Showing posts with label proficiencies. Show all posts
Showing posts with label proficiencies. Show all posts
Friday, 15 May 2020
Skills Refreshing
So started evaluating which skills are useless or need renames because they are not really doing what they should and some cases of repetition. So I have had fun with weird magic and fighting arts in play but got up early in the morning and found bugs on my list. Also adding a Common skills list with all the saving throw improving skills and basic sensory skills together so anyone can take them. Hopefully, it doesn't upset my page layout...
A few renamed because currently underused. I'm thinking Forbidden Lore sounds spicier than occult lore and a few other lore replacements.
I hope to do a booklet with all skills and spells but for now, this is my basic skills. The main note is that I'm using stat-based rolls and some difficulty x1/2 mods based on skill and difficulty on a simple table. Also, thief skills were rolled over into my proficiency system and they get lots of skills. So Will do Magic Skills and Arms skills later this is everything else.
Activating Special FX fighting skills - 3 possible methods
Some of the mechanics inconsistent and are infrequent use abilities to infrequent or could be stackable.
1) Critical hit needed to activate FX instead of normal extra dice of damage
In my game, a fighter can buy extra critical hit scores on top of "20"
Some other characters can buy "20"=critical skill but lots don't get it
So not common and rare if not a fighter...
2) Enemy fumbles to activate FX
I don't like fumbles but some weapons it seems plausible. Using nunchucks with no skill is dangerous I've seen it and I've done it. Flails and black powder weapons maybe nets etc perhaps a 1in20 is plausible for an unskilled user for disaster. But I like the idea some skills that make it possible for the incoming attacker to fumble on a 1 but normally wouldn't fumble. Possibly some riposte or disarm skills could use this mechanic.
Makes several similar skills redundant and 5% by chance thing
A fumble is a specific effect from a spell (!) or a skill that makes victim fumble I think is more plausible than 5% all d20 rolls have something wacky happen. Maybe an area fx on a battlefield spell makes a fumble possible or a curse.
3) Activate special FX by replacing attack with -4 to hit to activate
attack on -4 which makes fighters having more of these skills and huge plusses to use them more especially on mooks. Imagine being good enough you just stun or disarm a bunch of guys instead of murdering them all. This is biased to fighters but not far off shooting long-range or target in cover. Odds are you won't try fancy actions on someone you cant hit and I like the idea that a skilled fighter might be able to rely on combat moves to win not kills. Fighters getting multiple attacks make sacrificing one easy. I think this method sounds like it has good frequency and availability and makes fighters fancier which is an ok outcome.
Common
Concentration improves will based saving throws vs mind control spells, fear, torture, and tests of persistence or self-control
Diplomacy improves charm based saving throws vs negative encounter reactions, recruiting followers or rallying followers whose morale has been lost
Evade improves agility based saving throws vs mechanical traps, explosions, and tests to get out of the way of a threat
First Aid allows with a roll to heal 1HP lost in the fight or stop bleeding in one round as well as revive a drowned or unconscious person. With skill, you take one round to do first aid, without a skill this takes a turn minimum. Need at least improvised bandages each use
Fortitude improves vigor based saving throws vs disease, poison, exhaustion or to hold your breath to its limits
Illumination improves talent based saving throws vs illusions, confusion, puzzles or riddles
Listen improved at hearing others talking or sneaking
Muscle improves might based saving throws vs breaking down doors, lifting weight like a person quickly or bending bars or breaking ropes
Spot used to find hidden things or spot hidden enemies
Taste accurately identify things with small taste especially if poisoned, diseased or tainted
Athletics
Acrobatics for swinging, mid-air contortions, perform aerial feats, catch yourself falling, make spectacular dives, help your body clear obstacles easily
Balance for walking or even fighting on a narrow ledge or even a tightrope
Climbing for scaling walls, trees, rocks or cliffs without falling with or without ropes
Dance perform dances or make any athletic or combat feats look stylish
Drinking can drink double most in a drinking contest and once a day you can gain 1hp by drinking for an hour
Eating can drink double most in an eating contest and once a day you can gain 1hp by gorging on food for an hour
Endurance can labour or march +50% more in a day before fatigue check
Flee one round per level per day 50% faster
Juggling can perform with juggling objects even dangerous ones like torches or knives
Jumping can jump with accuracy at your extreme range more easily
Pole Vault can vault with a pole and add it's length to how far you can make a running jump
Running* add +1 Move per rank, anyone can buy multiple ranks and stack to move faster
Tumbling perform flips, falls and somersaults and cartwheels allowing you with a roll stand instantly, reduce two floors from fall damage, avoid attacks of opportunity
Wall Running can run one yard per level up a wall and then possibly start to climb or leap or swing or scale a wall quickly
Craft
Appraise can assess the value of trade goods by recent market prices and where the best place to sell the items
Armourer can make armour from a variety of materials and in a variety of styles
Artist makes 2d and 3d artistic representations of things and use to ad ornament and realism to other craft projects. Can make a recognizable portrait or sculpture or diagram
Baker make bread and baked goods for a living
Barber can cut and style hair, pull bad teeth and sew up cuts +1HP with hour surgery
Blacksmith can work iron and steel to make tools, shoe horses, and crude weapons. A redsmith works bronze and copper, silversmiths and goldsmiths with precious metals
Bowyer-Fletcher can make bows or arrows. Can improvise a small bow quickly but most bows take up to a year to make for a composite or longbow. Arrows are less demanding and you can make a dozen a day or a few at camp each night
Brewing can brew and ferment drinks like beer and mead or specialize in wine
Builder can build improvised shelters, homes and other buildings with materials and tools
Butcher can butcher an animal to divide among others according to customs as well as cure and preserve meats for storage and cut skins neatly for a tanner
Carpenter can build and carve objects using wood including furniture, house fittings, doors and some simple weapons
Cook able to cook delicious and economical meals, making food go further, be more nutritious, make food decorative and preserve foods for the future
