First: apologies for using smilies in the text, although they don't register as smilies to Blogspot/Blogger. I generally avoid it, but ut's appropriate today. You'll see why in a moment...
So: It seems I've been banned (for a day) by RPG.net...:)
OK, their site, their rules. Fine by me, this post isn't complaining about the fact! We obviously had differences of opinion with the moderators, but they also have the administrative rules;).
I might return to it again or not. I doubt too many people would miss me, anyway (and most of the posters that were fun to talk with seem to have migrated to theRPGsite).
However, the reason is nothing short of funny.
Yes, it says "smiley-assisted threadcrapping after multiple warnings".
REmember, that's on a forum which limits the number of smilies per post to 10! So I'm not banned for excessive use of smilies*, but for using them in an especially evil way. That was more or less what the previous warning said, too.
I think "finding a way to weaponize smilies" is definitely ROFL-worthy (and probably worthy of 1 day or more without RPG.net).
I also think there's only one appropriate thing to say to this, and it is:
*And we obviously differ in opinion about whether it was threadcrapping. To me, it was clarifiying a cultural difference (between Eastern/Southeastern Europe and North America, in this case).
For a place that claims to be tolerant of all cultures, RPG.net definitely doesn't show any tolerance to clarifying the differences between some of them.
Showing posts with label houserules. Show all posts
Showing posts with label houserules. Show all posts
Monday, 13 March 2017
Monday, 26 December 2016
Multiple HPs?
In continuation of my previous idea: what if a (d20-styled) adventurer had multiple XPs and multiple HPs, each named after different gods?
You're a Barbarian. You have X hp from god A, Y hp from god B and Z xp from goddess Z?
It seems hard to remember. Writing it down on a character sheet, however, would remove the problem.
Hmm...that raises some questions.
The god of Fighters, the goddess of Magic, the goddess of Shadows? How many gods should there be?
Do I want a god of Songs, a goddess of Fertility?
Split the god of Fighters in a god of Excelence (with his sub-aspect of Arts and sub-aspect of Crafts) and a god of Violence?
The important question, if I decide to go there, are two:
Does "gods' Vitality" apply to different body locations, making it a hit location system?
And do the NPCs get "demon HP", or can adventurers gain it by dealing with demons as well? How does it interact with the HP granted by gods?
Decisions, decisions!
You're a Barbarian. You have X hp from god A, Y hp from god B and Z xp from goddess Z?
It seems hard to remember. Writing it down on a character sheet, however, would remove the problem.
Hmm...that raises some questions.
The god of Fighters, the goddess of Magic, the goddess of Shadows? How many gods should there be?
Do I want a god of Songs, a goddess of Fertility?
Split the god of Fighters in a god of Excelence (with his sub-aspect of Arts and sub-aspect of Crafts) and a god of Violence?
The important question, if I decide to go there, are two:
Does "gods' Vitality" apply to different body locations, making it a hit location system?
And do the NPCs get "demon HP", or can adventurers gain it by dealing with demons as well? How does it interact with the HP granted by gods?
Decisions, decisions!
Labels:
D20,
gods and demons,
houserules,
Musings,
osr,
simulationism
Saturday, 24 December 2016
And now I almost want to write my own d20 game...almost
I'm still not sure whether I do.
But if I try my hand at it, we all know it would have a Wounds/Vitality split (and maybe Hit Locations...you know me).
In it, Vitality wouldn't be a matter of skill. Everyone has skill, including those that get disembowelled on multiple battlefields!
Vitality, however, is the semi-magical resource of imbuing your skill with magic. It happens at the will of gods and demons who enjoy watching the struggles of adventurers (and other, even more unwholesome, sorts).
Said resource is used for only one thing: to prevent deadly blows (Wound damage). It both gives them a better chance in another adventure, allows them to try more entertaining adventures, and makes sure a favourite "star adventurer" in the gods' reality show isn't going to be retired too soon.
Maybe I should try that? I could use some retroclone or with Fantasy Craft to begin with, and see how my players would react. I've got enough people in my group who dislike HP that it would be an interesting experiment if I can design a suitable character sheet that's not obviously related to the d20 system...
