a +10% experience bonus.
Hit Dice: Roll a d6 to determine
a lackey's hit points, plus Constitution bonus, if any. He gets 1d6 extra points plus Con bonus for
each experience level thereafter until 5th level, the maxmimum level for
lackeys.
Armor: A lackey can wear
leather armor and may not carry a shield.
Weapons: A lackey may use any sort of axe, hammer,
mattock, club, staff or dagger and may use any tool as weapon without incurring
the improvised weapon penalty.
SPECIAL ABILITIES
Porter Power
If
a lackey is wearing a Porter’s Pack or Back Pack, any items inside them only
count half their weight toward encumbrance.
Thief Skills
Lackeys
have the ability to Open Locks, Find Traps, Remove Traps and Hear Noise, as a
thief of the same experience level.
Fire Man
Beginning
at 2nd level, a lackey with flint and steel can light a torch,
candle or lantern in a single round, even if there is total darkness all about. He can also use a lit torch as a missile
weapon with a 10/20/30 foot range.
Detect Poison
Beginning
at 3rd level, a lackey can detect whether a trap, weapon, or
treasure is smeared with poison, the percentage chance is the same as his Find
Traps ability. He must spend 1 round
visibily examining the object.
Exchange:
Beginning
at 3rd level, a lackey within 5 feet of his boss can smoothly
exchange any item in his hands with any item in his boss’s hands without his
boss spending any of his turn’s action in doing so (assuming they act on the
same initiative).
Shield Man
Beginning
at 4th level, a lackey has learned enough about dungeon combat that
he may now use a shield, scale and chain armor.
He also can use the Shield Wall, Shield Sacrifice and Shield Push
maneuvers in combat.
Battlefield Surgeon
Beginning
at 5th level, a lackey has developed sufficient skill at sewing up
wounds that he can cure 1d6 hit points of damage, once per person (1 turn—10 minutes--
of work each) after each battle that is fought.
This requires needle and thread, a supply of cloth for bandages and 1
pint of wine or strong waters per patient.
The attempt is not automatic, he must roll the highest of his
Intelligence, Wisdom or Dexterity or less on a d20.
Trusted Goon
At
6th level, a lackey may pick any two weapons that his class normally
does not have access to and gain proficiency with those two weapons. He can also choose 1 combat option that is
normally restricted to classes other than his own, and may now use that combat
option.
MAXIMUM EXPERIENCE
LEVEL
Since
Lackeys are specifically trained and function as underlings and henchmen, they
cannot progress past the 6th level of experience.
LACKEY SAVING THROWS:
Lackeys
use the same saving throw tables as thieves.
LACKEY COMBAT:
Lackeys
use the same attack tables as thieves, and do not gain combat options or maneuvers except those available to all
classes and as noted under the Shield Man and Trusted Goon abilities. They also do not gain thieves' backstab ability.
LACKEY EXPERIENCE TABLE
EXP LEVEL
|
EXP POINTS
|
HD
|
POWERS
|
1
|
0
|
1d6
|
Thief
Skills, Porter Power
|
2
|
1200
|
2d6
|
Fire
Man
|
3
|
2400
|
3d6
|
Exchange,
Detect Poison
|
4
|
4800
|
4d6
|
Shield
Man
|
5
|
9600
|
5d6
|
Battlefield
Surgeon
|
6
|
19.200
|
6d6
|
Trusted
Goon
|
RECRUITING LACKEYS:
Lackeys
can be found in the regular henchman recruiting deck, but if a Normal Man (or
halfling or goblin or gnome or dwarf etc) accompanies an adventuring party into
a dungeon or similar dangerous quest and receives 100gp or more in treasure,
the DM may allow him to become a first level lackey and be recruited as a
henchman.
Wednesday, January 20, 2016
Rules for Breaking Things
Do we need a set of clear rules for busting up doors and chests, using acid to open locks and that sort of thing? I know I've whipped them up in the past, and we used them a lot in Skull Mountain. Should I include them in the Rules Update I'm going to send covering Movement and Spell Books?
