Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Monday, 2 September 2024

Low is good Attribute Scores for roll high Attribute Tests!

I love attribute tests - but I don't like people who are new to d&d getting confused about combat rolls being roll high and attribute tests being roll low. Here's a solution. 

Low is Good Attributes: 

Your character has 6 attributes. You want these as low as possible! 

To determine a score for each roll 3d6 and minus the result from 22. 

  • Weakness – to test if your physical strength fails you. 
  • Clumsiness – to test if your physical dexterity fails you. 
  • Frailty – to test if your physical constitution fails you. 
  • Ignorance – to test if your wisdom and knowledge fails you. 
  • Stupidity – to test if your intelligence and wits fails you. 
  • Repulsiveness – to test if your charisma and charm fails you. 

To Test: Roll a d20. Success = Roll equal to or above your attribute score (plus/minus modifiers as required).

Sunday, 3 March 2019

Alignment dependent "What does the NPC do?" table


When a party member makes a non-trivial request of a NPC roll on the following table. Consult the column appropriate to the alignment of the NPC. 

PC’s may try to change the mind of the NPC by threatening, cajoling, tricking, etc. If this response is reasonable, the PC can do a CHA test. If successful, the NPC result is reduced by one. If a failure, NPC result is increased by one.

D6
Chaotic
Neutral
Lawful
1
Will noisily and gleefully assist party, joined with any cronies at hand.
Will assist party and encourage others to do the same.
Will assist party after getting approval from a superior.
2
Will assist party as long as upset and disorder are being caused.
Will assist party.
Will assist party as long as no rules are broken in front of them.  
3
Will deny assistance to party without them first lavishing a gift, or providing a favour.
Needs further encouragement to assist.
Will deny assistance to party but not stop them unless rules are broken in front of them.  
4
Will agree to assist party, then wait for an inopportune time to spoil their plans.   
Will stop party without some encouragement.
Will deny assistance to party and immediately report the incident to a superior.
5
Will agree to assist, leave and come back with cronies, intent on stopping party.
Will deny party the request and attempt to stop them.
Will deny assistance to party, and demand they leave the vicinity immediately. Will forcible ensure they leave.
6
Will attack party (physically or verbally).
Will deny party the request and attempt to stop them, encouraging others to do the same.
Will attempt to capture party and have them be questioned by a superior.


Also, Here is my reaction roll table:

d12
Reaction:
1
Kind and Helpful - will assist
2
Friendly and affable - will somewhat assist
3
Polite and pleasant -  leaning towards assisting depending on PC’s actions
4
Brusque yet  reasonable - reaction is dependant on PC’s actions
5
Undecided but calm - reaction is dependant on PC’s actions
6
Undecided but peeved - leaning towards attacking depending on PC’s actions
7
Cool, aloof and disinterested - may attack
8
Rude and impatient - willing to attack
9
Mocking and deriding - willing to attack
10
Vicious and spitting - wanting to attack
11
Threatening and aggressive  - wanting to attack
12
Bloodthirsty and attacking

This initial reaction may sway the severity of the results of the "What does the NPC do" table.

Additionally, CHA bonus or penalties should apply to this reaction roll table, so those with a +3 CHA bonus will only ever get the reaction of "Mocking and deriding" rather than "Bloodthirsty and attacking" and vice versa.

Wednesday, 28 November 2018

Random Quest/Life Goal Leveling System


You start at level 0, with 1 random “life goal”, once you achieve that life goal you hit level 1.

Level 1: Now you receive a new random life goal plus a random complication for that life goal.Once you get that done you hit level 2.
Level 2: Now you receive 2 x random life goals.
Level 3: 2 x life goals, 1 x life goal complication
Level 4: 2 x life goals, 2 x life goal complications
Level 5: 3 x life goal, 2 x life goal complications
Level 6: 3 x life goals, 3 x life goal complications.

Etc.

Castle World 4 by ChrisCold: https://www.deviantart.com/chriscold/art/Castleworld-4-652693979


Some rules/ideas:
  • Helping some one else with their life goal removes one complication from your own life goals.
  • If a party member wants to take some one else’s life goal when it is randomly generated, they can if the party member it was generated for agrees. That party member just needs to clear their other life goals first.


Some plans:

Some notes on the tables:
  • Having class specific life goal advancement may be cool, but these are meant to be broad and probably lean towards a ne’er’do’well PC.
  • I attempted at making these broad while still having some guidance/structure to them. I would encourage different interpretations of the results of both tables.  

