Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Thursday, February 6, 2014

Overwhelmed by RPG products

When I was young and I didn't have that much own money it was easy. I had to save money to buy something I wanted to play or use in my games.

Later when I was older and had a job and more money I could buy more. Even those what seemed interesting but I wouldn't necessarily actually use.

And when I discovered internet I didn't have to walk into a store to buy rpg books. I could just browse online stores and buying used RPG products was way much easier. That's when I started to buy more products I don't use if those were cheap enough.

Later I found how much there was free good RPG products to download and thanks to OSR the variety was huge! And indie publishers made commercial PDFs that was also cheap. This is when my RPG collection got a little out of hand thanks to digital products. I downloaded more stuff than I ever read. And my physical books buying went almost to zero.

Then LotFP happened. Well it happened earlier but when I found LotFP. After buying Grindhouse Edition boxed set I was hooked and started to buy LotFP products. LotFP was and is actually only physical book producer at the moment I spend money to. I could live and game forever with free stuff online, but LotFP is something I love to collect and support with my money.

At some point I started to test and read RPG products that weren't ready yet and as a thanks received those when those were ready. Started with some dead trees and expanded to PDFs also. And now from now on someone sends me his new RPG product (PDFs mostly) to review!

Now I am overwhelmed! I got those books I have bought but never read. Tons of free and bought PDFs waiting to read. And those people send me sometimes. And LotFP to collect.

I cannot say how much I appreciate that some of you guys (who read this blog or not) send me your products for me to review. But at the same time it makes me feel bad if I don't have time to do it! It should not be a big deal to read 10 to 200 pages to review (actually testing in play is a little harder to find time and convince my player to do it with me).

So you guys who have sent me stuffz to see and you realize nothing happens from my part (I don't publish my reviews and opinions or hype) don't hate me. I do my best. I know it might not be your intention that after your product's been out for months and the initiative hype is over then I step in. I am sorry.

But all you who make new stuff, commercial or free continue the good work. I think that thanks to internet, forums, blogs, G+ and other social forums the roleplaying games are not dying anytime soon. And the hobby is stronger than ever. Even if the big companies might have their problems with sales you (WE) little guys do the good job.

So good fellow gamers. Continue creating great stuff. Share it free or sell it. I keep my eyes at you.

Wednesday, January 8, 2014

LotFP store's Gardening Society memberships available again

Direct quote from LotFP email:

'allo LotFPers!
For 10€ (+VAT for EU customers), you're enrolled in the Society... you get an official membership card (sent with your next order of physical goods), a 1€ discount on all physical books ordered from the Webstore FOREVER, plus bonus perks when we do crowdfunding campaigns - last time Society members got a 12€ dice set at no charge if they participated.
A lot of previous members have already come out ahead on this... but you should judge for yourself how long you think you'll be into LotFP, how many releases you think that you might be able to use the discount on during that time, and decide whether or not to join accordingly!
We have two big adventures going to the printer early next month - Zzarchov Kowolski's Scenic Dunnsmouth (112 page) and Kelvin Green's Forgive Us (formerly titled Horror Among Thieves, an adventure crowdfunded awhile back, 48 pages), so you'll have an opportunity to use the discount soon if you already have everything we currently have to offer. (And Zak S' Red and Pleasant Land is in layout now; hoping that goes to press before the spring is out.)
That's all for now, I hope you had a good holiday season, and we now return you to your regular spam-laden inbox!

-
Jamed Edward Raggi IV
That LotFP Guy

Saturday, September 7, 2013

[MF] Home-made flamethrower

Picture shamelessly stolen from:
http://www.snafu.org/michelle/ttcperpix.htm
If it spits some flammable and that can be ignited, it's a home-made flamethrower. But those thingies might be risky to use. It's different to show it for laughs than actually use in combat situations.

These home-made flamethrower rules are for Mutant Future (and other old-school systems of your choice).

Weapon----------Damage-------Trigger type--------Normal/Max Range------Weight-------Charges
Home made
Flamethrower         4d4*                Burst**                     10ft./30ft.***              22 lbs.        4d6****

*Damage is special. The dice are "explosive". If the highest result is rolled (4) roll the die again and add the new result to previous. Also save versus Poison or Death or catch in fire! d4 damage every round as long as the fire is put out or a number 1 is rolled on damage die.

