"Everytime you cast a spell, instead of losing the spell you just casted, you cross out any other spell of the same or higher level instead; unless that was your last available one, in which case, you lose that spell"
Thursday, May 11, 2023
An idea for vancian magic
"Everytime you cast a spell, instead of losing the spell you just casted, you cross out any other spell of the same or higher level instead; unless that was your last available one, in which case, you lose that spell"
Wednesday, May 10, 2023
BXraw: Fighter VS Halfling
Are Halflings just better than Fighters? They share the same XP and Attack progression. Armor for halflings is only limited by the availability of halfling sized gear (which depends on the setting, I guess) Let's put the advantages of each one towards the other:
FIGHTERS:
- Can use 2-handed weapons (that lose initiative anyways). Use of the d8 longsword is ambiguous, though I'd rule that halflings can only use short swords. If not using the variable weapon damage, this point is ruled obsolete.
- They can use all magical swords that happen to be not short.
- Use d8 for hit points instead of d6 (that is 1 puny point on average per level, Fighters can even roll badly and lose that edge)
- One prime attribute (str) instead of two (str and dex) which is irrelevant if you roll the minimum DEX or you happen to ignore prime attributes (like I do)
- No level cap (which has no relevance until level 8)
HALFLINGS:
- Saving throws equal to a fighter seven levels above you
- Shooting arrows or ranged weapons at +1. That is attacking like a fighter one level above you at all times (sometimes two levels)
- Armor class enhanced by 2 versus enemies larger than humans. This is a surprisingly large spectrum in a game like D&D, from bears to basilisks to ogres to dragons
- When using individual initiative they get a +1
- 90% chance of dissappearing in woods or underbrush
- 1 in 3 chance of hiding in normal light when there are shadows or covers present, as long as they remain still.
- The non-despicable advantage of being lightweight. It is much easier to take out of the dungeon an unconscious or deceased halfling, load it in your own horse and head towards a local temple, than doing the same with a grown up man. This can be an important thing depending on how you rule encumbrance.
This all started because I was running a game following strict RAW rules, then went looking into the book to check if there were any strength or encumbrance caps for hobbits and I found nothing. I started reading to check how the fact that you are a 90 cm person is portrayed in the context of combat and such, and I realized that there is no real downsides at all. Suddently I found it so weird.
My last houserules are too complex to be summarized like NOW!, but basically I run them as thieves with better saving throws (like a fighter four levels above), with STR capped at 12, and encumbrance based on STR. I intend to make a full post about them soon. Just remember that 12 dwarves picked up a hobbit once because they needed a thief to go into the dragon's lair.
Art taken from Pits & Perils by James and Robyn George.
Thursday, May 4, 2023
On Rules-lite or Rules light
After reading both Prince and Noisms take on rules-lite games, I wanted to write my own article on the subject. To make it clearer, I won't adress their points in here, I already did on their comments, suffice to say that while I enjoyed their reading, my point of view is tangential.
I have collected tons of One-Page rpgs, starting back in 2012. I don't like all of them, of course, but as a design fanatic, I often like how they have resolved a certain mechanic (like alignment in Jung Guns), or how they have evoked a certain feeeling with a paragraph or a layout (Raygun Gothic, Travel Journal of Short Tales). It is true that they are often highly unplayable.
As Prince attests, many of them fall back on D&D to cover their gaps. Many more are innocent attempts at fixing D&D forever or just novel ideas that sound awesome in the author's head but have no sense on the page, and much less on the table (I love those. I have made a bunch of those too). Others (more and more everytime) are just made to look nice, with little care of the actual rules, probably because their author doesn't even think on playing it.
As I see it, the problem with rules-light games is not about they having little space or little rules. The problem is that they usually cut off the wrong rules.
As I pointed out on previous articles, the core rules of a game are those that create and push the game's biorhythm, as opposed to its conflict resolution rules.
The core rules of D&D are XP for gold, the dungeon generation rules that create rooms with gold alongside rooms with monsters, monsters and gold, dangers and traps, and the "level up" boon-unlocking dynamic for characters and dungeons. You play to level up, and adventure happens in the process. Using a d20 to hit or 2d6 vs an adjusted TN can have interesting effects, but won't change the game's nature in the slightest bit.
Most published games, even rules-heavy ones, don't even have core rules. They just have conflict resolution rules. And that is frustrating because that is not gameable. They have lore bricks instead, and you must make a mission-based game with whatever you can assemble from it. Rules-light games often go the same road, working on innovative, clean or personal resolution rules (usually chargen+combat+equipment) and vague or absent procedures to conduct the game.