(The above idea was based on the fact that most people agree that if a Godbound or Exalted character has a crossbow pointed at him at point-blank range, what we can expect is him dodging to taking the attack on his chest and then disarming, knocking out or killing the attacker.
But the same people have an issue with an adventurer's HPs allowing him to do the same. Is the difference magic/divine power?)
But if I try my hand at it, we all know it would have a Wounds/Vitality split (and maybe Hit Locations...you know me).
In it, Vitality wouldn't be a matter of skill. Everyone has skill, including those that get disembowelled on multiple battlefields!
Vitality, however, is the semi-magical resource of imbuing your skill with magic. It happens at the will of gods and demons who enjoy watching the struggles of adventurers (and other, even more unwholesome, sorts).
Said resource is used for only one thing: to prevent deadly blows (Wound damage). It both gives them a better chance in another adventure, allows them to try more entertaining adventures, and makes sure a favourite "star adventurer" in the gods' reality show isn't going to be retired too soon.
Maybe I should try that? I could use some retroclone or with Fantasy Craft to begin with, and see how my players would react. I've got enough people in my group who dislike HP that it would be an interesting experiment if I can design a suitable character sheet that's not obviously related to the d20 system...
(The above idea was based on the fact that most people agree that if a Godbound or Exalted character has a crossbow pointed at him at point-blank range, what we can expect is him dodging to taking the attack on his chest and then disarming, knocking out or killing the attacker.
But the same people have an issue with an adventurer's HPs allowing him to do the same. Is the difference magic/divine power?)
Friday, 4 March 2016
Binding Books for Tekumel/Create Your Own Yozi
Here's a system-agnostic way to create your own demons for Tekumel. Because someone pointed out that The Book of Ebon Bindings only has Change demons, and not Stability demons...
And I thought of a series of interlinked random tables.
And I thought of a series of interlinked random tables.
Step one: Pick Stasis/Stability or Enthropy/Change. Or toss a coin. If you have Stasis, add "a" to the number of the tables. Enthropy means you add a "b".
Step two,optional: Do you want to decide a god in advance or not? If yes, roll on table 1.
1a: Roll 1d10, or 2d10 pick higher/lower.
- Hruu
- Wuru
- Vimuhla
- Chiteng
- Ksarul
- Gruganu
- Sarku
- Durritlámish
- Dlamelish
- Hriháyal
1b: Roll 1d10, or 2d10 pick higher/lower.
- Hnalla
- Dra
- Karakan
- Chegarra
- Thumis
- Ketengku
- Belkhanu
- Qon
- Avanthe
- Dilinala
Or, you know...just decide whether you want a Cohort or a main god/dess, and roll 1d5 on table 1C (c for Common, it applies to both stability and change).
1-Authority and Rulership (the "boss" of the pantheon)
2-War and Violence
3-Wisdom, especially occult
4-Death and Afterlife
5-Sex and Family
Either way, if you have chosen a god or goddess already, when you'd roll the other tables, only pick results that "fit". A courtesan might not be the best option for Sarku (or at least I prefer not to imagine it).
Step 3: Pick the basics of your demon. Roll on table 2.
2a - roll 1d24 or a 1d100
- Warrior (1-5)
- Scholar (6-10)
- Priest (11-13)
- Maiden (14-15)
- Slave (16)
- Pe Choi or other "friendly" race (17)
- Unfriendly race or extraterrestrial menace (18)
- Grazing beast (19-23)
- Predator (24-26)
- Earthly predator (27)
- Earthly vegetarian beast, likely horned and/or of great mass (28)
- Marsupial (29)
- Bird with great speed or strength (30-33)
- Bird of prey (34-38)
- Lizard-analogue (39-40)
- Frog-analogue (41-42)
- Invertebrate considered useful (ex: eatable mollusque, a scarab that must eat the body of the deceased in order to guarantee the ascension of the soul 43-45)
- Colony-based Insect (46-50)
- Construct, humanoid (51-54)
- Plant (55-60)
- Fungi (61-62)
- Animated item (63-69)
- Geographic location (a big boulder, a forest 70-75)
- Roll twice and combine (ignore this result if you roll it again, 76-100).