**If the first attack succesfully hits an opponent, next rounds are easier to hit. +1 to attack roll every continuous round up to +5 modifier.

***Everything between this range and the target aimed at should roll Save versus Poison or Death or suffer damage.

****Ten charges/rounds of fuel. But there's some risks to use. With natural 1 on attack roll the wielder of this weapon catches fire and suffers damage 4d4 multiplied by the remaining charges! With the roll of natural 20 the flamethrower malfunctions releasing all the remaining fuel at once. Damage multiplier = charges remaining.

Saturday, August 31, 2013

[MF] Mauriainen, the antmen

New monster for Mutant Future.

Mauriainen, the antmen

Before world went gonzo, apocalyptic and toxic mauriainen were ordinary, small black ants. Originally harmless but annoying and covetous for sweets they are now changed.

Half a size of a human torso on a big dog sized ant body they protect their nests and gather sweets. Not the most notorious warriors, but their force is many.

Mauriainen are great architects but their technology level is next to nothing. For weapons they use spear like pointy sticks or metal bars.

They have only one big weakness; they dread fire to a frenzy.

Mauriainen
No. Enc.: 3d6 (3d6x100)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 7
Hit Dice: 2
Attacks: 1 (spear or bite)
Damage: 1d6 or 1d4
Save: L4
Morale: 10
Hoard Class: *Special 20% Foodstuff and Junk; 10% Drugs, Chemicals, and Medical Devices

Frenzy: When mauriainen encounters fire (at least a torch) roll 1d6:
1: Mauriainen frenzies and attacks nearest target friend or fo and then flees
2-4: Mauriainen flees
6: Mauriainen attacks itself biting 1d3 rounds, then flees
________________________________________

Notes: These critters were something my player encountered in my Mutant Future campaign. Player character needed sweets and junkfood and mauriainen nest is your best bet to find those. Only problem is, that it's a nest crawling with these defending critters. Luckily, the player character had a home-made flame thrower... But that's another topic!

Tuesday, May 28, 2013

Breaking shields [LotFP, LL, etc.]

Shields might be handy AC boosters. But as armors are almost unbreakable what about shields? They might break.

When character or a creature with a shield is hit with natural 20 result, there's a change that the shield breaks.

4 in 6 change for small shields and bucklers
3 in 6 change for medium and wooden shields
2 in 6 change for large and enforced shields
1 in 6 change for tower and metal shields

If there are no different types of shields in game use fifty-fifty (3-in-6) or what is most logical.

Also for flavor if an enemy attack is strong enough (lots of damage with a single blow or several attacks in a row for example) the shield might break. Use shield's change to break or x-in-6 change what suits best.

Sometimes natural 20 isn't necessarily needed at all. If a dragon stomps the character with a shield rolling well but not well enough to hit or rolls ridiculously bad damage, maybe it was the shield what saved character this time breaking into splinters in process!

In my opinion shields can be much more flavor and even character's trademark than just a static AC bonus.

Friday, May 10, 2013

[MF] So, my player wants to level up her character...

For some reason every game we play goes into story and character involved in it. Basically the loot, dungeons and combat aren't in a focus when we play. It's fun and fits our game style but there's a flaw. In games like Mutant Future you don't get experience points so your character stays the same even though she experiences a lot of things during her adventures.

I've tried to fix this with free experience. So in addition to monster exp and treasure exp I give other experience points when I feel that character has learned something from her experiences in the game world. But that doesn't always work well and the character still stays forever a newb (unless I give tons of experience points).

So me and my player came up with a conclusion.

We run adventure modules with the same character sometimes. Basically when we aren't up to focusing the campaign her character is on but we still want to play something more lighthearted. That's when we take a campaign module and put the character there ignoring her current storyline. And when the adventure module is over we can either start new one or continue the campaign where ever it last time we played ended.

But I ruled, that the character cannot carry over the loot from these modules to the main game, only the experience points. We initially thought that those experience points replace all the experience points she is lacking from our game style.

Then I thought that she could have a separate inventory for these "alternative" games. So what she gains in those alternative games she can either cash in for experience points or keep to use in other modules for an advance.

Basically she has now 2-in-1 character. Same character sheet for both the campaign we play and for the adventure modules I run but separate inventories for both.

