Showing posts with label 1e. Show all posts
Showing posts with label 1e. Show all posts

Wednesday, November 25, 2015

New Oe/1e/BX Monster: Ectoplasmic Ooze

Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.

ECTOPLASMIC OOZE


DESCRIPTION
Ectoplasmic oozes appear similar in size and shape to gray oozes, except that ectoplasmic oozes are bright green, give off a glowing green light, and are able to fly. Ectoplasmic oozes are common where stresses, rips and tears occur in the fabric of the planes.

Ectoplasmic oozes are not aggressive, but will defend themselves earnestly if attacked. On a successful “to hit” roll, an ectoplasmic ooze does 1d8 damage, and the ooze’s victim must save vs. paralysis or become entangled (similar to the magic-user spell web). A human of normal strength can break free of the goo in 2d4 turns, but smaller creatures will take considerably longer. Once a creature is entangled, the ooze begins draining 1 hit point per round until the victim is dead or the ooze has been killed. The ooze does not absorb these hit points; instead, the lost hit points dissipate into the fabric of the planes. An ectoplasmic ooze may not make any attacks while a victim is entangled. If the ooze is attacked while a victim is entangled, the ooze will “spit out” the victim in order to defend itself against other attackers.

A +1 or better weapon is required “to hit” an ectoplasmic ooze, and ectoplasmic oozes takes only half damage from energy attacks (i.e., heat, cold, electricity and sound). They are affected normally by acid and purely arcane forces (e.g., magic missile).



Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/12"
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 3+1
MOVE: 120'(40')/120'(40')
ATTACKS: 1 touch
DAMAGE: 1-8 + special
NO. APPEARING: 1-6
SAVE AS: Fighter:2
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Tuesday, November 3, 2015

Converting Psionic Monsters and NPCs
from Other Editions to BX/LL

One of the things of which I wanted to make sure when designing the Basic Psionics Handbook, was the ease of conversion for psionic monsters and NPCs from other editions to BX/LL. So on page 53, you'll find this chart (at left).

To use the chart, simply compare the psionic ability listed for the creature. Then, based on the chart (and possibly influenced by the creature's HD), assign it a psionic level and PSPs. Since the combat modes are named the same as the early editions, the alphabetic indications are easy enough to interpret...

Attack ModesDefense Modes
A. Psionic BlastF. Mind Blank
B. Mind ThrustG. Thought Shield
C. Ego WhipH. Mental Barrier
D. Id InsinuationI. Intellect Fortress
E. Psychic CrushJ. Tower of Iron Will

For specific disciplines possessed by the creature, all of the classic disciplines are already included (and, more importantly, are named with the original names, rather than some of the newer edition names). If there is a specific level of mastery noted for the discipline, consider that the psionic level. Otherwise, defer to the psionic level as determined by the Psionic Ability conversion above. Also, there's really no problem with making all of the creature's disciplines operate at creature's psionic level, regardless of the indications in an original source.

If you're looking to convert something "newer" than AD&D (say, a creature native to Athas from 2e), and the ability is something a little out of the ordinary and not included, this is easy enough. All of the 2e abilities are already noted as a major science or minor devotion, and assigned as part of a discipline group (e.g., clairsentient, psychometabolic, etc.). That means the PSP costs are already prescribed (based on those factors) by the Basic Psionics Handbook. You just have to make sure the duration of the ability is appropriate for BX/LL (eliminating the maintenance costs), and tweak to eliminate the need of power checks. For the former and latter, I'd suggest finding a similar ability in the Basic Psionics Handbook (or possibly something from the psionics SRD) and using that as a guide (seeing as there are 114 abilities included in the BPH, it's almost guaranteed there's something similar to what you may be looking for).

And did I mention this was coming soon...


Wednesday, August 19, 2015

New BX Animal Classes: Canines

It took me a long time to figure out how to handle the breadth of dog breeds as anthropomorphic classes, but I think I finally have it worked out.



OVERVIEW

The types and abilities of canines vary greatly. For quick reference, a table has been provided outlining the restrictions for each breed, and set of Canine Experience Tables is used to simplify the tracking of experience points needed by each breed to gain its next level.



GENERAL RESTRICTIONS: The Hit Dice, weapons allowed, and maximum Strength score of any breed is determined by its size as outlined below:


All dogs may wear any type of armor and may use shields, and are permitted the same magic items as fighters.

GENERAL SPECIAL ABILITIES: Small breeds receive the same “to hit” bonuses for size as a halfling, and gain a –1 bonus to their AC against man-sized or larger opponents, except toys, which gain a –2 bonus to their AC against man-sized or larger opponents.



HERDING DOGS

Herding dogs are athletic and diligent, and find their greatest strength in their ability to rally others.

The prime requisites of a herding dog are Wisdom and Dexterity. If a herding dog has a score of 13 or greater in both Wisdom and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has an Dexterity of 13 or greater AND a Wisdom of 16 or greater, the character will earn a +10% bonus on earned experience.

Herding dogs use the same attack and saving throw tables as clerics.

RESTRICTIONS: Small herding dogs use Canine Experience Table A, while medium herding dogs use Canine Experience Table B. Herding dogs may advance to a maximum of 7th level of experience. A herding dog must have a minimum Charisma score of 9.

SPECIAL ABILITIES: Herding dogs are natural leaders. The maxiumum number retainers a herding dog may have is increased by 1 for each level of experience (e.g., a 2nd level herding dog may engage the services of 2 additional retainers beyond the number normally indicated by his or her Charisma). Additionally, all of a herding dog’s retainers gain a +1 bonus to their morale (in addition to bonuses from Charisma).

Herding dogs also have the ability to rally their party, providing all of the party members +1 bonuses to their “to hit” and damage rolls, as well as their saving throws, for a duration of 1 turn. A herding dog may use this ability a number of times a day equal to his or her level.



HOUNDS

Hounds are hunters, and two distinct types exist: sight hounds (those who hunt by sight), and scent hounds (those who hunt by scent). Both types are independent. While they aren’t opposed to working with others, they will often put their own interests above their party’s.

The prime requisite of a hound is Intelligence. Hounds with an Intelligence score of 13 or greater will gain a bonus to their earned experience points.

Hounds use the same attack and saving throw tables as thieves.

RESTRICTIONS: The size of a hound determines which Canine Experience Table is to be used, as outlined below:


Hounds may advance to a maximum of 8th level of experience. A hound must have a minimum Intelligence score of 9.

SPECIAL ABILITIES: The abilities of a hound are determined by whether it is a scent hound or a sight hound.
Sight Hound Abilities: Sight hounds are able to track creatures based on the smallest of visual cues left as a creature passes through an area. The base chance of success for a sight hound tracking a creature in the wilderness is 50%, with a 5% bonus per level above 1st (e.g., a 3rd level sight hound gains a 10% bonus for a total chance of success of 30%). Underground, the chances of a sight hound tracking successfully are halved. A sight hound is able to detect traps and secret doors on a 1-3 (on 1d6). Sight hounds are able to hear noise as a thief of the same level.

Scent Hound Abilities: Scent hounds are able to track creatures based on the olfactory cues left as a creature passes through an area. The base chance of success for a scent hound tracking a creature in the wilderness is 50% with a 5% bonus per level above 1st. Underground, the scent hound receives an additional 10% bonus. A scent hound is able to detect traps and secret doors on a 1-2 (on 1d6). Scent hounds are able to hear noise as a thief of the same level.



SPORTING DOGS

Sporting dogs are loyal and task-oriented.