 D100 Random Life Goals:

  1. Stop someone near death from dying.
  2. Provide someone important with shelter.
  3. Guide someone important through a dangerous area.
  4. Receive a benediction or sacrament from a religious organisation.
  5. Cease the expansion of the forces of chaos or disrupt the control of the forces of order.
  6. Fully explore or recover something of value from somewhere dark or deep.
  7. Consult a venerable wise one for guidance.  
  8. Bring light to a place that was once in total darkness.
  9. Create a concoction of a healing or calming nature.   
  10. Explore the inner depths of your own psyche.  
  11. Secure a sample of a particularly exotic or magical creature.
  12. Make yourself be forgotten about by a group or someone important.
  13. Commune with the dead.  
  14. Gain ownership of a magical garment or armour.
  15. Acquire a servant or slave from the spirit realm.  
  16. Gain ownership of an at least semi magical charm or piece of jewellery.  
  17. Acquire a shipment of Dust.
  18. Be taught a new fighting style.
  19. Conduct an impressively profitable business deal.
  20. Acquire a beast used for transportation.  
  21. Complete a ritual or test conducted by a religious organisation.
  22. Train an animal.
  23. Drink from a magic pool.
  24. Deploy strategically a dangerous slime or jelly.
  25. Harvest or acquire a crop of magical herbs.
  26. Close or travel through a magical portal.
  27. Construct a disguise and fool an important person or group with it.
  28. Learn a new language.
  29. Lose a limb and have it replaced.
  30. Hold a public feast or festival.
  31. Securely bank next level x 1000 coins.
  32. Steal something valuable from an important person or group.
  33. Acquire a new piece of valuable jewelry (Worth next level x 1000 coins).
  34. Learn an esoteric secret from a venerable occultist.
  35. Acquire a treasure of learning from a library or similar structure.
  36. Defeat a demon within your  own mind or of your own making.  
  37. Complete a sacrificial ritual to sate some hungry deity.
  38. Have internal workings thoroughly examined by an appropriate  professional.
  39. Acquire a custom made set of armour.
  40. Have copy of yourself created.
  41. Have a major surgery conducted on self (most likely for augmentation)
  42. Receive a major blessing from a religious organisation.
  43. Retrieve something valuable from the sewers, or from deeper beneath the streets.
  44. Sign a life changing contract.
  45. Collect an overdue debt.
  46. Take a blood oath or an oath of similar consequence.
  47. Have a bounty placed on your head or claim a bounty on someone else.
  48. Employ a powerful retinue charged with protecting your life.
  49. Destroy all evidence of something horrible or horrific (possibly that you did).
  50. Drive apart two important  groups or individuals who used to be inseparable.
  51. Create an impressive public spectacle.
  52. Acquire a pack of powerful beasts.
  53. Discover a site of ancient power and conduct a ritual there.
  54. Mutate yourself or an important individual or group.
  55. Consult with a powerful shaman and become immersed within one of their rituals.
  56. Fully explore or retrieve something of value from a garden of delights.
  57. Cause reconciliation between two important individuals or groups.
  58. Cause a riot or a similar large public unrest.
  59. Advise a powerful individual or group on an important plan and see that plan through to fruition.
  60. Acquire a powerful monster or mutant for your own personal deployment.
  61. Deploy an elemental or similar being to strategic effect.
  62. Fully explore or find something of value in a ruin or similar structure.
  63. Cause a noticeable and publicly alarming fire or explosion.
  64. Repurpose what was once an abandoned, lost, disused or corrupted location
  65. Fully explore or find something of particular value in a place foul and filled with refuse and waste.
  66. Acquire a mechanical or otherwise non organic form of transportation.
  67. Follow a map to find something of particular value.
  68. Fulfill a prophecy, personal or public.
  69. Negotiate or otherwise broker an important deal between two individuals or groups.
  70. Somehow be granted a glimpse into the future.
  71. Slay or capture a particularly dangerous monster.
  72. Fully explore, get to the top of, or recover something of value from a tower.
  73. Establish a secure base of operations that you are the rightful owner of.
  74. Discover and document a previously unknown or not well understood creature or being.
  75. Grow something to a size much larger than is normal.
  76. Blow half your next level x 1000 coins on carousing.
  77. Have an outfit or uniform custom made for yourself.
  78. Pick a lock to gain access to a particularly valuable, dangerous or secure location
  79. Be captured or imprisoned and then escape.
  80. Have your next level amount of weeks rest and relaxation  in a location of absolute luxury and abundance.
  81. Recover and claim a treasure from beneath the ground.
  82. Gain access to a vault or site of mass storage and acquire something valuable from there.
  83. Fully explore a place forgotten or abandoned beneath the ground, or reclaim something of value from there.
  84. Either forge a relationship with, or deploy to achieve a particular goal, insects.
  85. Gain a sample or shipment of a valuable, if not magical, ore or crystal.
  86. Discover a secret long forgotten by history.
  87. Acquire an item that can cast magic spells.
  88. Discover an  entry, portal or gate to the lower depths.
  89. Explore to the bottom of a cave, hole or pit.
  90. Find something valuable that has been lost by an important person or group.
  91. Poison an  important individual or group.
  92. Have a custom weapon made for you.
  93. Successfully curse an individual of importance.
  94. Steal a relic, or a similarly important item of worship.
  95. Disrupt, destroy or otherwise disturb an important religious ritual.
  96. Assassinate an important individual.
  97. Disease an important individual or group.
  98. Fully explore or recover a treasure from a tomb, crypt or mausoleum.
  99. Survive or be cured of a life threatening disease.
  100. Have one of your bones be broken