Grooming grooms are servants who make their employers look their best with at least an hour of trimming, dyeing, manicuring and dressing per day. Some use on themselves or might only get to work on livestock. Grooms are aware of the latest fashions and styles
Gunsmith can make black powder weapons suck as handgun, muskets or cannon sometimes making them on the battlefield with improvised materials
Innkeeper can operate an inn or tavern for a living and understand the comings and goings or such establishments and money-saving secrets
Jeweler can identify, value and make jewellery from precious metals and gems
Leatherwork make leather items from animal skins including clothes, shoes, light armour, bags and many more items
Mason can work in stone to make structures and monuments
Mechanics understand basic mechanical devices such as water wheels, windmills, pumps, pulleys, cranes, treadmills, clocks, cogs, and other modern engineering wonders
Mining able to identify likely mine sites and mineral types, dig rapidly, smelt basic metals and deal with problems of working underground
Mortician can prepare corpses for burial provide burials according to customs
Repair can improvise temporary repairs on all kinds of goods to make usable for at least one use with improvised parts longer with tools and quality scrap or parts
Ropework expert using ropes and knots. Can tie a person in one round, build structures or hammocks, secure or untie goods rapidly, know special trick knots
Tailor works with clothing and cloth, able to make a living making wearable garments
Taxidermy stuff dead animals as trophies and artworks and try to keep their dignity
Tattooist create artistic ink designs on bodies of others for a living or just for your secret cult
Weaponsmith can make a wide variety of weapons from various materials and in varied styles
Weaver with fibres from plants of animal hair can make clothes, cloth, mats, baskets, string, rope and many household items. It is possible to build rafts and even houses by weaving
Nature
Beast Lore know about animals and monsters, their properties and how they live according to bestiaries from scholars and sages of natural history through the ages
Beast Handler able to herd, calm, tame, train animals from domestic to wild. Animals always respond better and cooperate more with skill users. Useful for teams of oxen or mule trains. With time can train animals tricks or chores but most specialise in a favourite type
Boating can make and operate oar and rowing powered vessels from a raft to a galley. A skilled pilot can help a boat survive catastrophes or outperform rival vessels and instruct unskilled sailors what to do
Driving able do drive animal pulled vehicles like an ox cart or a horse-drawn chariot or a reindeer sled. Skilled drivers can drive faster with less risk and make dangerous manoeuvres or even drive one-handed or might hold reigns in their teeth
Farming able to grow crops for food and operate basic animal husbandry for a living
Fishing able to catch fish using basic lines, nets, spears, or traps. Understand tides, bait and best locations in any water source
Fungus Lore can identify and cultivate any edible, poisonous or magical fungus. Recognize fungus creatures and treat fungus related poisons or infections or illnesses
Herbalist can gather a d4 herbal treatments a day with a roll that can be used to gain +1HP to first aid, +1HP to daily healing or +1 save vs disease or poison saves if ailment diagnosed by a healer. Can preserve and identify plants and quality for medicine and magic
Hold Breath can hold your breath one round per level with a skill roll on top of one plus Vigor bonus a normal person would get useful underwater or in poison gas
Hunting can find most likely game, build appropriate snares and ambushes to obtain food easier
Marching can make long march in a day without any risk of fatigue checks
Nature Lore understands natural terrain, ecosystems, seasons, weather and other features of the natural world and some ideas on the ancient past. An expert can assess how long natural resources can be sustained and the health of an environment
Packrat can carry 10 enc of items without penalty as long as they are one or fewer items
Plant Lore knows about plants and plant creatures as well as how to cultivate and care for them. Can recognize plant-based medical conditions civilization
Porter gain Might in additional enc points not counted for encumbrance penalties
Quartermaster outfit and manage equipment and transport for expeditions of all sizes at the best price. Resource scarce items, manage labourers and ongoing supply needs
Riding use a breed of an animal usually a horse for humans. Mostly the rich ride
Sailing can operate a wind-powered sailboat or ship and can direct others
Scout can explore and search wilderness areas identifying possible enemy campsite, finding the best travel route for a party, locating water, crossings, and other features. WIth scout roll can half terrain penalties for a day of travel
Sense Direction uncanny sense of north up and down with a roll
Sense Weather bones ache a day before a big weather change
Survival can survive in the wilderness and a roll provides a day of food. If you have this skill is operates best in a specific terrain type. Skill includes many other crude methods of building, navigating, finding food or water
Swim most people swim poorly but with a swim skill you can cope with currents, dives, underwater activity or just reaching 1/3 your move score (unskilled Mov becomes 1 in water)
Track can follow a person for days from a trail or make it harder to be tracked
Scholar
Arcane Lore an expert on the lore and history of magic, wizardry and sorcery
Alchemy knows processes and lore of alchemy, can identify common potions with a test kit in one turn and a roll. Makes spells using apparatus, laboratories, golems or magical life cheaper and easier. Surprisingly primitive peoples manage to do alchemy
-Acid Lore brew aqua regia and other acids to dissolve metal locks, make cruel traps, dissolve corpses or even industrial processes like refining minerals and etching
-Apothecary similar to herbalism but uses on mineral-based cures rather than plant-based treatments which often come as potions or ointment or pills. These medicines keep longer but require more expensive materials and laboratories
-Black Powder expert at making and using gunpowder halving the time to load and fire any guns or cannons and gunpowder fumbles on a hit roll of 1 are misfires not d6 explosions. Can make gunpowder from raw materials of good quality as well as firecrackers, grenades and rockets as the
-Glassblower can make and blow glass to make bottles, jars, windows, lamps or laboratory apparatus. A furnace is required but some etching with tools or acid might be possible with less equipment
-Incendiary Lore expert at starting fires with minimal tools easily, making matches, lamp oil, burning oil weapons, brewing superior fuels and also how to burn buildings or bodies properly, keep furnaces hotter for longer, and use wildfires to create havoc or for hunting. Predicting fire can also help to fight blazes and prevent unwanted ones
