Showing posts with label dwarf. Show all posts
Showing posts with label dwarf. Show all posts

Wednesday, 7 March 2018

House Rules Update! 2018 edition

Another year, another metamorphosis!


PDF here


The main impetus this time around is basically to trim off as much fat and fiddly bits as possible, especially in the combat rules. If there's something in the rules that never gets used or I always forget about, it's gone.
It's become increasingly obvious that the Gambit is the only combat option anyone really needs. It's simple, has an obvious risk-reward angle, and has the exciting partial success possibility.
I've trimmed off anything that's not covered by a Gambit and simplified the rest.

The other thing is that Sneak Attack has always been a sticking point in the game. It's a weird outlier in terms of how skills work and is useless without a high Stealth to back it up.
Probably the biggest change in this update is reworking Sneak Attack and Stealth so they're not so tightly linked. Sneak Attack has been reworked into Backstab which is primarily for ganging up on the same enemy, but also still effective for traditional shanks from the shadows.
I'll go into it more when I get to that section below.

On the less rules-tweak side of things, I've added a few more bits to make the rules a bit more standalone, like putting basics about HP and AC and stats in the doc. It's not exactly a Ten Foot Polemic standalone game (yet?), but it's in here so you don't have to cross-reference with the LotFP rulebook so much. This is important if you are, for instance, one of my own players trying to use my rules to run your own session.

I've pulled out the relevant sections of the rules for ease of use, but do feel free to follow along in the house rules document.
So here we go, a change log with explanations and stuff as we go.



Char Gen

- Removed Ammo Dice
Ammunition isn't tracked unless something happens to make ammo tracking important.


I'll talk about this here - the death of the Ammo Die.
Oh wow the site I originally got it from seems to be dead! My house rules are old!
Archive copy of the ammo die post here.
Anyway, the idea behind the cascading Ammo Die made its way into the Black Hack as the Usage Die. Seemed like a great way to track arrows etc in the abstract, but man I can't remember the last time someone fired enough arrows for it to matter. When the bulk of the game is dungeons and firing into melee is dangerous, you just don't fire that many arrows.
I've left the door open for resource management if people are in the middle of a desert or something, but in the main we're not going to be tracking ammo any more.


The Basic Basics

- Added this whole section


 Just making things a bit more clear because there are some minor changes from LotFP.
Most notably, making it clear that HP is your luck-shield not your life points per se.
Also, Surprised AC in the LotFP rulebook is surprisingly hard to find, so that's here now.
Armour rules also gathered into one place, which means there's a teaser for the new sword rules in here too.

Stats

- Added this whole section



Explanation of stats because it's subtly different from LotFP, mostly by accident over time.
Clearly the lore/reasoning is more or less transposed directly from the LotFP rulebook.
Most importantly - something I never realised was that Int/Wis were supposed to influence the Saves of people targeted by Magic-User/Cleric spells! I've never done that, so it's gone. In its place is being a better caster via recovered from Interrupted Casting and Spell Swaps. Works for me.
Oh and did you know that Charisma doesn't affect Reaction Rolls by the LotFP rules? I sure didn't! So that's called out as affecting Reaction Rolls now.




Hazards

- Moved Falling here
- Added Fire rules for ease of reference
- Added Drowning


Original falling rules make falls very dangerous, and means anything that makes your fall count as 10' less could potentially save you from massive amounts of damage.
Fire rules in LotFP are nice. I like them, but added a few extra bits from rulings we've had in the past.
Drowning has claimed the life of several adventurers in my game, would you believe. The ruling at the time turned out to be surprisingly functional - 5 rounds of activity (+/- Con) before you start taking damage.


---

Rations

- Added temporary shelter ruling


All the same as before, except that it's possible to set up a makeshift shelter in the wilderness if you spend a day and roll Bushcraft.
Requiring a tent and rations to heal quickly in the wilderness works well, but what do you do if you forgot to buy a tent and/or your tent got destroyed by an angry bear?
You can build a semi-permanent shelter in the wilderness with a day and a successful Bushcraft roll.
Tents are a shortcut that you can pack up and move easily every day, so they're much better for travel than spending a day scratch-building a shelter every time someone needs to heal quickly.


Magical Healing

- Tweaks to Cleric spells that deal with poison


This has been in the poison rules post for a couple years now, but this is the first time I've stuck it in the house rules doc.
Delay Poison means you'll likely have processed the poison before it kills you.
Neutralise Poison... neutralises poison.


---


Basic Combat

- Added Magic to this section


This is in the Classes section too, but it really should have been here all along.
Declare casting at the start of the round, you need to be protected until it goes off at the end of the round. Standard in my game since forever.


Fancy Combat Options

- Removed Bumrush
- Removed gimmicky Parry rules, rolled Disengage into Parry
- Replaced Sneak Attack with Backstab
- Added Evade
- Clarified Wrestling
- Moved setting spears to Reach weapon section




Here we go! Some big changes.

