Showing posts with label Nugames. Show all posts
Showing posts with label Nugames. Show all posts

Wednesday, July 10, 2013

Saving Throws, Critical Saving Throws, Class-Specific Saving Throws (really, for any D&D)





I left saving throws off my class rundown, because I struggle with them. Some days I think they're flabby, on other days, I like the granularity multiple saves afford. Here is the cleanest iteration I've been able to come up with. Admittedly, this is far from original. I've used a similar version in the past but it was clunkier, and +Mike Mearls's recent post about saves in Next brought me back to this concept. It's seen a single session of play, in this form, at this point.

SAVING THROWS

Are a mechanic that assist in determining your fate when you face a catastrophe.

CATASTROPHES

are things like:

  • Character death
  • poisons and toxins
  • getting hit with an undesired spell or magical affect
  • massive area of affect attacks
  • catastrophic damage (hit with a giant stone, falling ceiling, stepped on by a massive monster)

SINGLE SCORE

Roll d20 + your level, aim for 19+.


CLASSES MATTER, CRITICAL SAVES

A Character's class indicates a certain extra facility or luck when facing down certain types of affects or when facing down catastrophes in a specific way and may also grant a critical save (roll a natural 19 or 20; or not). Players must declare their intention to use their character's class to augment their saving throw before rolling. 

Fighters can try to "withstand" catastrophe. Whenever a fighter grits her teeth and bears the brunt of an incoming assault, add two to the roll to save. Describe how you intend to do this. To critically save  you must be in a position to prevent others from taking damage; so long as you can convincingly repel the oncoming source of damage, you can prevent if from affecting others.

Rogues can try to avoid the attack entirely. Describe how you intend to do this and add two to the roll. To critically save you take way less, maybe no damage at all. 

Magic-Users can try to withstand spells or magical affects that can be cast by a Magic-User (add two to your save). When you critically save you can counter-spell and thereby unravel and the spell entirely.

Clerics can try to withstand spells or magical affects that can be cast by Clerics or Magic-Users (add two to your save). When you critically save you can counter-spell and thereby banish and negate the spell entirely. 


WHAT HAPPENS DIEGETICALLY ("IN THE FICTION")

When you fail:

you take the full affect, likely death, GM describes, likely gives you a last word or gesture

When you succeed:

if you're just rolling without  using your class, then the GM decides how what your character has done to minimize or avoid the catastrophe; or

if you're rolling using your class, the GM will decide how the save unfolds, based on how you've described your character using their class to augment the save.

Friday, June 28, 2013

Fighter, Rogue, Magic User, Cleric

This is one of those things you post so that you can reference it later. Classes.

 FIGHTER






Pit fighters, soldiers, thugs, paladins, protagonists, warlords, leaders, champions.

Hit Points 6 hp at level one, +HD every subsequent level
Health Die(HD) d8 
Attack Die(AD) d8
Chance to Hit: +1 at levels 1,3,4,5,7,8,9,10
Starting Gear: Medium Armor, Three Weapons (Ranged and/or Melee) or Two Weapons (Ranged and/or Melee) and a Shield, Adventuring Gear, a little money.
Class Features
*Can use any weapon and armor without penalty.
*Knows how to make d3 things.
*Chance to Critically Hit increases by 1 at levels 3, 6 and 9
*When attacking, can do something spectacular after successfully hitting a target at the cost of rolling damage two AD smaller. Discuss this with your GM.
*You are harder to stun, knock unconscious, trip, disarm or overpower

 (pictures: can't determine attribution for the first, second is Prince Albert c1890)

ROGUE




Sneak thiefs, assassins, bon vivants, swashbucklers, ninjas, burglars, tricksters, magicians, experts and scouts.

Starting Health 5 hp at level one, +HD every subsequent level
Health Die(HD) d6 
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8,
Starting GearLight Armor, Two Weapons (Ranged and/or Melee), Adventuring Gear, a Rogue's Toolkit, a little money.
Class Features
*Can use any weapon and armor; wearing anything heavier than light armor, and not having both hands free makes Rogue Skills more difficult.
*Knows how to make d3+1 things.
*Can automatically critically hit an enemy when undetected
*Rogue Skills can be used once in a specific situation with a 2 in 6 chance of success; chance of success for all currently known Skills increases by 1 in 6 at levels 3, 6 and 10.
                          -At Level 1: Rogues can Know Secrets and two of the Optional Skills (Move Silently, Hide in Shadows, Pick Pockets, Climb Sheer Surfaces, Hear Noises)
                          -At Level 2: Rogues gain facility in two more of the Optional Skills
                          -At Level 4: Rogues gain facility in the remaining Optional Skills and can use Know Secrets to Read Magic
                          -At Level 7: Rogues can use Know Secrets to operate Magical Devices without penalty

(pictures: Julian Callos, can't find attribution for second)

MAGIC USER



Wizard, punk priest, chaos catholic, mage, spell spitter, hexagrammarian,mathematician, occultist, lunatic.

Starting Health 4 hp at level one, +HD every subsequent level
Health Die(HD) d6 
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8
Starting GearLight Armor, One Weapon (Ranged and/or Melee), Adventuring Gear, a little money, whatever the Magic-User uses as a spell book.
Class Features
*Can use any weapon and armor; not having both hands free may make spell casting difficult
*Knows how to make d2 things.
*Can use magical devices without penalty.
*Can Cast Magic-User Spells of increasing complexity


(pictures: Denis ForkasKorehiko Hino can't find attribution for second (help me out here, if you can))


CLERIC




Initiate, cultist, priest, templar, hermit, magi, seer, saint, fiend, transcendentalist, celestial.

Starting Health 5 hp at level one, +HD every subsequent level
Health Die(HD) d6 
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8
Starting GearLight Armor, Two Weapons (Ranged and/or Melee), Adventuring Gear, a little money, several holy implements.
Class Features
*Can use any weapon and armor without penalty.
*Knows how to make d2 things.
*Can use magical devices without penalty so long as the device only replicates spells from the Cleric's Spell list
*Gains Cleric Spontaneous Miracles
                          -At Level 3: Choose a single Cleric Spell of the first complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action (should make some sense - Cure Minor Wounds affected by touching the wound, Purify Food and Water by dipping one's hand in the Water or rubbing rot and impurities away from ruined food or squeezing out the poison, etc). Choice of action and spell is permanent.
                          -At Level 6: Choose a single Cleric Spell of the first or second complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
                          -At Level 9: Choose a single Cleric Spell of the first, second or third complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
*Can Cast Cleric spells of increasing complexity

(pictures: Adrian Borda, Jake Badley can't find attribution for second (help me out here on this one too, if you can)) (much thanks to +Scott Martin for pointing me to two of the missing attributions)
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