-Poison Lore knowledge of various poison recipes and how to apply and if needed make antidotes for them. Come from plants, minerals and animals and the worse use multiple types. Poisons come in contact (touch) venom (blade or arrow or bite) ingested (eat or drink) or vapour (gas). Can keep a person at death's door from poison for hours till they get magic or better care. If the poison is known type can research and make an antidote
Ancient Lore knowledge of ancient civilisations in the past and the ruins and monuments they left behind and recognising makers of found treasures and artworks
Astrology art of divination based on stars and constellations and the movements of celestial beings. Given a birth date can provide a simple reading with a day of checking with star charts and books warning of approaching problems. Includes theatrics for clients
Bureaucracy expert with navigating government legal red tape and administration and searches for information in records found in temples, guilds and government
Dragon Lore history of dragon kind and their dinosaur and reptilian kin who ruled long ago
Dungeon Lore theory and methodology and traditions of looting dungeons and killing inhabitants and making money out of every scrap and claim the land
Dwarf Lore history of dwarf kind and their civilizations long ago and deep in the earth
Engineering knowledge and theory of applying crafts to the large scale of manufacturing and construction, bringing personal scale crafts to large public scale projects like a bridge, mill or building a complex siege weapon. Used with mining to build huge efficient projects
Faerie Lore history of elf kind and their faerie and sylvan kin who ruled long ago and still do in wild places in woods and meadows
Folk Lore knowledge of common folk their lives, how they live and eat and play. To the rich, it is just a theory of how the poor life. For commoners, folklorists are wise in customs, festivals, omens, popular stories and legends of local supernatural beings and places
Forbidden Lore knowledge banned and best forgotten by humans mostly dealing with prehuman races who ruled by black magic. These evil beings worshipped demons and outre beings from the void beyond and today secretive cults are hidden persisting in unlawful magic and spreading forbidden lore. The best way to stop evil lore spreading is to learn more evil lore, it's common sense. But only the purest and brave ought to try with approval from the state and church who keep libraries of these banned works
Giant Lore history of a giant kind and their ogrish and troll kin who ruled long ago and still do in wild places in mountains and great caverns
Healing can once a day perform a one-hour surgery to heal a d3 damage with stitches and binding with bandages. With a severe life-saving surgery like amputation or removing a growth or infected arrowhead, the victim gets a save to live. A skilled healer may also add a d3 if nursing a patient to their daily healing instead of just +1 like an unskilled person (a person per Charm score per day). A healer nursing a victim of poison or disease for at least a day gives the patient an extra saving throw
Heraldry recognises heraldic designs of knights, nobles, cities and institutions and can follow the history of families and bloodlines enough to support legal cases. Might recognise famous foes or families on the battlefield and is important for knights, nobles and scholars
Holy Lore knows the religious accounts for the creation of the cosmos, the lives of the gods and their representative heroes, saints and martyrs. Recognise religious decorations and sects and familiar with sacred scriptures and mythology enough to spot heretics
Kingdom Lore know the history of various regions, states, countries and who rules them and recognise their soldiers and costumes and famous customs
Numeracy master of accounting, finger counting into tens of thousands and abacus use into millions. Expert at mathematical problems and formula
Map Lore expert at reading and making maps, familiar with geographical natural features and hoe influences people, travel and trade. Knows all the commonly known world maps and some of the rare ones. Help make maps on the fly exploring dungeons easier
Memorise able to learn and repeat lineages, scriptures, litanies and scribal lists with ease and finds it easier to remember details about names and conversations and events. Often used by actors, epic poets and leaders making public speeches
Merchant understands buying and selling goods for money, knows local and global trade routes, can operate a profitable business and know where best deals are
Ocean Lore history of sea empires and undersea kingdoms and how they have warred and traded with the surface world for aeons. Familiar with mermaids, nymphs, sea monsters, fish folk, squid demons and other mysterious denizens of the sea as well as pirates and navy forces
Planar Lore knows the history of the multiverse from the formation from primal elemental and outer planes, mysteries of the outer void and faerie land. Recognise planar beings and some know something of what outer planes are like
Scribe arts of professional literacy including fine calligraphy and illumination of written texts. Most work as a secretary or read and write for the illiterate. Scribes also know how to make paper, vellum and papyrus and prepare clay tablets as well as bookbinding, stylus and ink making. Scribal arts are the gateway to all the learned arts and lore schools
Siege Lore knowledge of managing siege warfare, including defence and offence, improvised siege weapons attempts, sapping and developing cunning plans. Mostly applied to attack a building but could be applied to a region or a whole country. Know of famous sieges and battles of history and for design. You can build a basic catapult, ram or ladder but Mechanics and Engineering help you build more ingenious weapons
Steward art of managing an estate, property or farm often their own or hired to caretake for someone who does own it. Most knight households have one some have several. A good steward improves the wealth of a property and ensures it for future growth
Underland Lore history of underground kingdoms and people and tales of how they have warred and traded with the surface world for aeons. Gnomes, trolls, giants, dwarves, elves all wage war in the deep with humanoids and monsters
Social
Bargain an expert at haggling and making deals to get the best value trades
Begging can earn a living begging on the streets or able to convince enemies to spare you or you might be useful, stop lovers from leaving you, appeal to the court for mercy and other forms of degrading snivelling. Beggers often form guilds and share information and keep the best spots for friends
Bluff able to make quick boring plausible lies or half-truths to manipulate others. Often used to evade authorities or suspicions or to dupe some idiot with a scam or dodgy goods
Bribe expert at flattering guards and authorities with gifts of thanks to cut through red tape or find corrupt authorities without suspicion or embarrassment. Can find who requires bribe and finds the best gift
