Monday, October 8, 2012

Rogues and Roguery

To be a Fighter in my game, the player needs to roll at least 9 STR.  To be a Wizard, at least 9 INT.  What if both those rolls get missed?  What are the odds?

Well ... about 1 in 16.  Love HTML ...

But what then?

Instead of cheating the old 3d6 in order, why not play someone who's not a Fighter nor a Wizard?  In other words, a classic Rogue.

Fighters hit stuff really hard and are good at evading blows.  Wizards make stuff magicky and are good at evading magic.  What luck do Rogues have?

They are jacks of all trades, other than combat or magic.

Using Roger Sorolla's system, Rogues start off rolling 5+ on d6 for any activity that is not fighting or spelling.  This includes archery.  Just like the other classes, Rogues gain xp for rolling the dice on their class skills.  At each level, they get to fill in another pip ... on everything but combat and magic.

This makes roguery all about how clever the player can be with non-traditional options for resolving problems.  Which is, to me, exactly the point.

It also sets up a mechanical reason for the non-roguish characters to become quite impatient with solutions that leave out their own special skill sets.

Saturday, September 29, 2012

Twenty Questions (pt 2)

What is the deal with my cleric's religion?
We don't do clerics here (yet).  However, your wizard/sorceror may very well use a god as cover.  Some of the relevant gods would include Chauntea, Istishia, Kelemvor, Kossuth, Lathander, Oghma, Silvanus.

Where can we go to buy standard equipment?
You'll probably have to ask around for something to borrow, and do some favor or give a gift in return.

Where can we go to get platemail custom fitted for this monster I just befriended?
We don't make platemail here.  In foreign lands they put chain and leather barding onto horses and camels.

Who is the mightiest wizard in the land?
Probably the court sage, far away in the western lowlands, by the sea.  Round here there's not much.

Who is the greatest warrior in the land?
Every petty king's champion makes that claim but few of them have the guts to resolve it once and for all.  Pretty much anyone with a bow can make you sorry for crossing them.

Who is the richest person in the land?
Probably the queen way off to the west, but who knows ... nearby, there's a lot of gold and pretty much everyone has pretty jewelry.  Each village has its petty king, who is the wealthiest person by land and flocks.

Where can we go to get some magical healing?
Any village has a priest / wise man who can (for the right people = those who ask nicely and offer a favor) form a healing enchantment.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
Ask nicely, and the local priest will take on any of these but death.  We don't fuck with the Death god, because the least bad outcome is a new undead.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?
Village wise men sometimes visit with each other.  They also tend to be hospitable toward wandering wise men and hermits.

Where can I find an alchemist, sage or other expert NPC?
Village wise man, again.

Where can I hire mercenaries?
Any village has 1d4 young toughs (0-levels) who make trouble out of boredom / inaptitude for farming and herding.  They will be friendly and willing to join an adventure band that can take care of them.  The few towns have roughly 4d6 (Fighter-1) but make a reaction roll for each.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Who is Johnny Law?  Is he related to the baron whom the local kings mock behind his back?

Which way to the nearest tavern?
Every house has a kvass bag over the lintel.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Bandits won't make you famous.  Ogres or giants will.

Are there any wars brewing I could go fight?
You mean vendettas, feuds, bandits, caravans, or distant fabulous conflicts in places you don't quite know how to reach?

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
No.  We make fun of people who fight for glory.

Are there any secret societies with sinister agendas I could join and/or fight?
There are bandits, but they're not secret.  There are always groups looking to eliminate a few of the baron's soldiers, but this is not seen as particularly sinister.

What is there to eat around here?
Millet, barley, tef, lentils, chickpeas, beans, turnips, onions, broccoli, carrots, celery, kale, eggs, chicken, lamb, paneer.

Any legendary lost treasures I could be looking for?
Stuff you might stumble across in one of the old burial mounds.  If you want to be labeled a grave robber.

Where is the nearest dragon or other monster with Type H treasure?
Giants keep hoards for those times when they feel like changing to human shape, visiting a village, and making friends by giving away someone else's stuff.


















Twenty Questions (pt 1)

Ability scores generation method?
3d6, in order, +1d6 that may be switched for any other.

How are death and dying handled?
With mourning.

What about raising the dead?
Nope.

How are replacement PCs handled?
They have to show up naturally - either by promoting a hireling, or by running into someone at a gathering place.  Gathering places might include adventure locations.

Initiative: individual, group, or something else?
Individual:  2d6, - DEX bonus, - level.