Bumrush/Charge is easily a gambit. I'm surprised it lasted so long really.
Parry and Disengage were two similarly defensive but separate actions before. Now Parry is just the overall defensive "please don't hurt me" action, boosting AC and avoiding Opportunity Attacks.

The new Backstab will come up lots more. It's primarily a bonus for flanking enemies now, with a secondary use for killing surprised enemies. Flanking is a 5e-style thing, multiple people attacking one target in melee. Optimally you'll have a tank distracting the enemy while you come in with the Backstab. Conveniently this can be used to make pack-hunting enemies more dangerous by giving them good Backstab scores.

Evade appeared in this skills post as "Combat Stealth" but it's in the house rules now. Takes an action and a successful skill roll, so only useful if you have reliable Stealth.
Great for setting up a Backstab since it gives you +4 to hit and they can't target you on their next turn, guaranteeing Flanking.

Together, Aim, Evade and Parry form a sort of combat boost trifecta.
Aim is use an action, boost ranged attack.
Evade is use an action, boost melee attack.
Parry is use an action, boost AC.
Maybe the almighty Gambit will eat them all next time round, but I like the balance for now.

Wrestling is great. Adding some clarity for multiple wrestlers, and how wrestling rolls happen on both sides of the round.
+/- 1000 for natural 1s and 20s is for the silliness of it, but also neatly describes "a natural 20 automatically wins a wrestle, unless both people roll a natural 20 in which case it's still down to modifiers".

Spears in a bit.

Melee Weapon Types

- Choppy weapons changed: deal improved damage die against light armour or less
- Stabby weapons changed: +1 to melee AC and +1 to melee attack bonus



I still enjoy differentiating the weapons like this, even if it bumps up the complexity a little. With a general lack of magical weapons in a low magic game, weapon choice takes up some of the slack.
They used to trigger effects depending on whether you rolled evens or won initiative or whatever, but that's really too fiddly and complicated. It might maybe be fine if you're a player, but for poor old me rolling for a bunch of enemies at once that's too much overhead.

So now this should all be much easier for someone rolling a bunch of dice at once, and hopefully easier for the players.

Choppy axes deal improved die of damage against low armour targets. This means a greataxe vs a generic peasant rolls 1d12!
Smashy hammers are the same as before, piercing high armour targets.
Stabby swords are a straightforward upgrade against any target. +1 to hit, +1 to melee AC. Pair with a shield and you've got +2 AC against both melee and ranged attacks. Heavy armour, sword, and shield gives you a tip top 20 AC which is the effective maximum.
I might rename "Stabby" to "Versatile" to make it clear that they're good for offense and defence, but I'm keeping it for now.
Shanky is unchanged, deal bonus damage in a Wrestle if your roll beats their AC. Knife fights get messy.
Whippy is also unchanged. Ranged wrestle.

Noted here too: the Fighter gets extra bonuses on top of these. They're better than anyone else with any weapon, which is as it should be I think.


Melee Weapon Options

- Reach Weapons allow you to make an Opportunity Attack against enemies moving into melee.


Not actually a change, just not highlighted like this before. Was previously under the overcomplicated Parry action.
Opportunity Attack against approaching enemies makes the spear a superior defensive weapon, and good for defending your friends.

Also interacts with the new disengaging Parry. You can close in on a spear wielder by using Parry to avoid the Opportunity Attack, at the expense of not being able to attack them when you get in close enough.
Dropping Charge/Bumrush means that I can just drop setting spears against a charge. Spears are set against anything moving into range automatically, but no bonus to damage.



Ranged Weapon Options

- Firearms are all counted as flintlocks now.
- Rifled barrel improves Aim, instead of making up for range penalties
- Firearms ignore all armour at close range (all ranges for musket)


In a game where all of the various weapons have been cut down to several damage categories, it's a wonder I stuck with the Matchlock/Wheellock/Flintlock thing for so long. Who cares?
Everything is now counted as a flintlock, and if you want to have a rad wheellock on your pistol I'm not going to penalise you for it.

Range penalties literally never come up. I'm not going to measure ranges, and most if not all combat in this game is at short enough range that you don't need to worry about it.
Getting a rifled barrel means you double the Aim bonus to a big +8, at the expense of doubled reload time on a firearm you'd never manage to use more than once a fight anyway.
Finally, a reason to buy an Arquebus over a Pistol.
This should be an improvement even if you do measure ranges, since the Aim bonus makes up for the range penalties. Get your snipe on.
I was also doing the by-the-book firearms thing where guns pierce 5 points of AC, but piercing all armour is easier to adjudicate even if it's not entirely realistic.