Carousing able to be the centre of the party for possibly days at a time. Able to assimilate yourself with locals or into groups through drinking and vice and make friends. You can always find the best vice, parties and forbidden delights
Etiquette has refined manners and the good sense to listen and copy other where manners and customs vary from your own. Fit to dine with refined nobility
Follower gain an extra basic follower slot
Gaming expert at various games of strategy like chess or backgammon. Familiar with gambling games based on skill and assess the house odds and honesty in a gambling den. You can spot cheats and hide your own cheating
Gossip you quickly pick up all the best and local gossip able to find rumours on anything given time. Can also use to spread slander or lampoon some feckless rival
Insight able to assess if someone is telling a known lie or omitting the truth, especially with some conversation and prodding. While you can get it wrong you spot a grifter or a guilty person better than most
Intimidate expert on bullying and scaring others with physical size, weapons, threats of violence and intimidation. Serious professional bullies charge protection and exploit their victims or make them back down. Bullying the law or a gang on home turf takes more effort and a more credible threat. Interrogation an uncooperative witness is a common use
Leadership add 1 to your command radius per level when influencing your subordinates on the battlefield, rally a panicked unit to return to battle or convince badly-behaved troops looting or killing civilians without permission to stop
Music Lore can play a variety of instruments and know many pieces of music and songs to perform to entertain others or sometimes a song records important lore of history or a clue. Have composed some original tunes and can play with others. One instrument is your prefered type like a lute, harp, flute, drum, horn
Poetry can compose poems on various subjects or speak in verse to be employed or gain a reputation as a serious talent. Make ordinary stories and speeches have pizzaz
Preach used for recruiting others into a church or cult. By proselytising on a box in the market or in peoples homes or sometimes performing acts of charity or healing you can recruit new acolytes. Works best on needy and those wanting a new life. Impressive at public speaking and emotive debates
Seduce use sex appeal to persuade others, find dates and make new lovers
Sing an able vocal performer who knows lots of songs and attracts admirers
Taunt persuade others by provoking them usually to break ranks and attack you or goad them into some foolish act with a challenge or a duel. Expert in vile personal attacks and what to say to offend people of many faiths and races the most effectively
Voice able to be louder than most people when singing or speaking and can drown out lesser voices. Screams and yells can be heard from twice as far away
Whistling can make very loud whistles that can be heard possibly over a kilometre away and can be used to assess the size of caverns and spaces by the echoes. Also, entertain an audience, tease birds and whistle all day long making you the most popular party member
Subterfuge
Cryptography decode and create cyphers for sending secret messages
Conceal art of hiding things often using other materials or building features as camouflage. Can make secret hiding places in crafted items or secret doors or compartments. Can improvise camouflage in a hurry to hide a small shack in woods. Can smuggle goods under 30cm on your person to get past searches for drugs or weapons
Disguise able to make disguises with time and parts can make prosthetics, props and develop an identity. Can quickly improvise props from available materials in a hurry
Escapology able to escape from manacles, ropes, sacks, chains and other restraints and gifted at escaping custody from prison or slavery. Can dislocate and contort body to facilitate. If you fail the first attempt you might take 1hp damage
Forgery able to create forged legal documents, copy handwriting styles, fake old records and possibly make counterfeit money and clip coins and other criminals scams
Fortune Teller convince others you can tell the future with theatrical panache and by cold reading subjects to perform amazing feats. Also good for talking to fake spirits and other occult performances. If you can really tell fortunes this helps you make more money
Gambling makes a living as a gambler picking victims, playing dumb and fleecing idiots. Can spot others cheating and can hide your own efforts as well as tricks like counting cards. You can also make your scam games seem appealing and just bad luck when rubes lose
Hide can hide in shadows and move about unseen for ambushes or crime
Lip Reading can read lips without sound to eavesdrop on others talking
Lock Lore can pick and make locks using tools or can improvise tools
Looting art of stripping victims and locations quickly. Can grab most obvious loot from a room of a victim in a combat round and move onto next. Might miss secrets and swallowed gems but lets you grab stuff and get out faster
Night Sight penalties for fighting by night halved and your ability to spot threats or find things in the dark is improved. Need some ambient light does not work in the absolute dark
Mimic copy voices of others or animal noises for humourous pranks or deceptions
Quack Healer convince others you are a healer and sell them fake medicine and scam treatments for money. If you can really heal this helps you make more money
Shadow lets you follow others discretely without them knowing or tell if someone is surveilling you. Works best in crowded urban streets where failure is more forgiving. Intended for stalking and surveillance but also helps chasing targets
Sleight can perform various feats of prestidigitation like picking pockets, pulling coins from children's ears, shoplifting, swapping items, shell games and other distracting feats
Streetwise can contact various speciality criminals especially for sale or purchase of illegal goods and services. In your hometown, you know all the gangs and players in your area but anywhere you live you learn about the underworld scene fast. Good for information and recruiting specialists or getting criminal work
Torture familiar with torture equipment and methodology and use of pain for interrogation. Can improvise without tools and in some cases, the victim gets a will save to resist or possibly a saving throw to survive if prolonged. Most codes of premodern justice include torture as part of prison even id innocence is uncertain
Trap Lore can detect and bypass traps or construct them using tools or improvising them
Ventriloquism can throw voice which is mostly not using your lips giving impression voice comes from elsewhere like a puppet or a box or a window. A useful distraction. With mimic, you can easily start fights between strangers or make a two-headed dim-witted giant decapitate itself
Glad I spotted those mistakes and seldom-used skills taking up space on my book spreads. I guess responding to stuff players do so certain types of things happen more is a good thing.