D100 Complications for Life Goals:

  1. Give everything of yourself.
  2. Ensure nothing or noone is injured.
  3. Receive nothing in return.
  4. Help everyone encountered.  
  5. Do it  more than once.  
  6. Lead to the pleasure of many.
  7. Achieve it mostly in a non physical manner.  
  8. Conduct yourself in a perfect and flawless manner.
  9. Stop everything else of importance.
  10. Mediate intently.  
  11. Convince someone else to do it for you.
  12. Create an appropriate fake or copy of the goal .
  13. Impress others to follow you.  
  14. Conduct yourself in utter secrecy.
  15. Cause a person or place to become haunted.  
  16. Please a deity.  
  17. Be completely reckless.
  18. Be affected by weird weather.
  19. Travel to several locations.
  20. Upset an important individual or group.  
  21. Not let anyone know what you are doing.
  22. Make part of yourself smaller.
  23. Risk disease or sickness.
  24. Be dangerously honest.
  25. Not use any magic.
  26. Create something new, novel and fresh.
  27. Revive something thought dead.
  28. Help something grow.
  29. Protect something delicate.
  30. Fix something broken.
  31. Make a profit.
  32. Have your deeds recorded.
  33. Mostly use your mind rather than muscle.
  34. Test a theory or hypothesis.
  35. Acquire a treasure or two.
  36. Spill some blood or break some bones.
  37. Interact with something incredibly old.
  38. See the internal organs or working of someone or something.
  39. Reverse the normal order of things.
  40. Start something that had been stopped.
  41. Settle a grudge or vendetta.
  42. Repurpose something used for something else.
  43. Have your actions judged.
  44. Break more than one rule.
  45. Flood something.
  46. Clean a foul or corrupted person or place.
  47. Risk enslavement, imprisonment or addiction.
  48. Ensure work is undone over time.
  49. Not break a set of very strict rules.
  50. Have a corrupting influence on a person or group.
  51. Traverse somewhere wild.
  52. Remove an infestation.
  53. Act wild and savage.
  54. Consume dangerously or something dangerous.
  55. Employ the services of animals.
  56. Remain calm and peaceful.
  57. Be a perfect pacifist.
  58. Cause constant conflict
  59. Ensure the same act can’t be repeated by anyone else.
  60. Never be the same again.
  61. Cause something to burn or set fire.
  62. Experience an extreme temperature or otherwise dangerous atmosphere.
  63. Cause something to break or fall apart.
  64. Bring ruin and woe.
  65. Bring something to the brink of explosion.
  66. Overcomplicate something to the extreme.
  67. Attract the attention of outsiders.
  68. Not stop moving.
  69. Make an important prediction that comes true.
  70. Unintentionally involve bystanders in your schemes.
  71. Somehow make yourself or a part of yourself bigger.
  72. Terrify something or someone.
  73. Interact with something gigantic.
  74. Use specialised tools.
  75. Interact with monsters.
  76. Become intoxicated.
  77. Seduce or be seduced.
  78. Free something or something.
  79. Create dangerous cracks in something big.
  80. Causes tensions between important people or groups.
  81. Go beneath the earth.
  82. Travel into the air.
  83. Deploy a decoy, or conduct a similar type of trick.  
  84. Show impressive durability or rigidity.
  85. Plant something that will grow.
  86. Do something completely outside of your normal skill set.
  87. Be incredibly greedy.
  88. Become more knowledgeable about history.
  89. Interact with time.
  90. Fill a gap, hole or missing piece.
  91. Cause or inflict pain.
  92. Make someone hate you.
  93. Suffer greatly.
  94. Desecrate something holy.
  95. Act ritualistically.
  96. Steal something.
  97. Get back something you lost or was taken from you.
  98. Kill someone or something.
  99. Transgress.
  100. Be a paragon of something.