That didn't make sense campaign-wise at all, but hey, it was meant to be all for experience points for her character (in Mutant Future experience point requirements for next level are brutally high after few levels).

Then it hit me! One campaign session I suddenly decided to include the last module session as a flashback style dream. Her character is an android, so what adventure modules we play as separate games have possibly happened in her "previous life". She is re-programmed after all.

So now with this one character we play story oriented campaign and dungeon oriented separate modules from the campaign, but those both are related to same character's campaign. This has worked really well. Just have to make sure that all the equipment don't get mixed up and it goes super well.

I've thought maybe I include this style to other traditional styled games (exp is loot and kill). But what if character isn't a reprogrammed android? Maybe it's previous lives then?

Friday, April 19, 2013

Mutant Future adventure: Ware of the brain Lashers

An adventure I made, check and/or download it here:
https://docs.google.com/document/d/1OVA2zy4dkIzbKpNEoQUImokJ0-g204ckY393xK_gSFA/edit

My player went through the Brain lasher powered portal in Mine of the Brain Lashers. I had to make somethng beyond the portal in one day. This is what I did.

The adventure is compatible with Mutant Future, Gamma World and other similar science fantasy post-apocalyptic games. With minor tweaks you can naturally run it with any system or setting.

Basically this is one of the first adventures I've "published". And this I made 100% for myself and my player but thought that why not share it? Sharing is caring, right?

So enjoy!

And if you got time please share your comments.

Friday, April 12, 2013

[Mutant Future] Cover!

Combat got tactical, combatants are behind different natural covers. Walls, rocks, behind the windows, bushes etc. How does it affect?

In my opinion it is too much trouble to add or decrease numbers from D20 to-hit roll so it affects AC. It's easier that way.


  • Partial Cover 25%: AC -2
  • Half Cover 50%: AC -4
  • Full Cover 75%+: AC -6
Partial cover might be behind a rock waist down.
Half cover might be behind a window shooting.
Full cover might be laying low behind a bush.

[Mutant Future] Critical combat hits!

Last time I played Mutant Future, I pulled these out of my hat:
http://cradleofrabies.blogspot.fi/2013/04/playing-mutant-future-pulling-rules-out.html

Now playing again, and wanted combat more lethal. In Mutant Future characters have more HP than in your average old-school game. Starting HP is HD x STA (roll HD equal your Stamina value). You don't get extra HP every level though, it's random what you get when you level up...

Anyways, this would work with any other game also using D20 (and why not any other game what works somehow similarly).

Critical Hits


  1. When you roll highest result on your damage die (for example 1d8 damage result 8) roll again and add together. Also known as "explosive die".
  2. If you roll same number you need to hit (Thac0 stuff), you get x2 damage. This is a critical hit. So if you need 13 to hit your opponent, you hit him good. Weapon damage 1d8+1 would be 2d8+2.
  3. Natural 20 always hits and in addition you get an extra attack to same opponent!




Sunday, April 7, 2013

Playing Mutant Future, pulling rules out of my hat

Mutant Future is super simple. The rules are basically:

Roll to hit.
Roll damage.
Roll to save.
(Optional rule: Roll below ability if you try stuff).
And also technological rules.

But what if something happens not covered in rules? Generally that's where roll ability steps in. But here's some rules I used in this game session, I pulled out of my hat during the gameplay.

Sneaking And The Guard
Character tries to sneak and avoid guard's vision.
Player rolls 1D6 + Dexterity modifier
Referee rolls 1D6 + guard's Intelligence modifier

Higher roll wins (stay hidden versus spot). Draw? Didn't happen (character won so guard didn't spot him) but maybe roll again or something.

Sneak Attack From The Behind To Slice Throat
AC 9 (unarmored), roll to hit but D20 x2. If the result is high enough (double what needed) the opponent is dead. Bloody but silent. If hit 2x damage. If a miss 1x damage. If you roll natural 1 sucks! Guard notices you!

Great Quality Sniper Rifle
If you can aim and your target is not aware of you, you either:
Get +4 to d20 roll or x2 damage (sniper rifle damage is d12 so roll 2d12 if you choose damage bonus).


Friday, March 29, 2013

Bunker & Caves teaser cover (Mutant Future dungeon)

I started to write this bunker with a dungeon for Mutant Future for my player to explore. Thought, why not Google Drive it so others can also use it if they want to. I am 55% done now.