Monday, 23 July 2018
Dread Arts for Bad Wizards

So I've been thinking what can I do to make my wizards more horrible in my new setting.
Basically I want magic to be more Hyperborean and like Clark Ashton Smith. This is a speculative experiment and mostly to ad colour to evil wizards and a reason to hate them more. Some of the alternate material components here might just be for back up rather than the sole methodology.
Traditional wizards use four types of props in magic.
Somatic = gestural
Verbal = spoken
Visual = magical side effects
Material = a substance or thing
A wizard with NWP slots in abjure somatic, abjure material and abjure verbal skill makes one INT roll for multiple skill and can cast spells with a simple stare
Somatic Components
These are hand gestures, dance steps and movements that other wizards can tell exactly what your doing if they know the same spell or might have some inkling. An Abjure Somatic Components NWP might allow one to cast without gestures but require a stat roll. Such a skill would be handy if a wizard lost a limb until they repaired it.
Verbal Components
These are spoken elements of a spell which are often the biggest giveaway a wizard is up to something. Other wizards especially might figure out exactly what you are casting. An Abjure Verbal Components NWP might allow one to cast without a sound but require a stat roll. Such a skill would be handy if a wizard needed to be silent or was rendered a mute or effected by a silence spell.
Visual Components
These are visual effects as the wizard casts the spell including smoke, glowing eyes, eldritch flaming hands, floating glowing letters in pre human languages. Most manifestations like this include strange sounds also. They make it hard for a wizard to be subtle. An Abjure Visual Components NWP might allow one to cast without any visible effects from the wizard but a fireball or spell itself will be unaffected, just the wizard will not stand out. Very effective for charming people in public.
Material Components
Ingredients you just buy preferably from a wizard shop or gather yourself.
Generally i like the following formula if you cant find the stuff yourself
The modern approach of buying a level appropriate bag of ingredients is easy
Dragon 83? i think did a thing pricing ad&d components
Most organic components are preserved usually dried
Greater spells use several weird components (one per spell Lv hence the cost)
Bad wizards have developed cost saving horrible alternatives to fussy materials
Found spells might require research to modify the components if not to a wizards taste or no longer to be found in the current age
If the wizard had own workshops, mines, or spent own time might reduce cost of a particular spell but this gets pretty picky in game, a set cost is quick and easy and doesn't have you breeding a certain type of snail or running a sweatshop of miniature makers. Possibly other NWP might make cheaper like an Alchemy NWP to pre brew potions bulk for a lower price. Guilds tend to set these prices or a master might have factories and gardens and stockpiles they sell in packets to their students.
Spell Component Level & Cost
0 lv = 1cp
1Lv = 1sp
2Lv = 1gp
3Lv = 10gp
4Lv = 100gp
5Lv = 500gp
6 Lv = 1000gp
7 Lv = 5000gp
8 Lv = 10000gp
9 Lv = 100000gp
d12 Sample Material Components
1 Plant or herb
2 Fungus
3 Rare mineral
4 Artwork*
5 Precious and semiprecious gems
6 Animal body part
7 Monster body part
8 Planar being body part
9 Human body parts
10 Incense
11 Narcotics
12 Symbolic object**
*idol, picture, calligraphic scroll, jewelry, embroidery, miniture
**possibly something with a similar name or symbolic assiciation almost like a verbal pun or like the kind of substitutions you get in primitive magic like a voodoo doll
Improvised Alternate Material Components
A NWP in Improvising Components in a pinch might help and would let them pre prepare before casting and could help in a prison break or if stranded but would take time. At least when it finally works you could repeat the replacement.
An Abjure Material Components NWP might allow one to cast without materials but require a stat roll. Such a skill would be handy if a wizard lost everything.
Drugs
Of course some wizards just use drugs as a universal componant.
