Wednesday, August 18, 2021

A spell list of pokemon moves

 


One of my long carried over projects is to make a game or D&D adaptation whose entire spell list is taken from pokemon. Basically to take the list of Gen 1 - pokèmon moves (back from when there were 151 of them) and rework them into spells. 

Many of them are explicit on their effects (flamethrower). Some of them might require some explanation, and some of them, which are redundant (Thunder, thunder punch, thunder shock, thunder wave and thunderbolt), can be reworked into more interesting things, so they are the place in which I can get creative with non-combat effects (for example, thunder wave might be used to magnetically seal a gate or whatever)

The great thing about this is that it feels a really new start, not based in the D&D list, to make magic fresher and personal. At the same time it has some constraints that, far from being adverse, are always the greatest helpers when building something great.

Interestingly, it allows for a very elemental-esque approach to magic, with all spells having someone that is vulnerable or resistant to it. One can make monsters based on elements, or trying to figure out to which pokemon element do D&D monsters belong. 

PC casters should not be elemental per se (they are treated like type: normal unless belonging to a specific race, like merfolk or harpies) though they can become elemental under certain circumstances (some spells or items, maybe?). Another good way to "pokemonize" this casters is to allow them to learn only moves of 2 different types, (beyond type:normal). Maybe monks can also work this way, by learning moves of type:fighting.

In the list I linked the moves are labeled as physical (causes physical damage) status (causes status alters, might be sort of magical) or special (more magical in nature). This and the movement type are to be respected a priori, though I might change my mind.
 


I find it very interesting that in the pokemon games there were no Dark and Holy types (though they added Dark shortly afterwards). This sort of paints the world as having no definite law and chaos, just a very strange and wild nature. Also there are oddly specific types like bug, ghost and three types of earth related elements (plant, ground and rock; with steel being added in the later generations). So there is no way to play a cleric in the usual version we know about. If we count them as being "those who drive ghosts away", a quick glance at the chart shows us that only other ghosts are super effective VS ghosts :/

Which element do you feel that a healing spell would belong to?
Which types would you grant to a medusa?

Wednesday, August 4, 2021

magic system sketch


Following the guidelines of previous entries, I'm devising some possibilities to simple and cool magic systems.

I want magic progression to follow a 4-step, exponential structure; from non-magical, to initiate, mage and archmage (and diminishing gains after that if any). 
Magic, then, is cast from a list of spells that increase in number on every "magical grade", but also in power.

What I have for now is this:

Initiates roll 1d6 when casting spells
Mages roll 2d6
Archmages roll 3d6

and spells have three parameters to be measured:

Impact (how many hp you heal, damage you do, effect you cause, etc)
Range (how many people it affects)
Retain (decides if the spell is retained after use or not)

As I want that there are mechanical benefits to casters to disregard armor, I made it so wearing armor or other encumbrances decreases the chance to retain spells: you must roll your movement rate or under to keep the spell.

Sample movement rates:
No armor=2
Light armor=1
Heavy armor=0

Initiates roll 1d6 to cast magic. So when an initiate rolls a heal spell, the result defines all parameters; but one from impact or range is defaulted to 1:

Lets say he rolls a 4: he can choose to heal a target 4 hit points, or heal 1 hit point to up to four targets. As he rolled over its movement rate (no armor=2), the spell is lost.

Mages roll 2d6 to cast magic. They can allocate the results anywhere they see fit from Impact, Range or Retain. A parameter which has no results is defaulted to 1, and if its Retain, its automatically lost.

Mage in no armor rolls a 4 and a 2 when healing: He can choose, for example, to heal 4 points to a target and keep the spell (2 is equal to his movement rate); or maybe he can heal 2 points to 4 targets and lose the spell.

Archmages roll 3d6 to cast magic. They are, of course, benefited from allocating low rolls on Retain and high rolls on effect. 

Archmage in light armor casts heal and rolls 3, 3 and 1. He heals three points to three different targets, and as he keeps the spell, he can attempt it again next turn.

Now the base is established, lets get to the fun spare bits:

* Some spells make no sense in having a numerical score for Impact, but they can be described differently depending on the result assigned to it (from an 1 to 6 score, how much does "Magical Light" shine into the cave?). On others, where the result is a matter of yes or no (charm, sleep, maybe) the Impact roll can measure the number of turns affected, being a threshold that you must reach for the spell having an effect (like in "sleep needs a 3 at least to kick in") or just having the spell work straight, and making it more a matter on "how many people you sleep" (effectivelly putting the weight on the Range score)

* Mages and Archmages revert to 1d6 lower if they are for any reason deprived from their magical wands (I'm a great fan of Earthsea novels)

* Spells can be learned multiple times. This is the way in which a forest nymph (Initiate level) would cast Entangling vines many times before retreating.

