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

Sunday, May 8, 2022

Into the Oddballs for 5e

Man, Into the Odd was/is so good. Hyper fast setup: 3d6 three times, then 1d6 for hit points. Consult the chart 'n' off you go, with some interesting and balanced (in a way) weirdos. I wish 5e could be that quick and simple.

Well, you know what? It can be!

I dont have Electric Bastionland, or ItO Remastered, or more current iterations of the thing but I do have the waaaaay back ItO , and the early one with the red cover. That is not to say you shouldn't go get those new things, but this is a remainder from the Geeplus days of ItO and has wormed around in my moth-eaten brain for some time. I haven't tried it as such, but it's sprouting now and if radical alteration of the fundamentals of games is not your thing, then probably move along now. I'm ripping it from the Red Cover version down below.

So: You roll 3d6 three times and 1d6 for starting hit points (or 4d4 if you want the median to move up a little bit at the expense of headroom). You put those where you want them. The rest of your stats are 8. Yes, 8. These are 0-level dorkusses. The background will be "Oddball Novitiate" or something like that. Don't apply racial bonuses or abilities just yet. You don't get the rest of the stuff you might otherwise get, either. Save that for after your first mini adventure. Consult the chart (I hope Chris and Paolo don't mind I screen capped it - I purposely kept the resolution pretty low). Where it says 'Arcana', for the really low powered folks, you get a totally-randomly-generated magic item, up to and including Earth-Shaking unique artifacts. ImHO a level-0 with the Hand of Vecna would be awesome, and a perfect candidate for all sorts of shenanigans. Balance and fairness be damned. You can get 1d6 times 10 gold pieces, too. As a treat. for rations and candles or whatever. Then, you get dropped full on into some precarious situation. Maybe your skyship is caught an a mountain peak and you need to get into the town below for supplies (actually happened in a ItO game I ran back in the day)

Weapons do the appropriate amount of damage and types, and firearms can do either Blunt or Radiant or Fire or whatever as you like, since they could be laser guns, too in my game.

Taaadaaaa! Fast and furious - off you go and stay in trouble, kids!


Friday, April 6, 2018

The Myriad Races of Thrend

I was hacking away at a .TAB file, tryin' to learn Tablesmith coding, which I'm not learning very terrifically just yet but anywho. It's not hard I just no longer have a brain for it, really.

I made a "Random Races" list, so I guess of races that I would allow in my DCC game without much fuss. That is, I envision a world in which there's been a giant apocalypse long ago that hurled the multiverse together in a big squishy, anachronistic, and practically fluff-free fashion.  Alls we know is there's been, long ago, some cataclysm, and now we're all here. More adventuretime or Planescape than Dragonlance for sure.

I admit I'm a little maybe too open about it, and I don't particularly like it when players try to get mechanical bennies from what seems to me to be purely descriptive chunks of detail.  I don't know why I think like that, as a matter of fact the adjudication of the thing ought to be that Fishmen can breathe water and Robots are immune to sleep spells, etc. It would go like that in Into the Odd or Maze Rats, so I don't know why I'm mildly uptight about it in DCC... I ought to take a deeper look at that down the road. Introspection is good in small doses.

Anyways, here's the .TAB file copied n pasted. Some of the options can get a little reiterative, for example you could have a Dreamlands Shadow Alternate Dimesional Candy Person but that's going to be suitably rare at these rates! And of course, looking at the clumsy code I realize that I coulda just saved 5 or 6 lycanthrope spots and put the "Were-" prefix and [SEE ANIMAL SUBTYPE], which I actually did later. The Were-subtypes'll be a lot less common that the normal run of the mill ones, I guess. There's ways to rule out those sorts of combinations, but hey. Weirder the better, IMHO. What's the difference between an Upright Wolf and a Werewolf? Duh. A long long time ago I was thinking about perk-buy methods and it seems to me that these could all be tidied up that way...

Maybe I ought to break my own bad habits and do some stat mods and perks associated with all these races, but meh: we can wing it.

#
# Races of Thrend
#
# By Noah Stevens

:Start
1-20,Human
22,Elf
22,Dwarf
23,Sea Blood
24,Derro
25,Voormis
26,Ape
27,White Ape
28,Mutant
29,Cyborg
30,Synthoid
31,Wood Golem
32,Clay Golem
33,Revenant
34,Wereboar
35,Werewolf
36,Wererat
37,Weretiger
38,Dog
39,Rabbit
40,Kenku
41,Scrappler
42,Robot
43,Cloth Golem
44,Straw Man
45,Winged Monkey
46,Businessman
47,Vampire
48,Quasilich
49,Neanderthal
50,Mongrelman
51,Zomborg
52,Pumpkinhead
53,Tinperson
54,Hyooman
55,Clockwork Person
56,Porcelain Golem
57,Dark Elf
58,Dark Dwarf
59,Wood Elf
60,Scavvie
61,Blinker
62,Upright {Cap~[Creatures]}
63,Newhon Ghoul
64,Grey Man
65,Blue Man
66,Subhuman
67,Atlantean
68,Yuan-Ti
69,Slug Man
70,Candy Person
71,Food Person
72,Cimmerian
73,Ur-Men
74,Centaur
75,Satyr
76,Goblin
77,Gnome
78,Kappa
79,Githyanki
80,Moon Dweller
82,Dralasite
83,Yazirian
84,Bug Person
85,Pixie
86,Faerie
87,Fay {Cap~[Creatures]}
88,Dreamlands [Start]
89,Shadow [Start]
90,Alternate Dimensional [Start]
91,Were[Creatures]

:Creatures
1-3,bear
4-5,boar
6-9,bull
10,cow
11,horse
12-13,hound
14-15,lamb
16-19,lion
20-22,serpent
23-25,stag
26-27,tiger
28-30,wolf
31,sturgeon
32,elk
33,badger
34,hare
35,bat
36,lizard
37,squirrel
38-40,fox
41,dolphin
42-43,panther
45-46,ram
47,goat
48,beaver
49,mountain lion
50,tortoise
51,pike
52,frog
53,rat
54,mare
55,stallion
56,plowhorse
57,ox