This is a teaser cover for Bunker & Caves!


And here's the map:


Stay tuned for the final product! It will be free!

In comments you could say what you would like to see here. If it fits my plans, I'll include it with your name in credits! YEY!

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).

Wednesday, February 27, 2013

Planning to create core retro-clone mechanics

I am thinkin to create this booklet for my use where are only the basic d20 rules (retro) including both ascending and descending AC (for maximum compability). There would be no classes, spells, items, monsters or anything else. Those would be sourcebooks or taken from a game I run that time.

The point is to create small booklet with all the rules and easy to add own houserules. So every time I take another OSR game I can use my own rules booklet and just take the fluff and material (those spells, classes and whatnot).

I think the rules would be based on a hybrid of Labyrinth Lord and LoTFP, because LL is clear dealing with descending AC and LotFP is clear with ascending AC.

The base of these rules would be from BLUEHOLME (Holmes edition clone) because it's super clear and simple and it would be easy to add all those additional rules. Also BLUEHOLME is a small book, so the core of this universal retro system would be fast to create.

It would be also easy to add my house rules there. Just write rules BTB but add little boxes of alternative rules. That way I can easily see how the rules are BTB and the other options I invent or gather all around the internet. If I find something superior I can replace official rules altogether (although I think I keep the old one just in case and reference).

Also when I read "yet another retro-clone" rules most of it is the same basic mechanics, some things are better but some things are better in another game. So it would be painless to just add the parts to my game what I like as optional rules. That way my booklet could have several different optional rules for the same thing to choose from.

This would be kinda my personal rules Cyclopedia.

When I look at OSR games I find that actual rules don't take that much space. Character creation (without classes) and core mechanics (adventuring, combat, task resolution) take only a small portion when classes, spells, items, monsters etc. take the biggest part of the page count. How much are the core rules in pages? 20 maximum? Own additions and house rules don't add that much.

The process would be:
1. Take rules material from BLUEHOLME
2. Add and modify rules from LL
3. Add and modify rules from LoTFP
4. Add and modify house-rules when necessary

Also if there are rules variants I can easily do this:

To-hit-roll
Labyrinth Lord roll d20 and check the table
LoTFP roll d20 over AC
House-rule open fortune cookie and improvise

So basically when I need a rule I just find it from the booklet and choose what suits best for the game I am running. One book three set of rules for (almost) everything?

Also this core retro rules booklet would be faithful for its sources and my house-rules would only be grey boxes.

Currently I am running to different systems and I got house-rules literally everywhere (G+, blog, notepad, in my head, napkins) so it would be super convenient to put all this information in one place. Also it wouldn't matter what game I run when all the rules are in the same booklet. Only thing I need from different games is fluff rules and material (those classes, spells, mutations, items, monsters etc.).

So basically it doesn't matter do I run Mutant Future or LotFP, the rules can be found for these slightly different games from the same place. Only thing where I need the actual game's rule book is the setting mechanics (again classes, spells etc.).

It would work like GURPS. When you run GURPS (I use my rules booklet) the core book has the rules. All the additional material, genre, setting etc. I want to run is in GURPS sourcebooks (in my case Labyrinth Lord, Forgotten Realms Campaign Setting, LotFP, Mutant Future, Mutants&Masterminds etc.).

Also if I like feats I could easily add a section how feats work and use D&D3 list for available feats. Only make the rules simplier.

Also own setting material would be easy to work with. I already have core rules written down, so I can just write what I want. I can write a booklet about Wild West, take my booklet to run it and choose whether I use LotFP or LL for it (or house rules).

Also creating core classes would be easy for fantasy. Write class fluff and take rules to work with LL and LotFP. For scifi, wild west, post-apo, 20's gangsters I just need to rename and re-skin those classes.

Monday, February 25, 2013

[LotFP] Opinions needed for Elven magic

FORGET THIS CRAPPY POST AND GO TO THE LINK INSTEAD:
http://www.lotfp.com/RPG/discussion/topic/503/help-me-make-elves-different-from-magicusers-random-table-time/

THIS POST SUCKS... IT'S TL;DR AND THE IDEA ISN'T AS CLEAR AS IN THE FORUM POST I MADE AT LOTFP.