* Things that complicate this structure further must be treated on a case by case basis, described on the specific spell description.

* Casters can attempt to cast spells reactivelly: when they are attacked, they can attempt to cast a spell before the attack takes place. This is done by casting normally, and if the Retain is successful, the spell is cast before the attack. If the Retain is lost, the spell takes effect after the attack (if the mage is still alive and any other conditions allow it). In any outcome, this consumes the casters' turn.

*It is weird that mages can only cast spells on groups of 6, no matter their power, huh? To fix that, having a range of 6 means you cast the spell on all the group you select (all foes, all allies, everyone but a single person... its your call)



Saturday, July 31, 2021

Gameifying Alignment

I was reading the book of Pits and Perils when something inspired me (it happens a lot with that book). Right above the yellow marker:


"A knight is just a lawful fighter". It came into my mind that a cleric is just a lawful magic user too. And in a way, seeing mages as good and evil clerics makes sense if you imagine it in, for example, Lord of the Rings: Gandalf (and every elf too) feels more a cleric to me than anything else. I feel that anything he does is a version of Light, Bless and Turn; while Sauron and Saruman are tainted with evil and that is why their magic feels "different". I don't know where its the key difference. I heard somewhere that elven magic creates, while the shadow magic cannot create and only corrupts. I leave here this article to further reading when I have some time.

Then I started to think deeper into the alignments: How they are always just ignored (I never payed them any attention myself), and I think that it is because A: they have no mechanical weight beyond certain magic weapon restrictions, so why bother? and B: they are metaphysically complex. After all, in real life is hard to define or tell good from evil sometimes.

But inside a game's rules, we can simplify them enough to make them work and make them mean something. These are some guidelines I've come up with:

* There are three alignments: Lawful / Neutral / Chaotic; which are just another words for Good / Neutral / Evil. Lawful is because it follows "god's" law, or whatever benign force you picture. Chaotic is for vampires, undead, demons, etc; but also any corrupted or tainted person, object, race, etc.

* There are no clerics. Instead, a lawful fighter is a Paladin, and a lawful Magic User is a Cleric, as we know them. I dont know what to call lawful thieves, hobbits, elves, etc; but I assure you they exist.

* Mages can only take spells from the MU list or their aligment list (cleric for lawful mages or reversed clerical spells for Chaotic mages). This makes neutral MUs the boring, academic guys who actually have less spell choices.

* Any lawful character can attempt to turn undead. Holy symbols give a bonus to that, or even allow the action to neutral characters (though neutral characters doing that count as level 1 for turning purposes)

* As being Lawful has an upside, it must have a cost or every character would pick it as an alignment. My best idea is that being lawful makes you start with 1/3 of the money (because you're so selfless, bro). Maybe even you have to give some XP money to charity to level up.

* Being Lawful its a status to be kept. It is weird and awkward to have a Judge GM telling you that you are "behaving bad" on a grey area and taking your alignment from you. I don't know if that is a thing that happens. But there must be ways to become a neutral or even evil in-game. I'll think later about this.

* Being Lawful is something you can become mid-game. I think that a good way could be to have it as a prize: remember all those Lawful monsters on the list, that don't seem to have a use? Well, on a good reaction roll, they will give you missions, related to god's will, cosmic struggle or maybe some humble thing (how does it fit on the lawful plan is up to you to imagine). If you succeed on it, you have a chance to become lawful, possibly based off charisma or wisdom to see if it "opens your eyes" or "converts yourself" to the good side. Rescuing princesses, killing evil monsters, recovering lost scions, restoring hopes: that is what lawful guys do.

* Evil characters can happen too, but they are subject to be specially affected by lawful monsters. Apart from evil spells, maybe they could have some area effect of fear, darkness... who knows, maybe at high levels. This is to be decided later. Chaotic thieves are assassins, while chaotic mages represent warlocks and witches.

* Alignment adds + or - 2 to reaction rolls if faced with the same or opposed alignment (neutral characters do not benefit from this)

* The list of things affected by alignment does not end here: magic weapons restricted to alignment, alignment languages, aligned places, groves, rivers, havens, etc. I am starting to think that understanding and exploiting alignments is one of the most powerful keys of the fantasy genre.


was this a case of clerical turning induced by magic object?