Death and Dismemberment

- Updated for the modern era




This is all in pamphlet form now. Go see that post for an explanation of my game's most fiddly subsystem.
The main thing is to call them "Death Tokens" instead of "Death Dice", and add a bit more clarity. I think it's fine now.
This is a big wodge of complexity in the middle of an otherwise fairly rules light game, but it leads to a lot of fun gameplay for me. I swear.


---


Wear and Tear

- Removed weapon/armour Quality
- Removed sacrificing armour to reduce damage
- Added England Upturn'd misfire table for Notched firearms
- Dwarfs can completely fix a single item per day, up from one Notch per day.



Having different weapon Qualities which gave different chances of taking Notches was a good idea in theory but definitely very easy to forget about in the heat of battle.
You know what's not easy to forget in the heat of battle? Crits and fumbles! Any time a natural 1 or 20 comes up, people notice. So now weapon/armour damage is triggered by those exclusively.

Part of the impetus was having high quality weapons and armour to replace magic weapons and armour, but that was a nice idea that never worked out great. Just make it extra fancy or something. Hell, make it unbreakable. That's as good as magic.

There was a rule here last time where you could sacrifice armour to reduce an attack's damage to 1, but that's gone now. I kept forgetting and so did the players.

England Upturn'd has cool a firearm-exclusive misfire table that it wold be a shame not to use, so I'm using it.

Dwarf repairs are better now, just because it makes it easier. Give a Dwarf a day and he can fix an item. Solid. A Mending spell always fixed an item completely, but I'm calling it out here to make it clear.



Skills

- Called out skill-boosting equipment and skills that get boosted by Intelligence
- Backstab is a reworked Sneak Attack
- First Aid reworked - forces patient to Tempt Fate on a 6 instead of dealing damage, no longer heals HP
- Added Rapid Reload to Sleight of Hand
- Added Evade to Stealth
- Added Invention to Tinkering



A few changes around here.
Intelligence modifies Arcana and Languages. Nothing new there.
Specialist's Tools give a +1 to Tinkering and First Aid, that's not been in these rules before.
Same with Crampons granting a +1 to Climbing, which needs calling out really.

Backstab is a big change. See Fancy Combat Options above. Upgrade hits against surprised or flanked enemies to crits.

First Aid is now focused directly on field medicine, healing up a person who's reached 0HP and is dying from Death Tokens. The combat medic skill to bring the dying back from the brink!
Failing on a 6 used to deal 1 damage to the patient, but now it makes the patient Tempt Fate which fits the Death Token angle better.
Healing HP with First Aid has been scrapped, eating to heal works better and more reliably.

Rapid Reload skill was sort of in the rules before, but it's here now.
Roll Sleight of Hand to get a free Reload action. This means you can Reload twice in one round, or even Reload while fighting. Potentially fire a gun every 3 rounds if you've got good Sleight of Hand and focus on reloading, which almost makes it worth it.

Evade, again, see Fancy Combat Options above. Dodge and weave to gain an advantage against an enemy.

Invention has been in the game for a while, because players looove coming up with bullshit mechanical things like breathing apparatus or complicated traps.
Only change is that if a device works successfully it gets a +1 to Invention rolls in future, so you slowly build it up until it works consistently. Previously this had it working after three successful uses, but I think this is mechanically neater.

---

Rune Magic

- Minor tweaks


Due to mystery campaign reasons (and mild balance woes) the Repel rune doesn't generate stuff any more, only pushes it away. Breath weapons are too easy I guess!
There are a few other bits, but that's the main one.


Classes

- Added everything for each class, not just the things that are tweaked from baseline LotFP. You can run a class out of this document now.


Just makes it easier for people who aren't running LotFP to figure out everything a class has.

Onto actual changes that matter.


The Fighter

- Added Weapon Mastery


Fighters are simple. This is mostly on purpose, it's a straightforward class with a straightforward focus on straightforward murder.
People who want to be a fighter type tend to roll Barbarian nowadays. But I have a condition where any time we haven't had a Fighter in a while, I want to make Fighters better.

So here we are. Weapon Mastery. As seen in the Melee Weapon Types section, different kinds of weapons get different kinds of bonuses.
Fighters get those and more, with the bonuses intended to synergise with the base perks.
Having a Fighter that carries one of each weapon around sounds great.

The Choppy upgrade is suspiciously similar to 5e's great weapon thing, from which I took it.
The Smashy upgrade replaces the old "shiver armour on evens" thing. Hammer attack to make the enemy easier for your allies to hit. Combo with the new Backstab to good effect.
The Stabby upgrade means swords are very much the defensive weapon - use an action to Parry and hopefully you'll trigger one or more counterattacks. Amazing for a fully armoured and shielded Fighter.
The Shanky upgrade makes Fighters even more brutal wrestlers, seeing as their attack bonus means they'll win wrestles a lot.
The Whippy upgrade is to do some Indiana Jones shit and trip people up.