But why don't I just delete this? This is a reminder for self how not to suck.

Elves cast spells like Magic-Users but I want a difference there. If you are familiar with D&D 3e Elves would be more like Sorcerer class in their magic using abilities, but not quite.

This is the idea I am thinking. Magic-Users will be by the book, but Elves will be different. This is how Elven magic works.

Background

Elves have magical abilities. Not studied and learned like Magic-Users with their arcane knowledge, researches and spell books. Elven magic is innate power and more powerful Elf is more powerful his magic is.

Elven magic is chaotic in nature and no Elf can possibly know what kind of powers he will conjure later. Magic is Elves birthright but the nature of it is unknown until discovered.

Elf Spell Progression

Elven spell progression is by the book, but they don't need spell book. Their spell powers come inside them.

Every level when Elf gains new spell slots roll randomly for appropriate spell level new spell slots are gained. Those are the spells Elf can cast. He memorizes spells normally by meditation.

For example if Elf can memorize two one level spells and one second level spell per day that's also the number of spells Elf knows. Roll randomly for two first level spells and one second level spells, those are the spells Elf knows. Elf can memorize spells as Magic-User, for example taking same first level spell twice.

Does this make Elves less capable of Magic-Users? Yes, as they don't have a spell book they can write new spells when they find those. But Elves can still use scrolls, wands and staves normally. But this makes Elves different from Magic-Users as Elves are also capable as Fighters.

The trick is that when Elf casts a memorized spell roll d20 under his level-spell level (1 minimum). If the result is a success, the spell is not forgotten and can be re-cast.

Example:
Tremwel 10th level Elf casts 2nd level spell. He rolls d20 against his level - spell level (8). If the die result is 1-8 he doesn't forget the spell and can re-cast it later.

But as Elven magic is chaotic in nature there's 5% change (result 20) that something goes wrong and the spell effect backfires. For example Sleep spell affects the Elf himself or the fireball blows in front of the Elf damaging him.

It is player's choice to cast spell with this risk. Otherwise Elf cast his spell normally without a die roll and forgets it. There's 5% risk when trying to cast without forgetting the spell, that something goes wrong. Elven magic is chaotic in nature and wild so trying to "tame" the spell when casting it (trying not to forget it) is risky business.

Other option to make spell casting more wild and chaotic is to ignore Elf's level altogether and just roll d20. If the result is same or less than spell level, it fires back to the caster.

Example:
Anwylen 20th level Elf casts 9th level spell trying not to forget it in the process to be able to cast the same spell later. There's 9 in 20 change that the spell backfires harming the casting Elf.
_______________________________________

This is something I try to work out to not make Elven casters weaker and trying to make Elven magic more wilder and chaotic. I am not yet sure how to do it, but this is one option.

Do you have great suggestions to make Elf different from Magic-Users?

Wednesday, February 13, 2013

Hit Points explained really well (not by me)


xaxers said in comments here this:

AH! Let me explain to you what HP really represent, rather than just how many hits from a sword you can take:
Really, they're about how well you can avoid critical damage. The fighter with 200 hp? Look, that d8 damage from a sword isn't about him just being so tough and manly that he just ignores the stab wound, it's that he's so tough, manly, and good at not getting stabbed in the face that he moves out of the way of most of the blow, so that you just cut him a little bit. A peasant who has never held a sword? Yeah, you're going to stick him real good, right in his liver. Dead and gone, real quick like.
That is what having a high HP count does--you, without need for additional rolling, basically avoid most of the blow that otherwise did connect with your armor. You get a bruise or scrape instead of a broken skull or pierced lung because you moved at the last instant, or gave with the blow and reduced the impact, or whatever. The point is, your skill at combat is what saved your life from that blow.

In my opinion that explanation is one of the best for HP I've read this far. What do you think?

Friday, February 8, 2013

[D20/OSR] Optional character death rules

Optional "below 0 HP rule" for OSR and D20.

When character's HP reaches 0 or beyond roll save vs. death (or equivalent) - negative HP to roll. If the character fails he dies. If successes wait for the next hit and roll again with new negative HP modifier.