Friday, April 30, 2021

Katanagatari



* This is a list of gameable things that I took by watching Katanagatari.

1 - An island inhabited by a powerful fighter and his family; as he was abandoned there by his lord.

2 - A land that its been completely overrun by a desert, from which only the top of a castle remains. The castle is a dungeon with the entry on the top.

3 - A swordsman who, from a non-threatening sitting position, can unleash an speed of light attack; but only if you step 1 milimeter into the room he is in.

4 - The concept of a tactician that cannot combat, but instead watches you fight and comes up with the best approach to any duel or battle.

5 - A four handed automat/puppet, with a sword in each hand, and another one hidden in the mouth; that is powered by solar energy (basking in the sun for a while during the daily routine) and is also shaped after the author's loved woman.

6 - A group of ninjas who are gorgeously cosplayed as an animal each. Seriously I really want to use this one.

7 - An interesting reason for being a monk in-game (because you are a human sword, so you cannot use swords)

8 - A bunch of poisoned (read as cursed) weapons with diverse powerups. Then, a wooden sword whose ability is make you feel righteous, and a bladeless sword that makes you overanalyze yourself to the point to "cut" you.

Houhou sama! I really liked that character for some reason. The series themselves are 12 episodes of awesome anime of the 2000s era. I reccomend it to all the old school anime fans like me.

Friday, April 16, 2021

Charm, Sleep, Fear, Confusion

Writing some spell lists, I've come to think about D&D's mind-altering spells in particular. Charm, Sleep, Fear, Confusion. 

They all have the potential to be encounter-skippers. Then, why choose one over the other? 
In the rules the differences are subtle: Charm might give you a temporary ally, so does Confusion by making an enemy so confuse that attacks itself or its allies. Sleep might affect more enemies. Fear makes the target flee, carrying away all treasure they might hold.

But in practice, rules as written, they speak more about how the enemies act than on how they do feel. For example: by casting fear, an NPC will never react to fear by trying desperately to befriend you, like in a charm spell (so you spare his life) or channel the fear attacking, but awkwardly, like in a confusion spell. RAW, they will always flee. So the spell effect is not as much about what does the target feel, its more about what they physically do.

So, a wizard learning Fear in wizard school, dreaming of the day in which he will subdue armies at his feet using magical fear, will be dissapointed because fear will only send them fleeing from him,

I'm thinking on having all those spells somehow mixed in one. Lets call it "Ensorcell".

When you cast it, you change the reaction of target NPC 2 steps up or down the Reaction Table. That is the effect. It's the GM who, depending on the reaction and the situation, describes which is the magical effect who caused it. Lets say that the Reaction Table its like:


A goblin who is attacking you (Immediate Attack) would be hold for some turns (confused). The GM says if its because of fear, daze, tiresomeness or maybe he is tripping balls.

A hostile one (roll of 3-5) would retire its attack completely. Maybe he is asleep or just lost his will to fight. He might not get in love with you, but will be opened to negociation.

If the monster is undecided (6-8), then you have the chance to make it your pal/waifu, as a classic Charm spell.

Possibly you can increase the power of this spell somehow, to make an Immediate Attack become an Enthusiastic Friendship by casting it twice or whatever. 

Now, I can imagine the same wizard in wizard school, memorizing lots of different theorems and tricks to be capable to ensorcell enemies someday, and adapt his spells no matter the situation. 

The bad part of this approach is that, when cast on PCs, it lacks guidelines on what should happen. The GM should interpret it based on the shown attittude of the PC towards the caster and interpret it as it was a reaction roll.

Monsters that normally cast effects on PCs, such as sirens or vampires, still work normally casting Charm or Fear, and should affect PCs just as they do in classic rules, no matter what is their attitude. They are monsters after all and work outside the PC's rules.





Wednesday, March 17, 2021

One roll combat

 And when I say one roll combat, I mean to talk about when to hit and damage are resolved with a single roll. 

I am aware that making them a separate thing has its reasons, for example modelling fictionally different weapons or abilities. But as a game, one roll makes things smoother and easier, so I always implement that rule in one way or the other. But there are different ways to do it, and each way bends the combat math in a particular way.


tumblr:  shroomarts

Option A: There is the Into the Odd approach. 

Every turn you roll damage and you always hit; but armor soaks some damage. If we assume that the average damage per turn is equal to common DnD, this means that you will deal less damage every turn, but more constantly as there are lower peaks (1d6 damage can deal 6 damage if you hit; but if armor soaks 2 damage per turn, you will do damage 4/6 of the time, but can only deal 4 as a maximum). 