Saturday, January 23, 2016

Magic Item of Yes That Sounds Awesome



I been sort of doing this for a regular player a little lately and there's no reasons why you ain't ought to hear it too.  Instead of having really any magical properties or mechanical effects, maybe your magic sword can give you wings and turn the whole world into a Radical Mighty Deed stage.  It's a corollary of my UH WE DONT NEED A NEW RULE FOR THAT; maybe the rule is THE RULES ALREADY COVER THAT

In DCC, the Warrior has the ultimate Freedomizer of Combat: The Mighty Deed. I note that in the more than 100 custom classes I've read for DCC, the Mighty Deed is the most stuck in there as an add-on to fight-y types. It's as if the Warrior weren't badass enough and you need little Orc teeth and infra vision, too!  Weakling!  I digress.  The mechanic is simple enough, a 3+ on the deed die and your awesome maneuver works and you get a cool thing.  It's added to your to hit roll and damage, and stacks with crits and so there's no reason not to do it each round if you're a fighter  warrior. Whatever.



The core book even goes so far as to suggest to the DM "make the scenes of fights into terrain filled stages for awesome mighty deeds", which is cool. One uncool thing, in my opinion, that the core book does is that it GIVES CLEARLY EXPLAINED EXAMPLES, which to my mind is clever way to teach people how it could work, but it also has the unfortunate side effect of turning the entire list of examples into a menu that particularly uncreative folks keep behind their eyelids.  I've had some folks "I deed to disarm" every round. Just that, roll the dice, "a 2 so no deed but I still hit."

I think that's exactly the opposite of the intent of the rule, but hey, YMMV as always.

SO. You get this pair of wings, maybe attached to a breastplate.  You don't fly. You don't float. No feather fall. None of that shit. No bonuses to hit. No damage bonuses. Just the whole world opens up and you can smash shit in glorious awesome ways. Think of it as a token to unlatch your imaginary character's feet from the floor and move, going forward, in 3 dimensions.

Caveat: If you say "I DEED TO BLIND" then it vanishes forever. Can't have glory trumped by shoddy descriptors of boring mechanic



Other examples:

Boots of striding and deeding
gauntlets of spider climb up your ass and clock you
Girdle of Boulder and Other Large Things Hurlingness
Spiderman Swinging Rope of Onehanded Kicking Your Teeth In
Cloak of Spinning Around and Flying Into the Air like a Damn Helicopter

It's just some bullshit token item at the bottom, but the trick is it unlocks that player's brain and tells him or her ITS OKAY TO DO THAT AMAZING THING YOU WANT

BY THE BY, it's my humble opinion that this is baked into the rule already, and FURTHER MORE, if you make a Warrior PC of any kind you have a great deal of freedom already just from the way the rule works. I always give the example of the White Ape Bananawarden, Smasher of Lesser Beasts. There's no explicit reason you couldn't use the Warrior right out of the box to play that PC. Grubbing after infravision and other things is merely a grab; you can get all kinds of neat stuff by adventuring, anyway.



Tuesday, December 2, 2014

SPACE DUNGEON Missile Weapons

So the Space Dungeon campaign started and was well received - now languishing.  Not because I'm not into it, but partly because the spawn is doing a real interesting growth spurt, I'm dealing with some seasonal stuff that makes interpersonal interactions taxing maybe, and I dunno, maybe just I'm blocked or something. But I was thinking about how to sort out the missile weapons issue in SD - like, I was set on having it based on Rogue Trader and some Star Frontiers since those are pretty easily found and adjudicated, but since the SD game is run on a chassis of Dungeon Crawl Classics, well - there ought to be a way to do it with the existing rules and not have a clusterfluck of new stuff to cope with on the players'/DM's part.

The best thing that DCC has is (IMHO) relatively simple mechanics based on a d20 resolution in which better/worse odds are bumped-up dice chain rolls.  Easey peasey.  No problems.  Not to get into the more exotic weapons offered by Rogue Trader (for example the vortex grenade and the conversion beamer and grav guns, which HOORAY are making a comeback in 7th edition 40K) but what it comes down to is (roughly) pellet/auto guns, beam guns, and bolters/gyrojets - just like in Star Frontiers.  There's some other types, sure, but for simplicity and SAN sake, I'm going to keep it pretty simple.  It seems to me that maybe a couple of easy rules ought to suffice, and I will explain where I'm coming from to keep it realz and eazy, y'all

1) Ammo ought not to be a hassle.  You buy 3 gyro jet rounds for your pistol/rifle, well - we all know how many rounds you have, and I expect it to fall on players to keep track of that shit, 'cause I'm all concerned with the WAWAWAWAWA sound of the shoggoth-daemon engines in the hover-skiff, and maybe a little drunk by 1030PM and maybe the drama DOES rely in a sense upon how many rounds you have in your gun - let's be frank, here, shall we Frank?- but if I forget and you forget, then how important was that dramatic moment, really?
2) Misfires and jams are dramatic.  You know how I know?  Because I played Space Hulk on the table and in the guts of my 1993 shitball 450mhz/25 megs of ram PC - and let me tell you, Brother Marine, when those blips turn the corner and are revealed as 3 or 4 genestealers charging down the hallway to chew your ass up, you can bet that a misfire at the last second will make your heart beat a little bit fast and when Brother Bethor goes all AAAAAAAAUUGHHHH! even though you heard it maybe a thousand times in the past, well, MISFIRE.  FUCK.  I almost had it.  The Emperor Sayeth Bless Your Weapon and Anoint it Against Misfires and Jams, and these things are A Direct Reflection Upon Your Worth, Brother.  Now strike the rune of completion and go forth to smite the heretic... You get my drift?  Upon the razor edge of misfires doth a story hinge and these are good
3) Cost Ought Not to Be a Deterrent in The Future.  Whereas in the medieval past, cost OUGHT to be a deterrent, so as to motivate, it is my learned opinion that maybe you could (like see Gibson, W.) buy/rent a cheap plastic Thai gun at an exorbitant rate and Hope For The Best, and also a wealthy operative could go for the Newest Baddest Smartgun, etc. al.  So, you could buy some Low Quality stuff and it would be hilariously disastrous since You Are a Cheapo

