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Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Monday, February 14, 2011

This was some ideas I was having for an AD&D environment, the player character options. All humans were of Monster Manual Men entry stock (bandit, berserker, etc...)

Apparently demi-humans cannot be single-classed and humans can multi-class. The score after the class is EXP required to level. Thieves only show up as a multi-class option. Clerics are not to be found, their spells likely split between druids and magic users.

DWARF CLASSES
Fighter/Thief 3250
Fighter/Assassin 3500

ELF, HALF ELF CLASSES
Fighter/Thief 3250
Fighter/Assassin 3500
Magic User/Thief 3750
Druid/Fighter 4000 (half elf only)
Fighter/Magic User 4500

GNOME CLASSES
Fighter/Thief 3250
Fighter/Assassin 3500
Illusionist/Thief 3500
Illusionist/Assassin 3750
Fighter/Illusionist 4250

HUMAN CLASSES
Assassin 1500
Druid 2000
Fighter 2000
Ranger 2250
Magic User 2500
Fighter/Thief 3250
Druid/Thief 3250
Fighter/Assassin 3500
Magic User/Thief 3750
Illusionist/Assassin 3750
Druid/Fighter 4000
Druid/Illusionist 4250
Druid/Magic User 4500

Wednesday, August 19, 2009

Instant Endgame

I've been kicking an idea around for a while now - or better, a bunch of ideas have been kicking me around, I'm finally getting fed up with it. I started up a free forum some time ago, thinking to myself that it would be good to start running a bunch of play-by-post games there.
Have not yet started any, though I've populated and emptied, populated and emptied it a few times with different setting info and introductions and whatnot.

Never stuck - so I never opened it up for perusal or membership.

I've been running a 'sandbox' style PBP game at Vin's Trollbridge for a while now (roughly 6 months) and enjoying the hell out of it - first time I've been able to run T&T in too many years. Been dwarfing it up in noisms' Warhammer FRP for just as long. So I think that I've become somewhat accustomed to the peculiarities of online play.

So - what to do with the forum space I set aside for running games? I still don't know exactly, but my thoughts on the matter are turning ever more frequently to 3 ideas.

1. An Advanced Dungeons & Dragons (1e, mostly BtB, no UA) game with this premise: Characters are loaded on a boat at the behest of some Lord or King, who sends them to clear a wild island, to make it safe for further colonization.

2. A fantasy wargame. Rest assured, I do not intend to implement the 'game' presented in Galloway's Fantasy Wargaming book...(has anyone actually played this?) - no, I've been thinking instead that it would be interesting to have the players take on name-level roles, to determine their retainers and forces, fortifications and incomes and such, and play something more in the spirit of play-by-mail - where players have default orders, issue orders for their realm, and also decide on actions for their character as appropriate. Have no idea what game system to use for this - tempted to use Tunnels and Trolls, as it is the game I have the easiest time adapting to suit any purpose, but Rolemaster or AD&D could be serviceable also...with a dash of Diplomacy...

3. The Wizards War. Legends of many worlds tell of a time that wizards of great power came to conflict and brought wrack and ruin to each-other, wrought artifacts of awesome power, etc, etc, etc - 2 & 3 could really be the same game...

I dunno. I like the idea of refereeing a game where players are not necessarily co-operative, and maybe play-by-email is more conducive to this style, so that orders sent in remain private, and only published results offer information on the game-state.

Any interest, suggestions, thoughts, ideas, etc, are appreciated.
Cheers!

Sunday, July 26, 2009

AD&D Soothsayer

The Soothsayer

Soothsayers are a sub-class of magic user, though they have some qualities of illusionists and clerics also. To be a soothsayer, a character must have a minimum intelligence of 12, wisdom of 9, dexterity of 11, and a charisma of 9 or more. Soothsayers do not gain bonuses to earned experience by dint of high ability scores. Soothsayers can be of any alignment, and may or may not be affiliated with a religious organization, cult, or church, but should not be considered as necessarily representative of this organization as the cleric generally is.

Soothsayers gain levels and follow the spell schedule of the illusionist. Hit dice are d6. Soothsayers can wear no armor heavier than leather and cannot use a shield. They may arm themselves as per illusionists, and choose one other weapon to be allowed to use. Soothsayers attack and save as clerics.

