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

Sunday, October 1, 2017

A Simple Set of Agency Rules

Mission Start!
Between the M-Space campaign I'm running on Wednesdays and the hours I've sunk into XCOM 2: War of the Chosen, I've come up with a simple set of rules for my players to run their Scout agency. This is for sending out fire teams of explorers and troubleshooters to do some side missions while your team does the cool adventuring. Great for frontier exploration campaigns, but you can tweak them to be for scientific research, surveying, and even war and trade. Made with M-Space and Mythras in mind, but I want to make one for Traveller/Cepheus Engine.

The link is here. Tell me what you think.

Sunday, July 23, 2017

The Great Kitbashed Campaign

From the game Offworld Trading Company

The current game I'm running is an M-Space/Mythras game, where the players are colonists, explorers, and security for the last of humanity aboard a giant ark ship. It's been a fun game with a new system for all of us. We're still getting used to how Mythras does things and keeping track of things like special effects, hit location, luck points, and action points. But I feel it's made a much more meaning game with how it does combat. And I really enjoy the more skill based system as opposed to class and levels.

One of the things I like is the way they do spaceships. Everything is bought in modules and most of the actual cosmetic design is left up to the GM and players. I personally made the ships similar to Traveller with a bit of tweaking and math here and there, but kept it lower tech. Like something from Orbital 2100. No fusion drives, no FTL, no artificial gravity. It means travelling to the different planets in the new star system can take a little longer in game, but it gives the players some time for their characters to do their own things. One is building battle droids and researching a fusion drive they found. Another is focused on making their weapons better. And now that their colony is close to up and running, there can be more human interaction for them (since near everyone is in cryo stasis).

The game is a huge kit bash of sci fi rules systems (and one fantasy!). The base is M-Space and Mythras, with more and more from Mythras coming into play as we learn the rules more. For the creation of solar systems and planets, I ended up using Mindjammer and Traveller, with an extended table for creating gas dwarfs, ice giants, and gas giants. Much of that comes from Freelance Traveller's article about gas giants, because so much has changed since Book 6: Scouts was published. Mindjammer has some extended stats for planets, like temperature, gravity, and radius that I honestly like for flavor and world-building.

With the colony coming close to running, I've turned to the OSR for this. Stars Without Number has a supplement called Suns of Gold, which details a cool systems for running colonial holdings. In addition, there is Adventurer, Conqueror, King, which has a very robust set of rules for domain holdings, population growth, armies, and taxes. I've done a bit of massaging between the two and have a system that does the best of both systems. It's a bit simpler than ACKS, but unlike SoG, it has more of the land holdings and resource harvesting to get more raw materials for the colony. The colony starts with 5000 people, and the goal is to hit 100,000 citizens so that it can become self-sustaining. This is more of a side game, played in-between sessions throughout the week. And really, only for those interested in that style of game.

We are very close to beginning that, and I think one of the best things I like about the colonial game is that the players can see real, tangible results in a world with little law and order set up. And I think that's why they've really enjoyed the game so far. It's been a real pleasure.

Friday, January 6, 2017

Ability Score Generation: Part 2 in a Series About Dominoes


Using dominoes for ability score generation works a lot like the previous rules. For this, since you are emulating 3d6, you can either use two sets of double 9s or just one set. If you use one set of double 9s, a friendly warning. It does have a different probability spread than classic 3d6. The probability percentages are below, using the value of 55 dominoes for a set of double 9s.


Value Probability Fraction Prob. %
0 1/55 1.8%
1 1/55 1.8%
2 2/55 3.6%
3 2/55 3.6%
4 3/55 5.4%
5 3/55 5.4%
6 4/55 7.2%
7 4/55 7.2%
8 5/55 9.0%
9 5/55 9.0%
10 5/55 9.0%
11 4/55 7.2%
12 4/55 7.2%
13 3/55 5.4%
14 3/55 5.4%
15 2/55 3.6%
16 2/55 3.6%
17 1/55 1.8%
18 1/55 1.8% 

As you see, the average runs to about 8-10, or 9. This could mean that values will end up a bit lower than what you would find on simply rolling 3d6. With this method, the bell curve is shallower. So while the average stat dropped will be 1.5 lower than on 3d6, you have nearly 4x the chance of rolling an 18 (and conversely, a 1) than you do rolling 3d6. So keep this in mind. This method will produce average scores with a higher deviation to the extremes when using a single set of double 9s. Now remember that we'll have to remove the 0, 1, and 2 values to make the values right, so many of these percentages will increase. That means that in reality, we will be drawing from a boneyard of 51 dominoes. So drawing a 3 will actually be a 5.8% chance, compared to .46% on 3d6. That's a bit rough. So how do we balance out these probability issues?

Usage #2: Generating Ability Scores With 1 Set of Double 9s

For this method, put your double 9 set into a bag, removing the 0, 1, and 2 values. Mix everything up, then draw seven bones. Add the two numbers on each bone to reveal your stat. Write them down. 

Now, try and match up dominoes with like numbers. So if you draw a 4-3 and a 3-9, you can connect then via the 3. A bone can only connect to two other tiles (one for each number), unless it's a spinner, in which it can connect to four. Count how many tiles are connected. This is the value you can add to any of your stats. You can even split them between stats. If you can connect two groups of dominoes, then total the tiles and add them. Once you assign your number to your stats, drop the lowest and assign them how you desire.

Example: Mariah is making a Psychic for her Stars Without Number game. She draws seven bones, getting [4-3, 3-6, 5-7, 8-3, 4-2, 7-1, & 4-0], for values of [7, 9, 12, 11, 6, 8, 4]. Some rough scores. Mariah begins connecting the dominoes, able to connect the 2-4, 4-3, and 3-8 together as well as the 5-7 and 7-1 in a separate group. This gives a total of 5 tiles that are connected. Now she can split the 5 to any of her stats, or simply add it all to one. Mariah decides to add 4 to the 12 and 1 to the 11, then drops the 4. Her new stats are 7, 9, 16, 12, 6, and 8. A little better.

At the GM's option, a player can trade out a stat and draw a new one from the boneyard. Play can choose whichever one they want. This can help alleviate the more wonkiness of the stat distribution of double 9s.

So that's ability score generation for dominoes. While it's a bit more complicated than just rolling 3d6, there is a sort of fun moving around the dominoes and connecting them together. If you find fun in tactile stuff, this is definitely great. I find it takes the same amount of time as rolling 3d6. And, you can simply lay out all the values and write them down in one go, rather than rolling 3d6 six times and writing the values after each roll. Let me know what you think below. 

Tuesday, January 3, 2017

Using Dominoes in D&D: Part 1

I had this idea almost a year ago, but it went on the back burner because a) I couldn't think of anything and b) I couldn't find my set of dominoes. While unpacking more stuff from the move, I found my long lost set of double 9's. Seeing this, I got some idea on how to use it in RPGs.

Quick Terminology

Bones - Slang for dominoes
Boneyard - The area of dominoes you can draw from. Always face down
Spinner - slang for doubles. Dominoes with the same two numbers on them (i.e. 6-6, 3-3, 0-0)
Pip - The black dots on your dominoes, like on a set of casino d6s.
Double 6/9/12 - This categorizes the type of dominoes the set is, by its highest number. Double 6s has 6 as its highest suit, while double 9s has 9 has its highest number
Blank - the number zero. No pips on this side


Why Use Dominoes?

