Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, August 2, 2013

Ten Questions

Late to jump on the bandwagon here, but this seemed like a fun exercise to help nail down some concepts and background for my campaign...

Without further ado, my answers to Random Wizard's "Ten Questions." There are a few other sets of these around and maybe I'll try to answer those too, just to round things out.  We'll see.

Race (Elf, Dwarf, Halfling) as a class? Yes or no?
Yes, definitely. I cut my teeth on B/X, and still run Classic D&D.  I strongly believe in races being archetypal in my campaigns, so Race-as-Class is a given.  That said, I also believe more variety for my players is better, and makes them happier, so I use the ACKS model of multiple racial classes.

Do demi-humans have souls?
Honestly, I never gave this one much thought.  My players haven't tried to have anyone Raised, so it hasn't come up. I use fey races that do not. My elves are more fey than BTB elves, so they would not either.  The other "standard" demi-humans in Caldera (dwarves, halflings and orcs) do.


Ascending or descending armor class?

Ascending. Heretical, I know.  I use an attack bonus combat system rather than tables or Thac0 and just convert descending on the fly.

Demi-human level limits?

Theoretically, yes.  Got to give they some reason to play humans.  Of course, I haven't had anyone reach the limit either so it hasn't mattered in practice.

Should thief be a class?

Absolutely.  Didn't start on OD&D, so for me the thief has always been a core class.  I don't like the granularity of percentile skills though, and use a modification of the thief in Delving Deeper which allows improvement of the skills.

Do characters get non-weapon skills?

That they can choose from? No. Skills related to your class are built into the classes, plus I'll wing it based on the player's character concept and background.

Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Eventually, yes.  It's part and parcel of the class.  Just need to survive long enough to develop that power.  When do they take the lead? Not really sure - I suppose that's variable depending upon the spells they've chosen over time.

Do you use alignment languages?

No, don't make any sense to me.  I use cultural/regional human languages instead.

XP for gold, or XP for objectives (thieves disarming traps, etc...)?

Primarily just for monsters and gold.  Using your class abilities to reach your objectives is your job.  Do your job, you find treasure and then gain your XP from it.

Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

Best is ridiculously objective.  I have my preferences (Moldvay, Mentzer, RC) but pull the bits I like from anywhere I happen to find them, regardless of edition.

Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual.  It's part of the "balance" between classes as I see it.

Thursday, February 2, 2012

Equipment Packs for Faster Chargen

One of the ideas I've seen around the boards is to use "Equipment Packs" at character generation to speed up that process.  It seems as if picking out all your gear is what slows down chargen, and with something as simple as S&W, I wanted to move things along.  These are likely most useful for pick-up games or introducing new players to the game.  I imagine more experienced players can get set up quickly enough just picking their gear from the limited lists available in WhiteBox.

The packs detailed below as primarily based on "Equipment Packs: A Basic Fantasy Supplement" by Shayne Power, available at basicfantasy.org. I've tweaked them for WhiteBox, and added a Bard option as well. Bear in mind this is still subject to change...


Equipment “Fast Packs”
In order to speed the character creation process for new players, all characters start with the Basic Pack and a class-based pack of their choice. They may also spend their additional gold on the bonus packs, on items from the normal equipment list or to upgrade weapons or armor in their class pack. With the referee's approval, a character may swap a given weapon for one of similar power (e.g. a Battle Axe in place of a Long Sword).

Basic Pack
Backpack; Torches (6); Flint and steel; Waterskin; Bedroll; Rations, dried (7 days); Sack, large; Sacks, small (2); d6x10 gold pieces.

Cleric
Pack 1: Leather armor; Shield; Holy Symbol; Holy water (1 vial); Mace.
Pack 2: Leather armor; Club; Holy water (2 vial); Holy Symbol; Sling; Sling bullets (30).

Fighter
Pack 1: Chain Mail; Shield; Long sword.
Pack 2: Chain Mail; Pole arm.
Pack 3: Leather armor; Long sword; Short bow; Quiver; 20 arrows.

Magic-User
Pack 1: 1 scroll with a random first level spell; Daggers (2); Staff.
Pack 2: Daggers (2); Staff; 50gp.

Thief
Pack 1: Leather armor; Thieves' tools; Short sword; Daggers (2); Rope, silk (50’).

Bard
Pack 1: Leather armor; Daggers(2); Musical instrument of choice.

Bonus Pack 1 (20gp)
Chalk, small bag of pieces; Grappling hook; Rope, hemp (2x50'); Lantern, hooded; Oil (3 flasks); Tent, small (one man).