Are there critical hits and fumbles? How do they work?
Opponent in melee gets an extra attack on a natural 1 defense. Friendly fire with a natural 1 on missile attack.

Do I get any benefits for wearing a helmet?
+1 to defense roll.  Shields give +2 / +4 to defense (everyone else / Fighters).

Can I hurt my friends if I fire into melee or do something similarly silly?
See the critical fumbles bit.  Also, there's a fifty/fifty chance of hitting an adjacent character when the target is missed.

Will we need to run from some encounters, or will we be able to kill everything?
Discretion is the better part of valor.

Level-draining monsters: yes or no?
No. That stuff's wack.

Are there going to be cases where a failed save results in PC death?
Any time a defense (combat save) is failed, there's a definite chance to get whacked.  Same for some magic saves.

How strictly are encumbrance & resources tracked?
Strictly, using the Roger GS system.

What's required when my PC gains a level? Training? Do I get new spells automatically?
To gain a level, the PC needs minimum experience points, plus an opportunity to train with anyone of the same character class (any level).  The training requires [new level] days.

Re: spells ...

Can it happen in the middle of an adventure, or do I have to wait for down time?
It can happen whenever and wherever the training can happen, and the training can be spread out over weeks of adventuring.

What do I get experience for?
Fighters:  fighting.  Wizards:  wizardry.  Rogues:  roguery.

How are traps located? Description, dice rolling, or some combination?
Description, plus any PC gets a 1 in 6 to detect when specifically looking (slows movement), plus rogues get an auto chance to detect that improves with level.

Are retainers encouraged and how does morale work?
Definitely hire retainers.  Morale is the standard roll-under-on-d20 with default 9, improving 1 per week of survival and good treatment.

How do I identify magic items?
Any wizard will feel the magic.  Figuring out what magic that is, will require the wizard to form a special enchantment to that purpose.  With all the usual risks.

Can I buy magic items? Oh, come on: how about just potions?
No, but yes on the potions, but "buy" is more likely to be "do / owe a favor for."  A fairly big favor.

Can I create magic items? When and how?
Any wizard can create a magic item by forming an enchantment to that purpose.  Potence of the enchantment = potence of the item, diminishing by 1 for each use.  A bit of the wizard goes into the item:  1 CON damage, regainable by rolling 6 on d6, one roll per year.

What about splitting the party?
Results may vary.



















Tuesday, September 25, 2012

Parrying a Spell

A sorcerer, carrying an enchantment, may parry a spell in much the same way as a fighter, armed with a blade, may parry an attack.  Just as a parrying fighter must have chosen the "fight" action, so a parrying sorceror must have chosen the "spell" action.  Each must have initiative lower than the attack or spell to be parried.  However, the sorceror need merely perceive the spell; he need not be adjacent the caster.

Thus, in parrying a spell, a sorceror expends one of his own spells, which must already have been readied for casting.  It should be noted that a sorceror may ready a spell for casting (and roll Initiative on that basis), without actually committing to cast the spell.  Thus, a spell may be held ready to parry for several rounds awaiting puissant magic to be canceled.

Old Schooling a New School Module (pt 1)

Doesn't it just suck when a module starts off with "This will be an introductory module for 4-6 1st level characters?"  You know then that it will be filled with unnecessary get-to-know-thy-game crap.

Not so, here.

SET UP
Roll characters.  "For expedience," have the players make numbered lists of the equipment they want to purchase.  Give them about five minutes to do this.  When time's up, or all are finished, roll 3d4 drop lowest.  Everyone has this number of items from the top of their list.  Everyone is standing in the location appropriate to their just-purchased item.  Everyone is in a market square in a market town.

Another wagon rolls into the middle of the market square.  They've been rolling in all morning, surrounded by squabbling children daring each other to run under the traces.  Nothing extraordinary, except that this one is drawn by two snorting black oxen.

Then the wagoner cuts loose the black oxen, they rear up, and they melt like candles.  Two black-armored knights stand where the oxen stamped.  The knights wield maces and shields, and they immediately charge away from the wagon, attacking the merchants and customers who just now are scattering through the stalls, also away from the wagon.  The wagoner leaps down and also runs away from the wagon, back toward the gates of the town.  Those who think to look will notice that the wagon is smoldering.

Wagoner:  6th-level sorcerer; CHA bonus (+d6) to Potence.  5 spells formed:  flame strike (2d6, each target saves); shadow of death (2d8, each target saves); darkness (2d4, each target saves); black beast (2d4, target saves); vanishing (2d10, all viewing save). 6 hp, light armor.

