I am a gamer. This blog is about games. 99% focus is on roleplaying games but sometimes I post thoughts near the gaming. Vampires, space pirates, lamenting princesses and mutants in the future all welcome!
Showing posts with label Dungeons and Dragons - Rules and material. Show all posts
Showing posts with label Dungeons and Dragons - Rules and material. Show all posts
Saturday, March 23, 2013
Thursday, February 28, 2013
Random dungeon content generator
So, you have a map? Let's make stuff in there! (There are many of these in basic sets of rules in different games, but this is for fun).
Roll d10
1. It's empty. Or is it? Roll again. If the result is "1" again, it really is empty! If the result is something else, the room looks like empty, but there's [the result] hidden from sight.
2-5. Some wandering monsters. Roll d6: "1" those are weaker than normal (-1d4 HD). "2-5" they are as written. "6" they are stronger (+1d4) HD.
6-7. Trap or traps! 15 (1-3 on d20)% (one of the) trap(s) is save versus death or die. There is 1 trap 75% or 1d4 traps 25%.
8. Treasure! Roll treasure table or decide. There's 10% change that the treasure or part of it is magical (25% change it is bad) item, scrolls, whatnot.
9. Special! This room is somehow special. How it is special is up to you. Kitchen, guard barracks, treasury room are not special. Teleport to Mars, altered gravity, weird science are special. In special room roll again to see what else is in there. If the roll result is "9" special again, the room is DOUBLE-SPECIAL (or infinitely frikkin' special if you roll 10 and keep rolling special rooms). DOUBLE+ SPECIAL room might be a WEIRD SCIENCE ROOM IN MARS (no explanation needed, it's that special).
10. Roll twice and combine (if you roll lots of "10"s you get a room with lots of stuff in).
Roll d10
1. It's empty. Or is it? Roll again. If the result is "1" again, it really is empty! If the result is something else, the room looks like empty, but there's [the result] hidden from sight.
2-5. Some wandering monsters. Roll d6: "1" those are weaker than normal (-1d4 HD). "2-5" they are as written. "6" they are stronger (+1d4) HD.
6-7. Trap or traps! 15 (1-3 on d20)% (one of the) trap(s) is save versus death or die. There is 1 trap 75% or 1d4 traps 25%.
8. Treasure! Roll treasure table or decide. There's 10% change that the treasure or part of it is magical (25% change it is bad) item, scrolls, whatnot.
9. Special! This room is somehow special. How it is special is up to you. Kitchen, guard barracks, treasury room are not special. Teleport to Mars, altered gravity, weird science are special. In special room roll again to see what else is in there. If the roll result is "9" special again, the room is DOUBLE-SPECIAL (or infinitely frikkin' special if you roll 10 and keep rolling special rooms). DOUBLE+ SPECIAL room might be a WEIRD SCIENCE ROOM IN MARS (no explanation needed, it's that special).
10. Roll twice and combine (if you roll lots of "10"s you get a room with lots of stuff in).
Saturday, January 5, 2013
d20 house rules for damage and combat
You can easily decide what options you use and what not to use. You can also easily mix these options.
Option 1. Hit Often And Deadly (HOAD)
Best for games with lots of hit points if you want game to be more deadly and combats to be quicker.
To hit result over opponent AC = weapon damage + STR (full)
To hit result less than opponent AC but 5 or over = weapon damage
To hit result 2-4 = a miss
Natural 1 = botch or how natural 1 in your game works
Option 2. Exploding Damage (ExDa)
For those who want even smaller weapons a change to be deadly with a luck.
When you roll highest possible result with any damage die roll again as a cumulative damage result. Strength damage bonus only applies once as other bonuses. This only affects the dice.
Option 3. Exploding Damage v2 (ExDa2)
A little more effective.
As above but as you score the highest possible result instead of rolling the die again add one step higher die to the damage. This extra die can also explode.
Option 4. Extra Action (Exact)
For those who want more to combat with luck but still want to keep some randomness in.
With natural 20 character gets another action to perform immediately.
Option 5. Extra Hit (Exhit)
With natural 20 character has a change to hit the same opponent again. If the opponent dies this change is lost.
Option 6. Extra Hit v2 (Exhit2)
With highest possible damage result from a die character can perform another attack against the opponent. If the opponent dies this change is lost.
Option 7. Instant Kill (InKill)
For those who want the change of death in every to hit roll.
When attacking natural 20 opponent must roll save versus death or die instantly.
Option 8. Killing Spree (KSpree)
When opponent is killed by the character he gets another action right away to attack the nearest opponent (if possible, move action possible to include or something.)
Option 9. Killing Spree v2 (Kspree2)
Same as above but after every kill character also gains +x1 damage multiplier after each kill. This damage multiplier lasts as long as the killing spree.
Option 10. Killing Spree v3 (Kspree3)
In every encounter after character succesfully kills the opponent he gets +x1 multiplier to damage. These multipliers last as long as the encounter lasts.
Option 1. Hit Often And Deadly (HOAD)
Best for games with lots of hit points if you want game to be more deadly and combats to be quicker.
To hit result over opponent AC = weapon damage + STR (full)
To hit result less than opponent AC but 5 or over = weapon damage
To hit result 2-4 = a miss
Natural 1 = botch or how natural 1 in your game works
Option 2. Exploding Damage (ExDa)
For those who want even smaller weapons a change to be deadly with a luck.
When you roll highest possible result with any damage die roll again as a cumulative damage result. Strength damage bonus only applies once as other bonuses. This only affects the dice.
Option 3. Exploding Damage v2 (ExDa2)
A little more effective.
As above but as you score the highest possible result instead of rolling the die again add one step higher die to the damage. This extra die can also explode.
Option 4. Extra Action (Exact)
For those who want more to combat with luck but still want to keep some randomness in.
With natural 20 character gets another action to perform immediately.
Option 5. Extra Hit (Exhit)
With natural 20 character has a change to hit the same opponent again. If the opponent dies this change is lost.
Option 6. Extra Hit v2 (Exhit2)
With highest possible damage result from a die character can perform another attack against the opponent. If the opponent dies this change is lost.
Option 7. Instant Kill (InKill)
For those who want the change of death in every to hit roll.
When attacking natural 20 opponent must roll save versus death or die instantly.
Option 8. Killing Spree (KSpree)
When opponent is killed by the character he gets another action right away to attack the nearest opponent (if possible, move action possible to include or something.)
Option 9. Killing Spree v2 (Kspree2)
Same as above but after every kill character also gains +x1 damage multiplier after each kill. This damage multiplier lasts as long as the killing spree.
Option 10. Killing Spree v3 (Kspree3)
In every encounter after character succesfully kills the opponent he gets +x1 multiplier to damage. These multipliers last as long as the encounter lasts.
Friday, December 28, 2012
Chainmail bikini statted
Chainmail bikini is one kind of armor that possibly cannot protect you that much. Here's stats for the chainmail bikini and what it actually does.
AC: No change.
Price: 50 gold (silver for LotFP)
If the opponent doesn't hit you roll d20 against your Charisma. If the roll result is below your Charism the opponent is awed and cannot attack you for your Charisma modifier + 1d3 turns (minimum 1 turns).
Every 1000 gold (silver for LotFP) extra you invest in your chainmail bikini you get +1 to your Charisma modifier when wearing it.
Chainmail bikini cannot be used with any other armor (except with helmets and shields if those are separated from other types of armor).
AC: No change.
Price: 50 gold (silver for LotFP)
If the opponent doesn't hit you roll d20 against your Charisma. If the roll result is below your Charism the opponent is awed and cannot attack you for your Charisma modifier + 1d3 turns (minimum 1 turns).
Every 1000 gold (silver for LotFP) extra you invest in your chainmail bikini you get +1 to your Charisma modifier when wearing it.
Chainmail bikini cannot be used with any other armor (except with helmets and shields if those are separated from other types of armor).
Friday, November 2, 2012
Die of luck, unfortune and die
| Picture from colorbox. |
"The Die" is in a beautifully crafted box with velvet inside. The die looks to be made of black bone or similar material. The pips are small blue diamonds.
If the die is touched with bare skin it will get stuck until it is rolled. When die is rolled ask player a number between 1-6 and ask him to roll one d6.
If the d6 result is exactly the same player said character dies.
If the roll result is higher next d6 die rolls will automatically success (or give highest possible result in damage, with potions etc.)
If the roll result is lower next d6 die rolls will automatically fail (potions don't heal etc.).
The die is worth 1000gp (sp if Lotfp) if right buyer is found.
Tuesday, October 16, 2012
Other options for turn undead
The Looney DM posted about turn undead in his blogpost. His point was whatever cleric's deity is he is always carrying turn undead power. But there might be a solution to customize this power.
Base rule for turn undead is that you get an amount of HD you can turn. If we keep that in mind we can customize this power for other clerics of other deities. Let's just keep in mind that there's always the HD what tells how many things you can affect! Also the time turn is in effect is the effect other clerical abilities from different deities are in effect.
Cleric Of Undead Or Necromantic Deity
Instead of turn undead cleric has power to control undead. Handle controlled undead like retainers... but without free will.
Cleric Of Illusion Deity
Instead of turn undead cleric has a power to create an illusion. The HD determines how many npcs and monsters are affected. Keep in mind that mindless creatures cannot "see" or be affected with illusions (use illusion spell for frame).
Cleric Of War Deity
Instead of turn undead cleric can raise morale for his party members up to HD. Raise morale gives +1 to both AB and AC for the time turn undead would otherwise be in effect.
Cleric Of Peaceful Deity
Instead of turn undead cleric can calm enemies up to HD. Calmed enemies stop attacking the party for the turn undead time. Chatic evil, demonic and such entities cannot be affected without spending double HD for each.
Only few examples to work with other powers from the deity except turn undead.
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| Thanks for The Looney DM for finding proper art first! Art from GIS for Turn Undead |
Cleric Of Undead Or Necromantic Deity
Instead of turn undead cleric has power to control undead. Handle controlled undead like retainers... but without free will.
Cleric Of Illusion Deity
Instead of turn undead cleric has a power to create an illusion. The HD determines how many npcs and monsters are affected. Keep in mind that mindless creatures cannot "see" or be affected with illusions (use illusion spell for frame).