What rules come from this?  I haven't sussed it all out, yet - in fact I'm going to throw caution to the wind for this one since I've 4 or 5 glasses of box wine in me:

1)  see table, below, for results.  No 0-level schlub should just wang-dangle a firearm or small arm around like it's no thing, barring, of course some strange military training (this is NOT Traveller, BTW).  Maybe a max for 0-levels on the firearm attack roll of a d16 since it's more fun this way
2)  Each 1/2 of price equals and maybe equal to and greater than a con-commitant DOUBLING of the fumble threat.  I admit I stole the critical hit/fumble thing from Zach S. or whomever since he's (I admit freely) a genius.  In this case, you purchase that CHEAP RUSTY SHITTY BROKEN PLASTIC Slug Thrower, you should expect, in no uncertain terms, that it may misfire or jam/run out of ammo about a third to a half of the time you use it.

I confess, slug that I am, that I have not perused what the CRAWL! has to say about this.  There was a whole firearms issue, and I am a bastard that I did not purchase or cannot find it.  I don't know.

Slug/Bullets/Small Arms
These are quaint, but reliable ways to deal death to others.  They rely upon an explosive charge to propel a non-motivated metal slug through the air at the enemy.  They require regular maintenance and cleaning, but tolerate some abuse.  They may fire every round, for 1d8 damage, and each subsequent round fired adds a cumulative +1 to the fumble range, so look out!  The following applies to attack rolls:

less than 1 to 0: critical fumble!  Your gun explodes, doing as much damage to you automatically as it would on a succeful hit.  Reduce the die type for each Luck point you burn
1: Fumble (or modified fumble range result)  Your gun is broken!  No more attacks with this weapon until a complete repair is accomplished, normally not possible within the span of a delve.  Spend a Luck point to disregard.
2 (else the fumble range plus 1) to 5: Your gun is jammed, out of ammo, or whatever.  No more attacks until you can sit down and clean it or service it, but this is possible within the course of a game.  Ought to be easy with a cleaning kit/repair kit/whatever
5-8: Jam!  Spend 1 round fiddling with it, back into the fray thereafter

On any subsequent misses, the gun is out of ammo entirely, and more needs to be secured (of the appropriate caliber if your campaign uses that stuff) before you may use it again.

Beam/Flame/Arc/Zapper/Laser/Sonic
These are fairly sophisticated and advanced weapons requiring highly developed batteries and energy-channeling knowledge.  Pretty expensive but few working parts, if you get my drift.  They are more expensive, and sometimes prone to failure.  They do 1d12 damage per shot (in addition to modifiers for type, if you're into that, a la Carcosa)

less than 0 to 0: Kaboom!  You're partially vaporized, chum!  A catastrophic failure of the battery or energy focuser means the weapon is destroyed, and you get 2d12 points of damage, no save!  The good news is, you could get a robot hand, now.
1 to 5:  Power down!  Your battery holds insufficient charge.  Lose the attack, and no use of this weapon until you are able to find a charger or work out some charging scheme.  In 40K, and maybe in Akira, there are all kinds of ways to recharge the battery of your Lasgun - some of them are unsavory.
6-9: Overheat - lose this attack, and the weapon is available to recharge when you can wait until the end of the combat round to recharge, or until 1d4-Luck modifier combat rounds pass if you are unwilling to forgo the round voluntarily (good luck).  Burn a point of Luck to find it mysteriously recharged again, dammit.

Gyrojet/Bolt-Thrower
These are a step up from the slug/projectile thrower, in that the propellant doesn't go all at once INSIDE the weapon.  The propellant is like a rocket, in that it stays with the projectile and may be spent directionally to aid the aim of the projectile in some cases, and also the whole thing explodes nicely when it gets there with a satisfying THWUMP or KOOM or something.  They also do 1d12 damage, modified by the firer's Agility modifier.

Less than 0 to 1:  FRAKATAKKADAKKA - the whole magazine ignites in a frenzy of combustible death.  Save at DC 17 Fort or Die, reduced to a fine red paste that covers allies and enemies alike.  1d3 of your goods survive the explosion (Judge's call). If you make the save, your body is recoverable, but you're still killed/imperiled/out of action (maybe at 0 hit points and counting down).  Suffer some 1d6 penalty (permanent) to the stat of your choice; explain it away as you please.
2-6:  Jam!  Can't fire this weapon until you make a DC 12 Luck OR Agility check, starting on the next combat round.
7-9: Misfire!  The round goes wild and still explodes.  It hits the most logical farther combatant, or nearby combatant, or a group, or whatever the DM feels may be prudent and exciting (I mean, that's the breaks, right?).  Preferable a rusty I-beam that holds up that interior bulkhead and allows escape from the REDACTED


There's almost no bad reason except prudence to NOT use a projectile weapon, but in the broken down future, maybe you can amend these results by diligent credits spent on weapon maintenance.  Every 100 credits spent aforehand allows a re-roll on the attack roll, best result standing - to represent polishing, oiling, drying, striking the runes of appeasement, etc...  Take that and go carousing, you scruffy nerf-herder.