No, Maze Rats tables may be a great oracle, but are not a game procedure. It does have rough guidelines, though, on how do dungeons, cities and wildernesses look, and at least mentions the use of wandering monsters. But having XP per session + extra XP for abstractly overcoming a difficult challenge, the game can or cannot feature dungeons or loot of any kind. In fact the game can be about anything. Which seems liberating yet also kind of aimless: players must set their own drives, in a world they don't really know yet. But I am sure it works in the end.
Knave doesn't even have that. I think it was maybe conceived as an alternate chargen/combat/spells for D&D and was considered a full game by some at some point. In any case, OSR-related games have an advantage: the more a game gets closer to the OSR purity, the better it can use its resources: falling back on D&D to fill the gaps or using published modules. I think Searchers of the Unknown was built for the latter in mind too.
But it would be unfair to accuse rules-light games of this sin, when big games do commit it constantly. Lamentations of the Flame Princess, for example, is written in two big tomes (player guide and referee guide) and somehow forgets to fit any setting, a bestiary, procedures for generating monsters, dungeons, adventure sites or adventure of any kind. It offers some advice on the tone the author wants to convey, but the advice feels short and falls on a void.
World of Dungeons: Turbo Breakers, being three pages long, achieves to include useful gameable setting elements (the rifts, a countdown to the Cloud of Woe, an archmage called Kai Shira Kai, a Bestiary and a guide to create monsters, etc).
Into the Odd: One page version, on a single page, allows you to run a dungeon without any preparation, filled with monsters, social encounters and traps; and teaches you to make a similar one by altering the tables therein. If you put simple advancement rules (maybe +1 to an attribute if you roll over it, and +1 to hp for each dungeon completed) and you have enough depth to make a long campaign using that rules alone.
And as a word of advice: for people who has already read some Lovecraft enough to be familiar with the setting, will find the same or more useful stuff in the 4-page Cthulhu Dark and its companions than in the classic Chaosium tomes, all ripe with an astounding amount of nothing. You will still have to come up with an adventure yourself, but at least you will save time and effort.
So yes, rules light doesnt have to mean depth-light. I actually think they are a good paradigm for designers to learn and test things: the shorter a game is to write, the faster you can test it and re-shape it as needed. Minimalism has no inherent value on itself, but there is a limit on how complex you can make a ruleset without it becoming unwieldy. As I like to see it: the more minimal your rules are in one aspect, the more you can complicate the game in another. For example, getting some minimal rules for combat allows me to make extensive and fussy rules for handling horses without overloading players with information. This way you can add simplicity and complexity to things depending on how you want to portray them on the game you have in mind.
Recently I put down the advancement rules for Monks and Mummies, one of my many chimeras. I found out that it was actually the hardest part of the game to come up with, and possibly the most important. Now that I know what the game is about, I think I can put the rest together """easily""". The rest of the game is sort of falling into place by itself. And thinking about this ruleslite things this days I have realized that it might not fit in one page, but I can see all the concept fitting on four or five. Let's see.
Thursday, April 27, 2023
How I do Treasure Types
This is the B/X table for generating monster treasure. I assume that Gygax intended to use it when you are generating dungeons, at home, chilling alone with a cup of tea: It has a ton of rolls to do. Some of them are even PERCENTILE.
I found myself having to generate treasure a lot of times during the game. Also I strongly dislike having so many types of coin: I only use silver (the standard) and gold coins (armor and other specific things are still keeping their gold prices). Copper is a nuisance and electrum can go fuck itself. I don't even want to know what the fuck it is, but it is surely something I don't want everywhere around on my fantasy world.
I spent a lot of time calculating the averages of each treasure type. Someday I found out casually that they were already calculated for me, right at the preceding page:
To give it a little randomization, multiply the result according to this table. Note that I use silver standard, so that is the value in silver for me.
1 - 25% treasure
2 - 50% treasure
3 - 75 % treasure
4 - 100 % treasure
5 - 150% treasure
6 - 200% treasure
The numbers add to 600%, divided by six results so its 100%. This means that stastically the treasure amount doesn't change.
Then I roll 1d6 in this other table: The treasure is composed mostly of..:
1 - Gold coins (value as 10 silver coin each)
2 - Gems and jewelry. Depending on my mood this can be a single jewel or a myriad of small gems
3 - Valuable but small items (books, weapons)
4 - Valuable but bulky items (armor, statues, art)
5 - Silver coins
6 - Silver coins
For bigger treasures I divide the treasure into 2, 3 or 4 roughly equal parts and roll separately for each part.