Bonus Pack 2 – Ready for Anything (10gp)
Glass bottle; Iron Spikes (12); Pole, 10' wooden; Map or scroll case; Mirror (small), steel.


OGL Section 15 Addendum:

Equipment Packs: A Basic Fantasy Supplement Copyright 2009, Shayne Power.

Tuesday, January 31, 2012

The Pellet Crossbow, or Stonebow

This past summer, while visiting Cleveland, I was able to take the time to visit the fantastic Cleveland Museum of Art, and tour it's utterly amazing Armor Court.  While full of an impressive array of arms and armor, one piece struck me in particular - an odd, double-stringed crossbow labeled as a "pellet crossbow."

Invented in the late 14th century, and reaching the height of popularity by the late 1700s, the pellet crossbow, also known as a stonebow, was used primarily for hunting or target practice.It is a light crossbow, with a double string holding a pouch or pocket.  The stonebow fires small stones, clay pellets or steel bullets, comparable to sling ammunition.

In D&D terms, it is an idea weapon to introduce to a campaign to add to the cleric's list of available weapons.  With greater range than a simple sling, the pellet crossbow increases the cleric's effectiveness in missile combat situations.  Below, I've statted out this fascinating weapon for OD&D/Swords & Wizardry and Classic D&D/Labyrinth Lord, as well as a more detailed work-up for the Weapons Mastery system of Rules Cyclopedia/Dark Dungeons.

OD&D, Swords & Wizardry: WhiteBox
Crossbow, Pellet  Damage: 1d6-1   Rate of Fire: 1   Range: 50 ft.  Weight: 5 lb.  Cost: 20 gp
Pellets (20)  Weight: 1 lb.  Cost: 1 gp


B/X, BECMI, Labyrinth Lord
Crossbow, Pellet  Damage: 1d4+1  Rate of Fire: 1  Range: 60/120/180 Weight: 5 lb. Cost: 20 gp
Pellets, Crossbow (10)  Weight: 5 lbs. Cost: 1 gp


Rules Cyclopedia, Dark Dungeons
Crossbow, Pellet  Damage: 1d4+1   Rate of Fire: 1   Range: 50/100/150  Encumbrance: 50 cn  Cost: 40 gp  Notes: a,c,m,s,2H,M
Pellets, Crossbow (30)  Encumbrance: 5 cn  Cost: 1 gp
Level  Range        Damage    Defense    Special
BS     50/100/150   1d4+1     --         --
SK     50/100/150   1d6+2     M:-1AC/1   Stun(s/m)
EX     70/120/160   1d6+4     M:-2AC/2   Stun(s/m)
MS     70/120/160   P=2d4+4   M:-2AC/3   Stun(s/m)
                    S=1d8+4   
GM     80/130/160   P=2d6+4   M:-3AC/3   Stun(s/m)
(P=H)               S=1d10+4

Monday, July 4, 2011

As promised... A WhiteBox Thief

©Steve Willhite. Elfwood.com
I began my gaming career on Christmas Day 1981 when I received the Moldvay Basic box set.  My view of D&D has, therefore, been forever colored by the expectation that it includes FOUR base classes: Cleric, Fighter, Magic-User and, for good or bad,Thief.  When I settled on S&W: WhiteBox as my rule set of choice to introduce my middle-schoolers to the Great Game, I felt I needed to add the Thief to the core 3 found in S&W:WB. I spent (as I usually do) far too long searching the interwebz for a Thief I liked - one that "felt right" - since I really do like the streamlined presentation of the classes in WhiteBox.  I found any number of interesting variations and ultimately settled on a couple of core resources for not only the Thief, but most of my other customizations and additions as well.

One is the S&W Companion site and White Box Heroes by Salvatore Macri (skathros) and the other is Knockspell magazine, the house mag for Mythmere Games. There is a ton of information to be mined there, under the OGL, and while it isn't perfect for my needs, it's a great place to start.  So back to the Thief...

This boy has undergone a few changes as I've gotten closer to what's working for me.  I started with the WB Heroes thief, and re-worked the skills to use d6s rather than the d20 skills used originally.  Then I switched things up and used some ideas from Knockspell Issue No. 2.  After more tweaking, I ended up with this one, which I think fits my sense of WB style better. Without further ado...


The Thief

A figure in the shadows, an expert in stealth and delicate tasks, this is the Thief. Locks, traps, and scouting are their trade; they are the eyes and ears of the adventuring party, tackling the inanimate perils of the dungeon itself. In combat they are not the equal of armored Fighters or Clerics, but instead rely on knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. They are the scouts; the treasure seekers; and when necessary, the deadly blade that strikes from the shadows without warning.