Okay.  I'm out.  Peace, Love, and Projectiles Upon Thine Enemies


Monday, June 16, 2014

O death, where is thy sting? - Alternate Death System for DCC

I mentioned yesterday in the Scrappler post about Return to Oz (I think that's the name) - a reasonably priced and very charming little number, built to run kids through the land of the Dorothy/Toto stories.  A couple of interesting mechanical ideas in it, that hinge on the premises that one can't be killed and that having friends is better than having enemies.  Also, tangentially, chock full of useful Oz information and cannon narrative material about characters, races, etc. and brimming with neat ideas to kludge into other games.

I think maybe the best thing I do is schlep together syntheses of lots of fun little bits into something different - maybe not necessarily new or novel, but taking the best bits from systems and hack em together.  I do it in my work - we call it "technical eclecticism" but it's kind of a slur when it's said that way, like you haven't found a strong formulation.  That may be true.

But I was thinking about Death.  DEATH.  DEATH!  Characters have something of us in them, when we play.  It's been my opinion in the past that losing a character or many characters owing to pseudo-death can be a liberating and healthy thing, and I sort of shat on Flailsnailsers in the past for clinging and grinding XP and selling the boots off of dead goblins to hoard coppers and whatnot.  It was pointed out to me, quite nicely, that I didn't really know what the fuck I was talking about and maybe I should Flailsnails a bit before I spoke of things I didn't have any experience in.  For the record, I've played about 2 games total out of hundreds in which this variety of play was a feature, and I think maybe it was just specific players that turned me off of it.  I'm not afraid of adopting a new character as necessary, and I'd like to think I can change positions on things when convinced or given rational arguments based on clear facts.  The Flailsnails thing doesn't appeal to me on paper, but I can see why people invest a lot of emotional weight into a preferred character.  Believe it or not, we all do it everyday!  Our characters look like us, and the stats aren't usually on paper, but having an alternate and powerful persona for a while can be a release and comforting and fulfills in Flailsnailsers the same function it must fulfill in other RPG players - namely, fun.  I tried to adopt a "don't shit on peoples' fun" approach a while back, and now I'd like to make it somewhat easier for DCC players (since DCC has clearly become my system of choice) to careen about the multiverse by providing interesting alternatives to death.

DCC has two approaches this way that I've come into contact with, the Core Rulebook has the Turn the Body Over check - pretty simple and elegant, and highlights the ultimate risks in spending your finite reserve of Luck. +Scott Mathis ' Transylvanian Adventures supplement has the Ruin score which adds a good bit of complexity and some more chance into the way that Death can be avoided - I guess the idea is that Fear and the associated paralysis can really put a dent in the evening's fun when everybody dies abruptly, and the Ruin score is a way to push things back in the players' favor with a modicum of risk and reward.  I like it, although I haven't yet seen it play out in the way it was likely intended.

So, my take on this new thing for Death doesn't yet have a name or anything.  The Hapless Henchman System of Fun Death Evasion.  No, your character doesn't have to die, if you find you cannot accept this outcome, but now his/ger/its life (or whatever it is) just got intensely more complicated in a way that is good for the narrative and the game overall and will (hopefully) stretch your RP muscles.  Note, this is to promote and reward fun play and not sting for bad dicing.  It will allow for (to me) interesting twists on character development - e.g. in the 1st edition AD&D rules you had hard-coded mechanics for getting turned into a unicorn via reincarnation.  I mean, maybe it doesn't fit my concept but toss off concepts I want to play a Unicorn with a Half-Orc Assassin's soul - wouldn't anybody?

More tomorrow.

Monday, March 24, 2014

Proposal for Tweaked Spell Duel for DCC (WIP)

It should be apparent by now that I love the DCC.

Of all the great things I love about it, simple mechanics, clarity of PHUN, wildly pseudo-randomized tables, hearkening back to the old school days that a lobe of my brain says MUST BE RIGHT GODDAMIT...

Nostalgia is a liar, but the go-motion Vermithrax is the best dragon of all dragons.  The Rankin and Bass Smaug rocks, also.
The spell duel is none of that stuff.  It's clunky.  It's awkward. It's a great idea on paper but even playthroughs I've heard on e.g. the Spellburn podcast fizzle out within a few mere rounds or so.  I've done 2 or 3 in play sessions and it wasn't great.  It seemss like it should be AWESOME and RAWKING but it doesn't feel that way.  I feel dirty and confused.  Why?  It feels like a lot of chart referencing and dice rolling and it literally pauses the action of everything else.

Because I saw some Harry Potter, and some Dragonslayer, and The Sword in the Stone, and Big Trouble in Little China.  A couple of wizards or ENTITIES e.g. a big-ass Dragon (it doesn't matter their relative powers, for drama's sake) go at it for a couple of rounds - a wand explodes, the protagonist maybe takes a wound or is routed, if he (always a he!) is Lucky he gets away with a singed forehead or something.

Accio Better Endings!
No offense to Mr. Goodman and Company.  I love the whole of DCC.  All of it.  This one part never gets used much, although it has a great deal of potential.  How would I fix it, then?  Well?  That's why you came, right?

It seems that one problem is that with the Rules As Written, a high level Wizard is going to smash right through a low-level one.  No question.  Also, the spells that cancel each other out are sort of baroque and way too precise for games.  The rules say that Clerics can counterspell Wizards, but there's no spells on the counterspelling list for Clerics, and even Patron Bond/Invoke Patron - it isn't on the Cleric spell list.  I mean, not everybody's going to have the right one, and that puts paid to a unprepared Wizard.  Wouldn't it be better if, instead of specific spells countering each other, ALL offensive spells countered each other?  The common sense rule on page 99 of my PDF says that it ought to be clear, but (hold on, here)...  this is MAGIC STUFF.  There's logic but it's not the logic of the waking world adult.  It's magic stuff!