Cleric Of War Deity
Instead of turn undead cleric can raise morale for his party members up to HD. Raise morale gives +1 to both AB and AC for the time turn undead would otherwise be in effect.
Cleric Of Peaceful Deity
Instead of turn undead cleric can calm enemies up to HD. Calmed enemies stop attacking the party for the turn undead time. Chatic evil, demonic and such entities cannot be affected without spending double HD for each.
Only few examples to work with other powers from the deity except turn undead.
Thursday, August 16, 2012
Some fantasy equipment when I couldn't get sleep
Last night I had trouble getting sleep. I wanted to try to focus on something instead of just thinking and stressing about dozens of things. What I started to think about was fantasy equipment. These I was thinking when I tried to get some sleep:
Weapon stats are really simple and suit well for any edition of D&D including various clones.
Knuckles Of Weakening
Knuckles of weakening are nasty looking with devilish carvings and dull spikes. They were crafted for slavemaster Harrington to make too strong and rebellious slaves easier to handle.
Damage: 2d4+d6
Special: Every 5 points worth of damage victim looses 1 point of CON.
Biter Sword
Biter sword is Lich king Maradukai's personal weapon crafted from enchanted bones. The blade has dozens of tiny mouths that bite when sword hits.
Damage: 1d8
Special: Additional damage d4 for a number of even result of 1d8 damage. For example 1d8 roll 6 deals 6 damage + 6d4 in addition.
Helmet Of Screamer
This metal helmet is crafted to resemble a harpy. It gives 1 to AC and once in encounter wearer can scream.
Special: Scream. Save versus or stun for 1d4 turns.
Mace Of Healing
This mace is in shape of healer god's logo. It doesn't inflict damage but when successfully hit it heals 1d8 damage. If hit is a miss, target suffers 1d8 damage.
Weapon stats are really simple and suit well for any edition of D&D including various clones.
Knuckles Of Weakening
Knuckles of weakening are nasty looking with devilish carvings and dull spikes. They were crafted for slavemaster Harrington to make too strong and rebellious slaves easier to handle.
Damage: 2d4+d6
Special: Every 5 points worth of damage victim looses 1 point of CON.
Biter Sword
Biter sword is Lich king Maradukai's personal weapon crafted from enchanted bones. The blade has dozens of tiny mouths that bite when sword hits.
Damage: 1d8
Special: Additional damage d4 for a number of even result of 1d8 damage. For example 1d8 roll 6 deals 6 damage + 6d4 in addition.
Helmet Of Screamer
This metal helmet is crafted to resemble a harpy. It gives 1 to AC and once in encounter wearer can scream.
Special: Scream. Save versus or stun for 1d4 turns.
Mace Of Healing
This mace is in shape of healer god's logo. It doesn't inflict damage but when successfully hit it heals 1d8 damage. If hit is a miss, target suffers 1d8 damage.
Monday, February 27, 2012
[D20/D&D/OSR] 20 Quick questions for rules AND sharing posts
First post about this topic was here: http://barkingalien.blogspot.com/2012/02/20-untimately-questions-for-one-and.html
From that link I got here:
http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html 20 questions about rules you are going to use in your D20/D&D/OSR/anygame session, adventure or campaign. Those questions seem to be focused on D&D styled games but you can use it with other games also. This list of questions will be especially useful in games which are really popular and which are known to be houseruled a lot. Or games which have already different rules in main rulebooks (some editions of D&D give different means to determine character attributes for example).
Really handy small tool to avoid confusion and rules arguments pre-game.
From that link I got here:
http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html 20 questions about rules you are going to use in your D20/D&D/OSR/anygame session, adventure or campaign. Those questions seem to be focused on D&D styled games but you can use it with other games also. This list of questions will be especially useful in games which are really popular and which are known to be houseruled a lot. Or games which have already different rules in main rulebooks (some editions of D&D give different means to determine character attributes for example).
Really handy small tool to avoid confusion and rules arguments pre-game.
Friday, February 10, 2012
Turn your video game collection to random generator
I was listing my console video games and had an idea. I got list ready for some dice action. To create plot, adventure, campaign, setting, location or what ever roll dice three times and see what video games it shows and improvise combining those to gaming material. Just go with the ideas you get from a video game. Graphics, setting, mechanics, title... what ever tickles your creativity.
Not sure how many video games you need for great variety, but I'd say at least 30 sounds good. I have 54 titles (did not include PC games) what I'll use for examples here (list to my games will be posted HERE tomorrow). But how to easily roll 54 sided die? Go here for virtual dice roller: http://dicelog.com/dice
You can find list of my console games here: https://sites.google.com/site/cradleofrabies/video-games-collection
I will create these examples for generic fantasy Dungeons & Dragons styled games. Let's begin!
Random Encounter NPC
Games: RalliSport Challenge 2, Lord of the Rings: The Third Age, Wii Fit Plus
Description: This NPC driver carts delivering rare goods and treasurer even to harder locations. He is not much of a fighter himself but he has a party of three henchmen with him; one caster, one fighter and a scout with bow. He is basically fantasy version of FedEX. His special ox of rare breed is faster than normal and almost impossible to exhaust.
Explanation: From RalliSport I got idea of travelling cart. Lord Of The Rings is turn based RPG in fashion of Final Fantasy series so I thought about a party to support NPC and Wii Fit Plus gave idea of that well built ox.
Random Encounter Location
Games: DancingStage SuperNOVA 2, Hitman 2: Silent Assassin, Manhunt
Description: In the wilderness there is old forgotten ruins of the city. The ruins are big and mostly destroyed to labyrinth like compound. In the middle there is part of a palace in relatively good condition; the old ballroom. When characters find the location they are approached by older man with dark hood and light leather armor. Even though old he looks to be fit. He has a proposal for characters. They must get into the middle of labyrinth of ruins and bring him one crystal from old roofcrown (that big fancy lamp). Reward will be good (what characters possibly would appreciate in addition to experience points). If characters as why the man tells it's a test but should be easy for adventurers like that (or what ever explanation suits players' style to take random quests).
Actually this is a test for old man's school of assassins. He sends adventurers and his assassins try to kill them. If assassin fails (is killed, captured or something else) he wasn't good enough. If assassins success to kill adventurers old man lures there they have had their real life lesson. If adventurers bring crystal to old man assassins have failed their lesson and their training continues as normal (maybe harder). Characters do have their reward if they success as promised.
There are different types of assassins to encounter from different lines. Lines are basically race or multi-class. Bloodfangs might be orc fighter/assassin when Deathfeathers elven assassins and Nimblefingers halfling thief/assassins. There might even be dangerous Wizard/Assassins Shadowmythics.
Explanation: DancingStage gave me idea of this dancehall, as a main location. Hitman for assassins and Manhunt for the labyrinth part where you must go further surviving attacks of assassin lines.
Town You Need To Create Quickly
Games: Resident Evil Outbreak File #2, Obscure II, Dynasty Warriors 5
Description: Getting into the city is not easy. It is walled in and heavily guarded. Sieged by undead warriors. It is practically impossible to fight way into the city but it could be possible to sneak in. Characters mind find supply delivery and join them to get into the city by secret passage. Characters learn backgrounds for the situation. There were two clans in war. Clan Reofod and clan Dywar. But because of a cataclysm clan Reofod's city was destroyed and most of them died. Clan was extinct. But clan's very powerful wizard survived and thought that the cataclysm was clan Dywar's act and turned into necromancy. Hundred years passed, wizard gained immortality by a deal with death god and got power to rise undead. He summoned bodies of his clan warriors to destroy clan Dywar. Now city of Reofod is in siege against undead wrath of clan Dywar.
Necromancer has also some control for demons and in some nights city Reofod streets are attacked by strange demonic creatures. City really needs help to survive.
Explanation: Resident Evil gave idea of zombies and Outbreak of demonic monsters in nightly streets. Dynasty Warriors gave idea for war, siege, armies and clans.
Extremely Powerful Magical Artifact
Games: Final Fantasy Crystal Chronicle: Echoes Of Time, Fallout 3, Quake III Revolution
Description: Staff with crystal too powerful for mankind. It can bend time, bring great destruction and shoot magical rays of different types.
Explanation: I made this really simple. Final Fantasy gave crystal and power to bend time, Fallout destructive powers and Quake shooting rays. It doesn't always have to be complicated.
Not sure how many video games you need for great variety, but I'd say at least 30 sounds good. I have 54 titles (did not include PC games) what I'll use for examples here (list to my games will be posted HERE tomorrow). But how to easily roll 54 sided die? Go here for virtual dice roller: http://dicelog.com/dice
You can find list of my console games here: https://sites.google.com/site/cradleofrabies/video-games-collection
I will create these examples for generic fantasy Dungeons & Dragons styled games. Let's begin!
Random Encounter NPC
Games: RalliSport Challenge 2, Lord of the Rings: The Third Age, Wii Fit Plus
Description: This NPC driver carts delivering rare goods and treasurer even to harder locations. He is not much of a fighter himself but he has a party of three henchmen with him; one caster, one fighter and a scout with bow. He is basically fantasy version of FedEX. His special ox of rare breed is faster than normal and almost impossible to exhaust.
Explanation: From RalliSport I got idea of travelling cart. Lord Of The Rings is turn based RPG in fashion of Final Fantasy series so I thought about a party to support NPC and Wii Fit Plus gave idea of that well built ox.
Random Encounter Location
Games: DancingStage SuperNOVA 2, Hitman 2: Silent Assassin, Manhunt
Description: In the wilderness there is old forgotten ruins of the city. The ruins are big and mostly destroyed to labyrinth like compound. In the middle there is part of a palace in relatively good condition; the old ballroom. When characters find the location they are approached by older man with dark hood and light leather armor. Even though old he looks to be fit. He has a proposal for characters. They must get into the middle of labyrinth of ruins and bring him one crystal from old roofcrown (that big fancy lamp). Reward will be good (what characters possibly would appreciate in addition to experience points). If characters as why the man tells it's a test but should be easy for adventurers like that (or what ever explanation suits players' style to take random quests).