A
ll Thieves must be either Neutral or Chaotic in alignment.  Elves, dwarves, halflings and orcs may all become thieves with no maximum level limitations.

Thief Class Abilities

Weapon/Armor Restrictions: Thieves may use any one-handed weapon, and they are limited to armor weighing no more than leather. They may not use shields.
Backstab:
When attacking from behind or from hiding (see Stealthy Movement below), the Thief inflicts double damage with a successful attack. At levels 5-8, damage is tripled, and after 9th level the attack inflicts quadruple damage.
Extraordinary Climbing:
Thieves may climb normally inaccessibly vertical surfaces at the rate of 10ft for every two levels per round. At the Referee’s discretion, extreme circumstances may require a die roll to determine success.
Keen Detection:
The Thief is skilled at spotting hidden and concealed doors. Thieves are also keen listeners, whether it’s overhearing conversations in a tavern or through a door in a quiet dungeon. At first level, a Thief detects secret doors and hears noises on a roll of 1-2 on 1d6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Dexterous Manipulation:
With the nimblest of fingers, Thieves are able to perform feats of manual dexterity such as picking pockets or palming small items. With the appropriate tools, they can also attempt to disarm small mechanical traps or open locks. They are successful on a roll of 1-2 on 1D6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Stealthy Movement: The Thief is a master of sneaking and hiding. He is able to hide in the smallest shadows to avoid discovery and move nearly silently, with a movement rate of 1 per level.

Establish Gang (9th):
At ninth level, a Thief may establish a stronghold and attract a number of lesser thieves who will recognize him as their boss and serve him so long as his activities continue to provide them with a steady supply of ill-gotten gains.
Saving Throw:
Thieves gain a +2 bonus on saving throws in situations where quick reflexes or dodging would help them avoid injury, such as against traps, breath attacks.
XP Bonus for Dexterity
: Dexterity is the Prime Attribute for Thieves, meaning that a high dexterity score grants them an additional 5% experience.

Thief Advancement Table


Level
Experience
Hit Dice (d6)
BHB
Saving Throw
1
0
1
+0
14
2
1,500
2
+0
13
3
3,000
2+1
+0
12
4
6,000
3
+1
11
5
12,000
4
+1
10
6
24,000
4+1
+2
9
7
48,000
5
+2
8
8
96,000
6
+3
7
9
192,000
6+1
+3
6
10
384,000
7
+4
5


OGL Section 15 Addendum:
Knockspell Magazine Issue #2, Copyright 2009, Matthew J. Finch
White Box Heroes Copyright 2009, Salvatore Macri

Sunday, May 10, 2009

Random Rules Post 1

I find myself spending way too much time perusing boards (RPG.net & Dragonsfoot mostly)for ideas rather than coming up with my own stuff. I'll read and read and read,and always get more ideas than I can ever use, and I LOVE IT! So there.

By the way, can anyone recommend others that have enough "Classic" content to consider? I know there's the OD&D Discussion board, but it really does focus on OD&D, which isn't quite my thing.

One of the things this blog will help me to do is, as I said, get those ideas on paper so that I can focus on incorporating the ones I decide to actually use. So, this post will be the first in a series, I imagine. As I poke about the interwebs and find "stuff", I'll put it here for further consideration.

Two for this morning. Discuss.

  • "Death's Door" Rules: I've always played in small groups and it sucks gettting killed too easily, so I see the value of not dying automatically at 0 HP. The "Survive to -10" seems arbitrary, and too much, as does "Survive to - CON" (survive to -14, or -18, really?), two options I've seen. I kind of like the "Save or Die" option from the RC, it gives you a chance, based on your class and level. Another good choice seems to be "Survive to - CON Bonus" which rewards those with high CON. Makes sense to me.
I guess my vote will be either "Save or Die" or "- CON Bonus"

  • Critical Hit/Fumble: I know that in "Classic" that Natural 20 doesn't actually mean anything. But like most people (as far as I can tell), it is house-ruled so that it does. At the minimum, it becomes an automatic hit, usually for Max or Double damage. I lean to max damage. What about more specific critical hit rules or damage. A recent thread on RPG.net turned up2 cool charts: here and here , but are they just more rules? What about teh "Natural 1"? An Automatic miss, yes. Chance to hurt yourself or an ally? Lose your weapon? I actually don't remember using this really, just Natural 20 rules.