Showing posts with label Stats. Show all posts
Showing posts with label Stats. Show all posts

Monday, February 13, 2012

Old School feats - my take

In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.

Here are my lists for "old school" feats.

This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.

Fighter
  • STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
  • INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
  • WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
  • DEX - 1-3 times a day, a successful attack may disarm an opponent.
  • CON - 1-3 extra HP added at character generation.
  • CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
Magic-User (repost from Blood of Prokopius)
  • STR - 1-3 spells per day have their durations doubled.
  • INT - 1-3 spells with variable effects are maximized.
  • WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
  • DEX - 1-3 spells with an area effect have it doubled.
  • CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
  • CHA -  1-3 spells a day require two successful saves.
Thief

  • STR - thrown weapons gets +1-3 damage
  • INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
  • WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
  • DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
  • CON - 1-3 times a day you get +1 to a save of your choice.
  • CHA - you can tell 1-3 totally convincing lies each day.
Halfling
  • STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
  • INT - 1-3 bonus once a day to find hidden things.
  • WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
  • DEX - one fight a day, you get 1-3 bonus to AC.
  • CON - 1-3 bonus to any save, once a day.
  • CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
Cleric
  • STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
  • INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
  • WIS - once a day, turning attempts will affect 1-3 extra targets.
  • DEX - 1-3 spells of variable area of effect is doubled once a day.
  • CON - daily after a short prayer, the cleric will regain 1-3 HP.
  • CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
Elf
  • STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
  • INT - 1-3 times a day, a spell cast will be retained in memory.
  • WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
  • DEX - 1-3 rounds a day the elf may shoot twice in combat.
  • CON - 1-3 days an adventure the elf may survive without sleep/food or water.
  • CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
 Dwarf
  • STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
  • INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
  • WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
  • DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
  • CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
  • CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf. 

So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.

Saturday, April 9, 2011

Gender equality?

Since I got my copy if Bushido in the mail a few days ago, I have been studying FGU rules. This got me thinking. There was a time when it felt like all games was very much about simulationism. I don't mean that specifically in the way Forge people do, just that the idea that rules should cover all bases and make it feel real.

I have gotten the impression that one very common rule back then was to give females higher dexterity than males.

Since I have been starting a exercise program, focusing on stretching and muscle building, thoughts on my own stiffness is very common in my mind. Naturally, I wonder if this is somehow related to my maleness? Is it really so that women are more agile than men?

While it's quite easy to understand why a penalty to strength is common for females, I wonder if the bonus to dexterity is there only to balance the penalty or it it's there for a "simulation" reason, if you see what I mean?

My wife thought it was just a question of game balance. For her it didn't make sense that women should be more agile, just because of their sex. She is far less stiff than I am, but extrapolating from us two seems silly. I guess there might be some facts out on the web, but finding it? Don't get my started on how to verify your sources on the net...

If this isn't a rule grounded in anatomical truths, I wonder how many other rules "simulating" reality is also pure game artifacts?

Sunday, November 15, 2009

Class based vs Skill based vs Someting else

As I have been reading DragonQuest the last week, I've realized it is a very peculiar mix of a class based, skill based system and just Something Else. I'm still trying to wrap my head around it. Today I got a small reminder of a sensible way to approaching designing games.

In DragonQuest you usually roll against your stats, but there's also skills. Now, skills are not skills the way I'm used to them. A skill can, for example, be Troubador. The Troubador can charm people, have some ability with magic, plays music and can disguise himself. Don't you think it looks kind of familiar? At least to me it looks a lot like the Bard class in D&D. You pay Experience Points to buy Ranks in the skill Troubador, and gain new abilities for every rank, or increasing the proficiency with the abilities already gained.

So I guess this could almost be described as a class, but one which is optional if you'd rather pay for ranks in your weapons, or buy increases to your stats. Naturally you could also buy ranks in spells, or different skills if you have EP to spare. Now it do sound more like a pure skill based system, or does it?

You might say that I come to my subject with preconceived notions of how a game system is to be constructed. Fair enough, I do have some expectations and they are coloured by how common games look. I don't think I've seen any game before where buying a skill gives you all those effects that buying, say, Troubador, gives you in DragonQuest.

Talking about a common reference makes me think of Tunnels & Trolls. In that game system everything you do involves your stats. Even though there's a lot of rules in DraqonQuest, it explicitly say that you roll against a stat to succeed. Many of the procedures included do just that. So, obviously it's a lot like T&T. But, it still have those skills which at least look a lot like classes. What a wonderful mix of ways to approach roleplaying rules!

When you sit there with your familiar game, wondering why anyone ever would need anything else I think this is the answer. I love to collect and read lots of different games, because something comes around that expands your mind. A designer of games should read at least twenty before starting their own. Try it, it's fun.
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