The prime requisites of a sporting dog are Strength and Dexterity. If a sporting dog has a score of 13 or greater in both Strength and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND a Dexterity of 16 or greater, the character will earn a +10% bonus on earned experience.

Sporting dogs use the same attack and saving throw tables as elves.

RESTRICTIONS: Medium sporting dogs determine their hit points using eight-sided dice (d8) and use Canine Experience Table B, while large sporting dogs determine their hit points using ten-sided dice (d8) and use Canine Experience Table C. Sporting dogs may advance to a maximum of 7th level of experience. A sporting dog must have a minimum score of 9 in Intelligence.

SPECIAL ABILITIES: Sporting dogs are able to detect secret doors and traps on a 1-2 on 1d6.



TERRIERS

Terriers are determined, courageous and self-confident.

The prime requisite for terriers is Wisdom. Terriers with a Wisdom score of 13 or greater will gain a bonus to their earned experience points.

Terriers use the same attack and saving throw tables as dwarves.

RESTRICTIONS: Small terriers use Canine Experience Table B, while medium terriers use Canine Experience Table C. Terriers may advance to a maximum of 6th level of experience.

SPECIAL ABILITIES: Terriers are able to hear noise with a 5-in-6 chance. Aditionally, they make all saves vs. fear and fear effects with a +2 bonus.



TOYS

Toy dogs are a lot in small package, having strong personalities and strong spirits.

The prime requisites of a toy are Strength and Dexterity. If a herding dog has a score of 13 or greater in either Strength or Dexterity, the character will gain a +5% bonus on earned experience points. If both the Strength AND Dexterity scores of a toy are 13 or greater, the character will earn a +10% bonus on earned experience.

Toys use the same attack and saving throw tables as halflings.

RESTRICTIONS: Toys use Canine Experience Table B. Toys may advance to a maximum of 5th level of experience.

SPECIAL ABILITIES: Like halflings, toys are accurate with missile weapons, enjoying a +1 bonus with them. The agility of toys provide them with a –2 bonus to AC and a +1 to initiative rolls (in addition to adjustments from Dexterity).



WORKING DOGS

Working dogs are powerfully-built, intelligent, and task-oriented.

The prime requisites of a working dog are Strength and Intelligence. If a working dog has a score of 13 or greater in both Strength and Intelligence, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND an Intelligence of 16 or greater, the character will earn a +10% bonus on earned experience.

Working dogs use the same attack and saving throw tables as fighters.

RESTRICTIONS: Medium working dogs use Canine Experience Table A, and large working dogs use Canine Experience Table X. Working dogs may advance to a maximum of 8th level of experience. A working dog must have minimum scores of 9 in both Intelligence and Constitution.

SPECIAL ABILITIES: Working dogs are able to detect secret doors and traps on a 1-2 (on 1d6). Additionally, they are able to disarm traps as a thief of the same level.


Sunday, July 19, 2015

The Jahnu Prophecy...

What follows is the background information for the mid-level BX psionics playtest I ran this past Friday, and plan to run (probably in 2 parts) at the 2016 NTRPGCon. The youree noted below are the same ones that appear in the Creature Compendium. You'll notice that the mockup image here is designated as P3. My goal is to have it be the 3rd in a series of BX/LL psionics modules. P1 would be an expanded version of "The Auroral Alcazar or Aethaungor" (which will include a psionic boss monster), and P2 would be a dungeon crawl through a ruined temple dedicated to Xumaltet (the the petty god of primal emotions and savage urges who appears in the expanded version of Petty Gods).



Among the great psionic races of the multiverse (the mind threshers, limbo giths, astral giths, zlaahd, et al.), the youree have mostly been relegated to the status of legend, thought to have been wiped to extinction (by the mind threshers) millennia ago. In truth, the youree retreated from their home plane to "hide" in the small corner of the Material Plane known as the Valley of the Trees. The youree, as a people, seek to live a life of contemplation and meditation and avoid the entanglements of war. They saw this exodus as the only possibility for preserving themselves as a race.

Settling in the Valley of the Trees, the youree erected themselves a home in a place called Shub z'Dha (a youree word for "home away from home")—a temple-like structure that also housed a planar gate (built around a natural rip in planar space) that would allow the youree easy access to various places around the planes. Over time, however, they realized the same gate that would allow them egress might allow others entrance, and that the extraplanar energy emanating from the gate might draw unwanted attention. For safety, the youree “locked” the gate, and hid the gate ’s keystone in a remote cavern deep below the surface, where its natural psionic energies would be naturally muted. Destroying the gate was not an option, for it would only loose the rip and release untold energies, revealing the rip's presence. Anyone would then be able to harness the rip, should they possess the knowledge required to erect a new gate.

The youree moved far to the north, erecting a hidden tower known as "The Crystal Pagoda" by outsiders (those chosen few who came to study with the youree). The youree have no name for the structure. The pagoda is located in a dome constructed under a mountain and protected by a field of synaptic static (which keeps psionic abilities from passing through, whether in or out).

Recently, it has been reported (by non-youree visitors to the Crystal Pagoda) that a small party of limbo giths was seen exploring the ruins of Shub z'Dha. Since the synaptic field keeps youree clairsentients from being able to observe the ruins themselves, the youree wish for this report to be physically investigated. They fear that the gate will be discovered, but as a race the youree must take every precaution to ensure that their presence remains unknown to would-be conquerors. They fear the fulfillment of "The Jahnu Prophecy"—a vision revealed hundreds of years prior to a youree guru named Jahnu which foretold the annihilation of the youree should any of their number ever return to Shub z'Dha. It is for these reasons the youree sardar ("head or authority") has enlisted the PCs to investigate the truth of the limbo gith presence at Shub z'Dha.




Thats right! The youree are the mysterious people of the trees from VA1: Valley of the Five Fires. Believe it or not, this concept reaches back prior to my actual development of the BX psionics rules. Originally, the youree were just supposed to be an alien race that settled in the Valley of the Trees millennia prior to the events of VA1. Eventually, they would need help from the outside world. As the psionics rules started to develop, it became obvious that the youree would have psionic abilities.

I also intend to wrap the Xumaltet concept into the youree history, with a small Xumaltet reference in the expanded Alcazar adventure as well (though in a very minor way there). I'm trying to weave the story threads through the entire series to create a greater fabric of myth around these stories. (BTW, anyone who has read VA1a: The Lost Caverns of Azgot knows there are references to proto-ogres. It is also intended that the evolution from proto-ogre to standard ogre was related to Xumaltet and/or the youree (although I'm still trying to decided exactly how.)

Wednesday, July 8, 2015

My Formula for the Original Development of OD&D Psionics

With the recent release of the 5th Edition psionics playtest document, I thought I'd take a look back at where psionics came from in the first place.

As many of you know, for the last year-and-a-half or so, I've been working on a psionics adaptation for classic editions of the game (BX/LL). Throughout the process, I've been lucky enough to remain in contact with Steve Marsh, one of the original contributors of psionics to D&D, and I've gotten a great insight on the process for the development of psionics in OD&D.

The gist of the story/process is this...

Before Steve worked at TSR, he would mail things to Gary. One of the things Steve sent was a concept for a mystic character class (based on the tradition of Indian mysticism). This was envisioned as a standard character class that would gain additional mystic powers as they rose in level (much like a MU). [These abilities would inform the majority of the standard psionic disciplines from OD&D.]