What does this mean? Well, this means that incresing the damage output of a weapon also increases it's capability to hit, and viceversa. This can be good or bad, depending on many factors. Also, it might seem like a minor nuisance, but it will take more pencil-writing time for GM and players as there are more and smaller "damage transactions" and displace the thrill of a big hit. Also, converting monsters and PCs to this numbers so the power levels are similar requires to ponder a lot of factors. Non- damaging attacks that require a to-hit roll can still be done by making an additional save vs effect.

Necropraxis "Degree of success as damage" and Blackrazor's "Auto-Hits" are two more essays on this approach.

Option B: Fixed damage. 

To make it a little generous we'll make it so each weapon's damage is rounded up from its classic damage die average: Fists do 2, Dagger does 3, Sword does 4 and polearms do 5 damage. Monster damage is also averaged and rounded up.

You can argue that this takes some randomness out of the game, and it is true, but that tends to soften  the more hits you need to take down an enemy. If you need 5 hits to take down a 18 hp troll with a 4 damage sword, on average it will still be very close to that number if you hit it with a d6 sword. The difference will accentuate the less hits you need to end a combat. For example, a 4 hp goblin will die on the first hit 50% of the time with a d6 sword and 25% with a d4 dagger. But with fixed damage it will Always die by the sword, and Never with the dagger, in the first round. Bear in mind that the randomness necessary so combat has still uncertainity is still on the to-hit roll (will it hit me or not?) but yeah, the numbers go wild at early levels. The pros are that this difference dissipates over time as levels go up, and that requires minimal conversion from classic rules.


Option C: Remove Hit Points. 

If HD is equal to 1d6 and so is the average weapon, they can both be removed for simplicity and make it so average attacks take out 1HD from the enemy, and proportionally increasing attacks that deal more damage. This is what I used when I made this OD&D port (still untested, fucking COVID). 

This is even more deterministic than fixed damage, as all weapons will drop your 1 HD character down in the first hit. This is not necessarily bad as there is still randomness on the "to-hit" roll: amongst two 1 HD combatants, the first that strikes through the opponent's armor wins. There is something I like a lot in that simplicity. How to increase your chances at that early levels? Get good armor and try to win initiative. 

At 0 HD, you can still rule various things to make PCs a little more durable:

- Roll in a Death and Dismember table. 

- Give them a Save VS Death.

- The famous rule of sacrificing the shield to prevent a hit, though I've never liked it much. 

- Just make fighters or other martial classes have extra HD at the start.

- Constitution bonuses give you 1 HD for each +1

- Make it so depending the viciousness of the monster, 0 HD means a different thing. A bandit might just drop you unconscious to sack your body, and a kung-fu user might just KO you to show you his superiority. A goblin might not be as merciful and you must save vs death, and an assassin will kill you straight if  he lands the last strike. Note that being KOed by a pack of wolves or similar and not having somebody to rescue you is pretty much equal to death.

- Increase a little the base AC to pay off the decreased chances of survival. This way a hit will take more to happen, but will be more decisive. Your character will die in about the same time, but in half the rolls. 

What I like most of 1 attack = 1 hd is that is simple enough that I can complicate it in different, newer ways: for example, instead of increasing damage or to-hit numbers, granting PCs ans Monsters extra attacks which can be rolled simultaneously; this way you get different damage possibilities depending on how many do hit.

The easiest way to implement it, however, is to differentiate weapons based on their chance to hit (daggers get penalties, because is harder to hit with a dagger. If you think about it makes even more sense than giving them damage penalties). 2 handed weapons however can take an extra HD if the wielder is strong (13+ strenght)

Homebrew Homunculus has written not one, nor two, but three posts building around this approach.


Sunday, March 14, 2021

Musing on Trigun as an RPG


The earth is greatly fucked up or something, so a myriad of spaceships are sent into the universe towards a new place to live. They hold a mysterious technology called "Plants", which are capable of a quite potent terraformation. Due to a sabotage, most of them are destroyed and only a few manage to land safely on a desertic planet, which they will call Gunsmoke. 130 years have passed since then, and the societies built in the new planet are reminiscent of western movies but with mutants, cyborg parts and some advanced technology.

The game practically asks for hexcrawls: There are seven major cities in the planet; all of them built around the remains of a spaceship. The plants that those spaceships carried can provide limited water, food and energy in the desertic environment. All around them, however, is an unexplored wasteland illuminated by two suns and five moons. 