Table 2b. Roll 1d66 (2d6 of different colour, giving you a result between 11 and 66).
- Roll once more 2
- Roll twice more
- Roll 3 times more
- Warrior, probably berserk-like or mounted
- Scholar, likely mad or extremely methodic
- Priest
- Courtesan
- Vacchan
- Slave
- Dark-clad Assassin
- Non-human Tekumelian race
- Enraged, stampeding grazing beast
- Stalking predator
- Corpse-eating beast
- Bird of prey
- Carrion-eating bird
- Snake-analogue
- Lizard-analogue
- Frog-analogue
- Horned beast
- Fish
- Worm
- Other invertebrate, likely considered harmful
- Carnivorous plant
- Fungi
- Algae or jellyfish
- Spider
- Scorpion
- Poisonous or corpse-eating insect
- Construct, non-human looking
- Undead
- Animated item, likely not man-made: Stone, sand, diamond
- Incarnation of a disaster (hurricane)
- Animated geographic feature (forest)
- A hive, swarm or pack with one mind
- Ethereal presence
Now combine all results you got, if you have more than one, and go to the next step.
Step 4: Roll on table 3.
Add an elemental condition to your demon. This is a guideline-only and the "element" doesn't need to be presented!
A Wind demon might be fully material, but flying...or it might be the wind itself (the scourging wind, for Change demons). It might be watery, or command water (salty water, for Change demons).
Table 3a (I let it to you to guess which die to roll...or you can roll 1d100).
- None 1-44
- Light 45-52
- Air 53-60
- Water 61-68
- Earth 69-76
- Gold 77-84
- Steel 85-92
- Shadow 93-100
Table 3b. Roll 1d20 or 1d100...seriously, you don't need me to write that out!
- None
- Fire
- Wind
- Water
- Earth
- Gold
- Steel
- Brass
- Darkness
- Beast
- Poison
- Smoke
- Blood
- Acid
- Salts
- Thunder
- Electricity
- Shadow
- Void
- Flesh
Step 5: Combine them into a narrative description that fits.
Step 6: Consider which god or goddess said demon is most likely to serve (note: a "slave" demon likely has no free will and you might want to roll on Table 1).
Step 7: Decide what said demon's goals, needs and wants, dislikes, hates and quirks are. Demons often reflect the identity of the god/dess they serve.
Step 8: Decide on a binding ritual. The type and element should help you, but it should be costly, require precision and sacrifice - or it doesn't count...
Also remember, no demon works for free. The personality should help you devise a suitable payment.
So, how does it work?
Well, you start with Step 1, and pick a pantheon. Let's say you got Stability.
Then you roll 100, double, and get "maiden" and "plant" on the results. You roll "gold".
Your demon is a plant girl, walking on feet of greenery, that leaves golden nuggets in her footsteps. I decide she's an Avanthe demon that aims to preserve the crops and reward the good farmers.
Too bad you need to boil gold in a pot of ironwood and pour it on a still-living flower so you get the golden flower. You need to arrange enough of those to make a nice arrangement, while reciting the magical formula.
If you fail to do a nice one, the demon appears, but smashes the arrangement and takes the caster away for uses best left unmentioned.
Oh, and you know why this has the Exalted tag? It also works for demons of the 2nd and 3rd circle, or even new Yozis!
Have fun!
A.
Tuesday, 24 September 2013
Cool toys for OSR fighters
The current thread on the Big Purple is giving me ideas. It's about whether OSR fighters should have "cool manoeuvres" or not. (And frankly, I think they should, or the wizards and clerics should be brought down a couple notches as well. Fighters are inherently cooler than other classes, but it should be made clear even to fighter-haters, too!)
AFAICT, the two main objections to the fighters having such manoeuvres is a) we don't want to describe each swing, and b) we want more down-to-earth fights. I agree with the latter, FWIW. But let me address how it could be done.