So right off the bat, we have to ask ourselves, why use dominoes? Now personally, I do like using alternate knick knacks in games. Playing cards are a big thing for me, which was one reason I loved Savage Worlds. It's something that is fun and a bit different from rolling some multisided dice. Of course, not everyone has a set of dominoes. This really wasn't a problem in South Florida, since a lot of the people I played D&D with also played dominoes on the side. But in other places, you'll have to go out of your way to get them. Luckily, you can get them at any Wal-Mart or Target, and most FLGS carry a simple set.

Since we are using dominoes, we need to play to their strengths. Big strength is positioning. In a game of dominoes, you set down dominoes with same numbers facing each other. Using that in a RPG can add an element of strategy and critical thinking that you don't see with using dice. So, here goes nothing.

Usage 1: Alternate Conflict Resolution Mechanic

Using a set of dominoes can replace die rolling if using a system that rolls 2d6s or even 3d6s. Doing 2d6s requires two sets of double 6's, the standard dominoes. Simple remove all of the dominoes with blanks as well as duplicates of doubles, then combine the two sets into a bag. This replicates the results of 2d6. Crit failures and hits would still be the same value. You can do the same thing with double 9s for 3d6. This ends up being the same cost as everyone buying their own set of polyhedral dice, but the cost is unfortunately front-loaded to one person. So it may not be the best usage of dominoes cost-wise. However, you'll never have to worry about dice rolling off the table again with dominoes.

Visual of dominoes for 2d6 - Courtesy of Geek & Sundry
Playing to the strengths of dominoes, let's add something for positioning and stacking dominoes on each other. Let's say that a player draws a bone and drops it down for their 'die roll' of 6-3. We can leave that out on the field. So if another player draws a bone and gets a 2-3, they can attach it to the previous bone dropped since both have 3's. A player that does this gets a Synergy Bonus to that roll. This means that they add the highest number from the connecting bone to their result. So in this case, since a 6-3 was dropped, they can add a 6 to their 2-3, getting a total value of 11, plus your stat bonus. Bones can only have two bones attached to them, one for each common number. The exception are spinners, which can have four bones attached to them. Dropping a spinner is a wild card, meaning any bone can attach to it and gain the synergy bonus, even if they don't match. Dropping a 1-1 bone is always a failure, and dropping a 6-6 is always a critical if the system you use has criticals in them.

If you really want to make this a bit more 'gamist', have the players draw four bones at the start of each session. Those are their die rolls they can use. They can then coordinate with each other, helping out poor rolls with good domino placement. A player can still draw from the pile once per roll if they aren't happy with their hand. This does run the risk of slowing down the game, and in addition, it can get a little 'metagamey' for some GM's tastes. But, I think it can also increase teamwork in an interesting and simple way. 

You can also have the dominoes Cascade as a limit for stacking Synergy. The more dominoes you have out connected with like numbers, the greater the chance a GM can use them against you. A GM can remove any number of adjacent bones out on the field to activate a complication to the scenario. Removing one adds a minor complication, 2 a moderate, 3 a major, and 4 a severe. I haven't decided what is considered for each complication. 

The GM could instead have an upper limit of dominoes that can be placed before the stakes are raised. Or, the GM could instead choose to use any of the bones placed down by the players as a die result for their monster. They shatter the chain of bones, use the result, and place that bone back in the boneyard. If doing leaves some bones orphaned from each other, place the greater amount of bones back in the boneyard. For example, if the GM uses a 6-5 bone and separates the chain into two groups, one with 2 bones and one with 3, put the group of 3 back into the boneyard. If the GM uses an end bone, then just take that and one adjacent bone and put it back into the boneyard. This can help recycle old results back through.

I like the idea of having events or actions that happen when certain bone results are revealed. Especially for spinners, since that is easy to keep track of. Again, this does make the game a little metagamey for some GMs, but I think it could add some cool fun and strategy for the game. I imagine the same process here can be used with a set of double 9s for d20 rolls, especially with the usage of Synergy Bonuses to make up for the lack of an actual '20' on them. I'd probably have natural 17 and 18 as the critical roll, and a natural 0 or 1 as a failure.

This is the first usage I have. I have some more, but I want to work on them a little longer before I post them. I think dominoes can really add a cool strategic element to the game when used. I'd love to give it a try one day.



Friday, December 30, 2016

Sci Campaign: The System So Far

So I've been ranting and raving about sci fi and pretty much putting my fingers in everything science fiction related. I'm replaying Mass Effect 2, as well as playing a lot of Beyond Earth again. I'm watching The Expanse with the missus. And I got a whole bunch of sci fi RPG books and supplements, like Book 6: Scouts for Traveller and SWN's Engines of Babylon, as well as some Mindjammer stuff (the new BLUE adventure) and Diaspora. Basically, I think I'm going all in for the sci fi game next year.

I am thinking that I'm going to be running Stars Without Number, with the Engines of Babylon, Suns of Gold, and Transhuman Archives supplements. I honestly enjoy the themes and settings in Eclipse Phase, but the lack of spaceship support is a real deal break. I was heavily considering Cepheus Engine (and I still am), but I think my players might be more familiar with the more D&D aspects of SWN.

With Engines of Babylon, it's to bring the ships down a bit in tech. Less Star Trek and more Firefly or The Expanse. I've modified it somewhat for ease, using Cepheus Engine's acceleration and distance chart for travel. For Suns of Gold, I'm using the colonization rules from that with some alterations. Since the players are out on their own without any real allies, they are going to have to get their own resources. The ark ship they have has resources on it, but eventually, they will need their own stuff to survive on their new home of NESS 89-03 (purposely made it sound too scientific so the players would feel encouraged to give it a more dynamic name). This won't get into the detail and minutiae like you'd see in a 4x game like Alpha Centauri. I haven't decided how to do the resource harvesting, but I plan on keeping it very simple. I'm actually looking at ACKS's Domain Management system for this, since most of the leg work is done and I really like that system.

Speaking of ACKS, I will be using their Population Increase mechanic for the players' colony. Much of this is to represent the people in cold sleep or archived being put online and brought back down to the new colony. The big change I'm making is the value of families. In ACKS, 1 family is 5 people. For this colony game, it will be 50, 500 or 5,000 people, depending on how much resources they put into self sustaining terraforming installations. This will essentially be a part of building Local Supplies (from Suns of Gold) and means that population growth will increase until the colony is big enough (100,000 people) to really be its own city-state instead of just an outpost.

For planet generation, I've been using Mindjammer's System Generator. It's surprisingly good, with lots of information for the planet and its make up and resources. This means that each planet will always have something interesting on it, even if it isn't a full-on session of adventure. That will be very useful, as eventually, the players will get their hands on FTL travel. But, that will bring its own issues, which I'll talk about another time. Finally, I like the dual class idea from SWN's Designer Notes. I may be allowing that.

That's about it for the rules side. I do want to talk about the setting and get things squared away with that.