The Magic-User

- Altered Spell Interruption to make Chaos Mages more possible
- Made Spell Swap more lenient


Spell Interruption used to mean you could prevent a Spell Collapse with a Save vs Chaos.
Now a Save vs Chaos means you get to see what the Spell Collapse will do first, then choose whether you negate it. A small but significant change.
Shout out again to Aura Twilight's chaos magic table which I can't link enough.

Spell Swap now only has a penalty if you're swapping a higher level spell to a lower one, due to the potential magical leakage. You're forcing a larger amount of energy into a less complex spell and the magic might start leaking in around the sides.
Previously you had a penalty equal to the sum of the spell levels, so this is more lenient.
I want it to be slightly risky to swap a spell, but not so risky that I hear people going "nonono!" to a spell swap like the wizard's about to cast a Summon spell.

These Spell Swap rules carry over to other casters.


---



The Extras

- Added this class


My Extras class is so similar to Manola's original Extras class that it's not worth a class blog post.
The only minor difference is that the "Magic for the Masses" rule applies to all items.
If you've got less than 10 of an item, it can be used once per scene and each takes up a separate Encumbrance slot.
If you've got 10 of an item, it can be used every round and all 10 items take up a single Encumbrance slot.

Two bows means you can fire arrows twice per scene.
Ten bows means you can fire arrows every round.

Two suits of chain armour means you can get Chain AC twice a scene.
Ten suits of chain armour means you have Chain AC at all times.

It's very strange and meta, but that's the Extras in a nutshell!



The Inheritor

- Added this class


Recently detailed in the Inheritor class post.
Eat monsters to steal their abilities and use them against your foes.
Enough of a niche that it doesn't step on other class's toes, and the game's first Inheritor so far has ended up being really interesting!


So that's that. A whole lot of incremental changes that I hopefully won't have a need to fiddle with for a while. Enjoy!

Sunday, 4 June 2017

Unified House Rule Document Update AND Handy Linked PDF

Mid-year update whaaaat.

Mostly this is because I'm always a little bit "oh no!" when I discover someone's been reading the house rule doc and it's NOT UP TO DATE OH NO.

Occasionally I get a comment that's like "hey could you put all the Lorebonds and elf powers and stuff into the one pdf?" so that it can basically be played out of the box.
The answer is - kinda!

You can now find a Linked PDF Version here. Intended to be used/perused digitally, everything you need an external resource should have a handy-dandy link.

You can find the non-Linked PDF Version here. Intended to be printed out for table use.


Linked Version

Unlinked Version



For context for some of these changes, at the beginning of the year we had the campaign's first ever TPK! So we skipped the timeframe forward half a century so people could see what's happened in the interrim.
How exciting!

Change Log:

Religion:

- Added Zeanism, based on the teachings of one of the player characters who took the Termaxian "do whatever you want, the gods aren't watching!" thing to heart.
Basically this is the drug religion now, and the Cleric spell allows you to take drugs with no downsides!
- Termaxianism has changed in the last 50 years, mostly because they're pretty sure that God lost the final war for all creation. Now it's up to them to finish the fight. No change besides their general lore.
- Nonanism is now accepting of the Undead and Necromancy in general. Pragmatism or corruption? Who can say? Another lore change, they're mechanically the same. 

Char Gen:

- Removed the Cartographer equipment pack because it contained paper and pens and I can't be fucked to enforce the need for paper in order to draw a map any more. It was a boring idea anyway.

Experience Points:

- Added Party Roles as directly inspired by John Bell at the Retired Adventurer. This has been real useful for keeping track of stuff and keeping players engaged even if they're not directly involved in the action.

Living Standards:

- Originally you needed to get to Comfortable conditions in order to heal from 0HP to 1HP, no longer! Otherwise it interacts weirdly with the "Take a Break" option where you eat a ration to heal 1d6 HP.
- Comfortable conditions now give you an extra 1d6 bump if you're already at full health! You'd imagine everyone would prefer comfy sleeps, but if you get nothing extra at max health you may as well save your money and live in a bin.
- Splendid conditions grant 1d6+level extra temp HP, since Comfortable conditions stole that thunder.

Big Purple d30 Rule

- Now upgrades a single die roll to the next die size when used. Previously you could replace any single roll with the Big Purple d30, which had the surprisingly underwhelming effect of making it an "I Win" button. This compounded by the large number of d30s players would accrue through buying me beer...

Downtime Activities

- Magical Research went through a few changes to make it slightly more interesting.

Fancy Combat Actions

- Changes to Sneak Attack. Now you roll when attacking from surprise to find your extra attack bonus, and enemies with high Awareness (renamed Search) have a chance of avoiding the damage multiplier.

Fancy Combat Reactions

- Split these off into their own heading.
- Parry covers all defensive melee actions. Smaller weapons can counter, larger weapons can disarm, and setting spears against charge is now covered under the Parry banner.