I'm thinking that on the one hand, it might be useful, on the other, it might be clutter.
I'm thinking that on the one hand, it might be useful, on the other, it might be clutter.
Tuesday, January 19, 2016
I so want to do this
I saw this conversion of the Airfix desert fort into a medieval monastery model, and I so want to do it too:
It's at the following link: Paul's Monastery Conversion
Of course, mine would turn out like Homer Simpson's barbeque pit, and I have a Barn and a Church kits that I haven't put together yet. Oh, and a model Walled Fortress kit and some siege engines I haven't put together either. Oh, and I have some miniatures to paint as well. And what I really need are some medieval townhouses for more city work like Sunday's game.
I guess I have to put my foot down and not try to get an Airfix desert fort.
Thank the lord, it's out of production. I'm sure I could hunt down a used one, but no, I think I'm safe now.
Come to think of it, it may essentially be the same as the Medieval Fortress kit I've had sitting in my basement for a year. Way to go, me.
It's at the following link: Paul's Monastery Conversion
Of course, mine would turn out like Homer Simpson's barbeque pit, and I have a Barn and a Church kits that I haven't put together yet. Oh, and a model Walled Fortress kit and some siege engines I haven't put together either. Oh, and I have some miniatures to paint as well. And what I really need are some medieval townhouses for more city work like Sunday's game.
I guess I have to put my foot down and not try to get an Airfix desert fort.
Thank the lord, it's out of production. I'm sure I could hunt down a used one, but no, I think I'm safe now.
Come to think of it, it may essentially be the same as the Medieval Fortress kit I've had sitting in my basement for a year. Way to go, me.
Acquiring New Arcane Spells
I've sort of left out any discussion of how Magic-Users, Bards, Elves and Gnomes get additional spells into their spell books. Of course, they can copy them from captured spell books or scrolls if they have Read Magic (which they all do, unless they do something really stupid).
However, I never made up my mind about the process of gaining spells in other fashions. I believe the Old School method was you just had to find them and copy them. ACKS allowed you to do research at library, but the mechanism is all tied up with the Repertoire system they use.
Various Newer School versions of the game have your mentor teach you exactly 1 spell each time you go up a level, until a certain level and then stop. ACKS I believe granted 1 spell per level through your own efforts.
Almost every version of D&D discourages characters and NPC's from sharing spells willy-nilly with each other, but doesn't have a scheme to enforce this.
I'm really torn about the whole business. At one level, I'd really prefer to require that all spells be captured from a spell book or scroll. However, that might totally gimp mages if things go pear-shaped.
Perhaps we could rule that when a magic-user goes up a level he gains a random spell at his highest spell level, or perhaps he picks 4 spells of any level he could cast and gets to draw randomly from those four. Now, that's why I do Dr. Skull's Workshop. Writing stuff down does help sort things out and brings some good ideas to the surface.
So here's the proposal:
1--Every Time an arcane caster goes up an experience level, he lists 4 spells that he is interested in acquiring, and these spells can be of any spell level that he is able to cast. The DM then rolls randomly among the 4 spells and the resulting spell is added to the caster's spell book (requiring one dose of magic ink).
2--. Once a magician is beyond the apprentice stage, he can add a spell to his book either through his own discoveries when he gains a level, (see entry 1 above) or when he does research to create a new spell, or by copying a scroll spell into his book (destroying the scroll in the process), or by copying from a captured spell book, wiping the spell from the original book. In order for two magicians to trade spells without losing the spell from his original book, each must make a scroll and trade the scrolls.
3--Rules for Travelling Spell Books: are changed, the spells in the Traveling Spell Book are written in them using the rules for making Scrolls, not for copying spells into a book.
I like this a lot now. This keeps all the enemy spells books from becoming proliferating monsters. You copy the good spells, and sell off the partially empty book.
However, I never made up my mind about the process of gaining spells in other fashions. I believe the Old School method was you just had to find them and copy them. ACKS allowed you to do research at library, but the mechanism is all tied up with the Repertoire system they use.