On three.
So, I propose that all offensive spells and magic effects (e.g. Dragon Breath/Undead Effects/Spell attacks/Whatever) can be used to counter each other, without exception.  In fact, it seems to me that you'll get far more interesting weirdness this way than if specific level 1 through level 3 Wizard spells are able to counter each other and no others.  Obviously, one party will be the attacker and one the defender in each round... so if two parties are engaged in magical combat, then whomever has the initiative that round will be considered the attacker.  Nobody adds any spellburn the first round, since we need to build up steam.  Once the thing is decided, each party makes the action die roll but they're locked in combat for the round - sparks flying/dynamos humming/thunder 'n' lightning.  Nothing happens until the end of the round.  If you really wanted it to be AWESOME, the die rolls can be hid and revealed when the round is up.

The Gorgon's Head Casts Flesh to Stone as a 20th level Wizard

If the rolls are within the higher level caster's level of each other (in the case of the monster instance, the Hit Dice), then sparks fly, smoke drifts, all kinds of neat visual stuff.  Real magickal contests of wills type stuff.  Else, the difference is caused in Hit Point damage to the loser.  When the loser is reduced to zero Hit Points, then the attacker's spell manifests.  Until then, the warring magic powers fight each other for manifestations in the real world.  Next round, each caster rolls a 1d6 and adds their Intelligence modifier, and they may spellburn up to that much that round.  They don't have to, but the aether quivers with readiness.

Nobody loses a spell during a spell duel - this is an exception to the general flow of things.  However, a caster (or both) can incur corruptions.  In fact, the forces that drive magic love these kinds of things since it allows Kaos to leak into the Prime Material plane.  Two bad rolls for both can mean a lot of weird things happening but the duel continues.

Lather, rinse, repeat.

I like the "same rolls cause Phlogiston Disturbance" rule.  That's cool.  If either caster spellburns, they can adjust the result up or down to make a Phlogiston Disturbance or to beat the other caster or to beat the level difference to cause damage.

If one caster succesfully casts Dispel Magic, or Holy Sanctuary, or Protection from Evil (or whatever) then the round is a tie.  Go to the next round.  The effects don't occur as usual, they just make all the magic things not happen this round.

For Magic Shield, you get to cancel the Hit Point damage caused by the difference.



For Patron Bond, if one or both parties opt to use it, it's like the nuclear option.  It can only be cast when a party is down to below 2 of their Hit Die in Hit Points.  It's unlikely a Patron will come to the aid of a winning Wizard, in this case.  The thing is effectively over.  The Patron steps in and causes the duel to be over, in addition to whatever effects happen to occur because of the invocation.  The Invocation result is the difference between the rolls.  This could happen in addition to Phlogiston Disturbances, and if both parties opt to Invoke Patrons, a Phlogiston Disturbance is automatic.  The sheer might of two otherworldly entities struggling will bend reality in all kinds of bad ways.

This just gets plopped down on top of regular combat.  For the purposes of the narrative, all kinds of shit related to the spells' castings are happening - fire, lightning, frogs, holy auras, unholy wailing.  All that stuff.  But during the magical combat while the casters are focused on each other, the spells don't cast as usual.  This way, you can't get summarily destroyed by a failed casting on the first round, if you got an 8 and the other guy spellburned for 33 points or something.  You won't lose the spell for after the fight, if you survive.  You may be drained and weak but you can still do the things the party needs.  You vanquished that sumbitch (and maybe could vanquish another if it came to it) but you're not a dagger with legs, now.

This doesn't fix the Cleric side of things - they're included in my version of the rules (not sure if it's the most recent) but it feels like an after-thought.  I think they ought to be able to KABOOM with some divine intervention, too.  Maybe they can request Divine Assistance in the same manner as Invoke Patron, and go for the roll - I'm sure Justicia or Cthulhu would whoop Sezrekan's ass tidily if it came to it, or maybe not.  Maybe that't the point.

The failure of diplomacy is a tragedy.

DCC Alien Races lifted from Star Frontiers - Perk Buy System Method

Since I don't have an original bone in my body and everything I write is stolen from something somebody else already did 30 years ago, here is a breakdown of new races one might try if one is so inclined, taken from the wide-eyed and optimistic Star Frontiers (much of which is available in PDF format from a variety of fan sources out there).  The tone of it is so much more fun than, say 40K.

These are from the Alpha Dawn boxed set expanded rulebook (which I had as a child but never played!).  The allowed weapons and alignments are dependent upon your campaign setting, obviously.

Androidarts' renderings - my favorite versions

Dralasites (Amorphous Funny Blobs)

  • They only see in black and white, but can smell well enough to recognize people by smell alone.  Disguises generally do not work upon them.  They gain a +3 bonus to track a known target by smell (the DC moderated by the judge) but environmental factors may affect this.
  • Elasticity - can have a number of limbs equal to Agility divided by 3, rounded up.  Any combination of "arms" and "legs" applies.  For each arm above the second, they gain 1 attack per round, at the end of the round.  For each leg above the second, they gain 10" to move per round.  They take half damage from blunt and impacting weapons, but half again as much damage from piercing and cutting weapons.  Each limb takes a full turn to grow or absorb.  Any number of fingers or manipulators may be grown from each limb.
  • Empathic Lie Detection - If a lie is told in the Dralasite PC's presence, it (he? she?) has a DC 14 of detecting the falsehood, modified by Intelligence, rolled secretly by the Judge.
  • Base AC 11, HD d8.  They can squeeze into regular bipedal armor, and gain full benefits from it.
  • Saves, Crits, and Action Die as a Thief of the same level

Vrusk (Thri-Kreen/Phraints/Bug-Men)

  • Vrusks are mostly Lawful.
  • Ambidexterity - Multi-jointed arms and two thumbs per hand give them the ability to attack with two weapons without any penalty - they always get two attacks per round, at the same time.
  • Move at 40" per round, owing to their 4 walking legs.
  • Comprehension -  Vrusk get their Personality bonus to a DC 14 check to understand any cultural interchange that the player him-/her-/itself cannot.  This includes understanding the casting of a spell, a bartered exchange in a market, a religious ceremony - whatever.  With a full turn spent in observation, the Judge can give extra information to the player in secret about what the purpose of the ritual/ceremony/exchange was.
  • Base AC 12, HD d8
  • Saves, Crits, and Action Die as a Cleric of the same level
  • Normal armor for humans and even elves will not fit Vrusk and must be made especially for them.