Actually this is a test for old man's school of assassins. He sends adventurers and his assassins try to kill them. If assassin fails (is killed, captured or something else) he wasn't good enough. If assassins success to kill adventurers old man lures there they have had their real life lesson. If adventurers bring crystal to old man assassins have failed their lesson and their training continues as normal (maybe harder). Characters do have their reward if they success as promised.
There are different types of assassins to encounter from different lines. Lines are basically race or multi-class. Bloodfangs might be orc fighter/assassin when Deathfeathers elven assassins and Nimblefingers halfling thief/assassins. There might even be dangerous Wizard/Assassins Shadowmythics.
Explanation: DancingStage gave me idea of this dancehall, as a main location. Hitman for assassins and Manhunt for the labyrinth part where you must go further surviving attacks of assassin lines.
Town You Need To Create Quickly
Games: Resident Evil Outbreak File #2, Obscure II, Dynasty Warriors 5
Description: Getting into the city is not easy. It is walled in and heavily guarded. Sieged by undead warriors. It is practically impossible to fight way into the city but it could be possible to sneak in. Characters mind find supply delivery and join them to get into the city by secret passage. Characters learn backgrounds for the situation. There were two clans in war. Clan Reofod and clan Dywar. But because of a cataclysm clan Reofod's city was destroyed and most of them died. Clan was extinct. But clan's very powerful wizard survived and thought that the cataclysm was clan Dywar's act and turned into necromancy. Hundred years passed, wizard gained immortality by a deal with death god and got power to rise undead. He summoned bodies of his clan warriors to destroy clan Dywar. Now city of Reofod is in siege against undead wrath of clan Dywar.
Necromancer has also some control for demons and in some nights city Reofod streets are attacked by strange demonic creatures. City really needs help to survive.
Explanation: Resident Evil gave idea of zombies and Outbreak of demonic monsters in nightly streets. Dynasty Warriors gave idea for war, siege, armies and clans.
Extremely Powerful Magical Artifact
Games: Final Fantasy Crystal Chronicle: Echoes Of Time, Fallout 3, Quake III Revolution
Description: Staff with crystal too powerful for mankind. It can bend time, bring great destruction and shoot magical rays of different types.
Explanation: I made this really simple. Final Fantasy gave crystal and power to bend time, Fallout destructive powers and Quake shooting rays. It doesn't always have to be complicated.
Wednesday, May 18, 2011
Underwater karaoke [Skill/feat/advantage]
I saw a dream, where I kinda played this roleplaying game, kinda wrote it. Not sure, but sometimes dreams can be a bit blurry in detail. But this game was Dungeons & Dragons but with Storytelling system. And there was a skill called Underwater Karaoke (or I was writing it). Sounds strange? Not necessarily. Well, the name is a bit strange...
Underwater Karaoke
Underwater karaoke is character's skill or quality, where he is as good performing underwater as he is on solid ground. So there are no penalties to his action. Name "underwater karaoke" simply means, that character can perform underwater. Usually fighting, but can also include other dexterity and strength based actions. It doesn't help singing, talking or breathing underwater.
System
It can be handled:
- As a skill. In my dream with Storytelling system Underwater Karaoke cost like any other skill, but performing actions underwater doesn't use the usual attribute + skill combination, but Underwater Karaoke + skill. The point is, that Underwater Karaoke as a skill is cheaper to buy and advance than an attribute, and it also covers both Strength and Dexterity.
(It is overpowered skill (underwater) and really unbalanced. But it was a dream and I just write it down here. From this point ideas were not in my dream, but I present them as I write).
- As an advantage. It can be an advantage (in ST system, or basically in any system what uses advantages). Cost for oWoD games could be 2pt merit.
- As a feat. For D&D players Underwater Karaoke is a feat. It could be bought by more physical classes (like fighter, rogue, monk etc.). I don't see any other restrictions here.
Side Note
I somewhere have heard, that in fantasy games (or games in general) where swimming is a skill, you actually need to sacrifice your precious character creation and development point, it is rarely taken. In fantasy it is realistic. Swimming wasn't that popular. In modern games swimming is usually included in Stamina/acrobatics etc. and isn't necessarily a skill of it's own. But if swimming was it's own skill, what does cost as much to buy and develope than... for example spell crafting, swordsmanship, survival and others, how many characters you know who are really good swimmers?
Usually andventures take place in dungeons, cities, forests, generally on solid ground. They might go near the water, but usually with ships. If you are in the water, you have been:
Underwater Karaoke
Underwater karaoke is character's skill or quality, where he is as good performing underwater as he is on solid ground. So there are no penalties to his action. Name "underwater karaoke" simply means, that character can perform underwater. Usually fighting, but can also include other dexterity and strength based actions. It doesn't help singing, talking or breathing underwater.
System
It can be handled:
- As a skill. In my dream with Storytelling system Underwater Karaoke cost like any other skill, but performing actions underwater doesn't use the usual attribute + skill combination, but Underwater Karaoke + skill. The point is, that Underwater Karaoke as a skill is cheaper to buy and advance than an attribute, and it also covers both Strength and Dexterity.
(It is overpowered skill (underwater) and really unbalanced. But it was a dream and I just write it down here. From this point ideas were not in my dream, but I present them as I write).
- As an advantage. It can be an advantage (in ST system, or basically in any system what uses advantages). Cost for oWoD games could be 2pt merit.
- As a feat. For D&D players Underwater Karaoke is a feat. It could be bought by more physical classes (like fighter, rogue, monk etc.). I don't see any other restrictions here.
Side Note
I somewhere have heard, that in fantasy games (or games in general) where swimming is a skill, you actually need to sacrifice your precious character creation and development point, it is rarely taken. In fantasy it is realistic. Swimming wasn't that popular. In modern games swimming is usually included in Stamina/acrobatics etc. and isn't necessarily a skill of it's own. But if swimming was it's own skill, what does cost as much to buy and develope than... for example spell crafting, swordsmanship, survival and others, how many characters you know who are really good swimmers?
Usually andventures take place in dungeons, cities, forests, generally on solid ground. They might go near the water, but usually with ships. If you are in the water, you have been:
- Thrown there
- Fumbled your roll there
- Escaped burning ship there
So, is Underwater Karaoke that unbalanced? It makes your character awesome in water considered to other characters, but how often it is used? 1/10 sessions? I don't remember when my player's character was in water performing something. And I remember games of Vampire: the Masquerade, Fading Suns (there was this water planet, but they only dipped their feet on the water. Oh, and character swam with native alien race for laughs), Dungeons & Dragons, Praedor... and many others.
But if the adventure's main theme is around the water, it is completely acceptable, that even one of the characters can perform better in the water than others. Because otherwise the whole campaign would be just -X to your character because you are in water. Like if campaign is set in water, it is norm like campaign set in solid ground. You create first level character, but because of your GM thought it would be cool to set the scenario in water enviroment your character is actually -25% (example) lousier than in a campaign, where is more solid ground.
So, concider this skill/advantage/feat, and give it a shot. And the name Underwater Karaoke is kickin' awesome!
Wednesday, April 13, 2011
A-Z: Ink rune magic
"Spells, I know as many spells as I know runes, but I am limited to cast them, and be really, really sure when to cast a spell or not. My space is limited."
Ink rune magic is rune based magic, where you tattoo runes to your very own skin to wake the power of the rune and direct its power from your body and mind.
Rune is the formula and knowledge.
Your skin is the arbiter.
Your mind is the discharger.
If your character practices Ink rune magician, he learns runes as others learn magic in setting. His magic is more ritual type, than casting. He can tattoo the runes in advance, and cast them later. When tattooed rune is cast, it wears out leaving no power, but only a tattoo behind.
Basically (in Dungeons & Dragons) instead of resting to gain spells, Ink rune magician prepares spells by tattooing them. The spells he can tattoo per day might be the same as wizard can cast and memorize a day. There is a flaw though, every spell Ink rune magician prepares and casts, leaves a permanent mark on his body and takes space. His skin is not endless canvas, there will be a day there is no space for new runes to be tattooed clearly enough.
Other problem is that all cast and prepared runes are visible. At some point, his skin will be so tattooed with runes there are no hidden places to use, but he must start to tattoo more visible places. If Ink rune magic or tattoos are a taboo, that can be a real social problem later.
Another problem is, the more you cast the less you can cast later as every rune takes space from your skin.
Rules Ideas For D&D (3.X)
Ink rune magic is a skill you can learn. Basically it is available for every character class as a multiclass when character has possibility to learn it. It cannot be only class. Ink rune magic (class) uses same statistics as wizard.
Tattooing a rune is Intelligence + Ink rune magic skill difficulty of 5. After every rune over character's Constitution the difficulty to successfully tattoo a working enchanted rune is +1. After every 5 tattooed runes above character's Constitution gives -1 negative to roll Charisma based rolls.
Casting successfully tattooed runes is +5 easier than casting normal spells as the body and skin of the caster is already enchanted with the rune, and the rune is successfully charged with the power to be released.
Final Words
Even though there are major flaws in rune magic, they are easier to cast for multiclass characters who aren't into wizardry from the beginning of the character creation.
Ink rune magic is rune based magic, where you tattoo runes to your very own skin to wake the power of the rune and direct its power from your body and mind.
Rune is the formula and knowledge.
Your skin is the arbiter.
Your mind is the discharger.
If your character practices Ink rune magician, he learns runes as others learn magic in setting. His magic is more ritual type, than casting. He can tattoo the runes in advance, and cast them later. When tattooed rune is cast, it wears out leaving no power, but only a tattoo behind.
Basically (in Dungeons & Dragons) instead of resting to gain spells, Ink rune magician prepares spells by tattooing them. The spells he can tattoo per day might be the same as wizard can cast and memorize a day. There is a flaw though, every spell Ink rune magician prepares and casts, leaves a permanent mark on his body and takes space. His skin is not endless canvas, there will be a day there is no space for new runes to be tattooed clearly enough.
Other problem is that all cast and prepared runes are visible. At some point, his skin will be so tattooed with runes there are no hidden places to use, but he must start to tattoo more visible places. If Ink rune magic or tattoos are a taboo, that can be a real social problem later.