Various Newer School versions of the game have your mentor teach you exactly 1 spell each time you go up a level, until a certain level and then stop. ACKS I believe granted 1 spell per level through your own efforts.
Almost every version of D&D discourages characters and NPC's from sharing spells willy-nilly with each other, but doesn't have a scheme to enforce this.
I'm really torn about the whole business. At one level, I'd really prefer to require that all spells be captured from a spell book or scroll. However, that might totally gimp mages if things go pear-shaped.
Perhaps we could rule that when a magic-user goes up a level he gains a random spell at his highest spell level, or perhaps he picks 4 spells of any level he could cast and gets to draw randomly from those four. Now, that's why I do Dr. Skull's Workshop. Writing stuff down does help sort things out and brings some good ideas to the surface.
So here's the proposal:
1--Every Time an arcane caster goes up an experience level, he lists 4 spells that he is interested in acquiring, and these spells can be of any spell level that he is able to cast. The DM then rolls randomly among the 4 spells and the resulting spell is added to the caster's spell book (requiring one dose of magic ink).
2--. Once a magician is beyond the apprentice stage, he can add a spell to his book either through his own discoveries when he gains a level, (see entry 1 above) or when he does research to create a new spell, or by copying a scroll spell into his book (destroying the scroll in the process), or by copying from a captured spell book, wiping the spell from the original book. In order for two magicians to trade spells without losing the spell from his original book, each must make a scroll and trade the scrolls.
3--Rules for Travelling Spell Books: are changed, the spells in the Traveling Spell Book are written in them using the rules for making Scrolls, not for copying spells into a book.
I like this a lot now. This keeps all the enemy spells books from becoming proliferating monsters. You copy the good spells, and sell off the partially empty book.
Henchmen Experience
For treasure, it's simple. Whatever treasure you give your henchmen, they immediately spend 1d6x10+40% (so somewhere between half and all of it) and that is applied to experience. They save the rest for equipment etc.
For chip experience, I never really stated what we're doing. How about, whatever number of chips the PC cashes in, each henchman is calculated as to cashing in half that number (round up?, round down?) and gets XP as his level would indicate. Good, bad?
For chip experience, I never really stated what we're doing. How about, whatever number of chips the PC cashes in, each henchman is calculated as to cashing in half that number (round up?, round down?) and gets XP as his level would indicate. Good, bad?
Friday, January 15, 2016
Wrestling with the Mycretians
One unique feature of City State of the World Emperor are the Mycretians. These guys are a religion and a class. The religion is Lawful Good, and the Mycretians go around helping people and trying to be nice to everyone. They are sort of the key opponents of the Emperor.
However, the class is quite strange. It has all these strange powers, most to do with calming people down, seeing their auras, and so forth. They are more or less pacifistic and don't wear armor or carry weapons beyond a staff. However, they have one big power, an anti-magic aura of protection which has about a 50/50 chance (adjusted for level) of stopping magic attacks.
I definitely don't want PC's to be Mycretians, and I don't really see any of our PC's WANTING to be Mycretians. What I am wondering is whether to use the Mycretian class for Mycretian NPC's or radically adapt it to be more like a cleric. The religion definitely needs to be in game, but the class is super freaky, and I just can't seem to get my head wrapped around it yet.
I guess I'll just side-step Mycretians the first week and figure it out before week 2. But, it is a source of puzzlement to me.
However, the class is quite strange. It has all these strange powers, most to do with calming people down, seeing their auras, and so forth. They are more or less pacifistic and don't wear armor or carry weapons beyond a staff. However, they have one big power, an anti-magic aura of protection which has about a 50/50 chance (adjusted for level) of stopping magic attacks.
I definitely don't want PC's to be Mycretians, and I don't really see any of our PC's WANTING to be Mycretians. What I am wondering is whether to use the Mycretian class for Mycretian NPC's or radically adapt it to be more like a cleric. The religion definitely needs to be in game, but the class is super freaky, and I just can't seem to get my head wrapped around it yet.