Yazirians (Tree-Gliding Ape-Men - could also be Phanatons from X1 Isle of Dread)

  • Glide - Yazirians have membranous growths that stretch between their arms, legs, and body.  On their homeworlds, where gravity is somewhat less than that of Aereth, they are able to fly upon thermal wind currents for great distances.  On Aereth, they are able to glide short distances, and take -1d damage from falls on a DC 10 check, modified by Agility.  They may move their Agility score in feet for every 5 feet loss in altitude.
  • Night Vision - Yazirians can see in what humans and other demihuman races take for complete darkness.  However, in sunlight or bright light, they attack at -1d unless their eyes are shielded by special goggles.
  • Battle Rage - Yazirians may use Mighty Deeds as a Warrior of the same level.
  • Base AC 10, HD d10
  • If a Yazirian wears armor, they may not take advantage of the Glide ability.  They can wear Human armor with a little modification - they derive -1 bonus to the AC owing to armor worn (except shields, bucklers, and helmets)
  • Saves, Crits, and Action Die as a Fighter of the same level

Sathar (Evil Sapient Worm Creatures)

  • Sathar favor Chaos
  • They may not wear armor made for demihumans or humans.  Their bodies are somewhat limp and are held upright by hydraulic forces.  They receive half damage from blunt attacks.  They may travel on their bellies as a snake at half speed, and squeeze through small openings at the discretion of the Judge
  • They receive no damage from electrical attacks, and are immune to sleep spells.
  • They may see in a 270 degree arc around them, and so are harder to surprise.  Backstab attacks do not work as well on Sathar, and only the normal amount of damage is done to them.
  • Hypnotism - by modulating psionic energies in tandem with the sussuration of their voices, Sathar may attempt to hypnotize any creature with whom they may converse.  This acts as the first level Wizard spell Charm Person, but they suffer no ill effects from a failed casting.  This may be attempted no more than 3 times per day before their psionic stores are depleted.  In addition to their level, they add their Personality modifier to the Action Die roll.
  • Sathar may learn and cast one Wizard or Cleric spell per level (the level of the spell is of no consequence - if they find a level 5 spell they may learn and attempt to cast it in the usual manner)
  • Base AC11, HD d4
  • Action Die, Crits, and Saves as a Wizard of the same level

The following are from Zebulon's Guide, an expansion for Star Frontiers that I saw but never had or played:

Humma (Kangarooish Warriors)

  • Iron Guts - they suffer no drawbacks from eating rotten or poisoned food, and never need to make a saving throw to escape the ill effects of ingested poisons.
  • Spring! - A Humma may leap up to 50 feet into combat with an opponent, and will gain an initiative bonus of +5 if it does so.  They may leap this distance out of combat, or leap 20 feet straight up into the air, assuming normal gravity conditions.
  • Prehensile Tail - a Humma may hold an extra melee weapon in its prehensile tail, and thus gain an extra melee attack per round.  They may use the tail to steady themselves or to lift themselves up, slightly.  Simple operations can be completed with the tail but they cannot e.g. type using a keyboard or paint brush strokes this way.
  • Saves, crits, and Action Die as Warrior of the same level
  • Base AC11, Hit Die d10

Osakar (Multi-limbed, budding, Smooth Talkers)

  • Amibidextrous - Multi-jointed arms that rotate within biologically unusual sockets enable them to attack with two single-handed weapons each round without penalty
  • Adapted Speech Organs - Their fluted throats and double tongues allow Osakar to learn 3 times the number of spoken languages allowed by their Intelligence modifier.  Half of these may be held in reserve until such time that they come into play.  These are not necessarily the written forms of the languages; they will know the spoken forms of the written languages they know (as determined by their Intelligence modifier as usual)
  • Highly Developed Smell - With a DC 12 check, modified by Intelligence, the Osakar may track or recognize a target through normal conditions, or detect the presence of previously-encountered poisons or compounds.  Environmental conditions may improve or reduce the DC (e.g. rain, smoke, gasses)
  • Their weird anatomical forms (4 multi-jointed arachnoid legs terminating in hand-like manipulators) allow movement at 40" per round, and they receive the ability to climb as a Thief of the same alignment and level
  • Saves, Crits, and Action Die as a Thief of the same level
  • They are unable to use most armor but may use shields and helmets.  They may purchase modified armor at 3 times the usual cost.
  • Tough scaly hide gives them Base AC14, with d8 Hit Die

There are other races in Zebulon's Guide, the Ishfnit (pretty much space Dwarves with fancy eyeballs) and Mechanons, which are essentially Robots.  There are plenty of cool robot classes for DCC out there, already, and if you need a link to one, try --- WHOOPS  -- the Robot class is vaporized like maybe its plasma cannon backfired or something.

The Robot Lives!  +Paul Wolfe sent the space-time-informational-reference coordinates

Hmm.  Stand by on that issue, readers.  I'll see if I can fix it.  Meanwhile, the class stuff from +Patrick Wetmore 's ASE fits nicely into DCC, in my opinion, but they would need a little twerkin'.  There's even a Robot!  Keep an eye out for the ASE Player's Guide that Patrick teases Labyrinth Lord fans with (I'm unsure if it's cool to link to it at the moment).  If you haven't yet found the amazingness that is ASE, then I abjure you to check it out at Patrick's blog over thisaway.  It gleefully and lovingly smashes many old school gaming conventions in the way that people must have felt when they first encountered the Expedition to the Barrier Peaks.

It has guns AND robots!  And a dungeon that generated itself!