Another problem is, the more you cast the less you can cast later as every rune takes space from your skin.
Rules Ideas For D&D (3.X)
Ink rune magic is a skill you can learn. Basically it is available for every character class as a multiclass when character has possibility to learn it. It cannot be only class. Ink rune magic (class) uses same statistics as wizard.
Tattooing a rune is Intelligence + Ink rune magic skill difficulty of 5. After every rune over character's Constitution the difficulty to successfully tattoo a working enchanted rune is +1. After every 5 tattooed runes above character's Constitution gives -1 negative to roll Charisma based rolls.
Casting successfully tattooed runes is +5 easier than casting normal spells as the body and skin of the caster is already enchanted with the rune, and the rune is successfully charged with the power to be released.
Final Words
Even though there are major flaws in rune magic, they are easier to cast for multiclass characters who aren't into wizardry from the beginning of the character creation.
Thursday, April 7, 2011
A-Z: E for Elements of magic
Yet again a bit late, but next title is standing for elementals. Usually in roleplaying games elements are basics in magic and types of elemental entities. There are four basic elements; water, fire, earth and air used in both magic and elementals.
But there might be additional elements and elementals in addition to those basic four. These might be for example light and darkness and more exotic ones.
Elements tell the nature of magic, for example. Fire could be damaging, earth protecting, water healing and air for statuses. There might be different schools in magic (good example of this is Dungeons & Dragons) when elements aren't in that great focus.
Still, how elements could work? If designing a game system where elements are present, you could consider relationships between the elements. For example same element against same element won't necessarily be that powerful, but opposite elements can be powerful over others. For example water element could be powerful against fire element, and fire element against earth.
I think, that if magic system is based on elements, you could design it the way that each element covers different kinds of magic, but some elements are more powerful or have more access to certain type of magic.
For example, even though water is healing element, it can also bear powers of damaging and protection. But it's main focus is in healing. Similarly even though earth is focused and good on protection, it can also be used to damage but it is not that effective.
This focus of elements can be easily carry out in spell lists. In fire spell list majority of spells are of damage, few of protection and only minimally for healing. Water could be focused in healing, can also damage but minority of spells are about protection.
I could also determine, that all in one element mage is more powerful than mage using two or more elements. Reason is, that mage focused on one element knows it best, when mage focusing on multiple elements doesn't have similar intensy as he has to divide his time and learning to two or more elements of magic. One element mage might be more powerful, but mage who knows more elements is more versatile though weaker.
To determine power over different elements, you could give a value for each element in character sheet. When mage gains a new level, he can share points to his elements. It is clear, that if he uses all his new points to one element, he will be more powerful than if he would share the points between elements. Points in elements could mean mage's level in that element or magical power in that element. More points he has in one element, better he is casting them or he has wider access to spells in that element.
Element Magic In D&D
Basically, if you want you can turn D&D into element magic system. Just take spell list, share spells in elements and make four schools of magic, earth, fire, water and air. Each element mage is it's own class. This way you can multi-class to other elements and it works fine with other rules. You know more spells in wider range, but aren't as powerful. Even though your character is level 10, but is level 3 fire mage, level 3 water mage, level 2 earth mage and level 2 air mage he is more versatile than level 10 fire mage, but level 10 fire mage is way more powerful in his spell range.
Summon spells could be accessed to every element mage, but what creatures they can summon could be element tied.
In my opinion there are no element sorcerers, as sorcery comes within, not learned.
But there might be additional elements and elementals in addition to those basic four. These might be for example light and darkness and more exotic ones.
Elements tell the nature of magic, for example. Fire could be damaging, earth protecting, water healing and air for statuses. There might be different schools in magic (good example of this is Dungeons & Dragons) when elements aren't in that great focus.
Still, how elements could work? If designing a game system where elements are present, you could consider relationships between the elements. For example same element against same element won't necessarily be that powerful, but opposite elements can be powerful over others. For example water element could be powerful against fire element, and fire element against earth.
I think, that if magic system is based on elements, you could design it the way that each element covers different kinds of magic, but some elements are more powerful or have more access to certain type of magic.
For example, even though water is healing element, it can also bear powers of damaging and protection. But it's main focus is in healing. Similarly even though earth is focused and good on protection, it can also be used to damage but it is not that effective.
This focus of elements can be easily carry out in spell lists. In fire spell list majority of spells are of damage, few of protection and only minimally for healing. Water could be focused in healing, can also damage but minority of spells are about protection.
I could also determine, that all in one element mage is more powerful than mage using two or more elements. Reason is, that mage focused on one element knows it best, when mage focusing on multiple elements doesn't have similar intensy as he has to divide his time and learning to two or more elements of magic. One element mage might be more powerful, but mage who knows more elements is more versatile though weaker.
To determine power over different elements, you could give a value for each element in character sheet. When mage gains a new level, he can share points to his elements. It is clear, that if he uses all his new points to one element, he will be more powerful than if he would share the points between elements. Points in elements could mean mage's level in that element or magical power in that element. More points he has in one element, better he is casting them or he has wider access to spells in that element.
Element Magic In D&D
Basically, if you want you can turn D&D into element magic system. Just take spell list, share spells in elements and make four schools of magic, earth, fire, water and air. Each element mage is it's own class. This way you can multi-class to other elements and it works fine with other rules. You know more spells in wider range, but aren't as powerful. Even though your character is level 10, but is level 3 fire mage, level 3 water mage, level 2 earth mage and level 2 air mage he is more versatile than level 10 fire mage, but level 10 fire mage is way more powerful in his spell range.
Summon spells could be accessed to every element mage, but what creatures they can summon could be element tied.
In my opinion there are no element sorcerers, as sorcery comes within, not learned.
Friday, March 11, 2011
5 plots for Dungeons & Dragons or fantasy setting
This is my second post on the "5 plots for..." series. First was for Vampire: the Masquerade, I am currently running. Earlier I did run D&D 3rd edition game in generic fantasy setting I made up during the course of play. Anyways, here are 5 plots for Dungeons & Dragons and other fantasy genre games.
1. Death Penalty By Drowning
Characters are captured and accused to be spies or other henchmen of evil out of no reason. The village they are in just finds characters outsiders and vile. They are in the jail of this city and are judged to face death by drowning. There is nothing they can do, no escape, no reasoning to get free as the villagers have set their mind.
The last evening before drowning, an elf slave gives the last meal for characters. In her eyes characters see deep sorrow and fear, as she gives the soup and tea. If any of characters refuse to feast, she insists them to eat, or at least drink the tea (make sure characters do).
Night comes, and characters are forced to nearby lake chained to a heavy rock pulled by mules. They hear their final judgement, how the evil must die and are cast to the lake.
When they cannot anymore hold breath, they realize they can breath underwater (the tea was actually "breath underwater potion"). Guards and villagers think that characters are done and leave the place.
Underwater, chained to rocks characters are alone in the night and now is their change to escape. Give every character a change to get free, or those who got free to help their comrades. Powerful warrior might with successful roll force himself free or rogue might use debris from the bottom to picklock the chain.
When characters swim out of the lake, they get a ghastly vision of this elven slave.
1. Death Penalty By Drowning
Characters are captured and accused to be spies or other henchmen of evil out of no reason. The village they are in just finds characters outsiders and vile. They are in the jail of this city and are judged to face death by drowning. There is nothing they can do, no escape, no reasoning to get free as the villagers have set their mind.
The last evening before drowning, an elf slave gives the last meal for characters. In her eyes characters see deep sorrow and fear, as she gives the soup and tea. If any of characters refuse to feast, she insists them to eat, or at least drink the tea (make sure characters do).
Night comes, and characters are forced to nearby lake chained to a heavy rock pulled by mules. They hear their final judgement, how the evil must die and are cast to the lake.
When they cannot anymore hold breath, they realize they can breath underwater (the tea was actually "breath underwater potion"). Guards and villagers think that characters are done and leave the place.
Underwater, chained to rocks characters are alone in the night and now is their change to escape. Give every character a change to get free, or those who got free to help their comrades. Powerful warrior might with successful roll force himself free or rogue might use debris from the bottom to picklock the chain.
When characters swim out of the lake, they get a ghastly vision of this elven slave.
"I am elven princess' cousin, and was captured to be slave.
I freed you, as I saw your soul and you are not evil.
Help me free, as I helped you free yourself."
Now it's up to characters, will they help elven princess' cousin from these narrow minded villagers, who are the true bad guys, or will they just escape the whole place.
How will they plan the freeing? Their equipment are in guards hut in the chest. They might sneak in and kill a couple of guards off-guard or what ever DM seems fit or what ever players find their plan to be.
2. Snakes On The Plane
In big central city, everything has been normal to this day, until in dusk sky turns greenish purple like a vortex and these mighty snake-man warriors attack it. They kill guards and men who resists and plan to make others slaves for their evil reign. Characters might encounter one or two, but they soon realize these vile snake-man monsters are tough opponents, and there are hundreds of them. City cannot defend, nor can characters.
In the disorder city's mage's guild's officer pulls them aside and leads them to secret dungeons below mage's guild. There he tells what is going on.
"From another plane, these snake-men cape to conquer our realm. They are powerful here, as their Plane's laws are more powerful than ours. You heroes are our only hope. You must travel to this Snake Plane and destroy what ever force keeps the vortex open and gives Snake Men power to function on our Plane."
Mage officer then gives magical items for everyone (one item per player) to help their task and opens Plane vortex what leads to this Snake Plane where Snake Men reside.
In Snake Plane player characters are as powerful as these vile creatures and can fight them off. They find it out, as where they are teleported by the vortex there are few guards they can kill easier*. They must travel the palace of Snake Men and destroy the crystal what powers their vortex and allows them to roam free.
* Fix Snake Men stats. At players' realm make their stats insanely powerful, but at their plane downgrade them to meet characters' level.
3. Sickness in Camp
At their travels, characters find a big camp. It's more like a village, but inhabited by nomad tribe. As they go closer to find better shelter than just their tents and campfire, or restock their rations, they soon find out that every single villager is sick and dying. Nomads ask for help.
The sickness is caused by poisoned well's source underground in the mountain or hill. In the source of well the water is green and there is magical crystal what makes the water poisonous. When the crystal is removed, water is restored to healthy.