I guess I'll just side-step Mycretians the first week and figure it out before week 2. But, it is a source of puzzlement to me.
Names for Henchmen
One of my favorite things in game prep, is of course to give names to the Henchmen in the hench-deck.
So far here's my new scheme:
Clerics: have their title from City-State of the World Empire religious hierarchy, plus some outlandish personal name, e.g. Orator Randafuniculus, Diabole Bloodpool
Magic-User: some outlandish personal name plus the words "OF THE" and an "ADJECTIVE" and a "NOUN": so Fabius of the Stern Visage; Ramesses of the Black Cloak and so forth.
Fighter; just 2 fighterish names: Miles Broadaxe
Thief: always alliterate: Waldo Wagstaff, Olivia Orango
Mystic: like a made-up yoga pose: Sunrise Gopher, Jubliant Crab, Reluctant Eel.
I haven't gotten to Dwarves, Elves, Gnomes, Halflings, Berserkers or Bards yet. I will be paralyzed with indecision for the Dwarves and Halflings. Since we're on a new world, I can't go with Jack and Bosco anymore.
So far here's my new scheme:
Clerics: have their title from City-State of the World Empire religious hierarchy, plus some outlandish personal name, e.g. Orator Randafuniculus, Diabole Bloodpool
Magic-User: some outlandish personal name plus the words "OF THE" and an "ADJECTIVE" and a "NOUN": so Fabius of the Stern Visage; Ramesses of the Black Cloak and so forth.
Fighter; just 2 fighterish names: Miles Broadaxe
Thief: always alliterate: Waldo Wagstaff, Olivia Orango
Mystic: like a made-up yoga pose: Sunrise Gopher, Jubliant Crab, Reluctant Eel.
I haven't gotten to Dwarves, Elves, Gnomes, Halflings, Berserkers or Bards yet. I will be paralyzed with indecision for the Dwarves and Halflings. Since we're on a new world, I can't go with Jack and Bosco anymore.
Monster Thoughts
I never set a baseline for Monster Stats in the House Rules. My thoughts are these: Monsters will have any stats that the DM decides they will have. For Example, we can use the RC HD rating for Wights one week, and the AD&D HD rating for Wights the next week, and double that the week after. I'm just reckoning that monsters have "levels" too and we just don't know what they are,
The fact that we are using the process of cashing in Fate Chips and Treasure for XP instead of calculation monster XP, should make the variable stats more easy to manage.
I figure most of the common humanoids are pretty much the same across the versions, so a common schlub orc is going to have 1 HD, a Hobgoblin 1+1 HD etc. But, weird monsters should be scarier and more unpredictable.
The fact that we are using the process of cashing in Fate Chips and Treasure for XP instead of calculation monster XP, should make the variable stats more easy to manage.
I figure most of the common humanoids are pretty much the same across the versions, so a common schlub orc is going to have 1 HD, a Hobgoblin 1+1 HD etc. But, weird monsters should be scarier and more unpredictable.
Tuesday, January 12, 2016
Fighting Withdraw, Retreat, and Interrupting Spells
While the base rule for ACKS were based directly off of the RC D&D I'm starting from, there's a big difference in a few things. In RC there's no need to call "Defensive Movement" or "Spell" before rolling initiative. Fighting withdraw is just a 5 foot move back, and if someone closes on you, you can hit them. Retreat is a running move away, with the enemy getting a free back-attack against you.
There's no rule for spell-interrupting.
I think we an leave the two types of defensive moves the way they are. But, we may want to allow spell interruption. If you have a higher card, you can hold until enemy tries to cast a spell, and then if you make a DEX check you can try to hit him and spoil the spell if you do damage.
There's no rule for spell-interrupting.
I think we an leave the two types of defensive moves the way they are. But, we may want to allow spell interruption. If you have a higher card, you can hold until enemy tries to cast a spell, and then if you make a DEX check you can try to hit him and spoil the spell if you do damage.
