Wednesday, April 6, 2011
Prime Swap
Prime Swap: After rolling (3d6 or 4d6-L) six times and recording the results In Order, the player can swap the character's Prime Ability with any other ability score. So FM can swap for STR, M-U can swap for INT, C can swap for WIS. Dwarves can choose STR or CON. Elves can choose STR or INT. Hobbits can choose STR or DEX. Option: Characters generated without the Prime Swap [start at 2nd level/start with maximum hits] insert your own bonus here.
This solution allows the player to generate the class he or she desires while maintaining most of the randomness realized with an In Order approach. I am not considering the optional point-buy system presented in OD&D because I adhere to the “for purposes of gaining experience only” caveat.
~Sham
Wednesday, July 21, 2010
Somewhere Out There Waits Revoemag
Roll 1d00: 01-65 for a Magic Sword aligned with Law.
Roll 1d12: Intelligence of 12 for a result of three Primary Powers, one Extraordinary Power, as well as the abilities of the sword to understand Languages, communicate via Telepathy and Read Magic.
Primary Powers Table
For the three 1d00 rolls on this table I select 96-99, which states:
“Take two rolls ignoring scores over 95 except a roll of 00”.
Roll 1A: 31-40: Locate Secret Doors
Roll 1B: 41-50: Detect Traps
Roll 2A: 51-60: See Invisible
Roll 2B: 00: Roll on the Extraordinary Ability Table
Roll 3A: 00: Roll on the Extraordinary Ability Table
Roll 3B: 00: Roll on the Extraordinary Ability Table
The sword now has three more rolls on the Extraordinary Ability Table, for a total of four.
Extraordinary Ability Table
For the four 1d00 rolls on this table I select 00, which states:
“Take three rolls ignoring scores over 97”.
Those four rolls just became 12 rolls.
The following rolls are can't miss powers:
21-30: ESP
51-59: Teleportation
The sword can have double-strength powers from this table if the same roll results twice. The sword could have rolled each of the following powers twice:
41-50 twice: Double-power Telekinesis
60-68 twice: Double-power X-Ray Vision
83-87 twice: Double-power Flying
88-92 twice: Double-power Healing
93-97 twice: Double-power Strength Boost
Languages Spoken Table
A 1d00 roll of 00 indicates two rolls. 90-99 rolled twice indicates that the sword knows ten Languages.
Origin/Purpose
A 1d00 roll of 91-00 indicates a special power when striking a particular opponent. For swords aligned with Law, this added ability is to Paralyze. The sword's purpose has been chosen as “Defeat Chaos”, which means all strikes upon those aligned to Chaos causes Paralysis.
I think that's it. Oh wait, as to the type of Magic Sword.
Roll 1d00: 79-80: Sword +2, Charm Person Ability
The Sword +3 and the Life Drain Sword are excellent candidates, but the possibilities with Charm Person added to the insane list of powers, generated “randomly” using just the Vol 2 rules, would be as much fun as a barrel o' barbarians.
Here's the synopsis:
Revoemag
Sword +2, Charm Person Ability
Lawful
Intelligence 12
Ego 12
Situational Egoism 36
Revoemag can Read Magic, use Telepathy and understands 10 Languages.
The wielder of Revoemag gains the following “at will” powers:
Charm Person, Locate Secret Doors, Detect Traps, See Invisible, ESP, Teleportation, Double-power Telekinesis, Double-power X-Ray Vision, Double-power Flying.
The wielder of Revoemag gains the following limited use powers:
Double-power Healing: 1 point/3 turns or 12 points/day.
Double-power Strength Boost: 2-8 times Strength for 2-20 turns, twice per day.
Purpose: Defeat Chaos.
Special Power: Causes Paralysis when striking Chaotic opponents.
With a Situational Egoism of 36, this sword would constantly be at odds with any wielder not spending every waking moment attempting to annihilate Chaos.
Would one ever actually see a sword like Revoemag in one of my games? Sure, if the dice were friendly enough. Although the odds of this sword being rolled randomly are mind boggling to say the least.
Let's roll one using the rules to see how close to an honestly rolled campaign-breaker we can get:
Murdmuh
Sword +1
Neutral
Intelligence 7
Ego 2
Situational Egoism 9
Communicates via Empathy
Locate Secret Doors
Purpose: None
Special Power: None
That's much more like the average OD&D Magic Sword. Murdmuh is the type of sword that might remain in one's arsenal for a long while simply for the Locate Secret Doors power.
Ah well, I'll keep rolling them and my players will keep searching for that one in a quintillion sword.
~Sham, Quixotic Referee
Friday, July 24, 2009
The Good Major Weighs In
~Sham, Quixotic Referee
Thursday, March 12, 2009
Fistfuls of Dice
In a recent post, I pondered the idea of adding some of the neglected dice to my original D&D games. More or less I was observing how one could replicate the average scores of magic weapons that normally use a d6 with these other dice. I’m still considering these dice for aspects of OD&D, but now I am looking at ways that allow players to throw a handful of six-siders and partake in that exercise normally limited to Magic Users and Elves.
All of this harkens back to the What Price Glory series of posts from last Summer, wherein I detailed optional rules packets for adding more depth to D&D combat. In particular, the Multiple Dice portion of the Damage packet that was offered then.