Melee Weapon Types

- One day I'll probably either remove these or make them Fighter-only, but for now I'm simplifying further. I've got lots of players and don't want things to stay as fiddly as they were.
- Axes remain the same - double damage on evens vs low armour.
- Hammers get +2 vs Chain or better. Straight up.
- Swords get +1 to hit across the board. Versatile, never a bad choice, a little boring.
- Knives give bonus damage if you beat their AC with your Wrestle Roll because you're shanking the shit out of them.
- Whips remain.

Ranged Weapon Options

- Flintlocks are in the game post-timeskip! Hurrah! That's basically it.

Death & Dismemberment

- Rewritten for the millionth time. This remains one of my favourite subsystems but boy is it hard to explain when you're not just passing out dice around a table.

Running Away

- Added a section on this very important aspect of not dying.

New Skills

- Search renamed to Awareness.
- Sneak Attack: When attacking from Surprise, roll Sneak Attack. On success, gain the result as a bonus to hit. If the enemy fails an Awareness check, multiply damage by your whole Sneak Attack score. Even your standard 1-in-6 character gets a little benefit maybe.

Saving Throws

- Hey what I renamed them! Makes it easier, and I don't think I ever called a save vs device.
- Stun, Doom, Blast, Law, Chaos.
- All as per usual, except Law is your save vs Lawful magic. Makes that more of a divide I guess!

Also one of my players made a rad new character sheet. Hurrah!


Wednesday, 11 January 2017

The Ten Foot Polemic Unified House Rule Document - 2017 Update

Jesus, it's been a year and a half since my last house rule update!
It's actually not changed that much since, they're in a really nice place and I'm pretty comfy using them now.
The only real changes involve switching up a few things that were a bit too fiddly to use consistently (like weapon breakage), adding excuses for stuff we were sort of doing anyway (like spell swapping), and adding the new subsystems I've added since (like poison).

Also in the time since I published the updated house rule doc it looks like people have uploaded it on a bunch of mirrors?!
I'll count that as a success.

My house rule page has been updated and the house rule document along with it.



New one here


Change log because that worked well last time:

Char Gen:

  • New! Added Religion, albeit the actual options are in a separate Religious Pamphlet which I just realised I still need to upload. Opens up Clerical options and makes religion more of a thing. Also, Cleric spell grid is a good at-a-glance guide to the different sects' attitudes towards one another.

Retroactive Backstory:



Combat Options:

  • Minor tweak - the defensive actions (spears vs enemies closing in, take cover, parry) can be declared in reaction to an attack by giving up your next action.
  • If you Aim you count as surprised. Tunnel vision's a real thing, I've got the paintball welts to prove it.
  • Removed Fighters/Elves/etc getting special combat manouevres. Gambits are more fun, and my Elves and Dwarves have weirder powers now.
  • Disengage and Opportunity Attacks swiped from 5th ed. Elegant solution to the stop-people-getting-through-the-front-lines problem without needing a grid. Opportunity attacks stop people from moving further if they hit, naturally.
  • Parry changed, I thiiiink these parry rules are from Delving Deeper. +4 to AC across the board, but with additional effects based on weapon size. Heavier weapons have a chance to disarm, lighter weapons have a chance to riposte.
    Obliquely favours high dexterity characters because they get an AC bonus, gives another layer of choice to size of weapon to those interested.
    Pretty cool. But needless to say, these extra effects only work on enemies with weapons.
  • Take Cover put down as an action rather than a passive thing, because I like the idea of diving into cover in response to gunfire.
    Plus it reminds people "oh yea I get an AC bonus from cover" which I often forget myself and means that firing at someone behind cover keeps their head down. Suppressing fire, yo.

Ranged Weapons:

  • Quietly shelved the Fighter firearm reload bonus. Nobody reloads in combat anyway.
  • Instead, successful Sleight of Hand halves reload time. Four round reload time if you've got good Dex and Sleight of Hand! Guns seem more of a Specialist weapon anyway.

Fall Damage:

  • Gygaxian original 1d6/10ft/10ft makes falls quickly deadly. Added a 10ft discount if it's a prepared fall, by way of compensation for this new deadly reality.
    Unwritten, but each 10ft counts as a separate attack for the purposes of Shields Shall Be Splintered and other damage-mitigation purposes like armour breakage. One time a guy jumped off a cliff and landed on his shield to survive like Captain America which was awesome but clearly absurd.

Death and Dismemberment:

  • Bleed now deals 1 damage per die at the end of the round, rather than simply increasing. This mostly because I always forgot to increase, and also because Bleed dice felt the least dangerous in play because you're not affected if nobody's hitting you.
    There's a special Bleed damage table here, which only makes sense as an addition to Courtney's table here. You'll notice most of the results end up with more Bleed, preserving the idea behind the previous bleed-builds-over-time mechanic.
    Conveniently this change ties in neatly to...
  • New Poison rules! Deadly over time without instant death, and allows me to give Ghouls stun poison and Spiders death poison and have it all be part of the same general system.
  • As stated in the Poison post, Delay Poison now makes you immune to the effects of poison for 24 hours. Hopefully you will have saved away all the poison by then. Neutralise Poison neutralises all poison dice.