Henchmen Cards
I've started to put together a stack of henchmen cards. Since I'm not using any sort of skill system or proficiency system this time, it makes the creation faster and easier. I decided to use the "Standard Array" from D&D 3e for Ability Scores for the first batch, so I can get a large number out quickly--the Ability Score dice rolls are a quite a time-suck for the henchmen--so each one has 15,14,13,12,10,8 arranged to suit.
I've decided to just print 4 guys on a standard 81/2 x11 sheet of paper and cut them into 4, rather than printing on cards, again a huge time saver.
Here's a sample:
Str 12 (+0) Int 10 (0), Wis 8(-1), Dex 15(+1), Con 14(+1), Cha 13(+1)
AC 6 (leather, +1 Dex)
Combat Movement: 8”, Run/Explore 24” (120ft)
HD: 1d6+1 Current HP:
Base THACO: 19
Short Sword: THACO 19, 1d6
Darts: THACO 18, 1d4, range 3”, 6”. 9”
Gear: leather, short sword, case of 10 darts, thief’s tools, back pack
Ol 20, F/RT 15, CW 92, MS 25, HS 15, PP 25 HN 30
I've decided to just print 4 guys on a standard 81/2 x11 sheet of paper and cut them into 4, rather than printing on cards, again a huge time saver.
Here's a sample:
SHAMUS SHADEBOTTOM
Human, thief,
level-1, NeutralStr 12 (+0) Int 10 (0), Wis 8(-1), Dex 15(+1), Con 14(+1), Cha 13(+1)
AC 6 (leather, +1 Dex)
Combat Movement: 8”, Run/Explore 24” (120ft)
HD: 1d6+1 Current HP:
Base THACO: 19
Short Sword: THACO 19, 1d6
Darts: THACO 18, 1d4, range 3”, 6”. 9”
Gear: leather, short sword, case of 10 darts, thief’s tools, back pack
Ol 20, F/RT 15, CW 92, MS 25, HS 15, PP 25 HN 30
EXP (+5%):
TREASURE:
I've just decided to go with THACO, and to convert move and ranges to inches
I decided that all Thieves have alliterative names. Mystics all sound like fake yoga-positions (Sunrise Gopher, Exalted Ox, Jubilant Crab).
I decided that all Thieves have alliterative names. Mystics all sound like fake yoga-positions (Sunrise Gopher, Exalted Ox, Jubilant Crab).
Sunday, January 10, 2016
FATE CHIPS
Here are the first set of rules for Fate Chips. It seems to me that when I used them before (for Castles an Crusades many years ago) that these took the place of Experience Points for Monsters, in addition to being a story mechanism. So the more skillful play, without spending chips, you showed, the more XP you got. Since monster XP is really secondary to Treasure XP in old-timey D&D anyway, I'm inclined to keep it that way. It's one less thing to keep track of during the game. But, it's a big question, so let me know thoughts.
Getting
Fate Chips: each Player
begins the session with 3 Fate Chips. He
will gain more through the course of the game session. Generally speaking, each significant combat
or role-playing encounter that involves some risk, or advances the action, goal
or mission will result in either 1 or 2 Fate Chips being awarded to each player
who participated. The GM can award more
for significant actions to specific players.
At most 1 encounter per session can be designated a “key encounter” or
“super dangerous monkey-slap encounter” and be worth 3 chips.
Spending
Fate Chips: a player
may spend Fate Chips during the game to help any character or henchman under
his control. Chips may be spent to do
the following actions:
- Re-roll a die: 1 chip allows any result to be
re-rolled, but only 1 chip per roll may be spent. The re-roll can never be worse than the
original roll.
- Heal: immediately heal 1d4 hit points of
damage suffered
- Maximum Damage: score maximum damage on a single
die rolled for damage (so you can max out a great axe shot d10, but not a
6d6 fireball).
- Put the Hoo-Doo: cause an enemy to suffer –4 on a
saving throw. This use may be
vetoes by the GM at his whim.