Tuesday, November 8, 2016

Tension, Stress, Fear, And Fatigue

I've been wanting to do a mechanic for stress and tension in the game to add a bit more atmosphere to my games while having mechanical bonuses/penalties for such things. In making this, I'm looking at something that is easy to run and adjudicate and adds a bit of difficulty and nuance to adventuring. An extra complication to consider before setting off into the great wilds. Much of this is inspired by Darkest Dungeon, a really great game where stress and fear play a big part of adventuring. Some of the rules part and rules decision is inspired by Goblin Punch's sanity rules here as well as the rules in Torchbearer. A lot of this is also inspired by reading my brother's journals about fatigue and mental stress and how the two combine. Here we go!

Fatigue

Fatigue is when your character pushes themselves too hard mentally and physically and their body suffers from it. Forced marches, constant adventuring, dungeon delving, starving themselves, staying up for 24+ hours... these are all physically and mentally taxing on a person. Whenever someone overdoes it and fails their Constitution save, they become Fatigued. Fatigued means you gain a -2 to all d20 rolls made.

A character can still continue to go even when fatigued. Caffeine, adrenaline, and stim packs could be very useful for keeping you up. Every hour you spend doing something while Fatigued, make a Constitution check (DC 10 + 1 for every additional hour active). Failure means you are Exhausted. You take -4 to all d20 rolls and can only move up to half your speed. You also lose your Dexterity to your AC.

If the character still keeps going while Exhausted, then they make the same Constitution checks as before (DC 10 + 1 for every additional hour active). Failure means you are Disabled. You take a -6 to all d20 rolls. You can't make any physical action without making a Constitution check. People that attack you automatically hit. If your GM does coup de grace, then that can happen to you. You're just a human lump at this point, and every hour spent awake or active forces a Constitution check like normal. Failure means you die of exhaustion.

Getting rid of Fatigue generally requires a couple hours of rest. Getting rid of Exhaustion is a whole day affair of rest and relaxation. Getting rid of Disabled is a week minimum of bed rest and some medical attention. 

Tension


Adventuring is a dangerous and stressful career that can be cut short if you don't keep a level head. Any time you encounter something that can make you uneasy, cause some stress, or surprised/shock ed, you gain a point of Tension. This is like a tally mark. Things like seeing a dead body, or the lights going out on you, or hearing the sounds of a crazed monster in the woods at night can all add Tension. Then, the players that gained the Tension Point roll 1d20 + Wis, against a Target Number of 10 + the amount of Tension points. If you meet or beat the TN, your character is fine. If you roll below it. then you get Stressed. Most scenarios should really only give 1 or 2 Tension Points to each player, but some truly gruesome and horrific stuff could give 3 or more.

Stressed

When your character gets Stressed, they have a sort of minor breakdown. They might panic a bit, need to sit down, or vomit. That's up to the character. A Stressed character becomes Fatigued. Being Stressed doesn't go away until you take a couple hours to chill out and relax, generally away from the thing causing stress. Every time your character fails a Tension Roll, they get more Stressed. This becomes Exhaustion, then Disabled, then Death. Eliminating these stress levels can take much longer.

Being Stressed can also be a form of fear, depending on the situation. This works out like normal Stressed, only with some different reactions. Generally, reactions to being stressed out go under the four F's: Fight, Flight, Freeze, or Fawn.

  • Fight: You engage the source of fear in combat, with disregard for the situation.
  • Flight: You panic and flee away as fast as humanly possible, leaving behind anyone
  • Freeze: You are paralyzed with fear and cannot move, hoping that the thing doesn't notice you
  • Fawn: You beg, flatter, or try and reason with the source of fear, praying it will spare you.

A player can choose which action their character takes, or you can roll randomly. I prefer the former, but they have to commit. Sometimes one of the F's works out. Other times it lands you into trouble.

A GM can give a madness to players. This is optional and there are plenty of sites and books with examples, from manias to phobias. I'd suggest picking one that fits the situation, instead of rolling.


Reducing Tension

It's hard to reduce Tension while you are in the scenario causing it, but it is possible. If out adventuring in a dungeon or wilderness, taking a break to shoot the shit with your fellow PCs and NPCs can help drop it by 1 or 2. Finding a safe spot to rest also helps. In a more urban, social adventure, maybe taking an hour or two in the castle courtyard can help you find your center before tackling the corrupted vizier, dropping your Tension down 1 or 2 points. These also make great points for roleplaying with your compatriots, or other friendly NPCs that you know. Leaving the scenario that is causing Tension lets you reduce it all to 0.

Adrenaline Rush

Tension isn't all bad. When the chips are down and you need a boost, you can activate your Tension and get an Adrenaline Rush. For a number of rounds equal to half of your Tension Points (round up, minimum 1 round), you gain advantage on all attack rolls and ability checks. In addition, you ignore all Fatigue effects for these rounds. At the end of your rush, however, you are immediately Stressed out and gain a level of Fatigue. If you were Disabled and did an adrenaline rush, then you die. You pushed your body too far.

Jaded

Adventurers that survive have seen it all and don't get as easily spooked as veterans as they did when they were novices. When players survive a tense scenario or adventure, they can become jaded. That same scenario won't give them any Tension Points. So a player that keeps a level head while getting attacked by zombies won't get Tension Points when encountering future zombies. The only way to affect a jaded individual is escalating the scenario. So a jaded character won't get tense when being attacked by zombies, but maybe seeing them slaughter an entire village trapped in a church might. Fighting ghouls may be fine, but seeing a ghoul drag off your good friend while he's screaming and begging for help will make you Tense. It's all about context, and I encourage GMs not to overly abuse it.

Design Notes

One thing people might notice is that I've created the Fatigue, Exhausted, and Disabled conditions and tied them to stress and fear. Why is that? Well, my brother was once a Marine and I remember reading and hearing him talk about the humps and the fear and tension of being out in Afghanistan. And one thing that stuck from him and other soldiers is how the fear and fatigue really go hand in hand out there. So that's why I united the Fear/Stress mechanic with Fatigue. It simplifies the mechanics and I can use the Fatigue model for other things, like a project I'm working on for clerics.

In addition, I was looking for something a bit less drastic and more down-to-earth with these mechanics. I didn't want random madness tables or sanity scores. Just something a bit more low key.

These rules have been used in one game and were okay, but not enough to test them out. I think they work fine, but I can't wait to put them through their paces more. Tell me what you think about them, and any changes to the ruleset.

Tuesday, October 4, 2016

Inheriting Stats

Resting from the house renovations, packing for the move, and hurricane preparations. Was pondering about a lineage kingdom builder game, where the players can give birth to heirs and eventually play as them. So I came up with a simple mechanic to pass on your stats to you next of kin.

Source (DeviantArt)

Everybody Loves Punnet Squares

This builds off of a punnet square like from high school biology. Take both parents and identify their highest and lowest stat. The highest stat is called the peak and the lowest stat is called the weak. Next, place these stats on the square as listed below. 

Now, whenever a child is born, roll a d4 to see which stats they inherit. After that, just roll for the other stats normally. And you are essentially done! You could also use this as a dice drop method easily if that's what you prefer. It's all up to you. I personally have the stat limit as 18 and I wouldn't let magic item's stat boost apply for this. I feel that would be a tad broken.

Exceptions

If both parents have the same stat as their peak and you get a result of PP, then you simply roll a d12.

1-4    Take the average (round up)
5-8    Take Parent 1's peak
9-12  Take Parent 2's peak

If the first parent has a peak stat that is a weak stat for the second parent and you get a result that would give you both, roll a d12. 