Friday, March 21, 2014

Thinking of Perk Buy for DCC Characters

My presupposition, of course, is that if it's not broken then there is no need to fix it. I think that mixing and matching of skill sets is against the spirit of vanilla DCC - in which humans are humans and everybody has their niche.  All the easy old skool niches are covered, and any of the weird ones can get squooshed into the pre-existing class.  The Barbarian DEATHRAGEFURY is a little gauche, if you ask me, but I think it could be admirable done with a regular old Mighty Deed.  Same for Paladin shit (just be a cleric already - they get swords), and rangers are available with gnomes and bards in Crawl (maybe it was number 6).

Some folks don't like to play that way.  I offer you a link somewhere to see a list of a bunch of DCC Character Classes that might get you closer to where you want to be.  Go read it - I'll wait.  There, that's a lot of classes to think about, and I bet a good couple of handfuls have sprung up since that thing started to collect cobwebs on the internweb pipes.  Okay, thanks for coming.  I hope you stumble here again, sometime.

A selection of races that are, on the face of it, better than ELF or HALFLING

...

Eh?  What's that you say?  You want a Merman Warrior or an Elven Cleric or a Minotaur Thief?  Something like the original DCC classes but MOAR cool?

Allow me to scrutinize you askance, sir or madam or whatever, as it seems that what you want is all the cool stuff from DCC in addition to feats and perks and shit from 3.75 edition or whatever the Hel it is.  No offense, but why do you need all these lists?  Couldn't you just say "I'm a Dwarf essentially, but instead of stonework skills and gold-smell I have fangs and tree-travel" and have you a Mok?  Couldn't you and the other players and your DM just be like "Cool - eff it, I like it, let's play!"?

No - you persist in your need for a firm framework so everything is 'fair'.

Hmm. Alright.  You sure you don't want to just use DCC as a reference book and continue to play d20 or Pathfinder or whatever the kids play these days?  There are a vast number of modules that you can kludge into any form you want.  You could even use the DCC as a loose framework!

No?

Alright. Let's see what we can bubblegum-and-tape together, shall we? Essentially, you take some base character class that exists already and plop down some things and take some things away.  (except maybe the Wizard - the Wizard can already be weird enough to provide an almost infinite variation  DONT FUCK WITH THE WIZARD is a good rule of thumb)

I'm of the opinion that halflings are great in DCC mechanically, but sort of tedious for RP.  Dwarfs, also.  Elfs, ick.  Now, I'm getting back into Clerics after groking ASE and Petty Gods and all that good stuff, and so that leaves Warriors and Thieves.  Understanding the general DCC philosophy of open access to all the abilities at the start, as opposed to incremental improvements at levelling, blow a good wide selection of the things you want your character to do, right from the get-go, blow it all over the place.  If you want mighty deeds and spells, I say (hear me on this), just play a demigod and have all the powers and play some other game, already.  You will notice that elves are fighty and have full access to the spell list - but they got a neat limitations/mechanical problem to work around vis a vis iron problems.  I take this as a model - get a spare framework of stuff, drop something good on it, and then to even it out drop a problem to work around in play.  Clerics and Wizards already have this in spades.  It's my opinion that Deity Disapproval and Corruptions are good things - NAY GREAT THINGS - because it tacks on something weird and fun to roleplay through and drive your character with aside from all the KILL SHIT GET TREASURE RINSE REPEAT

So mighty deeds AND spells - Not in my campaign, bub, but maybe your 3.5 friendly Judge will allow it for a HJ or something.  Or, if you want mighty deeds and spells, then maybe mighty deeds on a ten sided die roll of 10, and a 1 or 2 is a critical fumble (this is a combat tumble mechanic for a Jester class).  Also, you get a limited selection of spells chosen by me, or the corruption range is like 1-8 instead of 1 or 2.  I mean, if you get greedy you need to pay a price, yeah?  My very own Deep One Hybrid class, which to my knowledge is a mere exercise in page layout and thinking about these mechanics which no one has ever actually played, has stealth skills and magic from cleric list and wizard list, and also the Innsmouth Look which is a sort of Tax.  The healing in water thing is a limitation - gotta get back to the ocean, or a murky pond, or whatever, Fishman...

Column A - Fun stuff

1) Luck mechanics (gain, regenerate, trade)
2) Attacks (claws, bites, squirts of insect semen, whatever (note - just seeing if you're paying attention))
3) Movement stuff (flight, levitation, tireless running, leap, swim, climb)
4) shape changing
5) a single spell, or a level of spells
6) wonky adventuring senses (gold smell, infravision, super duper hearing, spot-a-secret)
7) fun miscellaneous mechanics (tracking, bard song, monk type stuff from 1st ed.)
8) any of the perks from, say +Scott Mathis's Transylvanian Adventures

For Column A, a wide range of fun powers, feats, whatever - a jillion jillion sources could inform your choices.  Mutant Futures, Gamma World, Psionics, Robotics Charts,

Column B - Trade Offs

1) Any kind of corruption, minor, permanent, roleplayable
2) madness of any kind, things that compel a player to RP a thing
3) obligations (religious, ethical, whatever e.g. don't eat meat, never kill except in self-defense)
4) slow healing
5) limited but high number of hit points (I think GW did this with robots and androids)
6) any number of drawbacks mutations
7) for bigger awesome powers, the bigger kinds of permanent corruption
8) Decrease the Hit Die

I don't like to play GURPS much anymore, but I did as a kid, and I think you could take a couple of rules o thumb from the GURPS chargen process to design your class.  Forget about the stats and crap and just think about what kind of stuff you could have with a smorgasbord of GURPS books and, say, 50 points of Perks and Drawbacks.  Sky's practically the limit, here!