Part of that option was the idea that magic weapons all allow the wielder to throw an extra d6 when rolling damage, and take the higher result. Thus far in my games, this has been a nice additional option. But I want MORE dice. I’ve slightly modified the What Price Glory Multiple Dice option, and added more dice for magic weapons, as follows.
Multiple Damage Dice: The amount of dice used to determine melee damage is a reflection of Class, Level and Weapon. In all cases, roll the number of six-siders indicated, and take the highest result.
Standard Melee Damage: 1d6.
Fighting-Man: Level 1-3: no bonus, 4-6: +1d6, 7-9: +2d6, 10+: +3d6.
Clerics: Level 1-5: no bonus, 6+: +1d6.
Magic Users: No bonus.
Magic weapon, +1: +1d6.
Magic weapon, +2: +2d6.
Magic weapon, +3: +3d6.
Thus, the maximum damage with this option does not exceed 6, unless of course you couple this option with the second part of Multiple Dice, to quote:
When rolling Multiple Dice, while only a single die is used to calculate damage, any die that rolls a 6 and is not used as the highest result will add 1 damage to the attacker’s total. For example, if a Fighting-Man throws 3d6 to determine damage, and comes up with three sixes, his base damage would actually equal 8 (6+1+1) .
The Rule of 6: The highest result is used for damage, other dice are considered bonus dice. Any bonus die which rolls a 6 adds +1 to the total resultant damage.
A 10th Level Fighting-Man with a +3 weapon would have the luxury of throwing 7d6 anytime a hit is scored. Is this as powerful as a weapon that deals 1d6+3 each round? Perhaps not, but it is certainly more entertaining from my point of view.
The Rule of 6 in action. Someone just dealt 10 damage!With some tinkering, Multiple Dice could be used for Cleric Cure Spells as well. For example, something like a bonus d6, use the highest result(s), at Levels 3, 6 and 9. Currently I’m somewhat liberal with Cleric Cure bonuses, allowing a 1 hit per Level of the caster bonus. But, MORE dice is always better. Most everyone has a ton of six-siders anyway. Might as well use them for more than a hall full of Goblins.
~Sham, Quixotic Referee
Monday, March 9, 2009
Dice Withdrawal
I didn't play any games or D&D at all this past weekend. Not Friday, Saturday nor Sunday. It was such nice weather I ended up spending the weekend outside doing family stuff. I'm definitely ready for Springtime. My 14 year old's team moves back outdoors soon, and I agreed with his coach at practice on Sunday that the boys are getting cabin fever and itching for some fresh air themselves.It struck me sometime this past weekend that I could introduce the use of my old 1E dice that have become useless with my adoption of pre-Greyhawk Dungeons & Dragons. Specifically the d8, d10 and d12, and use them in some fashion rather than simply for referee tables like custom Wandering Monsters.
Consider that all weapons in OD&D deal 1d6 damage. Magic Swords do not deal any extra damage except to specific targets as detailed in their item descriptions. This is a trade-off, as OD&D Magic Swords are still potentially the most potent melee weapons due to mental powers and communicative abilities. Other miscellaneous magic weapons normally add their magical plus to damage as well as rolls to hit.
Recently I have house ruled that all magic weapons function like swords, with the additonal rule that any magic weapon allows the user to roll two dice for damage, using the higher result. In practice this has proven to be a fun method, as throwing more dice normally is. But what of the d8, d10 and d12?
The average roll from a d6 is 3.5, as everyone knows. Considering that average and the unused polyhedrons in my collection, I realized that increasing the 3.5 average by one in three steps of 4.5, 5.5 and 6.5 essentially replicates +1, +2 and +3 to damage that magic non-sword weapons of those types would normally deal in the original rules.
I can go two ways with this. All magic weapons roll two dice, using the higher result. A minor bonus for +1 weapons. I could tinker with this and allow three and four dice for +2 and +3 weapons, respectively, if I wanted to increase the average damage of those more powerful weapons. The maximum damage is still 6, but results of 6 would be much more frequent.
The other method which introduces those neglected dice works out as follows:
Normal weapons average 3.5, use 1d6.
+1 weapons average 4.5, use 1d8.
+2 weapons average 5.5, use 1d10.
+3 weapons average 6.5, use 1d12.
The average damage does not change with the new dice, they simply increase the numeric range. So simple I wonder why I never thought of this until now. Players might hate rolling a result of "1" with a +3 weapon that deals 1d12, but would cheer each time a "12" popped up.
I'll have to play test this somehow, but unfortunately the only magic weapons in my current game are +1. I still love a d6 dominated game, with d20 relegated to attacks and saving throws, but the idea of reintroducing those other three is tempting, if only on this somewhat limited basis.
The burning question is, of course, what to do with that damned d4. Perhaps reserve it for Cursed -1 Weapons? It does average -1 damage, or 2.5. I'm probably the only one who never realized before how this average for the dice moves along a straight line in single increments. This would be a bit of homebrew, of course, as the only cursed weapon in OD&D is the Sword, Cursed -2. As we know for Swords in OD&D that modifier only applies to the attack roll.
Don't ask about +4 weapons. As of right now there simply aren't any. Which is a good thing as I don't own any d14s. The end result is I don't see myself moving away from a heavy d6 game. I do enjoy playing with numbers, though. I think the more dice method for magic weapons is how I'll continue and move forward, and give a thought about adding an extra die for +2 and +3 weapons. Those other four dice types will probably continue to beg me to play some 1E while they languish on the sidelines.
~Sham, Quixotic Referee