1-4    Take the average (round up)
5-8    Take the peak stat
9-12  Take the weak stat

Example: Quinn and Rose both want children. Quinn has Dex (18) as his peak stat, while for Rose, Dex (6) is her weak stat. They have one child named Darius. The square is set up below:

The players roll a 2, getting Dex for peak and weak. Now the player must roll a d12 to see what they get. If the player rolls a 1-4, then they take the average for their Dex stat. In this case, that value is 12. If they roll a 5-8, then Darius would take his dad's value for Dex, 18. If they rolled a 9-12, then Darius would take his mother's value for Dex, 6. Finally, Darius would roll normally for his other stats.

And that's it. Some basic hereditary trait rules. I'll probably throw in some rules for inbreeding later down the road, if players pursue that. I plan on using this for a kingdom building game where having an heir and playing as one is not only desirable, but a mechanical benefit.

Saturday, October 1, 2016

Different Take on Alignment

Truth be told, alignment has never been something I liked. People arguing over what is good and what is evil, wars between law and chaos, detect spells, always evil races. Nothing about alignment really appeals to me. I don't think that people are wrong for liking alignment. It's just not my jam. I feel the alignment axis constricts stories a bit too much. I like the idea of clerics of a good god doing evil in their name, but you can't really do that with alignment the way it is. Not to mention the philosophical questions. If evil is a palpable thing, then is killing evil creature wrong? Should a paladin fall from killing a drow that has done nothing because they are always evil? It's kind of a headache. Also I really just can't get into Law vs Chaos. It doesn't really inspire me like it does others. And let's not get started on chaotic stupid evil PCs.


In addition, I like the idea of the darker, evil gods being facets of everyday life. It's something you saw with polytheistic religions. People prayed to dark gods to spare them, or perhaps the evil god had dominion over something that we use every day. Tezcatlipoca is a great example of this. He was a destroyer and a fairly evil god, but people still built temples to honor (or fear him). Tezca also had dominion over magic and was the patron deity of nobility. So instead of having clerics of Quetzalcoatl routing out cults of Tezcatlipoca, you'd instead have luxurious grand temples dedicated to the Smoking Mirror. I really like that idea of an 'evil' god (certainly not a nice god) having a large sway over civilization without damning worshipers to Hell.

Also can't say I'm a fan of Always Evil races. I feel it restricts your options when encountering monsters, since most players see Always Evil and keep their options to kill and loot. And you can't really blame them. In D&D, evil and chaos are palpable things. If something is always evil and known to be always evil (like drow, orcs, etc), then there is probably the best thing you can do. Sure you kill a bunch of orcs and goblins, but think of the potential human lives you save by doing it. I like the idea of players deciding to negotiate with orcs, parleying with dragons, and redeeming demons. Keeping that option open is pretty nice and can be refreshing when players make new, monstrous allies.

Still, there is value to having tags that describe your character. Ones that can help as a sort of rubric to see what your character's personality and reactions to situations would be like. But flexible enough where you aren't beholden to them and can simply change them as your character grows. So I've through out classic alignment and I use Motives, Nature, and Methods, or MNM. It's good if you just want some quick and sweet descriptor about your character and don't have the time or inclination to make a backstory.

Sorry, wrong one
Motives are tied to who benefits from your actions. Natures are you natural tendencies. Methods are how you carry out your desires and achieve your goals. You come up with your character's personality, and then pick which three tags from each category best fit them. The seven tags are listed below:

  • Altruistic (Motive): Altruistic people tend to think about other people, doing things to help them out regardless of the outcome for themselves. Some are self sacrificing, while others on the more extreme end believe the good of the many outweigh the good of the few.
  • Conforming (Nature): Those that conform tend to go with the flow, rarely deviating from the norm. They are more comfortable with sticking to the status quo, since to them, that's what has worked.
  • Mercenary (Motive): Mercenary people think about themselves, perhaps extending that to a small group of people. Many may just want to live a good life, avoiding other people's conflicts, while the more extreme may only care about others that have some value to them.
  • Pragmatic (Motive, Nature, & Method): Pragmatism is based on logic and efficiency. Morals may or may not weigh in on how to achieve a goal. Pragmatists are comfortable using most means necessary to achieve their goals without getting into extremes.
  • Principled (Method): The principled are bound to a code, personal or not. Bound by honor or ego, the principled tend to stick to this code when achieving their goals. It's a big deal if a principled character breaks their code.
  • Ruthless (Method): Those that are ruthless have no qualms with overkill, and will do whatever it takes to survive and win. Lie, cheat, steal, kill... few things are taboo to them.
  • Unorthodox (Nature): Unorthodox people tend to go against the grain. Tradition can be stifling and only through innovation can they accomplish their goals.
So I can make a character that is Altruistic, Conforming, and Principled. Or Mercenary, Pragmatic, and Ruthless. Or any crazy combination of these. Altruistic, Unorthodox, Ruthless sounds pretty fun.

Note that good and evil are purposefully unattached to these tags. That is because people of any moral compass can actually have similar motives, natures, and methods. A good person can be Ruthless and Mercenary, and evil acts can be done by an Altruistic and Principled person. It's up to the player to fill in the specifics. Like alignment, this is meant to be a spectrum. Unlike alignment, there are absolutely no mechanics that are tied to your motives and methods. There is no detect altruism or protection from ruthlessness. You won't fall because you decided to become mercenary or pragmatic. There is detect fiend and summon celestial, so those spells that do those things are still very useful without giving away a bad guy NPC.

As for divine casters, I have faith play the most important part in casting. The cleric must have absolute faith in their god and the tenants of their deity. Note deity instead of church. I like the idea of heresies of the same religion fighting each other. Schisms are great adventure fodder. Now with faith, I do intend to have a Stress/Fear style of rolls for situations. And if a cleric fails their fear roll, then their faith wavers and bad things happen. More on that another time.

These tags can change, especially when the chips are down. In film and literature, there are plenty of examples of characters who, when the going got tough, they defied their normal motives and methods. Han Solo, normally mercenary, comes in to save Luke during the Death Star trench run. Whereas Frodo, normally altruistic, dons the ring at the very end. Remember that you dictate your motives, natures, and methods, not the other way around. 

I've used this for a couple of games in the last year and a half and it really works well. It's helped to have players shape how their characters work in the game world without having to worry about falling or such. I definitely want to expand on this more at some point, but I think right now, it's fine the way it is.

I had also considered a Passion axis with Zealous, Moderate, and Apathetic, but I think that is unnecessarily complicated. Plus, MNM has a better ring to it.

Tuesday, September 27, 2016

Against Magic: Part 2 of Anticasting Series

My last post was about mages and some of the methods that mundanes can exploit to stop a loose cannon wizard from becoming an arcane tyrant. Some brainstorming caused me to think up more ideas. Some of these are inspired by the Witcher series, which is all about using alchemy and special materials to take down supernatural creatures.

Hallucinogens and other Mind Altering Substances

Being a caster requires some mighty mental discipline, unwavering faith, or extreme focus. You take that away and the caster just becomes a normal, albeit tripping, mortal like the rest of us. Many a mage hunter will keep these on hand to take down pesky magic users, though it can be dangerous for the user if using a smoking hallucinogen. That's why more often than not, mage hunters use digestible drugs in food to get to the mage.  