- Death to Wound: it is assumed that whenever a
character reaches –1 hit points, he is dead. If you spend a chip, you can transfer
that into a lethal wound, reset to -1 hit points, that bleeds 1 hit point
per round until treated. Character dies if he reaches -10 hit points or
spends a second chip to stabilize the wound (or heals it to 1 hp or better).
- Change the World: allows the player’s character to
find a piece of needed mundane equipment, or to turn a non-hostile npc
into an old friend met by chance, or similar minor effect.
Cashing In Fate Chips: when the session is over, each player
must cash in his Fate Chips. Each chip
left over is worth 100 experience points (if characters are levels 1-3). 200
experience points (if characters are levels 4-6), or 300 experience points (if
characters are levels 7-9) or 500xp (if the characters are levels 10+). The main character under the player’s control gets
the full value of the chips he holds at the end, but henchmen get ½ that value.
Saturday, January 9, 2016
MAKING MAGIC ITEMS: Scrolls and Foci
Every caster will be able to make magic scrolls at any level (the Holmes Rule). Additionally, they can all make a type of permanent object called a Magic Focus by sacrificing a spell-slot permanently.
SPELL SCROLLS:
clerics, druids, magic-users, illusionists, gnomes and elves of any
level (but not bards) can scribe a scroll of any spell he can cast. First the caster must have 1 sheet of Purest
Vellum (50gp) per spell scribed. Secondly,
the caster must use 1 dose of Magic Ink (arcane) or Sacred Ink (cleric), per
spell level of the spell. Each dose
costs 100gp. The scroll takes 1 week
per spell level to write.
MAGICAL FOCUS:
every spell casting class has the ability to make permanent magic
devices known as Magical Foci. To do so,
he must permanently sacrifice 1 spell slot from his casting power. He then imbues the magic focus with the power
to bring forth a spell that the caster knows and is able to cast with the
desired spell slot three times per day, regardless of the caster’s state of
rest or study. The device takes 1 week
per spell level of prayer or incantation to create, and 100gp per spell level
in either Holy Incense (clerics) or Mystic Myrrh (other casters). Primitive or impoverished casters can skip
the incense or myrrh, but it multiplies the preparation time by 4. The focus forever functions as if the spell
it produces was cast by a caster at the level at which the creator was when the
focus was created. At a later date, if
the caster wishes to make an additional focus, he can either add another spell
to the same device or create a separate device.
Since the focus is bound to the creator’s personal energies, if the
caster dies, there is a 90% chance minus 5% per experience level that each of
his foci will be destroyed at the same time, and if the caster is raised from
the dead, his foci do not reform. If a
focus is destroyed by some other means, on the other hand, the caster does not
get his spell slot back. A focus can be
used by anyone of the same class as the creator, but for such a person it will
only operate once per day.
Example: Orville of Redenbacker is a 3rd
level magic-user. He can cast 2 level 1
and 1 level 2 spells per day. He
decides that he needs more magic power.
He decides to give up one level 1 spell slot permanently, in order to
make “Orville’s Bitchin’ Headband of Magic Missiles”, a magic focus. He will be able to use the Focus to cast
Magic Missile spell three times per day, but will forever cast 1 fewer first
level spell than his level allows. At
third level, his magic missile spell launches 2 missiles, but even when Orville
has advanced to 10th level and could cast 5 missiles with a normal
spell, his head band will still only launch 2 missiles per casting. One day when Orville was 8th
level, he is killed by a poison trap.
90% minus 5%x8 equals 50% chance that his head band will survive. It does so, and his partner Steve the Elf and
his Apprentice Cheesy Joe both claim it.
However, since Steve is of a different class (elf) he can’t use it and
gives way and allows Joe to take it. Joe
can now use the headband to cast 1 free magic missile spell per day.
FUMBLES
I like to see the occasional fumble, broken weapon/bow string. This solution makes it possible but uncommon (far less common than just rolling a natural 1)
FUMBLES: whenever
a character or monster draws the 2 of clubs (formerly known as the “I go last
card” know known as the “Fumble Card”) he will suffer a Fumble or Mishap. Archers will have a bow string break,
swordsmen will drop their swords, those with a wooden-hafted (non-magic) weapon
will see that weapon break, spell-casters will trip and fall. In all
cases, the character loses his action for the round. If the fumble affects a whole group, the
leader only will have a weapon break or drop, the henchmen or followers simply
lose their turn.