They may use magic items available to magic users, illusionists, and clerics (though some deities/religious organizations might disallow the functions of clerical items for a particular Soothsayer whose alignment, outlook or purpose is antithetical).

Soothsayers are more inclined toward information gathering and influence than acts of grandiose magic. They are more likely found as fortune tellers, hermetic seers, advisors, adventurers, iconoclasts and zealots or charlatans and mountebancs than leaders of a flock, crusaders or academic thaumaturges. Some cultivate an aura of mystery about themselves, others use their abilities in the service of others.

The particular methods of soothsayers allow them to cast Read Magic 1 time a day for each level they have attained. Additionally, soothsayers may cast the reversed form of any spell currently memorized, where such reversed forms exist.
Spells available to soothsayers
--Level OneLevel TwoLevel ThreeLevel Four
1Change SelfAuguryBlinkCharm Monster
2Charm PersonDetect CharmClairaudienceConfusion
3CommandESPClairvoyanceCure Serious Wounds
4Comprehend LanguagesFind TrapsIllusionary ScriptDetect Lie
5Cure Light WoundsForgetSpectral ForceDivination
6Detect EvilHold PersonNon-detectionEmotion
7Detect IllusionHypnotic PatternRemove CurseExorcise
8Detect MagicSpeak with AnimalsSlowPhantasmal Killer
9HypnotismImp. Phantasmal ForceSpeak with DeadPolymorph Self
10IdentifyKnow AlignmentSuggestionWizard Eye
11Phantasmal ForceLocate ObjectTonguesPlane Shift
12Audible GlammerMisdirectionDispel MagicContact Other Plane


--Level FiveLevel SixLevel Seven
1AtonementFind the PathAstral Spell
2ChaosVisionAntipathy/Sympathy
3CommuneInvisible StalkerCacodemon
4Speak with MonstersLegend LoreInstant Summons
5FeeblemindMass SuggestionMind Blank
6Magic JarReinacarnationTrap the Soul
7MazeRepulsionMass Charm
8Polymorph OtherSpiritwrackHeal
9QuestVeilImprisonment
10True SeeingWord of RecallAlter Reality

Sunday, March 1, 2009

Classes/Professions


Non-Spell Users Semi-Spell Users
Fighter Ranger
Rogue Paladin
Warrior Adept
Soldier Monk
Swashbuckler Warrior-Mage
Sage/Tradesman Bard
Thief Dabbler
Warrior-Monk

Pure Spell Users
Magician Sorcerer Druid
Illusionist Mystic Shaman
Priest Warlock Magus
Mentalist Seer Alchemist
Healer Astrologer Enchanter
Lay-Healer Necromancer


This is a list of the character classes I like to use, make available in games I run. It follows the general concept found in Rolemaster of categorizing professions generally by how they relate to magic-use. These 'class concepts' are drawn primarily from 1st edition RM (and the Companions - many of which are really great RPG books in a ridiculous feature bloat/cool idea way).
The presence of magic in fantasy games is really totally fundamental IMO. You can run a high-magic campaign, a low- or no- magic campaign - but EVERY campaign has to define it in some way. So it makes a convenient starting point to conceptualize classes/professions (among many other things)...
But I don't develop characters as RM characters - it just takes WAY TOO LONG. I use them as guidelines and write them into the campaign - usually using whatever base spell lists and skill group bonuses (as wonked into my game). I do run separate 'realms' of magic (a la RM), but default to magic just being magic when it is too inconvenient (example: 'detect magic' in RM is split into three (really more) spells, one to detect each specific realm - too much for me).
I used to have a much larger list of 'Non-Spell Users', but it's just too easy to get way too ridiculous - and this list (Pure-spell users particularly) is close enough.
I used to have this NSU/SSU/PSU profession-group:
laborer/tinker/architect (!)
Wonder why I've developed in a vacuum so much of my life?

Saturday, February 14, 2009

The "System" (heh heh heh)

I say I'm running Tunnels and Trolls as a simplification. The truth is that I'm running a Frankenstein monster hybrid-game. The books I keep on or near the table during play: Tunnels and Trolls (5.5), Character Law, Spell Law, Player's Handbook (1e). I will try to explain what's what here. The fact is that during the last session, we never opened any of them...