Tuesday, 11 October 2016

Hirelings in The City

The City  teems and surges with untold bravos, sell swords and unscrupulous lunatics, willing to accept gold in exchange for blood and mortal danger. Guild Dogs may seek the service of these unaligned thugs, to assuage the threat of doom and death their career bears upon them.

Mechanically hirelings in Guild Dogs sit some where between HD creatures and a fully fledged PC. They roll a d8 for their Hit Points. They attack and defend using their own STR/DEX statistics that are rolled up using 3d6. Other statistics should only be rolled up when they are needed (using 3d6). Hirelings all have a "Morale" statistic, determined by 3d6, the player employing the hireling must roll a d20  under this score if asked to do something particularly dangerous or confronting. Each hireling will have something unique about them which is rolled up on the "Hireling Aspect Table". If it is a high statistics other than STR/DEX it is probably worth while rolling up straight away. Hirelings level up but do so much slower than PCs and can only do so 5 times. Hirelings use my HD creatures AC rules for The Black Hack. The amount of hirelings a Guild Dog can employ is dependent on their CHA.



Where to find Hirelings: A healthy roster of hirelings can always be found lurking around the perimeter of the Bone Fortress, drinking, dusting or perusing the Transient Bazaar . In a perfect world, a GM would have about 6 rolled up ready to go and roleplay out the hiring procedure. I'll probably just roll them up as players need them though... 

CostThe cost of employing an individual hireling is as follows:

(Equipment Score x Hit Dice) + Morale Score = Cost per day, in Gold Pieces. 

Equipment Score: Roll a  d4:
1) Empty handed (no weapons), clothed in rags
2) Makeshift weapons and sling (d4 damage), light armour (+1 to STR/DEX when defending)
3) Well made weapons and crossbow (d6 damage), medium armour and shield (+3 to STR/DEX when defending)
4) Excellent weapons and crossbow (d8 damage), heavy armour and shield (+5 to STR/DEX when defending)

(Upgrading equipment: Hireling's equipment can be upgraded for the following costs. Once a hireling's equipment is upgraded , their daily rate increases to reflect their new equipment score (maintenance is expensive!).
Upgrading to Equipment Score 2) 100 Gold
Upgrading to Equipment Score 3) 500 Gold
Upgrading to Equipment Score 4) 1000 Gold.
Hirelings can be gifted clothing, costume, magical items, specialty items and the like without cost - the equipment score purely reflects how well equipped they are for battle.)

Hit Dice: Roll a d6, the result is the hireling's Hit Dice (Roll a d8 for each Hit Dice to determine Hit Points).

Morale Score: Roll a 3d6, this is the hireling's morale (morale must be checked when the hireling is asked to do something particularly dangerous or confronting. A d20 roll under the moral score is required or the hireling will flee, refuse the order, ask for additional danger money, etc).

While equipment score costs can change over time, Hit Dice cost and Morale Score cost remain the same even if they improve.

Hireling Aspect: Each hireling will have a special ability or strength roll on the table below to determine this:


1
2
3
4
1
Good Natured, roll CHA on 4d6 but test morale when asked to do something "evil".
Cleric, has access to Divine Spellcasting
Wise, roll WIS on 4d6, WIS tests relating to knowledge rolled at advantage.
Calming Bard, soothing songs gives each party member back an additional 1d6 hit points when resting.
2
Golem, costs an additional 20 gold a day but morale never tested/fails.
Thief, test DEX with advantage when engaging in thief-like activities.
Tireless, roll CON on 4d6, CON tests relating to athletics rolled at advantage.
Fleet footed, always passes initiative tests and goes first.
3
Lurker, tests DEX with advantage when hiding.
Honest, always tells the truth. INT tests relating to remembering rolled at advantage.
Ascetic, doesn't eat, doesn't talk, doesn't drink, dust or indulge in any other vices . Only drinks water.
Reptilian, + 1 to Armour from scales, can regrow lost limbs.
4
Rich, incredibly wealthy but enjoys the life of a hireling - will sometimes pay for feasts and provide opulent accommodation.
Wizard, has access to Arcane Spellcasting.
Blood thirsty, attacks with + 2 to STR/DEX but WIS test required after any kill to sate blood lust (other wise will attack next closest entity).
Twins, two identical hireling for the price of one. Expect traumatic breakdowns if one dies.
5
Vengeful, must kill anything/one that causes them harm.
Brave, all morale checks rolled at advantage.
Acid chemist, creates 1d6 vials of acid or similar chemical a week.
Ex soldier, hirelings equipment is upgraded one level for free and does not affect daily cost.
6
Vine person, man shaped woven mass of vines. Can climb sheer surfaces without any test. Communicates telepathically.
Beast person, Roll STR and CON on 4d6, + 2 to damage, roll morale at disadvantage.
Moss Druid, has access to the Mossen Craft
Mutant, roll on mutation table of choice.
7
Anarchist, creates 1d6 grenades a week.
Magitecht, has access to City Spellcasting.
Goro, has an extra set of arms, attacks twice in a round.
Visionary, has dreams of the future can and can re-roll a failed roll once a day.
8
Monster, a terrifying sight, roll with double advantage when attempting to intimidate.
Giant, + 10 Hp, roll STR at advantage.
Voluptuary, roll at double advantage when attempting any form of seduction/pleasure giving.
Lock cracker, roll at advantage when picking locks.
9
Dark vision, can see perfectly well nearby in the dark.
Skilled, has a randomly determined skill statics (see specialist below).
Ebonstone man, natural + 2 to AC.
Royal blood, from a once great lineage, has Status statistic (see specialist below)
10
Cruel, does not require a morale check when asked to do something despicable.
Cultist, has access to Elde Spellcasting .
Haunted, something great and terrible happened in the hirelings past.
Cursed One, all statistics rolled with 2d6 but hireling can't die.


What does the Hireling look like? Use "The City Visual Generator". 

Leveling up Hirelings: Hirelings receive level up points (explanation of level up points is found here) as would any other Guild Dog but require twice as many level up points to gain a new level. Hirelings may level up 5 times, gaining an additional d8 hit points each time. They may also test each of their statistics once to see if they increase (roll a d20 for each, if the result is more than the hirelings current score that statistic increases by 1.). 

Maximum Hirelings: While there is no test to see whether a hireling will accept the offer of employment or not, the amount of hirelings a Guild Dog is dependent on their CHA. Uncharismatic Guild Dogs will find they are unable to procure the services of hirelings. 

Charisma Score:
Maximum Number of Hirelings:
10 - 12
2
13 - 15
4
16 - 18
6

Other things: Hirelings need to eat and rest just as any other entity would.  



Specialists : Specialists are available for a single, specific job. They are hired through agents who source the specialist for the Guild Dog. The more skilled, connected and popular the specialist is, they more expensive they are to find and hire. The cost of hiring a specialist for a single task is as follows:

Specialist Sourcing Agent's Fee (paid up front) + ((Equipment Score x Hit Dice) + Morale Score) x Status Statistic x Clout Statistic x Skill Statistic  = Cost for job, in Gold Pieces. 

Specialists are assumed to always have an Equipment Score of 4 but Hit Dice and Morale Score are still determined randomly. Status, Clout and Skill are statistics determined by 4d6 that simulate how good a specialist is at a certain type of job. Not all specialists will have all three statistics. When wanting to hire a specialist, a Guild Dog indicates which of the three statistics they need in the specialist they wish to hire. An order is then given to an agent who will source the specialist. Requesting a specialist with any of the Status, Clout or Skill statistic costs 250 gold for each separate statistic (ie; requesting a specialist with all 3 costs 750 gold). The specialist sourcing agent's fee is paid upfront and non refundable, but the specialists services can be cancelled once sourced.

Determining the specialists success in the job set for them is a matter of testing their Skill by rolling d20 under their Skill statistic. When appropriate the Status and Clout statistics can be tested instead of, or in place of the Skill statistic. The Status, Clout and Skill statistics are intended to cover a wide range of possible specialist jobs and it is up to the GM to determine the most appropriate statistic to test and the result of the job attempt.

Status: Reflects the social standing of the specialist and their position in their guild, class, family, church, etc. It is their legitimate and official position, rank or title, backed up by tradition and history. A specialist with a high status has the weight, power and gravitas of ancient social hierarchy behind their demands and actions.

Clout: Reflects the network of influence the specialist has. Through charisma, threats, blackmail and the like the specialist is able to bend others to their will. A specialist with a high clout will know exactly who to bribe, who to threaten and who to kill to get things done.

Skill: Reflects the specialist's ability in a specific activity.