Wear and Tear

  • Change to weapon notches - each notch reduces the damage of a weapon by one die size. This represents it getting battered and blunted and damaged over time. The more damaged the weapon, the less effective it is.
    This also mirrors armour which gives you -1 AC per notch.
    It's hard to get players to remember something that fucks them over if it's rarely engaged with, so this is an easy "oh no your sword's damaged in an obvious way because you're doing less damage" fix.
  • Willingly break your weapon to roll its original un-notched damage die. Your shitty rusty longsword gets a last 1d8 hurrah before bursting into fragments.
    Putting the choice to break a weapon in the hands of the players means they've got some more agency over it, and also means I don't have to think about it.
    Again, mirrors armour where it's the player's choice to actually break it. In that case breaking your armour reduces damage from an attack to 1. In both cases it's more worthwhile to break something that's heavily damaged and thus otherwise a bit useless.
  • Firearms use the England Upturn'd firearm mishap table in England Upturn'd when they take a notch. Because it's great. Replaces regular fumble table.

Class Tweaks

  • Clerics have 5 religious variants to choose from, each with a unique spell that acts differently depending on the religion of the target. Religion pamphlet here.
  • Spell swapping across all casting classes! Shock! Horror! Clerics had this already so other casters were not-so-subtly just casting whatever they wanted with their spell slots.
    I was going to yank 5e's spell slot system until I realised this is a good opportunity to use a favourite Last Gasp table I'd never been able to use before.
    Encourages bringing spellbooks into dungeons, penalises not thinking ahead, means the more situational or ridiculous spells like Speak With Dad are actually used.
    • Magic Users, Elves, Muscle Wizards - roll on the Cast the Bones table with a penalty equal to the sum of the spell levels being swapped.
      So swapping a level 1 spell for a level 1 spell is a -2 penalty.
      Swapping a level 5 spell for a level 2 spell is a -7 penalty.
      Sacrifice HP for a +1 bonus per point, because you're draining your own energy. I'd allow this even at 0HP and have it roll over to Death and Dismemberment.
    • Necromancers simply deal damage to themselves and everyone around them when swapping spells, equal to the sum of the spell levels being swapped.
      Swapping a level 1 spell for a level 1 spell is 2 damage.
      Swapping a level 5 spell for a level 2 spell is 7 damage.
      Heals undead though and damages all around, so I can see this being used tactically.
      Also rolls over onto Death and Dismemberment, likely the Cold Damage table.
  • New! Ratman class for the ability score impaired. Can't have any positive ability score modifiers, beloved of rats, actually surprisingly powerful at higher levels. 36 obedient rats at a time is nothing to sniff at!

Rune Magic

  • All direct damage glyphs do 1d6 damage, modified by vulnerability/resistance. Beams previously did 2d6, but it was complicated and also too good.
  • New scatter mechanic for firing beams from hands and shields and stuff - if you miss, roll the Warhammer Scatter Die (pictured below). A target means you miss safely and it just scorches up a wall or whatever. An arrow means it fires in that direction, hitting the first thing in its way.
    Using an Aim action beforehand means missed beams only ever miss safely.
    In-world explanation is that powering a glyph involves a brief moment of unconsciousness as your VERY SOUL is redirected to power it, which means accuracy is an issue with beams.




Turns out that was a longer list of tweaks than I thought!

Friday, 28 October 2016

Digging Deeper into Lorebonds - Dwarf Subclasses

A sheet of Lorebond effects, bond quests and geasa are here.

The Dwarf is one of these concepts you can't really fuck with. They're solid, both as a species and as a concept.
They're gruff. Short. Husky. Bearded. Live underground. Male. Love mining. All that.

I think this is because there is this same representation of Dwarves across a lot of different media.

D&D Dwarves are Dragon Age Dwarves are Tolkien Dwarves are Movie Tolkien Dwarves are Dwarf Fortress Dwarves and so on and so on.

You can fuck with Elves. There's lots of representations of Elves. Sometimes they're melancholy Tolkien Elves, sometimes they're scary Fey Folk, sometimes they're just a generic D&D race of humans with funny ears and a stat adjustment. You can do a lot with that.

You can fuck with Halflings. The simple reason is that they're not in a lot of different media (pretty much just Tolkien and D&D right?), and they're fucking boring. Small contented farmers who smoke a lot of weed and don't do much. Basically that one room mate you had. Or you, you mongrel.
But Dwarves are Dwarves.
You can extrapolate their architecture.
You can make them tortured artists.
You can make them the only survivors of an unknown cataclysm.
But all those innovations and extrapolations don't mess with the solid core that is Dwarf. Good, solid, dependable Dwarf. Which fits. The concept named "Elf" is ephemeral and alive and strange. The concept named "Dwarf" sits in my mind like a lump of stone.
The spelling of the plural of "Dwarf" flip-flops through my mind like a fish that has somehow learned to jeer, but that's by the by.