Tripping (Source)
Hallucinogens are primarily a role-playing issue rather than a poison. There isn't a saving roll for the drug itself. Rather, there are mental rolls to force a state of lucidity so you can take action. Otherwise, you are likely under the influence of mental illusions as you go through a bad trip.

Hallucinogen: When the mage is under the effect of a hallucinogen, whenever they wish to cast a spell, they must roll a d20 and add their casting stat to the roll. This is rolled against the following DCs (5e):

Weak Hallucinogen: DC 5
Moderate Hallucinogen: DC 10
Strong Hallucinogen: DC 15

If you are playing ACKS or similar like I do, then this is a Poison/Death roll with a +4/-4 modifier depending on the weakness and severity of the Hallucinogen.

Success means that they are able to pull it together for a brief moment and cast their spell normally. Failure means the spell is cast, but something changes. This is a great chance to use a Wild Magic, Chaos Magic, or other crazy magic table to roll on and see what happens. Go crazy with it. If you don't have one, you can use the following (until I make a crazy Wild Magic list).

  1. The spell doesn't work, but still uses up a slot. You take 1d4 damage per spell level.
  2. A different spell on your list is cast, GM's choice.
  3. The spell's cosmetics changes. Fireball becomes purple and grease smells like lavender.
  4. Something cosmetic changes either you or the target(s). Hair color, smell, clothes, gender, whatever you or the GM decides. It lasts for 1d6 hours.
  5. The spell casts for free, without using a slot.
  6. The spell heals you or your target for 1d4 per spell level.


Cerulean Smoke Bomb

Also called "devil's ink" and "bat smoke", this concoction was first brewed by assassins from a land of rajahs halfway across the world. Using the secrets of gunpowder mixed with ultramarine (ground lapis lazuli) and devilfish ink, alchemists create a smoke bomb that puts the victim in coughing fits and makes it hard to breath or see. What is interesting is that the smoke has the secondary effect of interfering with spell casting. The magic from the ultramarine and the ink blocks arcane, divine, and ki energy and makes it attack the user if pushed too far.

Lapis Lazuli

Cerulean Smoke Bomb: You can throw the smoke bomb up to 20 feet. The smoke fills up a 10 foot wide cube. Any one trapped in the smoke is blind. On the start of their turn, they must make a Constitution saving throw (5e) or a Poison/Death saving throw (ACKS). Success means you hold your breath long enough and can act normally. Failure means that they lost out on an action due to coughing fits. The victim can still move at half speed and end their turn. 

If the victim is a caster, then their casting goes haywire. While the caster is in the smoke, they cannot cast any spells. Leaving the smoke can give them a chance to be able to cast. Anytime the caster tries to cast a spell, they roll a d20 plus their casting stat against a DC 20. Success means the spell goes through. Failure means that the spell attacks the caster, dealing 1d4 Constitution damage. 

The cloud will dissipate after three rounds. The magic blocking effects on the caster lasts for 3 rounds after they leave the smoke cloud.


Monday, September 26, 2016

Anticasters

In the setting I run, there are several orders that are dedicated to keeping the balance between magic and mundane level, or in favor of the mundane. Some see themselves as keeping the peace in these dark times, while others actively look to protect normal folk and crush the arcane. Magic and its practitioners are dangerous to decent folk that neither have the strength nor fortitude to fight back. And looking at history, it's hard to argue against it. Wizards are capable of bringing a nation to its knees with their arcane strength, or force anyone to do anything they wish against their will. Clerics are somewhat more accepted among the populace. However, with constant crusades, forced proselytization, and religious persecution and oppression,  both pauper and prince are becoming more and more exasperated with divine casters. As for psionics and mystics, there is a general distrust of the antisocial hermits that have removed themselves from worldly matters. Not to mention their ability to mentally assault kings and peasants puts them in the same category as warlocks and witches.

Some of the worst villains and tyrants have been casters or supernatural creatures. Several people have come together to create organizations that will protect the world from the supernatural and level the playing field, using their magical weaknesses against them. Here they are, and some of their tools.

The Rational Quencha Empire

In the southernmost continent of Thivola lies a land of extremes. Rain forests that carpet an entire nation, mountain ranges that pierce the heavens, and silt desserts that house primordial sludge make up some of the more memorable areas of Thivola. Making their home in Etapu's Spine mountain range is the Quencha Empire. For a long time, it was a theocracy that united most of the continent under the banner of the earth god Etapu, but has since become a secular nation that oppresses religion.

Quencha is under the leadership of Ka Macha the Terse, a slave turned president that overthrew the theocracy and has reformed it. Much of the human sacrifice and mortification has be outlawed and many of the surrounding cities and tribes no longer have to be afraid of these murderous practices. Macha is very popular among the poor due to his philanthropy and laws enacted to make life better for the lower classes.

However, this has come at a cost. Much of the money used to pay for these laws and the military have come from wealthy casters. Clerics, shamans, and other divine casters have been charged with treason for consorting with other powers against the will of Macha and have their wealth and property taken from them and given to the government. And since the populace are weary of crusades and mass sacrifice, there is little sympathy for the casters. While the focus is currently on hunting the divine casters, wizards and psionicists alike seem to be next on the chopping block.

Tools Employed

Lobotomy: While many kingdoms in the world have experimented with surgery, the Quencha have taken the plunge into anatomy and autopsy. A common method to permanently remove a caster's abilities is to subject them to a lobotomy. The magic prisoner has their head opened and certain pieces of their cerebrum removed so that the caster cannot form spell thoughts in their mind. The caster is no longer capable of casting spells and is also mentally handicapped. This process is irreversible through mundane means and requires powerful magic to heal the mind again. Lobotomies are said to be done as a kindness to the mage, but in reality, they act to send a warning to other casters.

A character that suffers a lobotomy loses 2d6 INT, WIS, and CHAR permanently. A 0 in any of these stats means that they are catatonic, nonfunctional, or otherwise unplayable. If they are a caster, they lose any spell casting ability forever. Powerful spells like wish or miracle can reverse these effects.

Painted Mages: These are the spooks of the Quencha Empire. A magic secret police of sorts, the Painted Mages are an order of anti-casters that use special pigments to both increase their hunting prowess as well as locking the powers of a caster for a time. They call themselves mages as a sort of insult to real casters, as these are just exceptional mortals with magical paints. The pigments are all created from the ground up bones of a polydactyl vicuna and the blood of a minhocão killed under a full moon. 