Black Lotus, Leng Dust, Space Mead, Ygthar Elixir among others.Often distilled at higher level with manticore spittle, baslisk blood, mummy dust and others brews.
Sure they are addictive but what wizard doesn't cast spells every day? Easier to carry when you can score them. Many places ban these drugs.
Sacrifice Health
A sacrifice Health NWP lets you instead spend HP 1/Lv, causing user pain and temporarily disfiguring them or rendering them unconscious. But at least you don't need to roll. It hurts and is desperation mostly but has uses and is cheaper. Cantrips just cause petty short lived effects like blood noses. Boils, hair loss, open sores, withered skin last until healed.
Sacrifice Vitality
A Sacrifice Vitality NWP lets you temporarily sacrifice Attribute points 1/Lv which take an hour to recover a point. This also hurts and is hard work but you don't need to roll.
Sacrifice Blood
Then there are those who use the blood of others with a Blood Sacrifice NWP but this requires a roll. A zero level cantrip needs 1hp possibly a mouse or a bug. Other spells require a HD per Lv (a d4 or d6 HD is ok for first Lv). It gets messy and is suspicious but works. Having a herd of sacrificial animals or people can be a problem. Possibly sentient beings act as +1HD and Virgins as +1HD making it possible to throw a fireball with just one virgin instead of three pigs or a ox.
Sacrifice Life
Some rather than draw blood just suck life force through crackling ebon bolts and can draw from plants and other life. It is indiscriminate and will draw life from your companions if close and victims with at least a d4 HD get to save vs HP Loss (1HP/HD). Vegetation blighted leaves dead patches for a year per level usually a yard patch of grass or a potted plant for a cantrip, and a 3 yard per level with greater spells. Trees and gardens work best but get a collective save from the Earth itself. Grass or grain crops or healthy soil draw an even larger area, possibly triple. Desert or Ice or stone might not work at all. With a absence of life the HP come from the caster who's body saves to resist. At least this method needs no NP roll but the saving throws, possible self harm and hatred it creates are a cost.
Some Notes On This
NWP is Non Weapon Proficiency a late 1st ed term
A d20 stat roll in most cases INT based covers most of these
A wizard with high stats wouldn't care about rolling any more obviously.
I use all kinds of weird wizard NWP for stuff like 3rd ed feats in my game
Im not sold on all this yet.
I have considered such wizards might get additional benefits like 2nd ed specialists
-1 to Save vs their spells or +1 spell of each level when you gain a new spell level
eg +1 1st spell at Lv 1 then +2nd Lv spell at 3rd +3rd Lv spell at 5th etc
Or just a single extra spell of whatever you can already cast
Possibly an extra NWP slot or something or perhaps use two types of material components like blood and standard components to qualify for such a bonus.
This table for my current setting for NPC wizards you meet.
Most of the wizards in this setting are hated jerks possibly using black magic from evil wizard ruled empires of old or serve a surviving arch mage with a territory.
Most players will be the standard sort from cities rather than dread cults or remnants of evil prehuman arts
Non human wizards like serpentmen will be the more horrible sort.
Sorcerers especially hate traditional material components
d20 What Type of Wizard is This One?
1-2 Standard Components
3-5 Narcotics
6-7 Sacrifice Health
8-9 Sacrifice Vitality
10-11 Sacrifice Blood
12 Sacrifice Life
Some magic items might make all this easier too.
Pouch that provides for one spell or find a dozen components for a fireball casting in packets or pouches with that spell book. A spell to cast lower spells without components or higher level more subtle spells like a 2nd lv charm that takes a wink.
Your suggestions on this appreciated.
Basically I want magic to be more Hyperborean and like Clark Ashton Smith. This is a speculative experiment and mostly to ad colour to evil wizards and a reason to hate them more. Some of the alternate material components here might just be for back up rather than the sole methodology.
Traditional wizards use four types of props in magic.
Somatic = gestural
Verbal = spoken
Visual = magical side effects
Material = a substance or thing
A wizard with NWP slots in abjure somatic, abjure material and abjure verbal skill makes one INT roll for multiple skill and can cast spells with a simple stare
Somatic Components
These are hand gestures, dance steps and movements that other wizards can tell exactly what your doing if they know the same spell or might have some inkling. An Abjure Somatic Components NWP might allow one to cast without gestures but require a stat roll. Such a skill would be handy if a wizard lost a limb until they repaired it.
Verbal Components
These are spoken elements of a spell which are often the biggest giveaway a wizard is up to something. Other wizards especially might figure out exactly what you are casting. An Abjure Verbal Components NWP might allow one to cast without a sound but require a stat roll. Such a skill would be handy if a wizard needed to be silent or was rendered a mute or effected by a silence spell.
Visual Components
These are visual effects as the wizard casts the spell including smoke, glowing eyes, eldritch flaming hands, floating glowing letters in pre human languages. Most manifestations like this include strange sounds also. They make it hard for a wizard to be subtle. An Abjure Visual Components NWP might allow one to cast without any visible effects from the wizard but a fireball or spell itself will be unaffected, just the wizard will not stand out. Very effective for charming people in public.
Material Components
Ingredients you just buy preferably from a wizard shop or gather yourself.