They find some kind of hint or clue, where the crystal might originate. The clues lead them to nearby village. The leader wants nomad lands for himself, but nomads refused to leave their ancestors place. So the leader decided to poison and kill the villagers to gain their lands.
Will characters help the nomads?
4. Lost Books
There are books lost from mage's guild and one apprentice with them. He was known as power hungry and wanted to learn dark and harmful arts, necromancy in top of it what did not suit guild as he was too young and naive for that kind of power.
Lost books and power hungry apprentice can be found nearby in the mausoleums of cemetery deep underground guarded by undead monsters.
5. Too Big
Thousands of years ago, evil wizard destroyed the mighty dragon and was severely wounded after the battle. With his last powers, he only could cast a sleep spell on the dragons progeny. Now the dragon is awaken, adult. Too weak to do barely anything and stuck overgrown in his cave. Telepathically this dragon asks help from characters to get free.
People remember the tale, but are cautious about dragons. Is this ancient dragon evil or good? Will characters try to free him and how will they get him out of whole mountain?
But the dragon knows where his mother hide the great treasure and is willing to share it with his liberators.
Friday, January 7, 2011
Unreal Tournament in D&D
Unreal Tournament, futuristic sports game with guns, shooting and action. But what if there was Unreal Tournament in Dungeons & Dragons?
Unreal Tournament is First-person-shooter what is like futuristic sport with guns. There are different types of matches with different winning conditions but they all rely on more or less on shooting and killing.
You could also describe Unreal Tournament as a modern glariator type game slash sports.
So, Unreal Tournament would be quite possible in realms of D&D, just take those big guns away and use melee weapons, ranged weapons and spells instead. Respawn is handled by wizards with resurrection spells. So, there you have, most dangerous and entertaining sport in Dungeons & Dragons!
Arena
Unreal Tournament arenas are scattered around the realm (of your choise). There are several of them, each of them with different theme in decoration and landscape. Static teleport spells are also used for attendants to move around, as other special spells and devices to make the match more interesting.
Weapons are scattered throughout the arena, and of course more powerful the weapon or item is, more difficult it is to reach. There are also special wands with shooting effects what limited charges as special amulets for temperary powers (ie. amulet of speed, amulet of invulnerability).
Arenas are designed the way, once you enter it, you cannot leave it untill the match is over.
There are several druid controlled birds (usually crows) that fallow the match above and flying in the arena projecting what they see in the mirrors of the seer. These mirrors are used to follow the action and match in arena. Also some wizards use their own chrystal balls and seer's abilities to follow the match.
Competitors
Competitors come from various classes and races. They must pay entering fee, but most popular of them have sponsors which handle the fee for them. In some cases also slaves could be used as combatants, but usually those who take part in Unreal Tournament do it willingfully.
Some special matches might need some specific statistics, like enough winnings to join. Those are usually most interesting events, as only the most skillfull combatants take part in these.
Magic is allowed, if you can use it. Those combatants who prefer melee or ranged weapons are supplied with starting equipment based on arena and event. More powerful and different weapons are found through the arena though.
Annual Unreal Tournament Champion
Every year best Unreal Tournament combatant get's a trophy along with honor and treasures. It is highly pursued, but hard to gain. Combatant must be the leader of statistics with most points. Points are gathered from individual matches. What ever matches rules are, winner of the match gets 10 frags, second 8, third 6 and so on. Every attendant gets atleast one frag for taking part in an event.
Next season all previous season's points are erased and the new season starts from the beginning.
Resurrection
Depending on match type, there are wizards who resurrect dead combatants. Some matches are time limited and most kills wins, when a single individual can be resurrected unlimited times. In last man standing no one is resurrected and the winner is the last one alive.
After every Unreal Tournament match all combatants are revived and magically healed. This is not like ordinary gladiator fights where you fight for your lie, but a sport where dying is only ment to be for points, not permanent death.
Tournament Event Types
There are several matches, with different winning conditions. Points are called frags, what are cumulative in each tournament for total frags for the end of the season, but are count individually on every event to determine single even't winner.
Deathmatch: You get frags from every kill. Time limited in which the winner is the one who gets most frags (kills) in a certain time or who first gets certain amount of frags wins.
Team Deathmatch: Similar to deathmatch, but only team versus team where all frags from a team are count together to meet the winning conditions. Teams are usually red and blue and team members use armor and gear of his team's color. There are Unreal Tournament clans, what fight as teams against others or at the beginning teams are determined randomly from those who join the event.
Caputre The Flag: Also team based event, where both teams have flag of their own color and in their "starting base" a pedestal where enemy flag is ment to deliver for frags. Pedestal is also a teleport, what teleports enemy flag back to it's place to be obtained again. If flag bearer is killed, flag must be touched by own team member to teleport it back to it's starting place.
This can be also time limited or frag limited match.
Domination: In the arena there are usually three control points, what must be occupied and protected with the team. More points a team dominates simulateously, faster the frags are gained. Time limited or frag limited.
Last Man Standing: In this match no resurrections are used. Winner of the round is the one last alive gaining one frag for the match. First to get enough frags is the winner of the event.
Assault: In the arena there is a base. Another team is defending it and another attacing. In time limit there are various different quests to do designed in the arena. These are worth of most of the frags. Also killings are count to frags. After a round roles are switched but frags stay. Team which collects most frags doing quests and killing other team's members wins this event.
Unreal Tournament is First-person-shooter what is like futuristic sport with guns. There are different types of matches with different winning conditions but they all rely on more or less on shooting and killing.
You could also describe Unreal Tournament as a modern glariator type game slash sports.
So, Unreal Tournament would be quite possible in realms of D&D, just take those big guns away and use melee weapons, ranged weapons and spells instead. Respawn is handled by wizards with resurrection spells. So, there you have, most dangerous and entertaining sport in Dungeons & Dragons!
Arena
Unreal Tournament arenas are scattered around the realm (of your choise). There are several of them, each of them with different theme in decoration and landscape. Static teleport spells are also used for attendants to move around, as other special spells and devices to make the match more interesting.
Weapons are scattered throughout the arena, and of course more powerful the weapon or item is, more difficult it is to reach. There are also special wands with shooting effects what limited charges as special amulets for temperary powers (ie. amulet of speed, amulet of invulnerability).
Arenas are designed the way, once you enter it, you cannot leave it untill the match is over.
There are several druid controlled birds (usually crows) that fallow the match above and flying in the arena projecting what they see in the mirrors of the seer. These mirrors are used to follow the action and match in arena. Also some wizards use their own chrystal balls and seer's abilities to follow the match.
Competitors
Competitors come from various classes and races. They must pay entering fee, but most popular of them have sponsors which handle the fee for them. In some cases also slaves could be used as combatants, but usually those who take part in Unreal Tournament do it willingfully.
Some special matches might need some specific statistics, like enough winnings to join. Those are usually most interesting events, as only the most skillfull combatants take part in these.
Magic is allowed, if you can use it. Those combatants who prefer melee or ranged weapons are supplied with starting equipment based on arena and event. More powerful and different weapons are found through the arena though.
Annual Unreal Tournament Champion
Every year best Unreal Tournament combatant get's a trophy along with honor and treasures. It is highly pursued, but hard to gain. Combatant must be the leader of statistics with most points. Points are gathered from individual matches. What ever matches rules are, winner of the match gets 10 frags, second 8, third 6 and so on. Every attendant gets atleast one frag for taking part in an event.
Next season all previous season's points are erased and the new season starts from the beginning.
Resurrection
Depending on match type, there are wizards who resurrect dead combatants. Some matches are time limited and most kills wins, when a single individual can be resurrected unlimited times. In last man standing no one is resurrected and the winner is the last one alive.
After every Unreal Tournament match all combatants are revived and magically healed. This is not like ordinary gladiator fights where you fight for your lie, but a sport where dying is only ment to be for points, not permanent death.
Tournament Event Types
There are several matches, with different winning conditions. Points are called frags, what are cumulative in each tournament for total frags for the end of the season, but are count individually on every event to determine single even't winner.
Deathmatch: You get frags from every kill. Time limited in which the winner is the one who gets most frags (kills) in a certain time or who first gets certain amount of frags wins.
Team Deathmatch: Similar to deathmatch, but only team versus team where all frags from a team are count together to meet the winning conditions. Teams are usually red and blue and team members use armor and gear of his team's color. There are Unreal Tournament clans, what fight as teams against others or at the beginning teams are determined randomly from those who join the event.
Caputre The Flag: Also team based event, where both teams have flag of their own color and in their "starting base" a pedestal where enemy flag is ment to deliver for frags. Pedestal is also a teleport, what teleports enemy flag back to it's place to be obtained again. If flag bearer is killed, flag must be touched by own team member to teleport it back to it's starting place.
This can be also time limited or frag limited match.
Domination: In the arena there are usually three control points, what must be occupied and protected with the team. More points a team dominates simulateously, faster the frags are gained. Time limited or frag limited.
Last Man Standing: In this match no resurrections are used. Winner of the round is the one last alive gaining one frag for the match. First to get enough frags is the winner of the event.
Assault: In the arena there is a base. Another team is defending it and another attacing. In time limit there are various different quests to do designed in the arena. These are worth of most of the frags. Also killings are count to frags. After a round roles are switched but frags stay. Team which collects most frags doing quests and killing other team's members wins this event.
Friday, December 31, 2010
D&D solo play
Dungeons & Dragons, if we talk about it as rules set, is ment for a party. Crew of adventurers, who all fill some purpose. In older editions this was more clear. One healed, one cleared traps, one fought, one was long range, one cast spells etc. Every character (class) had their function and place in the party.
For your average dungeon you most likely need them all. Lonely rogue cannot heal himself without stock of potions, warrior can easily run into traps and cleric can heal himself, but can he kill all the enemies?
Basically, all the characters in party are "one". Like human head. Ears to hear, nose to smell, mouth to taste, eyes to see. They are individual parts and alone not that effective, but as a "party", head they all function fulfilling eachother.