Different dyes allow the paints to have different effects on the user or the victim and higher concentrations of the blood and bone can make the effects greater (such as greater bull strength or more spell damage). The pains only have an effect if it touches the wearer's flesh. The effects last until the pained is wiped off with alcohol, or flake off after 1d4 days (2d4 if the painted target stays away from the elements and combat). Alcohol takes the paint off instantly, while water and sweat take 1d6 hours to wipe the pigments off. Below are the basics of the dyes.
  • Puka (Red) - a common dye crafted with red clay, this imbues the wearer with great power. The user is treated like they are under the effects of bull's strength (PF, 5e), vigor (ACKS), or giant strength of strange waters II (LotFP). This takes five minutes of precise painting on the user's body to work.
  • Willapi (Orange) - treated alder bark gives this dye its orange color. This dye is traditionally painted over the eyes of the wearer. Users that wear orange can see in even the deepest, magical dark as if it were broad daylight. This takes a minute to paint.
  • K'ellu (Yellow) - The sickly jaundice colored paint from a dyer's mulberry tree and ground achiote makes the wearer sick anytime they cast a spell or use a magic ability. Casting a spell does Xd6 damage, where X is the spell level of the cast spell. Painting a victim takes an action and is treated like if it were a weapon attack.
  • K'omer (Green) -  a verdant green imbues the wearer with healing abilities. The wears can spend an action to regain a single hit die plus Constitution modifier worth of health. This takes three minutes to paint the intricate designs on the wearer's body.
  • Sut'ijankas (Blue) - made from lapis luzali ground into ultramarine, this is the most important pigment in a painted mage's arsenal. Painted a symbol of a seal on the mage's torso, head, wrists, and ankles prevents them from casting. Useful for transporting a mage to a close-by area. Painting these seals requires a helpless and nude victim and can take five minutes.
  • Kulli (Violet) - crafted from treated brazilwood, these regal pigments are rare and saved for the higher ranking painted mages. It gives the user king's sight, the ability to see through lies instantly. With a successful Perception roll against an enemy's Deception (or Wisdom against Charisma), the user also sees the flaws in the target's body. The user gains an advantage (5e) or a +4 on all attack rolls against the victim for 1 minute. This takes a minute to paint on your eyes.
These paints are not without danger. Wearing any of these magical pigments (except blue) force the user to make a Fortitude save of DC 12 + 1 for every color they are wearing (5e) or a Poison/Death saving throw with a +1 penalty for every color they are wearing (ACKS). This check is made everyone half hour. The difficulty increases by 1 for everyone half hour you wear the paint. Failing the check means that you a poisoned and take 1d4 Con damage every hour. Further successes don't heal the poison and you can only cure it by wiping the pigments off of your skin. Repainting yourself must wait for a day after you wash the colors off or else the penalties to the saving throws remain. The life of a Painted Mage is a dangerous but valuable one. There exists talk of secret dyes that are kept only for the most dangerous mages and the strongest of the Painted Mages.

There will be more ideas and items for anticasters in the future, as well as more about the Quencha empire.

Tuesday, September 20, 2016

Stealth Part 2: The Rules

The Rules

In this ruleset, stealth is simplifies to the Stealth roll. Generally, the players only have to make one roll for their characters that will last until they are spotted, or until they enter a new area in the lair they are sneaking into. Players can move normally when sneaking, but going slower than their base speed and making themselves harder to find (crouching, crawling, camouflage) can give them up to a +4 bonus to the roll. Doing anything that would jeopardize the stealth (running full speed, stomping, etc.) gives you up to a -4 to Stealth. Anyone in any armor (or no armor) can sneak without penalty if they go slow.


There are ascending modes of espionage. These help to denote what kinds of actions the enemy would take. The GM can control and guide their behavior accordingly. Different actions can lead to different modes of stealth. When it mentions passive Perception, that's a 10 + Perception Skill and other modifiers, while the active Perception is an actual 1d20 roll + Perception Skill and other modifiers.
  • Infiltration: This is where a lot of stealth begins. The enemy is unaware of your presence and your Stealth roll is rolled once against the enemies' Passive Perception. The stealth roll is successful until they run into a guard with a higher Perception Skill or they attempt to do some action that could alert them to their presence. You can perform stealth kills without an attack roll, but it does require another Stealth roll. If you are caught and your presence has been relayed to the rest of enemy hideout, you can no longer enter this mode until you leave for an extended amount of time (days at minimum).
  • Suspicion: When an enemy has noticed your presence, but is unaware of your position. Suspicion Mode activates whenever you fail a Stealth roll by 4 or less. Perhaps they heard you kick a brick, or they smelled your stench as you passed by. Or maybe you threw a rock to distract them. You can hide, sneak by them, or kill them. You can still perform a stealth kill, but it requires both an attack roll and a Stealth roll so others nearby don't hear you. 
  • Discovered: You've been spotted! This happens if you fail your Stealth roll by 5 or more, or otherwise do something to get spotted. The game enters combat time at this point, so roll initiative. The players can engage in fighting, or flee and drop to Pursuit Mode. If word of your presence doesn't make it out during combat and you kill/disable all witnesses, you can drop back down to Infiltration Mode. Otherwise, go straight to the Pursuit.
  • Pursuit: You've been discovered and are being chased by the enemy. You and your allies must lose your would-be captors and find a better way to hide or disguise yourself. You must break line of sight for a minute or two before dropping to Search Mode. And using Stealth goes against everyone's active Perception roll. Your pursuers will scour the area quickly, closing off exists, tracking you, setting a perimeter, and otherwise try and stop you from escaping.
  • Search: The enemy has lost sight of you, but is actively searching for you. The enemy will be very active and search all of the rooms in many hiding places (under the bed, in a locker, behind curtains). So be careful when hiding against their active Perception roll. The enemy will be searching for you for a while, at least an hour or two. After some time of not finding you, it'll drop to Caution Mode.
  • Caution: The enemy and their allies know of your presence and your existence, but have lost your position for a while and are now back on their patrols. Guards are alert and smarter, travelling in pairs to patrol the area tighter. Whenever a player sneaks by a patrol, they must use Stealth against the patrol's active Perception roll. This becomes the new default after you are discovered by the enemies in the hideout. You can stealth kill as if you were in Infiltration Mode.

Stealth Kills

Stealth kills are brutal strikes that may immediately kill a creature. You can only do this in Infiltration, Suspicion, and Caution Mode. When you make one, you do double the damage to the enemy. You can also apply your sneak attack after you multiply the damage. If you are using a called shot system, then use those multipliers instead.

Whenever you make a stealth kill in Infiltration or Caution mode, you must make a Stealth check to make sure you don't get discovered. If you fail by 4 or less, you damage your target but surrounding enemies are now suspicious and will investigate the noise. If you fail by 5 or more, then the stealth kill fails and your target has now discovered you. Prepare for a fight!

In Suspicion Mode, if you miss your attack but pass your Stealth roll, you remain unseen. If you hit the attack and fail the Stealth roll, then you do the damage but surrounding enemies are now suspicious and will investigate the noise. If you fail both rolls, then you miss and are now discovered by your target.

If your stealth kill doesn't do enough damage to kill your target, then you are discovered and combat begins. You may choose to instead incapacitate the target, taking whatever penalties you would depending on your system of choice.

Killing people leaves bodies, which have a chance to be discovered by the enemy's allies. The GM rolls a d100 every twenty minutes to see if someone finds the body. If you simply leave the body out in the open, then there is a cumulative 15% chance that someone discovers it. If you hide it in a good, out of the way spot, then the chance is dropped to 10% or even 5% for a really good spot. Every additional kill adds another 15, 10 or 5% to the roll. Disposing a body in a way where it can never be found is still a 5% chance, since eventually someone will notice that the guard is missing. So be careful on how many people you decide to kill.