The only person I've seen to really push the boundaries of what a Dwarf actually "Is" is Tom over at Middenmurk. Recreating them into avaricious fey. But that feels like "Elf" to me!




Lorebonds

The vast majority of Dwarves spend their lives stolidly working, locked into chains of debt. Work satisfies a Dwarf, much as a good book may satisfy a man. At least, that is what a Dwarf might tell you. Of this I may write later.

But this good, solid, honest toil does more than simply satisfy the soul. It serves to quell the pull of the ancient lore-fetters within the flesh and bone and blood. Digging deeper into the Earth prevents a Dwarf digging deeper into themselves.

It is a rare Dwarf who willingly stares into themselves, reaching inside and pulling apart the lore-fetters. These brave, strange souls are forevermore a step removed from Dwarfish society. Respected, perhaps, but never accepted. A class half empty.

Those who abandon the Dwarf holds find themselves at the mercy of these dark temptations. The strange raw emotions of the surface world, the impossible immensity of the sky, the constant thrum of life. Without monotonous, untiring work a Dwarf might find themselves prone to introspection... and that way lies madness.



So How Do They Work?

The original idea comes straight from the wonderful Erik Jensen via Santicore 2013.


Essentially, there are several Lores. These include things like Lore of the Beard, Lore of the Brew and Lore of the Forge.
Each Lore has three tiers. You have to unlock the previous tier before you can advance to the next.
To unlock the Lorebond you have to complete a Quest.
Once a Lorebond is unlocked you are saddled with a Geas.
If you break a Geas you are hit by the associated Curse.

As you progress up the tiers you get better powers, harder quests, trickier geasa, and worse curses.
The idea is you can charge up one Lore which is hard and limiting, or mix and match several lower tier Lorebonds which is easier but less powerful.

You progress every second level, if you wish. Obviously you can just ignore this whole thing if you like.


Bond Society

Lorebonds are a strange mix of embarrassment and pride to the Dwarves.
They influence Dwarfish culture, and different Dwarven cities tend to be associated with a single Lore, and more particularly its Geasa.

The Dwarves of Ur-Barakh are associated with the Lore of the Beard.
They never trim their hair, so wear Sikh-esque turbans and keep their beards in rings.
They soak their beards in milk before they leave the home.
When drinking they leave the end of their beard in their drink, removing it implies they need another. They are taciturn to strangers and are careful to never speak to crowds.
If they have to travel, they carry around a small box of plucked eyebrow hairs in neat bundles.

The Dwarves of Ur-Kalladh are associated with the Lore of the Forge.
They are peaceful and known for their craftmanship. Their tools are always of the highest quality.
They refuse to buy or use tools crafted by anyone but their own.
They each carry a bundle that they swaddle with cloth and keep with them at all times.
If angered, they begin to unwrap the bundle. Inside is a weapon.
Ur-Kalladh Dwarves, when arguing or trading, will swap their weapon bundles and begin unwrapping them while talking. Negotiations are complete when both weapons have been bundled back up. If a weapon is revealed, they must fight to the death.
A Dwarf with a small weapon bundle is confident and daring. A Dwarf with a large one is soft or untrustworthy.

The Dwarves of Ur-Darghab are associated with the Lore of the Stones.
They live deep underground in one of the deepest and darkest Dwarven cities.
If they must come to the surface they wear strange hooded Niqabs and wide-brimmed hats. No part of the Dwarf's skin can be seen. They travel only at night.
They carry semi-precious stones and gems with them wherever they go and swallow one with their food at dinner.
They reclaim these stones after they have passed through their digestive system.
They are targeted by humans, for it is said that they shit diamonds.
Sometimes those who come after them disappear. Bodies have never been found.

Saturday, 24 May 2014

Quick Class Breakdowns

Here they are, all the tweaked/new classes in one package.
And it's a PDF so you know I'm a class act. Get it. Hohoho.

 
Click here to download





To make it easier for people, particularly newbies, to pick a class I created these handouts. 
Each has a quick summary, a larger bit of inspirational text to get them in the groove, and then the special rules they have. It's nice for people to have a sheet of paper next to their character sheet for them to look over at their leisure, and it insulates people from learning all the rules at once.
If you're a fighter you don't need to know how magic works mechanically, and it can be a nice surprise when somebody does something like Cleave and everybody else goes "woah you can do that?" because they haven't seen those rules yet. 

For explanations as to why I made the changes I did, look to the posts I've done on classes this past couple of months.