Magical items are rolled normally but I approximate the results with d6. Not because I cannot roll percentile, but is a question of principles (for example, a Type A treasure with a 30% chance of magic treasure becomes 33% chance: 2 in 6). Percentile rolls feel ugly in D&D and the exact numbers are arbitrary after all.
EDIT: for convenience, I also calculated the averages of unguarded treasure rooms per dungeon level:
level 1: 158 gp
level 2 or 3: 483 gp
level 4 or 5: 1553 gp
Average value of 1 gem: 194 gp
Average value of 1 jewel: 1050gp
Saturday, April 22, 2023
Avoid the balance
Thursday, April 20, 2023
B/X Monk
Monks are humans who train their body, mind and spirit for the sake of
Thry cannot use armor; save for certain special armors specially suited to their arts which consist mainly on a set of bracers, shin guards and pauldrons (+1 to +2 AC, depending on the quality). Their AC will go up as they level, anyways, representing the monk getting better at avoiding hits.
Monks have a d6 Hit Dice and XP/Attack/Saves as Cleric, and do 1d4 damage when unarmed. When they use small weapons (those that would normally deal 1d4) they deal 1d6 instead.
Monks can use any weapons, but can use their Counterattack ability only when unarmed, or using nunchucks or staves (the latter makes you drop initiative as per the Variable Weapon Damage B/X rules, but allows you +1 attack bonus on counterattacks). Other monkish weapons can appear in the monk's path, but these are the only ones which are available at the start.
SPECIAL MONK WEAPONS take the form of an improvement of the punch, typically gloves, claws or cestus. They give you +1 to hit when unarmed and do not improve damage. Its easier that way.
COUNTERATTACK is conceptually based in the Final Fantasy monk: When attacked in melee, an monk that hasn't spent his turn, be it because the enemy has the initiative or because he has chosen to held his action, can preemptivelly attack first. On a succesful hit, deal damage as usual, and the enemy attack is also deflected.
You can see the enemy roll before you choose to counterattack, and you can counterattack infinite times per turn, providing you dont die, get stunned, trip or something like that.
This is also an additional defense that complements their low AC at first levels (though only versus melee attacks) and could be a risky form of crowd control. It's the classic kung-fu scene in which Bruce Lee defends himself against a lot of mobsters.
SECRET TECHNIQUES can only be used when unarmed (no nunchucks no staves this time). These are abstracted by giving you one extra die from the plethora of the common dice sets (d4 to d20): when an attack is succesful and you do damage, you can roll a secret technique and add its damage to it, then the die is expended. These are only refreshed at downtime, or very slowly during the adventure: Whenever you rest, you roll all your exhausted dice: if any of them shows a 1, you recover it.
Level Progression
Level 1:
Counterattack,
Technique: 1d4 (some sort of high kick, maybe)
You can double your normal movement per turn by passing a petrification save; on a fail you must still move the normal amount.
Level 2:
Technique: 1d6
AC +1
Level 3:
Awareness (only surprised on a 1)
You take half damage from missiles and dragon breath effects, and can save for no damage at all.
Level 4:
AC +1
Your unarmed base damage becomes 1d6
Level 5:
Your fists can harm enchanted creatures at -2 (reduce this penalty for each Wisdom modifier)
Technique: 1d8
Level 6:
AC +1
You get access to a spell: Magic Missile, Mirror Image, Levitate, or any appropiate spell your GM gives to you. You can cast it at will by passing a save vs spells, with a failure being that you spend your turn for no effect. I'm not sure about this one and I think I should make an actual spell list for the monk.
Level 7:
Technique: 1d10
If you are lawful, you can turn undead
If you are chaotic, you can make enemies of less your hd save vs death when they are hit.
If you are neutral, it's a good time for you to choose your alignment
Level 8:
+1 AC (you have armor as chainmail by now)
Maybe another spell
Level 9:
Technique: You get the other 1d10 (the one with the tens). You can use this die to damage or to heal yourself at anytime by the amount rolled.
At this point you can make a dojo and attract followers as cleric
Level 10:
+1 AC
You can increase any attribute score by +2 (in order to get those cool bonuses. STR, DEX or WIS are probably the ones you want)
Level 11:
Technique: 1d12
Level 12:
+1 AC. Immunity to Geas and Quest spells
Your base unarmed damage is now 1d8
Level 13:
Technique: 1d20. You can at this point try to take down really big monsters with a single punch
Level 14:
+1 AC. Your naked AC is equivalent to a knight in shield and full plate
Level 15:
Technique: You get an additional 1d20, or an 1d30 if you can provide one.
Level 16:
+1 AC
and unarmed you might deal less damage per turn, but you can use your asploding techniques at any moment