Separately, Gary was developing a psionic combatant class—the devine. The devine had attack and defense modes (though I can't speak to how they changed as the devine rose in level). [These modes are obviously the foundation for psionic combat.]

The most interesting insight is the following (based on a comment Steve made a couple of weeks ago on one of my blog posts in reference to the editorial process on Eldritch Wizardry):
"It should be noted that Tim (Kask) got everything as sheets in a large bowl and told to work with it. He did amazing work given the conditions. As for where material came from, Tim would get clues when Gary would put the credits together..."
Yes. Tim had a literal BOWL on his desk that Gary would dump things into as work in progress. [Steve mentioned to me that the "WIP bowl" is something he himself only learned of last month when talking to Tim Kask at the recent NTRPGCon.]

Finally, Tim Kask brought a lot to the psionics party in the forms of the charts and tables. From a Dragonsfoot.org post in 2007:
"I LOVED psionic combat and had great fun devising it with all of its tables and charts. Apparently I was in the tiny minority. I guess mental combat was too esoteric for most D&Ders; not enough of them shared my fondness for the Dr. Strange Marvel comics and Mindflayers."
So here's my interpretation of the formula for how psionics developed for OD&D:
[(Marsh Mystic + Gygax Devine) × Kask Bowl] ÷ (Gygax Input + Kask Editing) = OD&D psionics.



[On a related note, the illustration that appears at the top of this post is by F.Y. Cory from a Frank Baum book titled The Master Key: An Electrical Fairy Tale, Founded Upon the Mysteries of Electricity and the Optimism of Its Devotees (1901, Bowen-Merrill). I'm thinking the Cory illustration may be the image that appears on the title page of the Basic Psionics Handbook.]

Tuesday, June 23, 2015

Update: Basic Psionics Handbook

I realized recently that it has been quite a while since my last general/public post about the status of the Basic Psionics Handbook. I figure one was due. A lot has changed since my original inception of things, but for the better. Here's a general overview of where things stand.

Underlying System Structure Updates

Based on the suggestions of a couple of key people, the individualized psionic saving throw number has been eliminated in favor of a save vs. paralysis, modified by INT. I cannot tell you how much this simplified things, while still feeling... "right".

The system now uses a very simplified PSP model where major science/minor devotion costs for the "lower 5" chakras are 3/1 respectively, metapsionic major science/minor devotion costs are 5/2 respectively, and combat modes have PSP costs ranging from 0-6 (by the strength of the ability). Conversion of monsters/PCs/NPCs from other systems is pretty simple (based on a direction conversion from Oe/1e Psionic Ability into a psionic level/PSP # combination for this system).

WIS-based PSP acquisition has also been eliminated, and is now a "flat" rate of acquisition by psionic level and class. Mystics and psionic monsters/creatures get 5 PSPs per level, and monks get 3 PSPs per level.

As a related update, the Mental Class stat is gone, and psionic combat has been simplified. What was originally a "to hit" roll followed by a saving throw, is now a simple saving throw system with no additional "to hit" roll needed.

Character Classes

The refinement on the mystic and monk classes has been small, slow, and gradual. They both feel like they are in a really good place. Most of what changed here was retention of treasure and use of magic items. However, based on some materials that Steve Marsh shared with me from his Cupric Text zine from 1977 (as well as a direct suggestion from him), I've tweaked some of the level names for the mystic.

The 7 Chakras

The first six chakras are designed to stem fairly seamlessly from the 6 established psionic disciplines. For characters of the Mystic class, they are usually accessible in order, but GMs may allow 2 alternate acquisition paths: 1) a relational acquisition, where you can only learn a chakra connected to a chakra you already know, and 2) a "wild" acquisition, where you choose any chakra at such time as you gain an additional one. Regardless of acquisition method, the third eye chakra (metapsionics) must come last.

I have added officially a seventh (crown) chakra, but only as a pathway to becoming immortal. Its abilities, therefore, are not accessible by most mortal creatures. For now, the crown chakra remains a reference to the idea and concept, but without mechanics.




The Disciplines

These have been gradually refined as issues pop up with their use. The biggest change here was going to the simplified PSP (psionic strength point) cost structure noted above.

Psionic Combat (Attack/Defense Modes)

Okay. This is the section that has been getting the majority of the attention lately.

The first key change was going to a simple save vs. the attack to avoid its effects. A failed save for non-psionic individual means a mental effect (emotion effect, confusion, stun) or hp loss. A failed save for a psionic creature means PSP loss plus the individual effects per above. The additional effect is then mitigated based on the defense mode being used against that attack.

Now!!!... My insurmountable gratitude goes to Mr. Marsh for the following comment made recently about the attack/defense mode combinations, "...you can have defense modes that work in a rock, paper scissors fashion." That's what I'd actually been trying to do, but had never thought of it in such "black and white" terms (I was trying so hard to retain the intricate subtleties of Oe/1e attack/defense mode combos that I missed the forest for the trees). This really opened the door to combat mode simplicity. If you have your 1e DMG handy, take a look at pages 76-77 and ask yourself, "Quick! What's the best defense mode for each attack mode?" Unless you've actually used psionic attack/defense modes before, it may take you a while to answer that question. Now, take a look at the chart below and ask yourself the same thing (BTW, "—" means that attack mode has no additional effect against that defense mode, other than PSP loss)...



How simple is that?! Exactly, as simple as it should be for BX/LL!!! The above system is still being tested. I'll keep you updated, but right now the prognosis seems positive.

One of the things you may notice about the table above is the slight tweak to the names of the various modes, including the addition of a new one. The old Psionic Blast is now called Mind Blast, which is its original name per the Mind Flayer entry in Strategic Review #1. This is an area (cone) attack that affects all in its path (causing hp damage). The targeted/individual attacks of Mind Thrust (which attempts to short synapses) and Psychic Crush (which assaults the neurons) have been combined into Psionic Overload (causing hp damage to an individual target). You'll also see the addition of Superego Vortex; this is another item courtesy of Mr. Marsh's 1977 Cupric Text. If you have id and ego attacks, of course there should be a superego attack! I've also refined the id/ego/superego effects based on his ideas. Id attacks unleash underlying emotions (per the illusionist spell emotion), the ego assaults the victim with feelings of inferiority (causing stun), and the superego attack challenges the value system of the victim (causing confusion, per the MU spell). Again, any of these attacks against a psionic creature cause PSP loss (on a failed saving throw).

Psionic Monsters

I haven't really had a chance to dig into these yet, but I will need to refine the combat modes per the above. However, these are really simplified from before (since there is no need for a Mental Class stat, inclusion of INT rating, etc.) Apart from the name changes of the modes, a quick look at any of the psionic-using entries from Petty Gods (e.g., the god Xumaltet), which show you how simple these listings are now.


Okay. That's all for now. More to come after my July 4th weekend testing of the new combat modes.

Thursday, October 23, 2014

Basic Psionics Handbook Discussion:
Helm of Telepathy vs. Medallion of ESP

NOTE: In the discussion below, the terms "ESP medallion" and "medallion of ESP" are used interchangeably. Most occurrences of this item in the early editions refer to it as a "medallion of ESP." However, in Eldritch Wizardry, it referred to as "ESP medallion" (albeit, it is only mentioned once).

This past week, a discussion came up with one of my Basic Psionics Handbook playtesters regarding the bonuses and penalties derived from a helm of telepathy vs. a medallion of ESP.