Knights (2):  5th-level fighters; STR bonus (+d6) to damage.  9 and 12 hp, heavy armor, heavy weapons.

Merchants (2d6); customers (2d6):  0-level.  3 hp, no armor.

Wagon:  explosive death trap - will detonate within 2d6 rounds; all adjacent take sharp, heavy damage; all next adjacent take sharp, medium damage; next adjacent, light damage; beyond 15', no damage.

DENOUEMENT
The knights don't just evaporate or anything.  Unless they are killed, they will pillage the town.  The characters may opt to flee, or to use missile weapons, or fire, or polearms, or magic.  Presuming that some PCs survive, the knights' black chain mail, shields, and maces all will be found to bear insignia of (... big surprise, here ...) Death and Chaos.  More to the point, the knights stink of swamp water, their weapons and armor are rusted, and they are not recently dead when slain.

... to be continued ...

NEW SPELLS
Flame strike:  deal 2d6 damage to all within a 10' circle (4 squares) disposed within visual range of the caster; armor absorbs normally.
Shadow of death:  all within the caster's natural shadow must die.
Darkness:  all within the caster's view are subject to the darkness of night without stars.
Black beast:  the shadow of one target, within visual range from the caster, becomes a ravening beast with hp and attacks equal to the target's own, but under the caster's command.
Vanishing:  the caster becomes imperceptible to sight and hearing until touched by a living person; any save negates this effect.

"Standard binary thousands"

Just to clarify what the heck that means:

Wizards and Their Flashing (not so much) Spells

... or, one way to do swords & sorcery style magic.

Presume that a sorcerer can accomplish anything by means of magic.  But magic is unpredictable and never twice the same; so, anything may take a while, and may be expensive.  Further, there are no "instant" effects.  What may be seen as instant (e.g., a flare of flame from fingertips) indeed is the culmination of a complex enchantment.  It follows, there are no "reusable" effects:  each enchantment is unique; each must be built or grown organically; there is no forming of exact duplicate enchantments.

How to represent this?

Let the sorceror's player specify a spell to be made.  Consult the following tables:




The sorceror's key step in spellcraft is to establish a trance. While entranced, the sorceror is voyaging in Otherworld, interacting with various spirits to form the desired enchantment.  The ingredients are signposts for finding the right spirits; the risk roll represents an unfortunate spiritual interaction, which should result in an adverse effect thematically related to the desired enchantment. Regardless of risk, should the sorceror maintain trance for the entire specified duration, the spell will be formed.  Notably, the sorceror's player knows all the d6 rolls on the above table, but does not know ahead of time the results of the subsidiary rolls, thus, cannot definitively schedule time for making an enchantment nor have confidence as to its potence.  Such variables should be noted for the DM's information, and the player merely informed:  "Five days pass while you ensorcel your hands to flare with consuming fire on touching an enemy;" or, "In the third hour, your trance is disrupted by your co-conspirator's intruding voice; the enchantment fails, and the ashes of the bat wing are wasted."

The enchantment, once formed, may be carried about indefinitely; its presence will be apparent to any sorceror.  A carried enchantment may be cast onto a target at an Initiative equal to its Potence, thus, more potent enchantments take longer to cast and the caster must be better-protected from the target.

This magic system requires an adherence to game time that is not usually observed by gaming groups, and for this reason, it may be unpopular.  However, it is felt true to the spirit of swords & sorcery fiction.

DEFENDING AGAINST A SPELL

Any living target gets to roll defense ("a saving throw") against the Potence of an incoming spell.  The defense roll is d20 + (WIS bonus) + target's Wizard level.  Success negates the spell.

PARRYING A SPELL

See my later post.  Unlike weapon parries, which may be attempted by any character wielding a weapon, spell parries may be attempted only by sorcerors.

"Experience points"
 Use the binary-thousands progression of xp/level, and accumulate xp as follows:  every time a "magicky" die roll is made (d6s to form an enchantment, Risk or Time or Potence rolls, saves), add the total of that roll to the accumulated xp.

HOW MANY SPELLS MAY BE CARRIED ?
At each level, roll d6 (+ INT bonus).  If higher than rolled for previous level, replace.  If previous level rolled 6, add.

Thus, a wizard's player rolls at Level 1 a 3; at level 2 a 2; at level 3 a 6; at level 4 a 4.  At this point, the wizard may carry up to 10 spells.