My opinion, though, is that you don't need any rules of thumb for this, you can kinda eyeball it and agree informally with the Judge on what is fair.  We've done it (me and Evan and the Mok).  Just remember the basic philosophy to get the whole gamut up front without any of the bullshit leveling mechanics other systems offer (let's be Frank shall we Frank, you want the perks to try we all know it, Frank, you want all teh Perks at Level 1).  "I'm  a fighter with four arms so 2 attacks per round, lots of Hit Points, and my skin is green and I have tusks!"  (A Thark)  "Okay, Thark - you can't wear armor better than AC 12 and your Agility and Personality can never be more than 12, either.  You're very big and you take up a whole rank in the dungeon rank and file by yourself, and you sure can't squeeze through any trapdoors."  Fair?  I think so.

this Thark and his mates are going to cut you, Homes
One really cool thing about a good number of the DCC module authors is thay they offer you ways to redo a funnel full of wonky weird character options when your regular party bites it.  +Daniel Bishop and +Jon Marr, in particular.  I can think of three different modules by Daniel that have weird races to play as just casually strewn about the text.  Just like regular humans plus X, minus Y.  Here is one - by the by - it's worth the price of entry just for the extra patrons, but the Moon Men are cool, too.

What are you doing, there, just reading?  Plumb the skeezy depths of the internet and give this dog some hunting room - I think this dog can hunt, I really do.

Saturday, February 22, 2014

Tomb Rustler for DCC/Transylvanian Adventures



Tomb Rustler for DCC and Transylvanian Adventures

Anywhere the dead are interred with grave goods, there are those who do the work of the Cthonian gods by collecting those goods and spreading them again through the land of the living. Murderhobos, tomb-robbers, defilers – these terms carry serious negative connotations and sometimes sizable legal penalties. It may be that curses and fines and the occasional death by poisoning or trap are well-merited, but these hard-working men and women do not call themselves by the monikers so casually strewn like mud. Among themselves, they are “specialists”, “adventurers”, very rarely the more highfalutin’ “archaeologist”. They can be generous and free-spirited, taciturn and business-like, or miserly and cruel just as other men and women can be, but (as most professionals of any class) they all have a specific set of skills that come to bear on their circumstance.


Tomb Rustlers poach the goods of the dead and buried – sometimes on a small and parsimonious scale, sometimes in grand fashion. To do so, they often must defend themselves from danger and also be able to cope with the mechanical and physical challenges that face them. Further, a good Tomb Rustler knows which goods to take or leave, and the more long-lived ones know a little bit of the sorcerer's tongue so as to avoid curses, poison, and the magical methods by which treasures might be secured.

Action die progression – as Thief

Saving throws - as Fighter of the same level

Hit Points – they get d8 Hit Dice per level, hit points modified by Stamina. Any 1’s are rerolled – the lifestyle does not permit those of ill health and low fortitude.

Alignment: Any

Weapons: Club, mace, short sword, hammer, pick, spear, staff, lasso, crossbow, sling. Tomb Rustlers prefer one handed weapons that can be put to multiple uses besides murder e.g. bashing, prodding, poking, climbing, and setting off traps from a distance. In settings in which they are allowed, a pistol may be used.

Abilities:

Tempt Fate (optional): At any time, if the Ruin system is used, the character may opt to add a Ruin point to recover one Luck point, up to the character’s starting Luck score but not over

Favored save: pick 1 save at character creation, always add the character’s level to the save in addition to any other modifiers.

Pick 3 of the thiefly skills and progress in them as a thief of the same level and alignment of choice (not necessarily the same as the character’s – so for the best modifiers)

Lucky Strike - A Tomb Rustler may declare an attempt to Lucky Strike on any attack – essentially a Mighty Deed roll, on a 1d4 roll of 4 the strike described performs as a Mighty Deed does, although in order for it to take effect the Tomb Rustler must burn a point of Luck. The d4 roll _does not_ add to the to-hit roll but is merely a matter of chance. The attack occurs at the end of the combat round if successful, otherwise it is resolved in the usual fashion. If the Lucky Strike does not occur, then it is still possible for the attack to succeed, and it will not succeed if the Attack roll is insufficient to hit (but at the Judge's ruling other interesting events may unfold from the efforts)

Sense Danger – once per game session, the player may opt to re-roll an initiative roll, re-roll a missed strike, re-roll a saving throw, or re-roll a damage die rolled by an enemy against the character. This costs no Luck, and the better of the rolls (for the character!) is kept – so if the player opted to ask the Judge to reroll the Dragon’s d10 damage die which was originally a 9, and the second die roll was 2, the 2 would stand.

Use magic from item – for the purposes of using a magic item, the character’s alignment and class is considered the necessary one, if the player rolls _over_ the character’s current Luck score on the Action die. This is checked at every use of the item.

Use scroll - The character may cast a spell from a scroll at -2d from the Action Die. This does not impart any protection and may place the character unduly in harm’s way in certain situations.

Sense magic – the character may sense the presence of magic on an item held or touched with a successful Intelligence or Personality check (player’s choice). This imparts no protection and may activate certain items!

Appraisal – The character may determine within an order of magnitude the approximate value of an item with a successful Intelligence check by handling or inspecting it for 1 full turn. If two or more similar objects are appraised, one successful check will determine the more valuable of the two.

Sunday, February 9, 2014

Follow Up with New Spell - Imbue Wild Spirit

In my previous post, I proposed a spell to snatch a wild spirit and put it under the caster's control.  Here is a DCC version in PDF form...

Any public summonsing will result in immediate incarceration, unless they are HAWT

I tried to keep a little of the danger and a lot of the random-ness of the LoTFP version, and added in a mechanic whereby you can stick the spirit in something physical and also a method to keep summoning the same spirit with a little added risk (sure to bite you in the ass eventually).

Again, thanks to all the weird little psyches that I twerked this from, including but not limited to +Rachel Ghoul +Ramanan S +James Raggi and especially +Claytonian JP and +Doyle Tavener who filled in a couple of blanks in Table 1.  I don't know what "Thrushing" is - some fungal infection, I guess?

Let me know what you think in the comments, or not, as you prefer.


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