Friday, January 8, 2016
Combat Options, part 4
GRAPPLE
Classes: all classes
Requirement: having both hands free
Benefit: on successful hit, roll Str or less on
d20, if succeeds, target saves vs. paralysis or has one of his limbs held. May attempt save each round to break hold.
Penalty:
-2 to hit (except mystics) if enemy armed. No damage scored by attack.
SUNDER
Classes: fighter, gnome, dwarf, elf, berserker
Requirement: using any axe or sword, or any
2-handed weapon except a staff
Benefit: May aim for the Weapon (AC 2) or Shield
(AC 6) of an enemy instead of his body.
If hit is scored roll damage and then roll damage scored or less on d20
to break a shield or weapon with wooden haft.
If weapon is all metal, half the damage.
Penalty: The attack scores no damage on the
target.
Thursday, January 7, 2016
Combat Options part 3
SHIELD WALL
Classes: fighter, dwarf, elf, berserker
Requirement: 3 or more adjacent characters all
taking this action and using shields
Benefit: all characters in the shield wall get a
+3 boost to AC in the direction of the wall.
Penalty: Movement is restricted to 30 feet, all
members are on the same initiative, and weaponry restricted to spears, daggers
or short swords.
SHOOT YOUR FACE
Classes: fighter, elf, halfling, mystic
Requirement: Using a bow or crossbow (halflings may
use rock or sling as well)
Benefit: add 4 points to damage
Penalty: suffer a -4 to hit penalty
SMASH
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement: 9th level or greater
(special for Demi-humans)
Benefit: add Strength Score to total damage
Penalty: -5 to hit, goes last in initiative for
round
SPLIT-FIRE ATTACK
Classes: elf
Requirement: using short bow or long bow
Benefit: elves can move at running speed and
shoot a bow at any point during movement.
Penalty: You have to live with yourself as an
elf.
TO THE HILT
Classes: fighter, gnome, berserker, thief
Requirement: using a dagger
Benefit: dagger does +1 damage and is stuck in
the wound doing 1 point of damage per round until pulled out (uses attack
action)/
Penalty: The attack is made at -4 to hit.
TRIP
Classes: fighter, dwarf, elf, gnome, halfling,
berserker, mystic
Requirement: using a 2-handed weapon (mystics may
use legs)
Benefit: If attacker hits AC 4, target must roll
DEX or less (monsters 8+HD) or fall prone
Penalty: Attack scores no damage.
UNHORSE
Classes: fighter, dwarf, elf, mystic
Requirement: using a polearm vs. mounted enemy
Benefit: if
hit AC 5 or better, target must save vs. paralysis or fall from horse.
Penalty: hit
does no damage.
Combat Options Part 2
RAPID FIRE
Classes: elf, fighter, halfling
Requirement: using short bow or long bow
Benefit: make one extra shot per round
Penalty: may not move in round
REACH ATTACK
Classes: fighter, elf, mystic
Requirement: using spear or pike
Benefit:
may attack enemy that is 5 feet away from actual contact
Penalty:
-2 to hit
RIDE-BY ATTACK
Classes: fighter
Requirement: mounted on war horse
Benefit: human fighters on warhorses can make
their attack(s) at any point of his horse’s movement, and continue to move,
without facing a free attack, except by set vs charge.
Penalty: subject to “set vs. charge” attack by
any target with spear or pike.
SET VS. CHARGE
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement: using spear or pike, charged by enemy
Benefit: double rolled weapon damage when
charged by enemy
Penalty: may not move in round
SHIELD PUSH
Classes: fighter, dwarf, elf, gnome, halfling,
berserker
Requirement: using a shield
Benefit: Instead of making an attack, the
character pushes enemy with his shield.