So, I admit I don't get it why people would equate "more powerful/interesting fighters" with "more detail how a swing happens"? 4e proves it ain't so IME. At least, I often can't imagine the specific actions from the movements on the grid.
And it's even arguable whether a 4e fighter is more powerful than a OD&D Fighting (wo)man. I mean, just how often does a 4e Fighter kill 4 kobolds in one attack, minions or not? The 0e Fighting man can do that. So it's about having more interesting options baked in the system (that is, on top of everything else you could and should be doing!)
But fine, let's get down-to-earth. You know what rule would make OSR/TSR-era D&D more down-to-earth while also reducing complexity?
"When the fighter attacks a non-fighter of the same or lower level, he rolls for damage". Possibly add "....rolls the d20, but applies it as damage".
There, you have it. A 1st level Fighting (Wo)Man is a Veteran. IME, when a veteran fights some young buck and sees an opportunity, meaning "his/her turn in initiative came", the other guy is in for a world of hurt. Seen that happening, it wasn't pretty. And no, when a fencing expert feints, you'd better start praying for your soul.
Yes, that makes them the masters of the battlefield. Just like Clerics are masters of the religious matters and healing, and just like Wizards are the only ones that can cast spells... no contradiction here. Keep in mind, they can still fight back, they just need to pass his AC. There's no option for the fighter to cast a spell, not even with a roll, so it's still not equal, just less unequal. And of course, everyone rolls against a higher-level enemy, so it doesn't mean anyone overshadowing the rest in "boss battles" (assuming you've got boss battles).
-A Fighter always rolls for damage one die type higher. He or she can kill you with a knife as fast as a normal human can hurt you with a shord sword. That also means the warrior is never unarmed (rangers and paladins don't get that increase, but get the benefit of not being unarmed). The warrior can choose whether to deal subdual or normal damage, too.
(To anyone that objects, think of a warrior that can shatter bones with punches and break joints as a simple move. No, Monks aren't the only ones that get to be good unarmed fighters - just look how many wrestling matches Hercules had, how many of them ended in death, and what happened to the local though who tried to fight with Odysseus. Or, to put it in another way: beginning of the 20th century, one Japanese Judo sensei sees an European Fechtbuch. His reaction: "Wait, Europeans practiced ju-justsu in 17th century?"
Knowing that, I have a special message for anyone who tells me only Monks should have unarmed options. Said message translates from Bulgarian as "fuck off").
But fine, that's more powerful, but not really all that interesting. Let me see what else I can think of.
-Adapting the system of Stunts from Dragon Age and effects from the Bo9S and 4e.
Hey, pay attention to THIS sword!
Inflict a penalty of (your level) to the attacks of anyone in hand-to-hand range with you, who tries to attack anyone else.
A sword is hanging above our heads.
Double your damage dice before rolling (2 effects).
Fortuna rules it all.
Make your damage rolls explode, Savage Worlds-style. Self-explanatory.
Trip, and you fall.
The enemy rolls an opposed attack roll against your roll, or is down.
Your blade, it's mine, your soul, like ice...
The enemy rolls an opposed check against your attack roll or is disarmed.
Get lost, fucker!
Push/Shove. The enemy rolls Fortitude or Reflex/Save vs Death or Wands. Failing it, he/she is pushed back.
"Aren't you Isabel's husband? Just don't hit me with the horns!"
That's simply a taunt (yes, you can try taunting without an effect, but it's your action for the round with most GMs I know...). The enemy rolls a Will-based save with a penalty of your level. A failure means the enemy gets a penalty of (half your level, roudn up) to attacking anyone else. A second successful Taunt on the same enemy gives them half that (round up again) to AC, as they're sacrificing their defence. A third Taunt leads to them having your Charisma as penalty to their to-hit rolls, because anger blinds them and makes them predictable. Further using Taunt has no effect.
Note: The Charisma penalty is always negative to the enemy, even if you have a -1 on Charisma. Equally, even if you have a +0, the penalty is still -1.
On top of that, taunts aren't penalised for being used on the same enemy (see below). You are, however, penalised for using them on more than one enemy in a single fight.