Generally i like the following formula if you cant find the stuff yourself
The modern approach of buying a level appropriate bag of ingredients is easy
Dragon 83? i think did a thing pricing ad&d components
Most organic components are preserved usually dried
Greater spells use several weird components (one per spell Lv hence the cost)
Bad wizards have developed cost saving horrible alternatives to fussy materials
Found spells might require research to modify the components if not to a wizards taste or no longer to be found in the current age
If the wizard had own workshops, mines, or spent own time might reduce cost of a particular spell but this gets pretty picky in game, a set cost is quick and easy and doesn't have you breeding a certain type of snail or running a sweatshop of miniature makers. Possibly other NWP might make cheaper like an Alchemy NWP to pre brew potions bulk for a lower price. Guilds tend to set these prices or a master might have factories and gardens and stockpiles they sell in packets to their students.
Spell Component Level & Cost
0 lv = 1cp
1Lv = 1sp
2Lv = 1gp
3Lv = 10gp
4Lv = 100gp
5Lv = 500gp
6 Lv = 1000gp
7 Lv = 5000gp
8 Lv = 10000gp
9 Lv = 100000gp
d12 Sample Material Components
1 Plant or herb
2 Fungus
3 Rare mineral
4 Artwork*
5 Precious and semiprecious gems
6 Animal body part
7 Monster body part
8 Planar being body part
9 Human body parts
10 Incense
11 Narcotics
12 Symbolic object**
*idol, picture, calligraphic scroll, jewelry, embroidery, miniture
**possibly something with a similar name or symbolic assiciation almost like a verbal pun or like the kind of substitutions you get in primitive magic like a voodoo doll
Improvised Alternate Material Components
A NWP in Improvising Components in a pinch might help and would let them pre prepare before casting and could help in a prison break or if stranded but would take time. At least when it finally works you could repeat the replacement.
An Abjure Material Components NWP might allow one to cast without materials but require a stat roll. Such a skill would be handy if a wizard lost everything.
Drugs
Of course some wizards just use drugs as a universal componant.
Black Lotus, Leng Dust, Space Mead, Ygthar Elixir among others.Often distilled at higher level with manticore spittle, baslisk blood, mummy dust and others brews.
Sure they are addictive but what wizard doesn't cast spells every day? Easier to carry when you can score them. Many places ban these drugs.
Sacrifice Health
A sacrifice Health NWP lets you instead spend HP 1/Lv, causing user pain and temporarily disfiguring them or rendering them unconscious. But at least you don't need to roll. It hurts and is desperation mostly but has uses and is cheaper. Cantrips just cause petty short lived effects like blood noses. Boils, hair loss, open sores, withered skin last until healed.
Sacrifice Vitality
A Sacrifice Vitality NWP lets you temporarily sacrifice Attribute points 1/Lv which take an hour to recover a point. This also hurts and is hard work but you don't need to roll.
Sacrifice Blood
Then there are those who use the blood of others with a Blood Sacrifice NWP but this requires a roll. A zero level cantrip needs 1hp possibly a mouse or a bug. Other spells require a HD per Lv (a d4 or d6 HD is ok for first Lv). It gets messy and is suspicious but works. Having a herd of sacrificial animals or people can be a problem. Possibly sentient beings act as +1HD and Virgins as +1HD making it possible to throw a fireball with just one virgin instead of three pigs or a ox.
Sacrifice Life
Some rather than draw blood just suck life force through crackling ebon bolts and can draw from plants and other life. It is indiscriminate and will draw life from your companions if close and victims with at least a d4 HD get to save vs HP Loss (1HP/HD). Vegetation blighted leaves dead patches for a year per level usually a yard patch of grass or a potted plant for a cantrip, and a 3 yard per level with greater spells. Trees and gardens work best but get a collective save from the Earth itself. Grass or grain crops or healthy soil draw an even larger area, possibly triple. Desert or Ice or stone might not work at all. With a absence of life the HP come from the caster who's body saves to resist. At least this method needs no NP roll but the saving throws, possible self harm and hatred it creates are a cost.
Some Notes On This
NWP is Non Weapon Proficiency a late 1st ed term
A d20 stat roll in most cases INT based covers most of these
A wizard with high stats wouldn't care about rolling any more obviously.
I use all kinds of weird wizard NWP for stuff like 3rd ed feats in my game
Im not sold on all this yet.
I have considered such wizards might get additional benefits like 2nd ed specialists
-1 to Save vs their spells or +1 spell of each level when you gain a new spell level
eg +1 1st spell at Lv 1 then +2nd Lv spell at 3rd +3rd Lv spell at 5th etc
Or just a single extra spell of whatever you can already cast
Possibly an extra NWP slot or something or perhaps use two types of material components like blood and standard components to qualify for such a bonus.
This table for my current setting for NPC wizards you meet.
Most of the wizards in this setting are hated jerks possibly using black magic from evil wizard ruled empires of old or serve a surviving arch mage with a territory.
Most players will be the standard sort from cities rather than dread cults or remnants of evil prehuman arts
Non human wizards like serpentmen will be the more horrible sort.
Sorcerers especially hate traditional material components
d20 What Type of Wizard is This One?
1-2 Standard Components
3-5 Narcotics
6-7 Sacrifice Health
8-9 Sacrifice Vitality
10-11 Sacrifice Blood
12 Sacrifice Life
Some magic items might make all this easier too.
Pouch that provides for one spell or find a dozen components for a fireball casting in packets or pouches with that spell book. A spell to cast lower spells without components or higher level more subtle spells like a 2nd lv charm that takes a wink.
Your suggestions on this appreciated.