As far back as the introduction of psionics in Eldritch Wizardry, the psionic saving throw modifiers for the helm of telepathy and the ESP medallion were +4 and -5, respectively. The vast difference in the modifiers brings up a lot of questions, particularly when you consider they are both magic items which essentially do the same thing, though they offer some subtle differences. (BTW, I suggest you read Delta's post "Spells Through The Ages – ESP and Clairvoyance" before continuing.)

In Eldritch Wizardry, the helm of telepathy is afforded the following two advantages (which the ESP medallion is not):

"A helm of telepathy worn by the defender will stun the attacker for three turns if the defender makes his saving throw."

"A helm of telepathy raises psionic strength by 40."

Regarding both the telepathic projection and telempathic projection abilities:
"A helm of telepathy doubles the power and range of the ability and gives the possessor the effect of +4 on his intelligence in addition."

By comparison, the only mention of the ESP medallion in Eldritch Wizardry is the -5 penalty incurred on psionic saving throws.

Now let's take a look at the description of the helm of telepathy from the Monsters & Treasure book:

"Helm of Telepathy: This allows the wearer to read the thoughts of any creature within 9". If his Intelligence rating is greater than that of human or humanoid creatures within the range of the helm the wearer may attempt to control their mind with suggestions implanted telepathically. Such suggestions will have a +2 effect in their likelihood of being carried out (see Vol. Ill for random actions of monsters). For characters in the game roll percentile dice adding 10% to the helm's wearer, and if the character fails to beat this score he will follow the suggestion. (The referee must use judgement here, for a suggestion to kill oneself would not be likely to be carried out in any event.) Treat as non-protective helm if worn into melee."

And now the ESP spell and the medallion of ESP magic item (again, from the Monsters & Treasure book):

"ESP: A spell which allows the user to detect the thoughts (if any) of whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration. Duration: 12 turns. Range: 6"

"Medallions of ESP: These devices are usable by all classes of characters, even Dwarves, but the device malfunctions on a roll of 6, so whenever in use roll a six-sided die to check it.

Given there is no telepathy spell (a name which is actually much more appropriate than ESP, especially in the context of Delta's comment that ESP as a discipline is a blanket title which includes clairaudience, clairvoyance, and telepathy), the true differences between ESP and telepathy (as abilities) are little to none. The difference lies in the magic items themselves.

A helm of telepathy provides both the ability to read thoughts (an "inbound" ability) and the ability to control creatures (an "outbound" ability). By comparison, an ESP medallion provides only the ability to read thoughts (and, therefore, is an "inbound-only" item).

There's a couple of reasons I really needed to get a handle on the above concepts, rather than simply copying the bonuses and penalties into my system: 1) my system uses a "to hit" model for psionic attacks (which determines initial damage), and 2) this is paired with a saving throw system (used to determine the extent of additional effects).

So what does that mean for these psionic bonuses and penalties? It means that the nature of the helm of telepathy is such that much of what comes in from the outside has a chance of reflecting back upon the attacking creature, but an ESP medallion makes the target more susceptible to the attack in the first place. So here's where I've landed on the copy I'm including at the end of the "Psionic Combat" section of the Basic Psionics Handbook...

MAGIC ITEMS WHICH AFFECT PSIONIC COMBAT

The following magic items provide their users with psionic-like abilities, and each interacts in a specific way with psionic attacks.

Helm of Telepathy: Essentially, this item is “two-way” device (i.e., not only does it receive inbound mental energy, it also sends mental energy out, sometimes enabling the wearer to control the thoughts of a target creature). Therefore, a helm of telepathy gives the wearer a chance to “deflect” an incoming attack and “send it back” at the attacker. In addition to a +4 bonus on all psionic saving throws made while wearing a helm of telepathy, a successful saving throw by a defender wearing a helm of telepathy will create psionic “feedback” which stuns the attacker for 3 turns. Furthermore, any psionicist wearing a helm of telepathy receives a +2 “to hit” bonus on all psionic attacks.

Medallion of ESP: Unlike a helm of telepathy, a medallion of ESP is a “one-way” device (i.e., it only allows inbound mental energy, but provides no recriprocal ability to send mental energy out). This makes the wearer more susceptible to incoming psionic attacks, incurring a -4 penalty to all psionic saving throws while wearing this item.

The +2 "to hit" bonus is my interpretation of the 40 point psionic strength bonus from Eldritch Wizardry. (I don't like the idea that an item provides more mental energy, but do think it offers some kind of psionic potency.) You'll also see I pulled the -5 penalty back a bit to -4.

Considering that the mystic class I've developed has a delicate relationship with magic items (these types of items are rarely allowed, and require the mystic to engage in additional meditation to avoid become attached to them as possessions), and that the monk class I've developed does not possess attack/defense modes (and has a similar relationship with magic items), these may be much rarer occurrences for them they might be in other editions.

Monday, October 20, 2014

Basic Psionics Handbook Update

Thanks particularly to Matthew Skail and Eric Potter for their input so far on Basic Psionics Handbook. Eric is running a BX game where the average player age is 12, and Matthew is coming at this as someone who seems to know early edition psionics top-to-bottom. The dichotomy of those two POVs has proven to be incredibly insightful in making a complete and cohesive psionic ruleset that is also coherent (especially in BX terms). Following are just a couple of what I see to be key updates to the most current version...

Updates to Attack/Defense Mode Interaction
If you've looked at pages 76-77 of the DMG at any length, you know that the Attack/Defense Mode charts can be a little daunting. But I didn't want to do away with the concept. I really do like that each attack and defense mode has a methodology behind it, and how they interact is based on how those methodologies interact. If you recall, I'm using psionic “to hit” rolls (psionic level vs. Mental Class = target on 1d20). If successful, each attack mode does a number of dice of PSP (psionic strength point) "damage" equal to the psionic level of the attacker. However, the type of dice to be used is based on the combination of attack and defense modes (see chart below). The number to the left of the slash = the dice type. The number to the right of the slash = the adjustment to the saving throw which avoids additional effects (beyond the PSP loss).



Addition of a Monk Class
This is a class based on an "enhanced" shaolin-type monk, with psychometabolic psionics (plus some other relevant disciplines). This is no monk/mystic/Europe/Asia identity crisis thing. And there's none of this "speaks with animals" bullshit. This is a bare-handed fighting machine (and easily a fighter replacement).

Streamlining of the Disciplines
Some of the other updates include: 1) streamlining the PSP costs for the different disciplines (to the point where they're pretty easy to memorize the PSP cost for each based on whether it's a devotion or science, and which chakra they belong), and 2) streamlined the layout of the disciplines (using a top-of-page index strip to help quickly identify which of the 6 chakras you're viewing).=

Wild Psionics "Tweaks"
Wild psionics have been a struggle for me. I'm theoretically opposed to them, but almost everyone I've talked to want them included. Here's my reasoning... in BX, there's no such thing as "wild magic spells," nor are there "wild thieving abilities." In that context, what sense does "wild psionics" make? What I have to realize is that many folks are using BX/LL rules, but playing 1e classes (e.g., LL AEC). So I've made wild psionics one of the appendices, rather than having it appear between the discipline descriptions and the psionic combat sections. I've also make attack/defense modes available via wild psionics.

Okay. I think that's it for now, but I'm sure I'll have more updates soon.

Thursday, October 9, 2014

New BX/LL Character Classes: Small Mammals 2-of-2
Otters, Skunks, Squirrels, Weasels

Picking up from yesterday's post with beavers, hares, mice and rabbits.

Just an FYI, I will be compiling all of the animal
character classes I've been working on into a book.