First off, character sheets look mostly like T&T, but there are a few more stats, 6(!) to be exact.
The stats are Strength, Dexterity, Constitution, Intellect, Wit, Will, Power, Luck, and Soul. Characters have three 'aspects' (this for conceptual organization - not a mechanic/bug/feature):
Physical (Str.Dex,Con)
Mental (Int,Wit,Will)
Meta (Pow,Lk,Soul)

Then there are 3 derived stats
Charisma (average Str/Int/Pow),
Perception (average Dex/Wit/Luck), and
Discipline (average Con/Will/Soul).

Discipline is the odd man out. I have no idea what to do with this stat. I'm considering changing it into Health, or Determination or something. I dunno what yet. Characters with low Will are easily charmed/commanded. Characters with low Soul are easily possessed.

Stats are rolled with 2d6 + d12, in order.

Races DO NOT multiply stats. As of now race has no impact on stat scores, but I am considering different approaches here. I'm not using an 5.5 triples add-reroll stuff. At first I had plotted out stat scores giving bonuses/subtractions, but have decided not to do so anymore. Any, I'm not using Combat or Missile Adds. Or Speed. Or T&T combat. I'll explain more about that in a bit.

The race and class (along with 'social class' determine what 'categories' a character may choose skills from. There's a total of 13 'skill points' for a starting character: 3 from social class,
4 from race and 6 from class, and these 13 points are distributed among 9 'skill categories'. These categories are Combat, Magic, Stealth, Physical, Mental, Awareness, Social, Outdoor, and Technical. Here's a few lines from my table:


RACE/CULTURE COM STL MAG PHY MEN AWA SOC OUT TEC
Hillmen 1 1 1 1
Half-Elves 1 1 1 1

CLASS COM STL MAG PHY MEN AWA SOC OUT TEC
Fighter 5 1
Thief 1 3 1 1
Priest 4 2
Warlock 3 1 1 1

SOCIAL CLASS COM STL MAG PHY MEN AWA SOC OUT TEC
Outcaste 1 1 1
Middle Class 1 1* 1 1*


Where there is an asterisk, the player chooses which category the skill point is used in.

Skills are varied. Some skills give constant bonuses. Examples:
Physical-Body Development - gives d6 or 3.5 Hit Points
Combat-Dodge - improves 'Armor Class'

Other skills apply bonuses to specific situations as a 1 rank:+1 on SR (Physical-Climb as an example)

Combat and Magic skills are a little more varied, and in fact, I think most skills could follow this same approach. A skill point can give a bonus (Combat-Blades: +1 to hit/rank) OR to allow
the character to perform an action faster (this gets into the time-frame of rounds which is a different subject, resembling Rolemaster FRP rounds (10 seconds, no phases, but each action takes up some minimum time of that round). Magic Skill points can be used to learn spells, to improve some parameter of a known spell (like decreasing the casting time, etc)...

I've tried to keep these things vague, hoping that players will come up with variations and improvements. I made a short list of skills by these categories, but stressed that these lists are by no means exhaustive.

Characters have hit points. These are initally the same as the character's CON score, but can be increased with skill points.

I use 'armor class' in the sense of how easy/difficult something is to hit. Rolls to hit are made on 2d10, trying to roll the target's AC or better. I'm trying the bell curve in combat. So far, I like it. Base armor class is determined by size.

Tiny creatures AC 15 (fairy)
Small creatures AC 13 (halfling, dwarf, goblin)
Medium creatures AC 10 (human, elf, hobgoblin)
Large creatures AC 7 (say, ogres, bugbears)
Huge creatures AC 5 (say, giants)

I am using T&T weapons and armor, so there's Hits Taken. Which is good. Since there's no comparison between combat totals, weapons do A LOT of damage. For the unfamiliar, a broadsword
is listed as doing 3d6+4 damage. In standard T&T, the combatants roll damage, the lower roll is
subtracted from the larger roll and the difference is applied to the loser of the round. This is not the way combat is working here. There is initiative, attacks are sequential. Being stuck with a spear means taking 4-19 points of damage...