If the attacker scores a hit, the defender is pushed back 5 feet, plus 5
feet per point of Strength Bonus
Penalty: The attacker scores no damage and must,
of course follow along with the target.
Shield push is ineffective against targets a size code bigger than the
attacker.
SHIELD SACRIFICE
Classes: fighter, dwarf, elf, gnome, halfling,
berserker
Requirement: using a shield
Benefit: 1 enemy attack that would have hit is
completely blocked.
Penalty: The shield being used is completely
destroyed by the attack
Combat Options Part 1
I've pirated various combat options from older campaigns and come up with a preliminary list. Here's section 1
CHARGE:
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement:
move at least 10 feet in straight line directly into contact
Benefit:
+2 to hit, allows running speed movement and an attack
Penalty: liable to Set vs, Charge effect, -2 AC
for rest of round
DISARM
Classes: fighter, dwarf, elf, gnome, halfling,
berserker, mystic, thief
Requirement: using a sword, whip or 2-handed weapon
(Mystics may use hands)
Benefit: If attacker hits AC 2, target must roll
DEX or less (monsters 8+HD) or drop weapon
Penalty: Attack scores no damage.
MIGHTY SWEEP
Classes: fighter, dwarf, elf, mystic, berserker
Requirement: begin in melee contact, using a
2-handed weapon (except spear/pike)
Benefit: Each
adjacent target must either move back 5ft (free) or be attacked. Attacker therefore might be able to attack a
large number of enemies.
Penalty: if all enemies step back, attacker loses
his attack, but may be clear to move.
RAMPAGE (replaces multiple attack rules in RC)
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement: proper class
Benefit: make an additional number of attacks
during a round, depending on level
Penalty: suffering hit points of damage scaling
with the number of attacks
|
Minimum Level
|
Additional Attacks
|
Damage
|
Rampage A
|
1
|
1
|
1
|
Rampage B
|
4
|
2
|
3
|
Rampage C
|
7
|
3
|
6
|
Rampage D
|
10
|
4
|
10
|
Rampage E
|
13
|
5
|
15
|
Rampage F
|
16
|
6
|
21
|
So, if a 4th
level fighter decides to rampage during a round, he could either get 1
additional attack, suffering 1 point of damage in the process, or 2 additional
attacks, suffering 3 points of damage in the process.
Wednesday, January 6, 2016
Initiative and Surprise
A—SURPRISE:
When two
parties blunder into one another, a check for surprise must be made. Each side rolls 1d6, adding modifiers listed
below. If one side rolls 3 points or
more higher than the other, the lower rolling side is said to be surprised, the
winning side may take 1 round’s actions before initiative is checked. The non-surprised side is also considered
unspotted by the others and may take reasonable measures to avoid the encounter
instead of taking action.
Surprise Modifiers:
Party has a
Mystic or Halfling +1
Party is Stealthy +1 (no metal armor, moving carefully)
Party is Silent +3
(move silently, or silence spell, or elves/halflings no metal armor)
Party is
Invisible +3
(hide in shadows or invisibility magic)
Party is
waiting in ambush +2
Camp protected
by guard dogs +3
Party has
horses/mounts -2
Party is 10+ -2
Party is 20+ -4
If alone +Dex Bonus
If on watch/on
point + Wisdom
Bonus
Stalking
Predator Animal +2
Monster with
surprise bonus +2
B—Initiative
Each player and
group of similar monsters will be dealt a Playing Card at the start of the
round. Play will cycle through from
highest card to lowest card. Active
unit may hold action to a later point in the same round if desired, but if he
tries to interrupt an enemy action in mid-move there will be an opposed level
roll (each unit rolls 1d12+level, if interrupter scores higher, he interrupts enemy).
If a character
has 16-17 Dexterity he may draw 2 cards and use the better card. If a character has 18 Dexterity he may draw 3
cards and use the best of the three.
When someone
draws a Joker, he gains +2 to hit, damage, and saving throws for the round and
may act at any point in the round he wishes.
BIG QUESTION: is 3 points difference enough for Surprise, or should it be 4?
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