In more detail,
Cleric
Fighter
Magic-User
Specialist 
Dwarf
Elf
Goblin
Halfling
Muscle Wizard
Necromancer
Barbarian
Ratman


Dwarven Lorebonds. 
Elven heartspell stuff (updated when necessary - ie. a player's elf gets near that level)

Also necessary, the Chaos Burst tables. I use Excel roll a d20000 and look up the result!
Chaos Burst 1
Chaos Burst 2
Both Elves and Magic Users are affected by Chaos Bursts (Muscle Wizards never get interrupted, Necromancers just blast out uncontrolled death)


Thursday, 10 April 2014

Tweaking the Dwarf

Next we get to the Weirder Shit with the Dwarf. By rights they are king shit in dungeons.

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Low light vision: Dwarfish eyes are much like ours, the difference is that they adapt more quickly to changes in brightness and can see in the dark.
They take a single round to adapt to changes in light level and can see in pitch blackness. When seeing in the dark everything is greyscale and fuzzy like when you wake up in the middle of the night.
Dwarf eyes reflect light like a cat’s which might be seen by someone with a light source.
From a land down under: Dwarfs instinctively know the direction they’re facing and sense changes in elevation,  but only when underground.
Natural craftsman: With only simple tools and half a day a dwarf can repair a single Notch on a weapon or armour.
Runesmith: Distance and complexity penalties for powering glyphs are one step less severe.
Lorebonds: Detailed in Secret Santicore2013 vol. 1, pg 23. Every third level a dwarf may choose a new Lorebond which gives them strange and unique powers, but requires a quest and, on completion, an unbreakable taboo or "geas".
Additionally there is a Lore of the Glyphs which boosts rune magic.
1 – You can power glyphs instantly without giving up your actions.
2 – You can draw a complete glyph in a single round.
3 – You can set glyphs to be always on, taking no effort to maintain.

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Hey so you know how Race as Class is kind of dumb because there is no reason why you shouldn't be able to have an elf thief or a dwarf cleric? 
Fuck you, buddy. 
The reasons why race as class are in effect are manifold:
 - I have a humanocentric setting and your standard late edition motley crew of various uncommon races in a variety of classes dicking around in the countryside never felt right anyway.
 - You want to be special in multiple ways? Christ man you're already a dwarf and now you want to be a cleric too? You already get badass abilities above the human norm without having to double dip!
 - Race and class being the same means I get to bake strange abilities into different races without worrying about balancing the options.
 - Giving you more than one choice at char gen means the option combinations are too damn high and they guy who loves charop will spend way too long trying to find the ultimate combination of race/class/stats.
 - I want Dwarves and Elves stuff to be so fucking weird and inhuman that there is no way they can fit into the standard class niches. 
- But seriously, fuck character optimisation.   
- etc



 Reasons for things follow.

 Low light vision is because dwarfs live underground. How do we see in the dark? Rods, baby. And what are rods bad at? Visual clarity.
You know when you wake up in the dead of night and your eyes barely adjust to the lack of light and everything is greyscale and blurry? That's how dwarfs see, but they can do it even in pitch black and their eyes adjust quickly. If I wanted to go hardcore I'd make them lack colour vision but that doesn't sound so fun.
It also has some interesting implications for dwarf architecture, deep sculpture has to be either big enough to see in blurred outlines or beautiful by touch. Dwarfs don't do paintings so good because they can't see them very well in the dark, but sculpture is all the rage.
That engraving of cheese might look silly to you in the torchlight, but touch it in darkness and you will feel beauty. 
The thing with the eyes was added on a whim. Eyes glimmering in the depths is a thing miners see or saw, hence kobolds et al, and as elves are night-bogeys and hauntling glisters that haunted our suspicious and paranoid ancestors, the Dwarfs are the strange sights and sounds our (relatively recent) coal-mining ancestors heard in the deep and claustrophobic places beneath the earth.

From a land down under is a cheap joke because all Dwarfs speak in an Australian accent, didn't you know that?
It cements the Dwarf as the Usefulest Guy in dungeons because they live in them and know all sorts of things. Also dwarfs stay underground because they are more comfortable there. Imagine if every time you left the house you lost the ability to hear sounds, you'd stay indoors as much as possible right? That's why dwarfs stay underground.

a handsome dwarf is fine too, but I don't know how this happened

Natural Craftsman is to make dwarfs even more useful in dungeon running. They can fix your stuff pretty easily even when you're off the beaten track. They're good at this stuff.

The Runesmith bit is to make dwarfs cool in another way that isn't so over the top. They're good at runes for Backstory Reasons and some of their Lorebonds (below) interact directly with the glyphs.
While humans and other races can use rune magic, Dwarfs use it better.

Lorebonds are because I asked for them for secret santicore and it is perfect. I fiddled with the actual effects and added a rune-related lorebond. They're also unlocked every three levels, not four.
Changes are here.

Societally, my chief inspiration for Dwarf society is Deep Sounding.