OTTERS

Otters tend to be tough, self-sufficient extroverts born to a life of wandering and adventure. They are natural swimmers and excellent fighters. The prime requisite for an otter is Dexterity. Otters with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Otters determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Otters may use any weapon of normal or small size, but may not use long bows or two-handed swords. Otters may wear any type of armor, and may use shields, but may not swim if wearing metal armor. The maximum Strength score for an otter is 15.

SPECIAL ABILITIES: Otters are capable swimmers and swim at a rate of 180'(60') if unencumbered and wearing no armor. They are able to swim at rate of 120'(40') if wearing leather armor or carrying only only their normal equipment. They may swim at a rate of 60'(20') if wearing leather armor and carrying their normal equipment. An otter may not swim if carrying more their normal equipment or if they are wearing metal armor. Otters fight and save as a fighters of the same level.

Level Title Exp. Points Hit Dice
1 Otter Veteran 0 1d6
2 Otter Warrior 2,500 2d6
3 Otter Swordsman 5,000 3d6
4 Otter Hero 10,000 4d6
5 Otter Swashbuckler 20,000 5d6
6 Otter Myrmidon 40,000 6d6


SKUNKS

By default, skunks tend to be loners. However, they can also be loyal to a fault. Though the body of the skunk is slightly elongated, their relatively short legs and arms are, in fact, well-muscled. The prime requisite for a skunk is Constituion. Skunks with Constitution score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Skunks determine their hit points using six-sided dice (d6). They may advance to a maximum of 4th level of experience. Skunks may use any weapon of normal or small size, but may not use long bows or two-handed swords. Skunks may wear any type of armor, and may use shields. The maximum Strength score for a skunk is 15, and a skunk’s Constitution score must be 9 or greater.

SPECIAL ABILITIES: Skunks fight and save as a fighter of the same level. Furthermore, skunks possess the ability to spray a noxious cloud from their tail end a number of times per day equal to their level. This 10' diameter cloud causes all those caught inside of it to become naseous for 2d4 rounds (on a failed saving throw vs. breath weapon), suffering a -1 “to hit” penalty and a +1 AC penalty for the duration.

Level Title Exp. Points Hit Dice
1 Skunk Veteran 0 1d6
2 Skunk Warrior 2,500 2d6
3 Skunk Swordsman 5,000 3d6
4 Skunk Hero 10,000 4d6


SQUIRRELS

Squirrels are more likely to search for treasure than adventure (which is simply a means to an end). They are not necessarily greedy—they simply want their fair share for their participation. They are fearless in battle and any victory (large or small) is usually cause for a squirrel to celebrate. The prime requisite for a squirrel is Dexterity. Squirrels with a Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Squirrels determine their hit points using four-sided dice (d4). They may advance to a maximum of 4th level of experience. Squirrels may use any weapon of normal or small size, but may not use long bows or two-handed swords. Squirrels may wear only leather armor and may not use a shield. The maximum Strength score for a squirrel is 12.

SPECIAL ABILITIES: Squirrels possess the entire suite of thieving abilities, all of which they are able to perform as a thief of the same level, except climbing sheer surfaces, which they are able to perform as a thief at 2 levels above their own (e.g., a 2nd level squirrel climbs as a 4th level thief.) Squirrels make all saves against fear effects with a +1 bonus. However, they make all saves against confusion effects with a -1 penalty. Otherwise, squirrels fight and save as a halfling of the same level.

Level Title Exp. Points Hit Dice
1 Squirrel Apprentice 0 1d4
2 Squirrel Footpad 3,000 2d4
3 Squirrel Robber 6,000 3d4
4 Squirrel Burglar 12,000 4d4


WEASELS

The conniving nature of weasels is too often amplified by their daring and audacious behavior. For weasels, adventuring is simply a means to an end—the acquisition of treasure. Their keen senses aid them greatly in this pursuit. The prime requisites for a weasel are Intelligence and Dexterity. Weasels with Intelligence and Dexterity scores both 13 or greater gain a +5% bonus to earned experience points. Weasels having an Intelligence score of 13 or greater and a Dexterity score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Weasels determine their hit points using four-sided dice (d4). They may advance to a maximum of 6th level of experience. Weasels may use any weapon of normal or small size, but may not use long bows or two-handed swords. Weasels may only wear leather armor and may not use shields. The maximum Strength score for a weasel is 15.

SPECIAL ABILITIES: Weasels are able to use all thieves abilities as a thief of the same ability. Weasels are moderate swimmers and swim at a rate of 150'(50') if unencumbered and wearing no armor. They are able to swim at rate of 90'(30') if wearing leather armor or carrying only only their normal equipment. They are restricted to a swimming rate rate of 30'(10') if wearing leather armor and carrying their normal equipment. Weasels fight and save as a thief of the same level, and are afforded the same backstabbing bonus (+4) if attacking an opponent from behind. Furthermore, weasels have an ability to find weaknesses in melee opponents. If a weasel fights the same opponent for a total of 3 rounds (consecutive or not) during the same encounter, the weasel gains a +1 “to hit” bonus against that opponent for the duration of the encounter. Should the weasel meet the same opponent after a period of 6 turns or more, any advantage during combat until the weasel fights that opponent for another 3 rounds (as outlined above).

Level Title Exp. Points Hit Dice
1 Weasel Apprentice 0 1d4
2 Weasel Footpad 3,000 2d4
3 Weasel Robber 6,000 3d4
4 Weasel Burglar 12,000 4d4
5 Weasel Cutpurse 24,000 3d4
6 Weasel Sharper 48,000 4d4

Wednesday, October 8, 2014

New BX/LL Character Classes: Small Mammals 1-of-2
Beavers, Hares, Mice, Rabbits

Unlike most intelligent animals (which are generally a tad smaller than their non-intelligent counterparts), the small mammals are slightly larger than their non-intelligent counterparts.

BEAVERS

Beavers are honest and hard-working, but they also pride themselves on their cleverness and understanding. The prime requisites for a beaver are Strength and Wisdom. Beavers with Strength and Wisdom scores both 13 or greater gain a +5% bonus to earned experience points. Beavers having a Strength score of 13 or greater and a Wisdom score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Beavers determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Beavers may use any weapon of normal or small size, but may not use long bows or two-handed swords. Beavers may wear any type of armor, and may use shields. The maximum Strength score for a beaver is 17.

SPECIAL ABILITIES: Beavers fight and save as a cleric of the same level, but are only permitted those magic items allowed to fighters. Their knowledge of construction and generally savvy nature regarding such things allows beavers to detect new construction one-third of the time (1-2 on 1d6). Beavers are also able to chew through wood at a rate of 1 cubic foot per round. For each 18 rounds of chewing, a beaver will need to rest for 2d4 rounds. In addition to common, beavers speak the language shared by beavers and gophers. It is not uncommon for beavers to “whistle” when they talk (due to the size of their teeth).

Level Title Exp. Points Hit Dice
1 Beaver Apprentice 0 1d6
2 Beaver Journeyman 2,500 2d6
3 Beaver Expert 5,000 3d6
4 Beaver Artisan 10,000 4d6
5 Beaver Master 20,000 5d6
6 Beaver Grand Master 40,000 6d6

HARES

While visually quite similar to rabbits, hares take offense when accidentally identified as rabbits, as they pride themselves on their physical “superiority” to rabbits. The ears and legs of a hare are longer than those of a rabbit, and the hare is slightly quicker as well. Finally, hares are nesters, preferring to live above ground. The prime requisite for a hare is Dexterity. Hares with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Hares determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Hares may use any weapon of normal or small size, but may not use long bows or two-handed swords. Hares may wear any type of armor, and may use shields. The maximum Strength score for a hare is 15.