Warning: Doesn't work on non-sapient creatures. Opponent gets a +3 to their roll if you don't share a language, or +5 if you don't share the same culture. If you're different to the point where your cultures have different meanings for common gestures, and you don't share the language, this is impossible to do. The GM might warn you if (s)he thinks it reasonable for you to have spotted that.
Cleave in 'twain!
Deal maximum damage on one of your dice, and roll another. That means that if you attack with a 2d6 two-handed sword, you deal 2d6+6 damage. If you hit with a two-handed axe, deal 1d12+12 damage (or if you're playing OD&D, deal 1d6+6 damage). This effect costs as much as 3 normal effects,
Traps hidden inside traps...
Feint: until his next action, the enemy has Your Intelligence modifier as penalty to either his AC or his to-hit roll. You must choose which one now.
Can you fight what you can't see?
Blind: until his next action, the enemy has a -4 to attack you. On his action, he can make a Fort/Save Vs. Death save to end the effect, or close their eyes and attack blindly. Doesn't work on constructs and other creatures lacking eyes. Opens an enemy to backstabbing/sneak attacks. You need two Manoeuvres to activate this!
Bind: this requires the enemy is armed with a weapon. Until his next action, they've got your Strength modifier as penalty to hit (see Taunt), and your Strength modifier as penalty against attacks from other characters. If they have another weapon that can be used up close, like a knife or rock, they can avoid the penalty to hit, but not the AC one.
The drawback is, the same AC penalty applies to you as well. he one that binded can choose to releast the Bind. Otherwise, the only way out is for the enemy to win a Str/Dex opposed check with you (each of you picks which one to use).
Stun: if you're using a bashing weapon, it's automatic. Otherwise, the enemy can choose to roll an opposed to-hit roll against your roll. If the stun succeeds, until enemy succeeds a Fort Save/Save vs Death, their attacks and defences suffer a -4 penalty. This costs two effects.
And here it's coming again...: roll to hit again, against the same enemy or another you can reach in this round (even with a missile weapon if you have one ready). This costs 2 effects, or 3 if you want to change weapons on the fly.
It's all in the feet.
You can move one hex on the battlemap. If you activate this at the cost of 3 effects, you pass behind the enemy's back and can backstab. On his turn, he needs to win an opposed Dex check in order to turn around without giving you an opening for attacking immediately.
...and so on. I'm pretty sure I can make up others.
How do you get effects? Roll a d6 along with the d20, on a 5, pick one effect. On a 6, pick two. You can elect to "save" an effect and deal it later when you roll another effect.
On 7th, 13th and 20th level, you add one more die to roll. Yes, teoretically, you could roll 8 effects. In practice, that only happens 1:1296 times.
Whenever you repeat a manoeuvre, however, that enemy gets a +1 damage against you, and you have a -1 on your saves against their spells until the end of the current combat. It pays to be unpredictable.
Keep in mind, you can deal effects even if you failed to hit. You can't add damage to an attack that didn't deal damage, but that doesn't prevent you from taking down an enemy.
-As above, but you pay for stunts with Elan points instead. You get 1 point for dropping an enemy, i.e. dealing the decisive strike, or after an attack if you take voluntarily a -5 penalty on your roll to hit and a -3 on your AC and damage until the end of the round. The two are cumulative, so you can take the penalty, drop an enemy nevertheless, and get 2 Elan points instead of 1 at the end of the round.
To add 1 effect on an attack, pay 1 point. To add 2 effects, pay 3 points. To add 3 effects, pay 10 points. Your points are lost whenever you have a rest. However, you need to hit successfully.
-Adapting the On Mighty Thews system - get effects depending on your roll to hit. For each 2 points you beat the necessary number, you get 1 effect to invoke.
As you can see, nothing here looks like magic powers, which is one of the objections to the 4e powers (including one of mine - I know all of that is possible, but some powers seem too dependent on the enemy to be able to invoke rgwm with any reliability in a fight. Hence, they seem magical - to me. That's however NOT due to the system, but to me having a different idea from the designers what fights look like, including epic fights).
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