Example: Randy the Rogue is sneaking into Rogar the Orc's war camp. He has just killed an orc and has stashed the body in a covered cart. Since this is a good spot that not many will look at, the GM just rolls for a 10% on the d100. After twenty minutes, it becomes 20% chance of finding the body. At this point, Randy kills another orc and hides the body really well under some crates and supplies that won't be used for awhile. This adds 5% to the percentile roll. After twenty minutes, the GM rolls 35%, 30% for the first body and 5% for the second one. If Randy continues sneaking for another twenty minutes, this will increase to 50%, 40% for the first body and 10% for the second. Randy had better be careful!

Stealth and Combat

Stealth in combat is tricky, as everyone is alert to your presence and actively guarding. Hiding behind something while the target watches then attacking from there won't work. You have to move silently from there to a new angle of attack with a Stealth roll. If you hide from an enemy for a turn and then attack from a completely different position, or while they are distracted, you can get advantage against the victim and sneak attack damage, An enemy being attacked by two or more creatures is distracted enough for you to make a Stealth roll against their Perception roll.

Example: Randy the Rogue is in combat with a terrible orc. Randy hides behind a crate as the orc watches. If Randy just stays there and tries to attack, he won't get any sneaking advantage (sneak attack). Randy needs to distract the orc or otherwise make it difficult for the orc to sense him. This could be removing the light in the area, poking the orc's eyes, a smoke bomb, or any good idea that your player can come up with. After that, Randy can roll Stealth against the orc's Perception to move to another hiding place and hide, ready to strike.


Final Thoughts

These are the basic rules I use for stealth in my games. While the modes may seem overly complicated, I find they act as good references for actions that NPCs will take against the PCs when caught. Most of the modes have the same rules, just different NPC behavior. You'll find that they naturally lead into each other. And things don't have to end with these above behaviors. You can and should have the enemy speed up whatever they were doing, or even begin moving to a different lair if it's possible. These rules leave the NPC actions firmly in your control. And from my experience, this escalation/deescalation helps to give the players a bit more actions to take when things go belly up to remain quiet. So far, things have been pretty fun with using this. I even use these for things like Disguise, or tailing someone.

So let me know what you all think about it. Give it a try and see if it works in your game. And if all attempts at stealth fail, just remember...


Saturday, September 10, 2016

Another Stat Rolling Idea

So full disclosure, I'm not really a fan of rolling dice for character creation. Never was, even playing through 2nd and 3.x as a kid. I prefer point buy. With my recent foray into OSR gaming, I really gave it a try with ACKS and other systems, but ultimately, it's not my cop of tea. That's a post for another day. So I was brainstorming a way to combine point array and dice rolling. Kind of a compromise. This was actually done for a project I'm working on.


For the three stats, you have six numbers you can plug in. 2, 3, 4, 4, 5, and 6. Put those in any of the stats you have. Once all six numbers are in each of the six stats, you can then roll 3d6, drop the lowest and add the number. That's your stat now. So, if I have a 4 in STR, and I roll a 4, 2, and 5, then I'd replace the 2 with a 4 and have a STR 13.

For the rolling, you could do it a number of ways. You can have them roll it first, then assign it later. That tends to make more powerful characters. You could have them choose the stat, roll it, and keep it. You could also do something in between and let them switch two values. It's up to you. Doing practice rolls this seems to work pretty well. I tend to notice average characters with one or two really good stats, mostly average stats, and one bad stat.

Wednesday, September 7, 2016

Mothlight


In misty bogs and hazy swamps lie a cousin to the will o wisp, the mothlight. The mothlight is a glowing diaphanous orb of smokey light with gossamer tendrils that trail behind it as it dances in the moonlight. To many, they look like the colored blobs that appear when you close your eyes. Mothlights sway and flash hues of orange and blue to fascinate and entrance mortals that happen upon them. Despite their alien beauty, mothlights are existential predators. When a mortal gets too close to it, the mothlight drapes its tendrils around the creature and feeds on its thoughts and psychic energy. Mothlights will gorge on a creature's mental energy until it becomes braindead. The mothlight will then bloom and release smaller glowing polyps that will eventually move on and grow into full mothlights of their own.


Despite popular belief, the mothlight is not a creature, but mere a shadow of a creature from a higher dimension. Because our minds are three dimensional, we simply cannot fathom its true form, so we can only see the glowing shadow when it bleeds into our world. While in its dimension it is considered a mere animal, in our world the mothlight creature has a keen intellect that rivals most mortals. The creature will come into our realm through thin films between our world and the higher world, swimming through angles and hovering about through nature. It can't move much in our dimension, or perhaps it simply prefers to wait in ambush away from cities. Its shadow, the mothlight, attracts mortals through means unknown, where it can devour our thoughts. After you've seen the shadow, it's generally too late to run away. Even closing your eyes fail, as your own phosphenes betray you and guide you closer to the mothlight.

By Alexander Semenov
The only known way to escape the fascination effect is through over stimulation of your other senses. When going into an area infested with mothlights, it is best to bring smelling salts, gunpowder, or anything that can make loud noises or strong smells. Flash paper is also a good idea but rare and blinds you, which may not be preferable. After using any of those, run away. Only those with an intimate knowledge of higher order mathematics and physics can hope to kill the creature. Even third dimensional magic can't work. Only by mapping out the location with advances equations, or opening your mind to the higher dimensions through meditation, hallucinogens, and astral projection can give you a chance at attacking the creature. But that's a post for another time.


Mothlight:

Phototaxi: Make a Magic saving throw. On a failure, you must do a full movement towards the mothlight. You can do a single action if you succeed on another Magic saving throw. When you reach the tendrils, each turn you lose 1d6 intelligence. When you reach 0 INT, you become brain dead.

I like jellyfish. This also makes the third monster I've made inspired by the way a Pokemon looks.

The first two being Nincada and Mimikkyu


Thursday, August 18, 2016

Training 2.0

I was inspired by one of the OSR posters +Ian Wyckoff to create an alternate version of training. While this isn't as simple as the earlier listed one, or as his, I think it gets the best of what I'm looking for. Training starts hard, gets a bit easier, but then gets harder as you try and surpass your limits.

It begins!

Training Redesigned

By spending resources (money, favors, etc.), a PC can find a trainer to help go through rigorous exercise. It could be lifting boulders atop a mountain, meditating under an icy waterfall, extreme studying, or visiting a courtesan school to learn the Great Game, or anything hardcore that you can come up with. This takes time (a week or two, maybe even a month depending on the GM), and at the end of the montage, the character rolls a number of dice against the corresponding stat to see if they gain a boost. If they beat their stat number, then it goes up by 1. If not, then they must complete it again. If they find a trainer that shows them what they are doing wrong, they can get a bonus on the roll, usually just a plus 1. 


There are different training regimen. Novice, Intermediate, and Expert. The table below shows the different training dice rolls and the minimum stat value required to do them.



Training Regimen Dice and Minimum

Novice - 2d4 - Min 1
Intermediate - 2d6 = Min 8
Expert - 2d10 - Min 12

When doing the training, you roll that regimen's dice and beat your stat. If you do a training regimen that you don't meet the stat requirement for, you must roll a 1d20 against your stat (high or low, it depends on the GM. I prefer rolling high) at the end of the regiment at a -5 penalty to see if the training even works. If you fail, the training doesn't take and at the GM's discretion, it could mean injury or simply insulting your trainer and being dismissed from the academy. 