SPECIAL ABILITIES: Hares are even quicker than rabbits, and have a movement of 180'(60'). Hares have only a slight predisposition to magic. While they are not able to cast spells, they are permitted magic items exclusive to magic-users (including scrolls). Hares fight and save as a elves of the same level.

Level Title Exp. Points Hit Dice
1 Thumper 0 1d6
2 Sprinter 3,000 2d6
3 Runner 6,000 3d6
4 Strider 12,000 4d6
5 Hurdler 24,000 5d6
6 Jumper 48,000 6d6


MICE

Despite their small size, many a mouse fighter has made a name for himself, often reaching truly legendary status. Some mice see themselves as defenders of the downtrodden, while others simply crave the life of an adventurer. Regardless of their motivations, mice make truly formidable fighters, even against opponents of a large size. The prime requisite for a mouse is Dexterity. Mice with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Mice determine their hit points using four-sided dice (d4). They may advance to a maximum of 6th level of experience. Mice may use any weapon which has been smithed at the size for a mouse. However, due to their diminutive stature, daggers wielded by a mouse do only 1d2, and all other weapons do a mere 1d4. Mice may wear any type of armor, and may use shields. The maximum Strength score for a mouse is 12.

SPECIAL ABILITIES: Due to their small size, the cost of any armor or weapons of mouse size are 50% the normal cost. Mice are able to move silently as a thief 2 levels higher (e.g., a 1st level mouse moves silently as a 3rd level thief), even while wearing chain or plate armor. Finally, mice possess a “hamstring attack.” If attaching a legged creature from behind, the mouse gets a +4 “to hit” bonus and, on a successful “to hit” roll, cuts the hamstring of the creature. For each cut hamstring, the movement of a creature is permanently halved (unless the creature possesses regeneration, or is healed by magical means); for example: 1 cut reduces movement to one-half normal, 2 cuts reduces movement to one-quarter normal, and so on. Armed creatures with cut hamstrings on all of their legs will be forced to crawl. Armless creatures with cut hamstrings on all of their legs will be unable to move. Mice fight and save as a fighters of the same level.

Level Title Exp. Points Hit Dice
1 Mouse Fencer 0 1d4
2 Mouse Swordsman 2,500 2d4
3 Mouse Challenger 5,000 3d4
4 Mouse Gladiator 10,000 4d4
5 Mouse Bladesman 20,000 5d4
6 Mouse Master Bladesman 40,000 6d4


RABBITS

Rabbits are sociable, inherently-magical creatures who dwell in underground burrows or holes. For this reason, it is not uncommon for rabbits to be found dwelling amongst halflings. Compared to hares, rabbits have shorter hindlegs and ears. The prime requisites for a rabbit are Intelligence and Dexterity. Rabbits with Intelligence and Dexterity scores both 13 or greater gain a +5% bonus to earned experience points. Rabbits having a Dexterity score of 13 or greater and an Intelligence score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Rabbits determine their hit points using four-sided dice (d4). They may advance to a maximum of 8th level of experience. Rabbits may use any weapon of normal or small size, but may not use long bows or two-handed swords. Rabbits may wear any type of armor, and may use shields. The maximum Strength score for a rabbit is 15.

SPECIAL ABILITIES: Rabbits are quicker than most other intelligent animals, and have a movement of 150'(50'). Additionally, beginning at 3rd level, rabbits are able to cast spells as a magic-user 2 levels below their current level (e.g., rabbits at 3rd level are able to use spells as a 1st level magic-user, at 4th level are able to use spells as a 2nd level magic-user, and so on). Furthermore, rabbits may use any magic item permitted to magic-users. Finally, rabbits fight and save as halflings of the same level.

Level Title Exp. Points Hit Dice Spells
1 2 3
1 Rabbit Assistant 0 1d4 - - -
2 Rabbit Shuffler 3,500 2d4 - - -
3 Rabbit Seer 7,000 3d4 1 - -
4 Rabbit Medium 14,000 4d4 2 - -
5 Rabbit Conjurer 28,000 5d4 2 1 -
6 Rabbit Magician 56,000 6d4 2 2 -
7 Rabbit Enchanter 110,000 7d4 2 2 1
8 Rabbit Warlock 220,000 8d4 2 2 2


Tomorrow... otters, skunks, squirrels, and weasels!

Sunday, September 28, 2014

BX Psionics Playtest Signup

Many will heed the call. Few will be chosen.

Send your answers to the following questions to:
psionics(at)newbigdragon(dot)com
(Feel free to copy and paste the text below)

There are no wrong answers to any questions (be truthful). I'm seeking all types.

Your name (that you go by):

Your name as you'd like it to appear in credits:

Your primary game edition (choose one of the following)
OD&D -or- Swords & Wizardry -or- BX D&D -or- Labyrinth Lord -or- AD&D -or- OSRIC?

How familiar are you with BX D&D (including BECMI but not Labyrinth Lord)?

How familiar are you with Labyrinth Lord (including AEC, but not including BX or BECMI D&D)?

Have you have used psionics in D&D before?
(If yes, which editions?)

Do you have a group already assembled that you plan to include on playtesting of these rules?
(If yes, how many in group?)

Which of the following playtesting scenarios
will you be able to perform over the next few weeks?
(Choose all that apply: launch a new campaign, incorporate into existing campaign,
one-off adventuring, just want to run some combat scenarios)?

How many hours a week can you REASONABLY and TRUTHFULLY
spend playtesting over the next 3-4 weeks
(not including any time required to read or become familiar with the rules)?

Thursday, September 18, 2014

Finalized Psionic Monster Stat Block

This is pretty much how every psionic monster listing will appear in the Basic Psionics Handbook (normal stats to left of picture area, psionics stats right below, full description below that). Other psionic abilities (if possessed by the creature) will appear right below the Attack/Defense Modes. Sometimes, this will be a detailed listing broken out by discipline (e.g., "psychometabolic: D) body weaponry, reduction, S) complete healing"), and sometimes this will be just the number of disciplines, devotions, and devotions (e.g., "Disciplines/Devotions/Science: 2/10/3"). I have not fully finished editing all the copy on these, so please forgive any grammar mistakes/typos in the following example.



Monday, September 15, 2014

4 New BX/LL Character Classes: Brutes
("Type B" Intelligent Animal")

Brutes are animals known mainly for their unadulterated strength. This does not necessarily mean they are lummoxes. In fact, some brutes are known for their deep compassion, understanding, and even intelligence. It is their strength, however, that makes them formiddable combatants and adventurers. The intelligent and anthropomorphic variety of the animals classes that make up the brutes are generally smaller than the standard varieties of those animals.

The strengths of brutes exceeds the normal human scale. Therefore, the following conversion chart is to be used when creating a brute character, based on the starting Strength score rolled (Rolled Strength Score). Brutes with a Final Strength score of 19 or above run the risk of accidentally smashing a door to pieces if the brute succeeds in forcing it open.

Rolled Strength ScoreFinal Strength Score"To Hit" RollsDamage RollsForce Doors OpenDamage Doors*
1318+3+3+3
1419+3+4+410%
1520+4+5+520%
1621+4+6+640%
1722+5+7+760%
1823+5+8+880%
* Represents the chance to accidentally smash a door
into pieces based on a successful roll to force a door open.