Example: Character's save is 15 and orc hits him gutting him to -2 HP. Player rolls d20 and get's a result of 17. The negative HP is decreased from the roll, so the final result is 15. Close call.
A couple of turns later the character is hit again with 4 points of damage, so his total HP is now -6. Player rolls d20 to save and his result is 17 again, but the character dies now (17 - HP -6 = 11).


OPTION

Don't want to roll save versus? No problem. Roll against CON. Negative HP is decreased from CON and you try to roll below your CON to survive.

Example:
Character's CON is 15 and he suffers damage to -3 HP. Player rolls d20 against CON 15-3=12 and gets a result of 8. He survives the blow.
Next turn character is hit again and now his total HP is at -8 HP. Player rolls d20 against his modified CON at 7 and gets a result of 11. The character dies.


MONSTERS

To keep combat fast don't use this rule for normal monsters and goons. They die at 0 HP (or are incapacitated). For "boss monsters" and other significant opponents you can use this rule though.

Example:
Character party encounters 6 hobgoblins and their shaman leader. 6 ordinary hobgoblins die normally at 0 HP but Referee wants the shaman leader to be a little tougher and meaningful opponent so he uses this rule.

If the game doesn't list monster CON use its save versus regardless of which version of this rule you use with player character. Or make up the CON depending on opponent's size, racial toughness in description, HD and how hard you want it to be.

_____________________________________
I like the death and dismemberment chart a lot, but this is a bit simpler. The point is that character's are not in perfect health at 1 HP and die whether the damage is 1 or 100 points. More damage you suffer beyond 0 HP more likely you die.

There can be lots of optional rules for negative HP effects but I still like to keep things simpler. It's just that I like the idea that characters with positive hit points of any are in good enough condition but beyond 0 they start to get weaker and weaker.

[D20/OSR] Counter attack

This optional rule can be used with games that use D20 to hit and higher is better.

When attack roll is low enough there's a change that an opponent can do an immediate counter attack. When counter attack happens roll normally to hit. The change of counter attack depends on character's level or monster's HD.

The number listed for counter attack change is the die result attacker rolls.

Counter attack cannot be counter attacked.

Example: Fighter's counter attack change is 1-3. If opponent's attack roll's result is 1-3 he doesn't only miss but the Fighter gets immediately an attack against him.

CHARACTERS

Counter attack is different for character classes. If the character class in your game is not listed use the closest one.

Cleric (Not only healers and supporters but also warriors of light)
Levels 1-7 = 1 in 20
Levels 8-14 = 2 in 20
Levels 15+ = 3 in 20

Fighter (Trained to fight and good at it)
Levels 1-3 = 1 in 20
Levels 4-8 = 2 in 20
Levels 9-14 = 3 in 20
Levels 15+ = 4 in 20

Magic-User (They rely on magic, scrolls and potions instead of melee)
Levels 1-15 = 1 in 20
Levels 16+ = 2 in 20

Thief/Rogue/Specialist (They have many skills and can use some extra tricks if they get into a fight)
Levels 1-10 = 1 in 20
Levels 11-15 = 2 in 20
Levels 16+ = 3 in 20

Dwarf (Natural warriors with hatred on orcish fiends and giants)
Levels 1-5 = 1 in 20
Levels 6-15 = 2 in 20
Levels 16+ = 3 in 20

(Dwarves have 1 better for counter attack against "greenskins" and giants).

Elf (Capable of both magic and fighting techniques)
Levels 1-5 = 1 in 20
Levels 6-10 = 2 in 20
Levels 11+ = 3 in 20

Halfling (Small and nimble with an extra trick in their sleeve)
Levels 1-7 = 1 in 20
Levels 8-15 = 2 in 20

MONSTERS

Monster's counter attack change is based on monster's HD.

HD 1-6 = 1 in 20
HD 7-11 = 2 in 20
HD 12-16 = 3 in 20
HD 17+ = 4 in 10

(Monsters basically are like fighters but as fighters are trained they have a slight advantage over monsters in general.

Friday, January 25, 2013

[OSR] Pneumatic limb

http://regmedia.co.uk
If your character looses his hand or foot it can be replaced with artificial pneumatic limb. The appropriate mechanic/doctor must be found and the cost for the limb and its installation is 2000GP.