Example: Bearic the Cleric is a bear cleric looking to take an Expert Strength Training course, but his strength is only at an 11. He still takes it, but when he finishes the weeks long training, he has to roll a 1d20 at or below an 11 (or, if doing high rolls, meet or beat a 10+) with a -5 penalty applied to the roll. Here's hoping Bearic the Cleric can roll below an 6 (or above a 15).

If you are training a stat that is below 10 for the very first time, the GM can decide to limit how much training you can do back to back. Since you're going from being a couch potato to a superstar, it is a bit harder to get the training in without becoming exhausted, mentally or physically. This really should only apply up to the second training.

You can roleplay out the training as an adventure. If doing this, the GM can apply bonuses to the final Regimen Dice roll depending on how well the players do.

Maximum Stat Training

We all have limits we simply cannot surpass. A player can raise any stat, but they can only gain up to a total of 9 stat points for their stats. So, if a player increases their Strength by 4, then they have 5 more points to train with any other stat before they've reached their limit. A player can surpass this with performance enhancement drugs and magic, but that has consequences and is something I'll get into another time.

I will never get over this picture of Triple H and his O face

Notes

I think I prefer this method honestly. While it is a little bit more complicated, I feel it's still a simple little ruleset that the players can use to get their characters better without waiting to level up. Admittedly, I seem to prefer disconnecting stat and skill advancement from leveling up. Makes me wonder if I would be happier with a classless system. I feel this method fixes the issue of rushing to 18 too quickly, while still making just starting out exhausting. Lord knows when I got started weight lifting, that was really tough. While the maximum stat training is in there, I feel the real limiter is going to be the money to train as well as down time.

I plan on using this for a project I'm working on where training your character is a really big deal. I do hope to playtest this one, as it does excite me. Try it out in your games and see how it goes.

Tuesday, August 16, 2016

Training

Whether it's studying or slamming weights, people can get stronger and better through intense training and practice. Here are some simple training rules.

Time to get those sick gains brah!

Training Regiment

Whenever a character takes time out to do a rigorous training scenario, they can roll to see an increase of their stat. This takes time (a week or two, maybe even a month depending on the GM), and at the end of the montage, the character rolls the corresponding stat to see if they gain a boost. Basically, take their stat, subtract it from 21, and that's the roll they have to beat to increase their stat by 1. So if they have a Str of 5, then they have to roll higher than a 16 to increase it to a Str 6. I decided on beat instead of meet and beat because the idea is going beyond the limit of your character's attributes. This can work with any stat. Go work with courtesans to increase your charisma.

Training Cap

There's only so much training can do until your natural limitations kick in. Once a stat is increased by 4, you cannot increase it further, unless you begin taking performance enhancement items. At the GM's option, they can have 18 be the hard cap for any stat, no matter what.

Alternatively, you can allow stats about 18 and make getting those gains harder. When trying to raise a stat above 18, you now have to beat your stat's value to increase it by 1. If you have a Str 18, then you have to roll a 19 or higher. This works with games that don't go above 20. Games like Pathfinder and 5e will probably need different training rules altogether.

I wanted to make this because I have an idea I've been brewing up for a game system I wish to create, once I get the bare bones down.

Wednesday, August 3, 2016

A Weird Idea

Back in May (on Friday the 13th no less), I was finishing up side work and knocking out trash at my job. Doing tedious tasks makes my mind wander and I began contemplating a what if scenario for the development of Dungeons and Dragons.

Somerset House Conference (Wikipedia)
D&D comes from wargaming origins and that shows in some of the design. You'll find the rules for combat to be more comprehensive than other aspects of the game, XP for killing and getting gold, combat uses for skills and feats. This isn't a negative mind you, nor is it me saying 'you can't roleplay in D&D'. Some of my best roleplaying stories have come from D&D 4e, the edition which has been often derided for being non-conducive for RPing. But in every edition of Dungeons and Dragons, you can see the wargaming aspects in its ruleset, passing down like a gene.

So I was thinking... what if D&D descended from a different hobby? Like say, a debate team, or a story telling game.

What if we flipped some of the assumptions and even mechanics on its head?

In general, you have combat scenarios and roleplaying scenarios. A bit of an oversimplification, but bear with me. While combat rules are more complete and exhaustive, roleplaying is generally left up to the players with minimal conflict resolution mechanics (generally a simple Charisma roll). So what if we switch the assumptions around? Have combat with a simple conflict resolution mechanic adjusted for the difficulty of a battle, and make the social aspect of the game more comprehensive.

Right off the bat, the focus of the game would be very different. I feel you would have a more political game where things like diplomacy, intrigue, and investigation take the forefront. Exploration probably wouldn't change. Combat would still be important, but it would certain be different. Much like social stuff is, combat would be a lot of flavor and description with the occasional die roll to resolve conflict. Perhaps a Strength or Dexterity roll, or a Fighting skill roll, all modified by difficulty penalties and bonuses. It'd probably me more kin to combat in Dungeon World.

Social conflict and discourse being more comprehensive would be an interesting aspect, but one that would have to be handled differently than combat is in D&D. It should be flexible in allowing the players to do clever things when trying to roleplay out social situations while still being robust enough for those of us that don't have the natural charisma or mental energy to play a social engineering con man. In addition, and this is my opinion anyways, it should be applicable to the PCs. Just like the PCs take damage and injuries when treading into combat, they too can make social faux pas or fail in diplomatic scenarios. And most importantly, when making rules for debating, bluffing, and diplomacy, it is important to make sure it isn't mind control. With social combat, it is very easy to cross the line and take control away from the player. While I feel the term "player agency" gets thrown around too much, if the rules ultimately force the player to act against their will, then it's just not fun.

Burning Wheel and the Song of Ice and Fire both have cool discourse rules that look interesting and I would love to try them out in an actual game one day. Burning Wheel in particular has an interesting concept where social conflict only happens if both sides agree to it. So there is still a player opt-in before social combat even happens. But, once you are in it, you are committed and have to accept the results (at least for the interim). It's a cool concept and on paper at least, it seems to have the flexibility I'm looking for in a diplomatic ruleset.

I'm also interested in seeing how classes would fit in something like this. In general, the base 4 classes have assumptions that you'll be adventuring in the wilderness, fighting orcs and taking their stuff. It shows in things like extra attacks, extra damage, backstab/sneak attack, weapon and armor proficiencies, AC/THAC0, etc. I wonder how we would format classes that focused on diplomacy, intrigue, and investigation? For class names, I'd like to change them, at least to something more evocative of the courtly nature. Taking the Fighter, Mage, Cleric, and Thief/Expert, I'd probably call them the Warrior, the Magician, the Priest, and the Spy (although Expert is still very fitting). I'd also fit them out with diplomatic abilities that would fit with their archetype. The Warrior, being the knight or samurai equivalent, could have a bonus to seeing through lies, or being stubborn against people that try to extract information. The Priest could trade Turn Undead for bonuses to appealing to emotion, or using their position of holy reverence to extract favors and demands much easier. And so on. It's an interesting idea.

I think the most important thing to do for these types of rules is to calibrate the expectations and desires of your players. Players come into role playing games with certain expectations and non-negotiables out of their D&D game. It's critical to be upfront and let them know about the change to this style of campaign to prevent miscommunication and PC-GM dissonance.

So what would this type of game look like? Would it even work, or more importantly, would it even be fun? I would like to try and build a game like this with OSR materials and see how it'd work.