BEARS

The prime requisite for a bear is Strength. Bears with a Final Strength score of 20 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Bears determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Bears may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 150% their normal cost. A bear character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Bears make their attacks and save as fighters of the same level, and may use the same magic items permitted to fighters.

Bears may attack bare-handed, doing 1d4 plus their Strength bonus for each hand on successful “to hit” rolls for each hand. If both hand attacks are successful, and the opponent is human-sized or smaller, the bear may choose to automatically “bear hug” its opponent for an additional 2d8 points of damage (no Strength bonus is applied to the bear hug).

Level Title Exp. Points Hit Dice
1 Bear Veteran 0 1d10+1*
2 Bear Warrior 2,300 2d10+2*
3 Bear Swordmaster 4,600 3d10+3*
4 Bear Hero 9,000 4d10+4*
5 Bear Swashbuckler 18,000 5d10+5*
6 Bear Myrmidon 37,000 6d10+6*
7 Bear Champion 75,000 7d10+7*
8 Bear Superhero 150,000 8d10+8*
* In addition to Constitution adjustments.

BULLS

The prime requisite for a bull is Strength. Bulls with a Final Strength score of 20 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Bulls determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Bulls may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 150% their normal cost. A bull character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Bulls make their attacks and saves as dwarves of the same level, and may use the same magic items permitted to dwarves.

In battle, instead of using a weapon, bulls may choose to make a gore attack against an opponent with their horns, doing 2d4 (plus any applicable damage bonus from Strength) on a successful “to hit” roll. Bulls possess a special ability known as “battle focus” which permits them an additional attack bonus based on the number of opponents. If the bull and his party are outnumbered by their opponents, the bull receives a “to hit” bonus based on the number of active opponents beyond the total members of the bull’s party as outlined below (opponents which are unconscious or incapacitated do not count toward total):

Opponent’s AdvantageBull’s “To Hit” Bonus
1 party member+1
2 party members+2
or more party members+3

In lieu of making any other attack for the round, a bull may choose to charge its opponents and trample them. To do so, the bull must charge straight forward. If the bull is able to make its full movement, all creatures caught in the bull’s path (even friendly cratures) must save vs. paralysis or take 2d8 points of damage (no Strength bonus applies). If the bull cannot (or does not) take its full movement for the round, then those caught in its path only take 1d8 points of damage on the failed saving throw.

Level Title Exp. Points Hit Dice
1 Bull Veteran 0 1d10+1*
2 Bull Warrior 2,300 2d10+2*
3 Bull Swordmaster 4,600 3d10+3*
4 Bull Hero 9,000 4d10+4*
5 Bull Swashbuckler 18,000 5d10+5*
6 Bull Myrmidon 37,000 6d10+6*
7 Bull Champion 75,000 7d10+7*
8 Bull Superhero 150,000 8d10+8*
* In addition to Constitution adjustments.

RHINOS

The prime requisite for a rhino is Strength. Rhinos with a Final Strength score of 21 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Rhinos determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Rhinos may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 200% their normal cost. A rhino character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Rhinos makes their attacks and saves as fighters of the same level, and may use the same magic items permitted to fighters.

In battle, instead of using a weapon, rhinos may choose to gore at an opponent with their horn, doing 2d4 (plus any applicable bonus from Strenth) on a successful “to hit” roll.

Level Title Exp. Points Hit Dice
1 Rhino Veteran 0 1d10+2*
2 Rhino Warrior 2,500 2d10+4*
3 Rhino Swordmaster 5,000 3d10+6*
4 Rhino Hero 10,000 4d10+8*
5 Rhino Swashbuckler 20,000 5d10+10*
6 Rhino Myrmidon 40,000 6d10+12*
7 Rhino Champion 80,000 7d10+14*
8 Rhino Superhero 160,000 8d10+16*
* In addition to Constitution adjustments.

ELEPHANTS

The prime requisites for an elephant are Strength and Intelligence. Elephants with a Final Strength score of 21 or greater and an Intellgence score of 13 or greater will gain a +5% bonus to earned experience points. Elephants with a Final Strength score of 21 or greater and an Intelligence score of 15 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Elephants determine their hit points using twelve-sided dice (d10). They may advance to a maximum of 6th level of experience. Elephants may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 300% their normal cost. An elephant character must have a minimum Intelligence score of 9.

SPECIAL ABILITIES: Elephants makes their attacks and saves as elves of the same level, but may only use the same magic items permitted to fighters.

Any elephant that attempts to force open a door that is of normal size runs the risk of becoming lodged in the doorway. If the attempt results in the elephant smashing the door, there is a like chance the elephant will become stuck in the doorway, taking 24 rounds to dislodge it, minus 3 rounds for each person assisting (to a maximum of 7 people helping, or a mimum of 1 round to dislodge the elephant).

In battle, instead of using a weapon, elephants may choose to gore at an opponent with their tusks, doing 2d6 (plus any applicable bonus from Strenth) on a successful “to hit” roll. Additionally, elephants may use their trunk to make a trumpeting blare that acts as a horn of blasting. The number of times a day they may use this ability is based on their level.

Finally, elephants possess an ability called “perfect recall.” This provides an elephant a chance of remember full details of an creature, small area, or thing, based on the amount of time the elephant spent studying it. A “focused study” is considered to be at least 1 uninterupted turn spent doing nothing else, a “casual study” is considered to be at least 3 rounds doing nothing else, and a “casual observance” is considered be any view of the subject, even while engaged in other activities (including combat). Any failed perfect recall roll results in the elephant remembering only general details (which may or may not be of use).

Chance for Perfect Recall
LevelTrumpeting Blare
Uses per Day
Casual
Observance
Casual
Study
Focused
Study
115%50%95%
2110%60%96%
3220%70%97%
4230%80%%98%
1340%90%99%
1350%99%100%

Level Title Exp. Points Hit Dice
1 Elephant Veteran 0 1d12+2*
2 Elephant Warrior 3,000 2d12+4*
3 Elephant Swordmaster 6,000 3d12+6*
4 Elephant Hero 12,000 4d12+8*
5 Elephant Swashbuckler 24,000 5d12+10*
6 Elephant Myrmidon 50,000 6d12+12*
* In addition to Constitution adjustments.

Sunday, September 14, 2014

Updated List of Monsters for the Basic Psionics Handbook

Here's the updated list of monsters I will be including in BX psionics book, which I've given the new tentative title of Basic Psionics Handbook. The final page count is looking to be 52 pages, 14 of which will be just the monster listings.

Aboleth
Astral Gish (OGL Githyanki)
Baku
Beetle, Giant Thresher * A
Brain Mole
Cerebral Parasite
Couatl
Gray Ooze, Psionic B
Hollyphant
Intellect Devourer
Intellect Seeker (OGL Ustilagor)
Ki-rin
Limbo Gish (OGL Githzerai)
Mind Hunter *
Mind Thresher C (OGL Mind Flayer)
Neothelid
Nightmander * D
Opinicus
Psi-Bat *
Rhino, White (Wooly) E
Shedu, Lesser
Shedu, Greater
Su-monster
Thought Eater
Titan
Youree *
Wan-Ti (OGL Yuan Ti)
Yellow Mold Colony B
Zlod (OGL Slaad)
Zowl F

* Oe/1e psionic creatures I've already created for the Creature Compendium
(but will adjust slightly for this specific use)

FF/MM2 Creatures I originally considered dropping, but have decided to include.

A This creature will still be called a "giant flayer beetle" in the creature compendium,
but for consistency sake, will appear in the psionics book with the "thresher" name.