So, that quick idea about D&D party in mind, how does D&D work for solo play? I haven't played that much AD&D or older editions (I don't count few sessions or adventures) so I focus on D&D 3.X with what I have experience as DM (and DM character).
Party With One Player
You can make NPC's to fill the gaps in the party, or let your player to make several characters, as one as his/her "main" character to interact with. Other are like player controlled henchmen/NPC's. You might leave all or most of the interaction for this main or favourite character of player, or give player one character as others follow him as DM played characters. You might let player only control his own character in battles or let player to "move" all the characters in the party similar to tactical individual person war games (Necromunda for example).
If you as DM will control all NPC's and monsters in a combat encounter and let player only interact with his character, the problem is, that combat encounters might be a bit boring. First it's NPC 1, then NPC 2, then player character, then NPC 3, then NPC 4, then monster 1 and so on.
Depending on how many monsters in the encounter and NPC's there are in the party majority of the time player might just sit there and observe as DM rolls dice against himself. Boring, isn't it.
You can deal these situations like mini battle scenarios. Player vs. DM. Characters (as player) vs. Monsters (as DM). It is more interesting that way even if player doesn't have full control over NPC actions in non-combat encounters.
Similarly if there is a trap doors, locked crests etc. mysteries, do you really want to play against your own dungeon?
For example, player has fighter/warrior character, and this dungeon is full of traps and secret doors. You have rogue/thief NPC what handles those things. So basically you are playing against your own dungeon when player character just hangs around waiting for some skeletons to kill...
Easy way to skip this is just play social aspects of NPC's. Let player say, which NPC does or should do what. This way single player can cast spells, fight monsters, search for traps etc. It might be a big task for one player to handle with, so you might help him out with NPC's own thoughts.
If for some reason player with his fighter/warrior is not good at riddle solving, don't give easy xp. He has chosen to be fighter in your game, so he should do what he wanted to do - fight. If he does do other character classes things (find traps with NPC) reward for that. But if player just wants to kill and you as NPC's do all the brainwork, remember it in party xp.
Don't give xp too easily for single character from things he doesn't do but you as DM.
Multi-Classing Or Higher Level Start
CR... how hard particular monster is for a group of 4. If there truly is a single character, you might want to start him from higher level. It might still be challenging to kill lower level enemies without a party they are designed for. For lvl 4 character low CR skeletons can be tougher than for a party, so experience is well deserved.
If you start game with higher level character or character rises levels, he could concider multi classing. That way his character could become more all-around type with skills outside his original class.
If you don't want to make things a bit easier to single player, start with level 1. There is just this Computer-RPG-syndrome easily formed. Kill rats and other small critters, help lady to find his lost ring etc. That kind of game would be your average story from peasant to hero, but if you both like it, that's great.
You could discuss about what player is expecting from single player game. Does he want to play by rules, or does he want something more epic for his hero?
Good point in 3.X is that basically every character can learn almost any cross class skills, so they can be developed into all-around average adventurers. Only problem is, that if player shares his skills on everything, he's not necessarily good at anything.
More experience for one character is faster level development, sure, but do you make game harder as player levels up? If you keep up game's difficulty based on character level, without a party he might feel, that even though his character does advance in levels the game remains the same. You know new stuff, but so does enemies.
Items
You might want to make it easier for player by giving magical or special items. For example my player has sorcerer character, but he also uses spear. Unfortunately, she wasn't that good in it and there were situations she would have liked to use it rather than magic.
So, did I tell that it's too bad, you wanted to be a magic user then be it and stop whining. If you wanted to be better with spear make a fighter? No.
I know that magic users are good at magic, and not that good in melee weapons as other classes. Still, my player wanted to mainly be a magician, not fighter. Still, when she wanted to hit enemies with her spear, he was quite frustrated as her character didn't handle that very well. Mainly she uses magic, yes, but sometimes when she wants to do something else than just cast spells it did not work.
So, I let her character to find +1 to spear attack ring. She was happy with it. +1 is not that big change actually, but still, it's something. She knows that her character is not a fighter, but even that +1 made her day (and the game).
So, give character special items. Don't give them too easy though, or every time your player is unsatisfied on some stat on his character sheet.
For a special quest you might want to give some items that quest giver wants back after quest, or some what only has temporary or limited effect. For fighter wand of healing with 5 charges after it withers to dust, for sorcerer potion of +5 attack for hard situation etc. Be creative.
Also ready to cast scrolls with one magic what can be used once can be okay to give. For opening locks etc.
But remember, don't stock your player's character with magical or special item for every situation and every stat. And don't give them too often or they are not special anymore. Player should think twice, before he uses his limited items, as they don't grow in the trees.
Adventure Design
In single player game adventures which involve different classes and their individual skills could not work well with one player. If one player has full party to control, why not, but if he is single adventurer, it could be hard. So, design adventures for single player and for that particular character class.
Your player chose to be healing priest, don't make game monster mash.
Your player chose to be fierce barbarian, don't make game puzzle solving.
You can see from your player's character choise pretty well, what he would like to do in the game.
Make an interesting plot. For player party it might be easy just to put this random dungeon there with monsters for xp and random treasures and dragon in the end... that's easy, right? But for single character you might want to develope more plot and story than just character building.
If single player game is just grinding for levels and better items, it gets boring. Be creative, customize the game for the character class, make a real story.
Take some computer games, and see how they are done. Not necessarily computer RPG's but adventure and action games.
For example, if character is rogue, Thief games are great inspiration. Character can steal stuff, sneak, backstab, fight, solve mysteries while this huge plot is developing.
Of course for one shot games this is easier. Oh you are warrior, there are those orcs near the city. Thief, go steal inn keepers secret stash (when you find out where it is) and so on.
You can also make an investigation game. What kills cattle in night time? Why does the dead walk in the cemetary? Villagers are poisoned and sick, where is the source for this? Spy this merchant and find out what he is really up to. Again, with investigation game if player is fighter, you can put fighting in it and so on.
Conclusion
Even though D&D games are ment to played with party of characters from different classes, you can solo play it with one player. You can choose to use NPC's, give player more than one character to control or tailor adventure to be ment for single hero.
My D&D game with one player has contained NPC's to fill the party, but as player was newbie to this kind of roleplaying I controlled them (as explaining what is happening all the time so she learned during NPC actions). Some quests have been only solo tailored for character and I gave her character +1 to spear ring as she felt she sucks in it.
It's been fun. I bet it is more fun with player party and interaction between players in- and off-game, but still, you can have a full play of D&D with single player having fun!
For your average dungeon you most likely need them all. Lonely rogue cannot heal himself without stock of potions, warrior can easily run into traps and cleric can heal himself, but can he kill all the enemies?
Basically, all the characters in party are "one". Like human head. Ears to hear, nose to smell, mouth to taste, eyes to see. They are individual parts and alone not that effective, but as a "party", head they all function fulfilling eachother.
So, that quick idea about D&D party in mind, how does D&D work for solo play? I haven't played that much AD&D or older editions (I don't count few sessions or adventures) so I focus on D&D 3.X with what I have experience as DM (and DM character).
Party With One Player
You can make NPC's to fill the gaps in the party, or let your player to make several characters, as one as his/her "main" character to interact with. Other are like player controlled henchmen/NPC's. You might leave all or most of the interaction for this main or favourite character of player, or give player one character as others follow him as DM played characters. You might let player only control his own character in battles or let player to "move" all the characters in the party similar to tactical individual person war games (Necromunda for example).
If you as DM will control all NPC's and monsters in a combat encounter and let player only interact with his character, the problem is, that combat encounters might be a bit boring. First it's NPC 1, then NPC 2, then player character, then NPC 3, then NPC 4, then monster 1 and so on.
Depending on how many monsters in the encounter and NPC's there are in the party majority of the time player might just sit there and observe as DM rolls dice against himself. Boring, isn't it.
You can deal these situations like mini battle scenarios. Player vs. DM. Characters (as player) vs. Monsters (as DM). It is more interesting that way even if player doesn't have full control over NPC actions in non-combat encounters.
Similarly if there is a trap doors, locked crests etc. mysteries, do you really want to play against your own dungeon?
For example, player has fighter/warrior character, and this dungeon is full of traps and secret doors. You have rogue/thief NPC what handles those things. So basically you are playing against your own dungeon when player character just hangs around waiting for some skeletons to kill...
Easy way to skip this is just play social aspects of NPC's. Let player say, which NPC does or should do what. This way single player can cast spells, fight monsters, search for traps etc. It might be a big task for one player to handle with, so you might help him out with NPC's own thoughts.
If for some reason player with his fighter/warrior is not good at riddle solving, don't give easy xp. He has chosen to be fighter in your game, so he should do what he wanted to do - fight. If he does do other character classes things (find traps with NPC) reward for that. But if player just wants to kill and you as NPC's do all the brainwork, remember it in party xp.
Don't give xp too easily for single character from things he doesn't do but you as DM.
Multi-Classing Or Higher Level Start
CR... how hard particular monster is for a group of 4. If there truly is a single character, you might want to start him from higher level. It might still be challenging to kill lower level enemies without a party they are designed for. For lvl 4 character low CR skeletons can be tougher than for a party, so experience is well deserved.
If you start game with higher level character or character rises levels, he could concider multi classing. That way his character could become more all-around type with skills outside his original class.
If you don't want to make things a bit easier to single player, start with level 1. There is just this Computer-RPG-syndrome easily formed. Kill rats and other small critters, help lady to find his lost ring etc. That kind of game would be your average story from peasant to hero, but if you both like it, that's great.
You could discuss about what player is expecting from single player game. Does he want to play by rules, or does he want something more epic for his hero?
Good point in 3.X is that basically every character can learn almost any cross class skills, so they can be developed into all-around average adventurers. Only problem is, that if player shares his skills on everything, he's not necessarily good at anything.
More experience for one character is faster level development, sure, but do you make game harder as player levels up? If you keep up game's difficulty based on character level, without a party he might feel, that even though his character does advance in levels the game remains the same. You know new stuff, but so does enemies.
Items
You might want to make it easier for player by giving magical or special items. For example my player has sorcerer character, but he also uses spear. Unfortunately, she wasn't that good in it and there were situations she would have liked to use it rather than magic.