Every time the pneumatic limb is used for special actions (not ordinary like handling objects or running without a rush etc.) roll 2d6. If the result is "snake eyes" (two 1's) roll the chart below:

1. It explodes and is lost. 1d6 damage
2. It breaks down and cannot be used before replacing or repairing it. (cost 100gp)
3. It doesn't respond or work for 2d6 turns
4. It acts stiffly. What ever character was doing doesn't success.
5. Minor malfunction. Results 1-1 and 6-6 calls for this chart until repaired (50gp).
6. POWER BURST! Double effect or other appropriate bonus.
_______________

I got this idea from Google+ where +Zak Smith wrote:
Dear Diary: Went in with one hit point, left with one hit point, 250 gp, a magic arrow, a serrated gnoll sword and one leg.
#RappanAtthukDiary

 +jason gielbasa talked about pneumatic limb and I just had to blog it!
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Will work great with:
http://web.fisher.cx/robert/infogami/Classic_D&D_injury_table
or
http://trollsmyth.blogspot.fi/2008/06/playing-with-death-and-dismemberment.html

Wednesday, January 16, 2013

[Mutant Future] My player starts to understand how it works now

This post is copy from a reply I wrote in Google Plus conversation so it might be a little silly as a blog post. But the idea is what I want to share here for my readers.

Now I am Game Mastering Mutant Future and my player-girlfriends starts to understand the gist. She can do stuffz and doesn't have to rely on character skills and knowledge (as there is none). Also she starts to be really suspicious about encounters and tries to evade them (got beaten by HD6 Zunicorns pretty bad). At first I think she thought that if I put an encounter on her that's something she is supposed to fight. Now she understands that it doesn't work that way.

Last time we played went like this:
She talked to one person and then saw movement in another direction and decided to turn and check it out.
The person she talked to now behind her back decided to attack her and from the inside one guy heavily armed (melee) ran out and someone climbed upstairs. She attacked  the guy behind her incapacitating him (HP to 0 doesn't mean someone necessarily dies but is out of action in my games). Then she started to fight the armored guy but from the upstairs that third guy started to shoot her with a rifle.

The fight could have been roll d20 to win person attacking me directly then go to roll d20 to kill the next opponent...

Even though her character did very good fighting the armored guy and the guy above didn't hit her with his rifle only after two rounds player decided that it is too risky to fight this way (in MF her 1st level character has 50 HP so it's not as risky compared to D&D and other clones). She didn't check her character sheet what she could try to do with best probability to success (as she usually would do and for inspiration from skill names) but she told that she takes cover behind the incapacitated dude.

That solved the situation. The guy upstairs didn't want to shoot anymore and risk to hit his comrade and the guy with an armor couldn't attack as player's character had an advantage to kill his hostage in addition to the risk hitting his comrade.

This combat wasn't only rolling d20 to see if someone hits nor it was using character sheet's skills and some die check to resolve the problem. Nope. It was player's actions.

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The point is, that in Mutant Future (as an example of OSR game here) there are no skills. There is a suggestion that if Game Master wants a die check for a character activity he can rule player to roll d20 below ability (climb a tree d20 below DEX for example). My player is used to:

  • Describe what his character does and then wait if any skill roll is needed
  • Check her character sheet for inspiration what skill roll or action she could use, then the above
  • Ask Game Master what she could do in he situation and possibly the aboves
So I think this is a great improvement in roleplaying skill here. Naturally she has always known that characters can do anything but thanks to other games there's always been skills involved even though the roll isn't needed (easy enough for character for example). Now she doesn't have that skills list to rely on in Mutant Future, so everything her character does is up to her only.

If she decides to stand still and hit rolling d20's that's ok, but she has found out that is not good option to fight. Even if there are no special combat manouvres or other combat actions to choose from it doesn't mean you cannot do special actions. Actually special actions are encouraged in OSR (as far as I understand it). Especially in games where you roll for HD. 50% change to get hit and 50% change to die from damage, you don't want to roll d20 in turns with GM and just see who wins this gamble.

This is great in OSR games (Mutant Future and LotFP in my experience). When there is a possibility for a combat or other hazardous scene player first starts to think how to outwit or get around it.

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Side note: World of Darkness games (Vampire, Werewolf, Mage, Changeling etc.) are Storytelling games. Yes, the system is called that. But why the fuck in a Storytelling game there are more rules than in d20 retro games? Tell me that!