B So named to separate them from their standard BX versions
(even though the Oe/1e versions are already psionic).

C There will no longer be separate entries for the mind thresher noble (OGL ulitharid)
or mind thresher royal (8-tentacled version). Instead, they will be notes at the bottom
of the mind thresher listing.

D The version currently slated for the Creature Compendium is not psionic.
I have added psionic abilities here, but am unsure if I will port those back over to the
Creature Compendium or not.

E Steve Marsh (the forefather of D&D psionics) always wanted the wooly rhinos in
the Expert rules to be intelligent (an idea mocked by Erol Otus), so I intend to honor
this intention by including a psionic version in this book. I've already reached out to
Mr. Marsh to get his input on the abilities I intend for them.

F A new creature I've created just for this addition. I'm unsure if I will
port it over to the Creature Compendium or not.

Saturday, September 13, 2014

New BX/LL Character Class: Bonobos
("Type B" Intelligent Animal")

Sorry it took me a while to get this final ape class written up. I was really struggling with how to make it unique from the others, but feel like I ended up at an interesting place... a "cleric/magic-user" (in the form of a shaman).

Bonobos

Level Title Exp. Points Hit Dice
1 Bonobo Soothsayer 0 1d4
2 Bonobo Wangateur 4,000 2d4
3 Bonobo Augurer 8,000 3d4
4 Bonobo Mender 16,000 4d4
5 Bonobo Enchanter 32,000 5d4
6 Bonobo Mali 64,000 6d4
7 Bonobo Mundunugu 125,000 7d4
8 Bonobo Sangoma 250,000 8d4
* Constitution adjustments no longer apply

Bonobos (a.k.a. “pygmy chimpanzees”) are more independent than their chimpanzee cousins. They are not so much inquisitive as introspective, and practice a form of animistic shamanism.

The prime requisites for bonobos are Intelligence and Wisdom. Bonobos with Intelligence and Wisdom scores of 13 or greater will gain a +5% bonus to earned experience points. Bonobos with a Wisdom score of at least 13 and an Intelligence score of 16 or greater, will gain a +10% bonus to earned experience points.

RESTRICTIONS: Bonobos determine their hit points using four-sided dice (d4) They may advance to a maximum of 8th level of experience. They may not wear armor or use shields, and may only use a club as a weapon. A bonobo character may not have a strength score higher than 15.

SPECIAL ABILITIES: Bonobos fight and save as magic-users of the same level, but may use any magic item permitted to either clerics or magic users. Bonobos gain spells as magic-user of the same level, but may choose spells from both the cleric and magic-user spell lists. They are able to use spells as a cleric (so they need not memorize them as a magic-user). Bonobos are able to climb trees as a thief of the same level. Like other apes, bonobos are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet attack and defend with -1 “to hit” and +1 AC penalties (respectively). In addition to common, bonobos speak the language of apes, and utilize a secret form of sign language understood only by other apes (including gibbons).

Wednesday, September 10, 2014

BX Psionics System Odds 'n Ends

Just a few things in progress...

1. A Sample Monster Stat Block
I really worked to make this take as little space as possible, and list only the truly pertinent information (in the BX spirit). If you want to see the working list of monsters I'm aiming for, check out yesterday's post. BTW, the limbo raider is going to be my attempt at an OGL githzerai.




2. Alternate Discipline Acquisition Models
I've really tried to honor a statement Steve Marsh made in an email responding to some questions I posed him about his original intentions for the mystic class (prior to psionics inclusion in Eldritch Wizardry, "Major powers correspond to the chachras and the traditional powers so that each character had a consistent core." Normally, in my system, mystics may attain the first five chakras in any order, and only after attaining the first five can the sixth (third eye) chakra be known. I'm including 2 alternate systems for the acquisition of the various disciplines. The first (FIGURE A) still allows the mystic to choose any of the five basic chakras first, but (upon reaching the appropriate levels) may only learn additional disciplines which are directly connected to a discipline already known. Again, after attaining all five, he or she may then know the third eye chakra. The second alternate system (FIGURE B) is a strict adherence to "chakra building block" concept... start with the most basic (root) chakra, then "build up" from there. In this case, the 6 chakras are attained in a very strict hierarchy.




3. Other General Notes

a) I'm including wild psionics in an appendix. I don't really like the idea of them, but am making them available for DMs who do.

b) I'm including an appendix section with general information on the 7th (crown) chakra. I see these as abilities related to attaining divinity, which makes them generally too high level for my conception of BX D&D. In general, I imagine the abilities accessed by the crown chakra will feel similar to abilities from the BECMI Immortal rules (e.g., the creation and changing of matter, energy, thought, and time).

c) The mystic class, abilities listing/descriptions, and psionic combat information are coming in around 28-29 pages. With all of the intended appendix information, the book will come in between 44 and 48 pages (trying to keep it to 44, if possible).

Tuesday, September 9, 2014

List of Monsters for my BX Psionics Book

Here's the current "wish list" of monsters
I intend to rework/include/write up for my BX psionics book...


Aboleth
Astral Raider (OGL Githyanki)
Baku
Beetle, Giant Flayer*
Brain Mole
Cerebral Parasite
Couatl
Duergar
Hollyphant
Intellect Devourer
Limbo Raider (OGL Githzerai)
Mind Hunter*
Mind Thresher (OGL illithid)
Mind Thresher Noble (OGL ulitharids)
Mind Thresher Royal (8-tentacled version of OGL illithid)
Neothelid
Opinicus
Psi-Bat*
Rhino, White (Wooly)
Shedu
Shedu, Greater
Su-monster
Thought Eater
Ustilagor
Youree*
Yuan Ti

* Oe/1e psionic creatures I've already created
for the Creature Compendium
(but will adjust slightly for this specific use)

FF Creatures I'm seriously considering
dropping from the list.

(BTW, the inclusion of even the barest version of the
list above puts the page count to at least 44 pages.
If do the full list, it could easily end up as 52 pages.)

Saturday, September 6, 2014

Further Consideration on my BX Psionics System

The other day, via a Google+ thread, Matthew Skail asked why I was opting for a random psionic strength point (PSP) gain with leveling, and that the other classes don't do that. For those who haven't been keeping up with the earlier posts, I was treating PSP gain like hit dice, with the die type rolled based on the character's Wisdom score (a reminder/note that, in my system, Intelligence is the defensive psionic attribute, and Wisdom is the offensive one). Honestly, I was originally trying to capture the randomness of psionics in Oe/1e. But, upon consideration of MS's comment, I realized he's right. Thieves don't, upon reaching a new level, randomly determined their increased chance to move silently. So I went back to the drawing board... BUT, I did so with another key point in mind — I wanted to make sure that as the mystic gains levels and PSPs, the DM can easily figure out what kind/strength of psionic creatures to pit him/her against. The following chart is where I've landed.

The basic formula for PSPs gained at each level is 10+(levelx2).

The PSP bonus at each level from WIS is based on the following:
WIS 13-15 = +2 PSPs/level
WIS 16-17 = +4 PSPs/level
WIS 18 = +6 PSPs/level

This puts a 7th-8th level PC on relative par with a shedu (9+9 HD, 70-100 PSPs, performs at the 9th level of mastery).

This puts an 8th or 9th level PC with a WIS of 18 on a relative par with a psionically "low-end" mind flayer (8+4 HD, 241-340 PSPs, performs at the 7th level of mastery).

As always, I'm sure there will be more to come.