So, did I tell that it's too bad, you wanted to be a magic user then be it and stop whining. If you wanted to be better with spear make a fighter? No.
I know that magic users are good at magic, and not that good in melee weapons as other classes. Still, my player wanted to mainly be a magician, not fighter. Still, when she wanted to hit enemies with her spear, he was quite frustrated as her character didn't handle that very well. Mainly she uses magic, yes, but sometimes when she wants to do something else than just cast spells it did not work.
So, I let her character to find +1 to spear attack ring. She was happy with it. +1 is not that big change actually, but still, it's something. She knows that her character is not a fighter, but even that +1 made her day (and the game).
So, give character special items. Don't give them too easy though, or every time your player is unsatisfied on some stat on his character sheet.
For a special quest you might want to give some items that quest giver wants back after quest, or some what only has temporary or limited effect. For fighter wand of healing with 5 charges after it withers to dust, for sorcerer potion of +5 attack for hard situation etc. Be creative.
Also ready to cast scrolls with one magic what can be used once can be okay to give. For opening locks etc.
But remember, don't stock your player's character with magical or special item for every situation and every stat. And don't give them too often or they are not special anymore. Player should think twice, before he uses his limited items, as they don't grow in the trees.
Adventure Design
In single player game adventures which involve different classes and their individual skills could not work well with one player. If one player has full party to control, why not, but if he is single adventurer, it could be hard. So, design adventures for single player and for that particular character class.
Your player chose to be healing priest, don't make game monster mash.
Your player chose to be fierce barbarian, don't make game puzzle solving.
You can see from your player's character choise pretty well, what he would like to do in the game.
Make an interesting plot. For player party it might be easy just to put this random dungeon there with monsters for xp and random treasures and dragon in the end... that's easy, right? But for single character you might want to develope more plot and story than just character building.
If single player game is just grinding for levels and better items, it gets boring. Be creative, customize the game for the character class, make a real story.
Take some computer games, and see how they are done. Not necessarily computer RPG's but adventure and action games.
For example, if character is rogue, Thief games are great inspiration. Character can steal stuff, sneak, backstab, fight, solve mysteries while this huge plot is developing.
Of course for one shot games this is easier. Oh you are warrior, there are those orcs near the city. Thief, go steal inn keepers secret stash (when you find out where it is) and so on.
You can also make an investigation game. What kills cattle in night time? Why does the dead walk in the cemetary? Villagers are poisoned and sick, where is the source for this? Spy this merchant and find out what he is really up to. Again, with investigation game if player is fighter, you can put fighting in it and so on.
Conclusion
Even though D&D games are ment to played with party of characters from different classes, you can solo play it with one player. You can choose to use NPC's, give player more than one character to control or tailor adventure to be ment for single hero.
My D&D game with one player has contained NPC's to fill the party, but as player was newbie to this kind of roleplaying I controlled them (as explaining what is happening all the time so she learned during NPC actions). Some quests have been only solo tailored for character and I gave her character +1 to spear ring as she felt she sucks in it.
It's been fun. I bet it is more fun with player party and interaction between players in- and off-game, but still, you can have a full play of D&D with single player having fun!
Saturday, November 27, 2010
[D&D] Zapper wand Harry Potter style
I saw this trailer at Youtube. Haven't played the game and I don't even know what it is like, but man, it looks so ridiculous. It's like FPS but with zapping wands! But I got an idea to make Zapper Wand for Dungeons & Dragons (3rd ed) based on this trailer of Harry Potter game. So here it is...
Zapper Wand
Zapper wands are weapons in high-magical lands of fantasy. They are weapons that were used in great wizard wars. Even now wizards who are warriors do use these commonly.
Zapper wands come in huge range of sizes. Rule of thumb is, that the bigger Zapper wand is the greater damage it deals. Varieties are the following:
Damage 1D4, Crit 20 x2
Damage 1D6, Crit 20 x2
Damage 1D8, Crit 20 x2
Damage 1D10, Crit 20 x2
Damage 1D12, Crit 20x2
There are also high quality Zapper wands, what are the same as above but with:
Crit 20 x3
or
Crit 19-20 x3
Zapper wand has basically unlimited ammo. It only stops zappin' if you roll "1" with your ranged attack roll. That's it, and Zapper wand needs to reload and it works again next day (after midnight or what ever).
Ranges vary. Smaller Zapper wands don't shoot as long as bigger.
Final Words
Yes, I know this post is a bit stub. I didn't detail Zapper Wands' range, costs, rarity etc. but you can easily come up with something. But hey, how ridiculous does that trailer look? Seriously?
Thursday, November 18, 2010
Random flailure table - When flail fails
Cleric and his party encountered band of orcs what are known to roam the countryside killing and robbing travellers, stealing village's livestock and causing trouble for commoners. The battle begins and initiative roll favours the band of heroes. Cleric with highest initiative declares, that he'll bash some orc skulls as they aren't that hard opponents. Cleric pics up his D20, rolls it... Result is "1"...
Random Flailure table is for all players whose character uses flail. If you botch critically, ask your player to roll 20-sided die and tell his flail fail result!
D20 Roll - Result of flailure
Random Flailure table is for all players whose character uses flail. If you botch critically, ask your player to roll 20-sided die and tell his flail fail result!
D20 Roll - Result of flailure
- Flail is dropped on character's feet. 1 round (or action) to pick it up.
- Same as above.
- Flail flyes away 2D6 feet 1D8 direction (1 north, 2 north-east, 3 east etc.).
- Same as above, 25% change to hit target at that direction.
- Hitting nearest person with low power (½ damage, (PC or NPC).
- Hitting nearest person with normal power (½ damage, PC or NPC).
- Hitting nearest person with critical damage (PC or NPC).
- Hitting yourself with low power (½ damage).
- Same as above.
- Hitting yourself with normal power (normal damage).
- Critical hit on self (critical damage).
- Flail is broken, can be repaired.
- Flail is broken beyond repair.
- Flail chain gets tangled. -5 to attack rolls (D&D). Takes 1D4 turns to clear.
- Flail ball detached (check 3, ½ damage). Can be used as chain weapon (or ½ damage) before repair.
- Flail flies away and gets lost. Search DC 20 to find it.
- Flail gets stuck on bearer's equipment. 1D3 turns to clear it.
- Flail's chain around neck. Deal like grabble attack with ½ of bearer's strength.
- Flail's chain around neck severely. Deal like grabble attack with bearer's normal strength.
- Flail's chain around neck and ball bumps on head. Same as 16 + ½ flail damage.
Tuesday, November 9, 2010
[D&D] Against many
Main idea for these rules is to take lower level monsters, make them a challenge by adjusting their volume and make truly epic battles, where party of 6 heroes hacks and slash their way through dozens of skeletons. And it doesn't take whole month to deal with that battle.
In computer games you often fight with your character against tons of monsters running in between of them and tapping "attack button" repeatedly and in few second your kill count is many. But in rpg's usually there is not that many enemies present. Not for the reason heroes couldn't deal with them, but for the simple reason that it would take too much time to handle.
So, I have thought about this to find somekind of conclusion to make an epic battle where hero group fights against (for example) several skeletons without taking that much time in bookkeeping (I have heard that 4th edition has conclusion for this, but I haven't read it, so don't know much about it).
How To Make A Horde Of Enemies?
As monsters might be weaker fort the party, calculate Hit Die like this:
Every 4th point damage taken for the horde, decrease 1 from damage and to hit as their volume is decreased. You might want to do a simple chart to cross points where your horde's power stands in, like this:
On upper chart I used skeleton's statistics.
Skeleton, Medium Sized (D&D 3. Monster Manual)
Hit Dice: 6 HP (no idea about CR, but meh, I use this as 1 because skeleton's got 1HD)
Attacks: 2 claws, +0 melee
Damage: claw 1D4
When horde is at it's full power (121 or more HP) it deals 1D4 + 6 damage and it's to hit is +6. When the horde of skeletons get's weaker, it's attack power decreases.
Horde attacks every character in a combat, unless they are in longe range (rangers with bows, casters etc.) as long as other character's keep horde busy. You might want to roll random die to see, if horde can attack long range heroes that turn. Roll 1D6 with results 1-2 long range combatants are also attacked that turn.
Final Thoughts
Many of D&D player's enjoy their combat to be mini-game of strategic action moving figures and thinking about their turns as advanced chess. But these rules could come handy if and when you want fast combat against many monsters. Ofcourse you might see, that this doesn't work as well with high CR monsters, as they are great challenge as an individuals. But with these rules, you can take those low CR skeletons out of the closet and put tens of them against your 10+ level party to deal with. And for their effort, they can have also a small amount of experience.
In computer games you often fight with your character against tons of monsters running in between of them and tapping "attack button" repeatedly and in few second your kill count is many. But in rpg's usually there is not that many enemies present. Not for the reason heroes couldn't deal with them, but for the simple reason that it would take too much time to handle.
So, I have thought about this to find somekind of conclusion to make an epic battle where hero group fights against (for example) several skeletons without taking that much time in bookkeeping (I have heard that 4th edition has conclusion for this, but I haven't read it, so don't know much about it).
How To Make A Horde Of Enemies?
- Choose monster your players' characters will fight
- Decide how many of them are in fight
- Multiply average hitpoints with how many monsters there are in "horde"
- Add +1 to damage and +1 to hit for every 4th monster
As monsters might be weaker fort the party, calculate Hit Die like this:
- If an individual monster's CR is high enough for party to gain experience points, give experience points normally depending on CR and how many monsters there are. For example ten CR12 monsters are worth of 15.000 exp for 15th level party.
- If an individual monster's CR is too low for party to gain experience points from it, take highest possible level to qualify for experience, multiply it with amount of monsters and divide to 1/4. For example if an individual monsters CR is 3, normally it woulnd't give experience for lvl 12 characters, but you use highest possible level's experience points - 10th level character, 250 experience points - multiply it with amount of monsters and divide by four. So 20 CR3 monsters would be worth of 5000 experience points divided by 4 = 1250 experience points total (to share with a party ofcourse).
Every 4th point damage taken for the horde, decrease 1 from damage and to hit as their volume is decreased. You might want to do a simple chart to cross points where your horde's power stands in, like this:
On upper chart I used skeleton's statistics.