(Roll 2d6 to paint hexes)

2 - Major city (has got a plant)
3 - Small Town (2 in 6 chance of being abandoned)
4 - Mountain Cave
5 - Canyon 
6 - Desert
7 - Mountain or canyon if there is one adjacent. Else, desert
8 - Desert
9 - Mountain or Butte
10 - Small outpost (1-water farm, 2-well 3-Shelter 4- Radio tower 5-6: roll again, but its unhabited)
11 - Scraps (fallen city or remains of spaceship)
12 - Full Crashed Spaceship (Map as dungeon)

2d6 to see what is lurking here, if there are encounters

2 - Sand worms
3 - Robot Guardians
4 - Bounty Hunters (2 in 6 chance that their pray is also on the area)
5 - Caravan (special rules to determine size and composition)
6 - Common bandits 
7 - Sandstorm, 1d4 turns
8 - Merchant/Wanderers (1d6). Criminals might mask as those.
9 - Already known NPC
10 - Tough bandits (gung-ho guns or trained cultists)
11 - Telepathic Insects
12 - Alien Abomination (1-sleeping eldritch type, 2-lion ant type 3- radscorpion type 4-almost human type)

deviantart: jasperk stoneking


XP for gold was invented for this kind of setting: as the world is pretty much lawless beyond city sheriffs, crime is dealt with basically by bountyhunting and every known criminal has a prize in doubledollars (Gunsmoke's currency) The game is easily to focus around hunting bandits meanwhile a bigger plot appears. 

The classic Trigun foes (tough bandits on above table) are a step or two above human capabilities: they have increased size and strenght, superhuman reflexes, psychic powers, implanted sensors or weapons or the like. If you haven't see the series, think that any foe from Metal Gear Solid could be swapped for one, and viceversa. Another way to create them is to pick names and skills from D&D monsters: John the Displacer always appears to be 2 meters from where he is, which is an awesome trick when you duel 1v1. Paul the Blink, however, can disappear and reappear anywhere nearby.

armor: +3

Though I haven't ever played Into The Odd, I think that it can fit perfectly with some changes (the free edition can be found here. I think I like it better than the follow up Electric Bastionland

You start with 2 randomized gifts from a list (pending) of gears and weird abilities. There must be some big guns, some mutations, some psychic abilities like telekinesis and mind manipulation (will saves allowing) naturally enhanced abilities (super-hearing, tracking water, etc) and biological/mechanical implants.

You roll 1d6 for hp.

HP 1: choose 2 extra objects  
HP 2: choose 1 extra psychic ability 
HP 3: choose 1 extra object
HP 4: you start with a free handgun (d8 damage) or katana (d8 damage). Yeah there are samurais on it.
HP 5: you start with any cybernetic implant 
HP 6: you are a plant. You can summon angel arm (d10 damage in area, blast). Make will save to avoid a mishap.


You roll 3d6 for stats (STR, DEX, WILL). One thing that I don't understand in Into the Odd is that stats don't ever grant you any active bonuses or widen your possibilities of approaching problems, they function mostly as passive saves. So I want to add this:

If STR is higher than 14, you deal +1 die size damage with melee weapons, and can attempt to break sturdy doors.

If  DEX is higher than 14, you get +1 armor when you're unrestrained. Dex contests are also used to shoot first in duels!!!

If WIL is higher than 14, you can re-roll any roll once per rest

It is important to know about the mysterious nature of the Plants. They are actually sentient, womanlike beings who live inside the lightbulb-shaped things. They are providers of life, just like if they were in a sense "fertility goddesses". Vash and Knives (protagonist and antagonist) are the counterpart: male plants who can walk the earth, but have a great capacity of destruction, more in tune with Ares. Their body can mutate into angel guns able to destroy cities, even make a crater on the moon. 

If there was any scientific record regarding the creation or the metabolism of plants, that information is not known today. Plants look exactly like normal humans, though they are always blonde. They are still alive and look around late 20s or 30 something even though more than a century has passed from the landing. How much time can they last is a question blowing in the wind.

two plants meet each other


Though this setting can look like Fallout or Mad max at first sight, the tones are kind of different: on them, the plots often revolve around "the world before the war", and all the cities and denizens are permeated of a certain cynicism and hopelesness. In Trigun, the world is harsh and dangerous, but it feels healed. As Vash says, "the future is a blank paper"; and the world around them reflects this view.