Skeleton, Medium Sized (D&D 3. Monster Manual)
Hit Dice: 6 HP (no idea about CR, but meh, I use this as 1 because skeleton's got 1HD)
Attacks: 2 claws, +0 melee
Damage: claw 1D4
When horde is at it's full power (121 or more HP) it deals 1D4 + 6 damage and it's to hit is +6. When the horde of skeletons get's weaker, it's attack power decreases.
Horde attacks every character in a combat, unless they are in longe range (rangers with bows, casters etc.) as long as other character's keep horde busy. You might want to roll random die to see, if horde can attack long range heroes that turn. Roll 1D6 with results 1-2 long range combatants are also attacked that turn.
Final Thoughts
Many of D&D player's enjoy their combat to be mini-game of strategic action moving figures and thinking about their turns as advanced chess. But these rules could come handy if and when you want fast combat against many monsters. Ofcourse you might see, that this doesn't work as well with high CR monsters, as they are great challenge as an individuals. But with these rules, you can take those low CR skeletons out of the closet and put tens of them against your 10+ level party to deal with. And for their effort, they can have also a small amount of experience.
Tuesday, October 26, 2010
Magic set editor - Flesh your game
I haven't played Space-Jerusalem / Natural20 (homebrew D20 system), but there is one idea I like alot. That system uses cards as equipment, special skills etc. for characters.
Usually in rpg's you write down what ever equipment, weapons, spells, special skills etc. your character has. It works ok, they all are written down on character sheet. But sometimes there are problems. You might have title for skill or spell your character knows, but there is not enough space to write description how it works and what it does. Before you learn what they do, you might have to refer to rulebook quite often.
That can slow down action in games.
Currently I am Dungeons Mastering D&D 3. and my player's character is a sorceress. So obviously she has spells. She is third level now, but at this point she already has 10 individual spells. Ofcourse they are written down on character sheet, but there isn't that much space for spell descriptions.
One way would be to write down spells statistics on separate paper, but I don't like the idea. I remember when I started to play and run Vampire: the Masquerade, I did write down discipline's name and below it what that discipline can do in different levels what my character knew. Doing that I didn't have to refer to rulebook every now and then figuring out what I have to roll to success, how much blood or willpower it consumed and so on.
When my player's sorceress in D&D 3. started to learn more spells than few, I decided to download Magic Set Editor 2 (thanks for the idea, Space Jerusalem). Now when sorceress character learns new spells, I just check out the statistics needed in the game and write them on blank card template, google a picture to paste on it and save. I have a card for spell you can quickly refer during game without need to open rulebook!
We do use computers in gaming as a tool. So it's easy to shuffle between the cards with image viewer. I could also print them ofcourse.
Now I have a ambitious plan. To make card of every single spell in PHB. That's alot of work, but when it's done, it will be so neat. I have every spell in game made as an easy-to-read card!
I am also planning to make cards of weapons. Googling a picture is quite easy and it is easy to write down weapon's statistcs. And if I print them, player can actually have a deck of items and spells her character knows! No more writing own weapons and spells and rules for them, you just take your card deck and are ready to start gaming. Just put down next to character sheet weapons and items, and when deciding what spell to use, just shuffle the spells deck. Fast and easy, and you have good visual images of stuffs.
Cards are fast to do, so if character obtains something, it takes minute or two to make a card of it. And good part is also, that you can quite easily manage character's equipment list. What items your character is carrying at the moment, you take aside from the deck. No need to remember or mark on character sheet what you are carrying with and what are in your stock or haven.
Currently I am using this system only with D&D 3, as I started to making spell cards after started playing D&D. But I am planning to make cards for other games aswell. Even if I already quite well know how V:tM disciplines work, it would be neat to make discipline cards also! And bloodpool? You can use markers or die showing how much you have them, as the amount of bloodpoints is constantly changing. But I can just make bloodpoint cards (picture of bloody number maybe) what shows how many bloodpoints character currently has. So during game no erasing and marking bloodpool, but shuffling cards how many you got left (needs atleast 10 cards, from bloody numbers from 1 to 10). Advantage of using this system is that you don't accidentally turn your bloodpool die, you don't need extra space for two piles of counters (current bloodpool and extra bloodpoints to add after feeding) and you don't have to constantly erase your character sheet or you don't need extra piece of paper to mark them down.
Also for V:tM it could be cool to make weapon cards. Easy to shuffle cards with weapon statistics, and as V:tM uses real weapons, finding neat pictures is easy.
I know that making cards doesn't necessarily improve gaming at all, but I think it is a neat tool and can make gaming a bit easier. And usually my games are more about story and drama, so these cards could add a bit more "gaming" part into game.
If I recall right, Space-Jerusalem does rely on cards alot. It can be ofcourse be played without cards using traditional character sheet where you write stuff down.
So, I like the card idea. They are fun to make, fast to make and can make gaming a bit faster and easier. But what do you think? Are additional cards to games just too much more things to handle? Or can they even distract playing in some way?
Usually in rpg's you write down what ever equipment, weapons, spells, special skills etc. your character has. It works ok, they all are written down on character sheet. But sometimes there are problems. You might have title for skill or spell your character knows, but there is not enough space to write description how it works and what it does. Before you learn what they do, you might have to refer to rulebook quite often.
That can slow down action in games.
Currently I am Dungeons Mastering D&D 3. and my player's character is a sorceress. So obviously she has spells. She is third level now, but at this point she already has 10 individual spells. Ofcourse they are written down on character sheet, but there isn't that much space for spell descriptions.
One way would be to write down spells statistics on separate paper, but I don't like the idea. I remember when I started to play and run Vampire: the Masquerade, I did write down discipline's name and below it what that discipline can do in different levels what my character knew. Doing that I didn't have to refer to rulebook every now and then figuring out what I have to roll to success, how much blood or willpower it consumed and so on.
When my player's sorceress in D&D 3. started to learn more spells than few, I decided to download Magic Set Editor 2 (thanks for the idea, Space Jerusalem). Now when sorceress character learns new spells, I just check out the statistics needed in the game and write them on blank card template, google a picture to paste on it and save. I have a card for spell you can quickly refer during game without need to open rulebook!
We do use computers in gaming as a tool. So it's easy to shuffle between the cards with image viewer. I could also print them ofcourse.
Now I have a ambitious plan. To make card of every single spell in PHB. That's alot of work, but when it's done, it will be so neat. I have every spell in game made as an easy-to-read card!
I am also planning to make cards of weapons. Googling a picture is quite easy and it is easy to write down weapon's statistcs. And if I print them, player can actually have a deck of items and spells her character knows! No more writing own weapons and spells and rules for them, you just take your card deck and are ready to start gaming. Just put down next to character sheet weapons and items, and when deciding what spell to use, just shuffle the spells deck. Fast and easy, and you have good visual images of stuffs.
Cards are fast to do, so if character obtains something, it takes minute or two to make a card of it. And good part is also, that you can quite easily manage character's equipment list. What items your character is carrying at the moment, you take aside from the deck. No need to remember or mark on character sheet what you are carrying with and what are in your stock or haven.
Currently I am using this system only with D&D 3, as I started to making spell cards after started playing D&D. But I am planning to make cards for other games aswell. Even if I already quite well know how V:tM disciplines work, it would be neat to make discipline cards also! And bloodpool? You can use markers or die showing how much you have them, as the amount of bloodpoints is constantly changing. But I can just make bloodpoint cards (picture of bloody number maybe) what shows how many bloodpoints character currently has. So during game no erasing and marking bloodpool, but shuffling cards how many you got left (needs atleast 10 cards, from bloody numbers from 1 to 10). Advantage of using this system is that you don't accidentally turn your bloodpool die, you don't need extra space for two piles of counters (current bloodpool and extra bloodpoints to add after feeding) and you don't have to constantly erase your character sheet or you don't need extra piece of paper to mark them down.
Also for V:tM it could be cool to make weapon cards. Easy to shuffle cards with weapon statistics, and as V:tM uses real weapons, finding neat pictures is easy.
I know that making cards doesn't necessarily improve gaming at all, but I think it is a neat tool and can make gaming a bit easier. And usually my games are more about story and drama, so these cards could add a bit more "gaming" part into game.
If I recall right, Space-Jerusalem does rely on cards alot. It can be ofcourse be played without cards using traditional character sheet where you write stuff down.
So, I like the card idea. They are fun to make, fast to make and can make gaming a bit faster and easier. But what do you think? Are additional cards to games just too much more things to handle? Or can they even distract playing in some way?
Thursday, September 30, 2010
[D&D] How did I handle poison?
Party encountered an imp. I knew what imps look like and knew that they aren't that tough opponents, but when I described the imp and opened MM and checked it's stats I noticed that damn, it poisons.
In the middle of action I didn't have time to read about poison, so I figured it out myself. So, this is how it worked (gotta read it from rules though):
When imp hits it deals 1D4 damage + poison effect. I forgot to ask player to roll fortitude save, so she was autopoisoned. Every now and then when I see fit (few rounds or something) I ask player to make a fortitude save.
If she successes two fort-saves in a row, she is cured from the poison.
If she fails two fort-saves in a row, she gets 1 point of damage.
I have no clue how poison actually works, but I quess this imp was unique. I don't know if poison only affects predefined time or untill cured, or succesfull saving throw, but this imp was unique with his poison.
Oh, and the sting itches and burns. When another save roll is near, it always burns more.
In the middle of action I didn't have time to read about poison, so I figured it out myself. So, this is how it worked (gotta read it from rules though):
When imp hits it deals 1D4 damage + poison effect. I forgot to ask player to roll fortitude save, so she was autopoisoned. Every now and then when I see fit (few rounds or something) I ask player to make a fortitude save.
If she successes two fort-saves in a row, she is cured from the poison.
If she fails two fort-saves in a row, she gets 1 point of damage.
I have no clue how poison actually works, but I quess this imp was unique. I don't know if poison only affects predefined time or untill cured, or succesfull saving throw, but this imp was unique with his poison.
Oh, and the sting itches and burns. When another save roll is near, it always burns more.
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