Monday, 19 March 2018
The old Character Design Game
This is a bunch current thoughts on my system rewrite.
Will do in basic steps bits at a time like basic 4 classes and character stuff first
then add extra classes in various comps and source books and combine all together when at least half done. Nothing in stone yet.
Classes and Prime Requisites
Assign stats as you please but consider
-your best stat in your class prerequisite gives you extra abilities
-your class prerequesite stat is equal to the highest level you can gain or 20 max
-you can change your class once per +1 INT bonus you can have
You can roll again till your bonuses reach +5 or better in total
Prerequisite Stats & Bonus Benefits
Cleric WIS bonus divine pells d8HD Medium armour
Fighter STR bonus WP +1 Unarmed +2 Critical Hit +3 Cleave d10HD Any Armour
Thief DEX bonus NWP +1 Sneak +2 Street Wise +3 Acrobatics d8HD Light Armour
Wizard INT bonus arcane spellsd d4HD No Armour
Basic Four Races (Mysterious Demi Humans)Dwarf CON +1 Engineer lore +2 Blacksmith (or other craft) +3 Gunpowder Any Armour
Elf CHA bonus spells choose one list Any Armour d6HD Any Armour
Gnome WIS bonus spells choose one list d6HD Any Armour
Halfling DEX bonus NWP +1 Sneak +2 Survival +3 Herbalist d6HD Medium Armour
Secondary ClassesDruid WIS bonus spells bonus nature spells d8HD Light Armour
Monk WIS bonus NWP +1 Acrobatics +2 Tumbling +3 Feign Death d10HD No Armour
Bard CHA bonus spells choose one list d6HD Light Armour
Sorcerer CHA bonus arcane spells d8 HD No Armour
Secondary Races (Forbidden Monsters Races)
Abhuman CON +1 Survival +2 Track (or other lore) +3 (pick one) Lore, d12HD Light Armour
Changeling CHA bonus spells choose one list d6HD No Armour
Giant STR +1 Smash +2 Lifting +3 Eating d12HD Medium Armour
Tako DEX bonus spells choose one list d4HD Any Armour
Tertiary Classes
Paladin CHA bonus divine spells d10HD Any Armour
Ranger DEX bonus nature spells d10HD Medium Armour
Alchemist INT bonus alchemist recipes No Armour
Shaman WIS bonus mentalist spells No Armour
Tertiary Races (Psychon Apocalypse Races)
Robot CON (Golem) bonus apps d8HD No Armour
Mutant CON (Freak) bonus mutations d8HD No Armour
Alien INT (Outsider) bonus spells choose one list d4HD No Armour
Psionic WIS (Mystic) bonus mentalist spells d6HD No Armour
Prerequisite
Roll and allocate
Roll four lots of 3d6 stat rolls
- only one stat can be below 9 raise whichever ones you wish otherwise to 9
Two stat rolls of 4d6
- 12 min 18 maximum to help your prerequisite class stat highAssign as you please
your reject rolls can be used for your starting followers
each reject set is one follower (1+CHA bonus max, pick best stats)
this might take 3 or 4 four tries low stats could be a child or animal or old aunt
or
pick and allocate one of these sets of scores
18 17 11 10 9 9 (74 total +5 bonus total)
18 14 13 11 9 9 (74 total +5 bonus total)
16 16 13 10 10 9 (74 total +5 bonus total)
16 13 13 13 10 9 (74 total +5 bonus total)
13 13 13 13 13 9 (74 total +5 bonus total)
18 16 13 10 9 8 (74 total +5 bonus total)
16 16 13 13 9 7 (74 total +5 bonus total)
no starting followers
or be a more modest hero and struggle more
16 13 10 9 9 9 (66 total +3 bonus total)
13 13 13 9 9 9 (66 total +3 bonus total)
What are Stats for
CHA ability to befriend or influence others, command followers
CON ability to resist disease, poison, hold your breath or other resist bodily shocks
DEX ability to dodge traps or dangers, manipulate tools or be sneaky
INT ability to solve riddles or puzzles, understand things, spot immediate clues or know stuff
STR ability to lift stuff and smash things and hit hard or throw things further
WIS ability to resist magic or spells, use will power, common sense, experience or foresight
Sample Basic Classes and Prerequisite Stat
CHA Elf
CON Dwarf
DEX Thief, Halfling
INT Wizard
STR Warrior
WIS Priest. Gnome
What is Bonus for
CHA bonus is your to your number of loyal followers +1
CON bonus is added to your HP every level
DEX bonus on all to hit rolls and AC
INT bonus to WP or NWP or Languages, can take skills not from your own class
STR bonus to damage on all muscle powered weapons
WIS bonus to luck points +1 (thieves get +1/Lv)
Bonus for stats
Stats below 9 are damaged by disease or injury and could be restored
the cost of this is beyond earnings of a commoner
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18-19 +3
20-21 +5
22-25 +6
Spell Bonuses for classes with high prerequisite stats provide extra spells
+1 one first lv spell at first level
+2 one first leval spell at first level and again at second
+3 one first level spell at first, second and third plus a second lv spell at 3rd
+4 one first level spell at 1st to 4th level plus a second lv spell at 3rd
+5 one first level spell at 1st to 5th level plus a second lv spell at 3rd
+6 one first level spell at 1st to 6th level plus a second lv spell at 3rd and 4th
a first level spell can be replace with 4 cantrips with a certain skill
some learn a extra cantrip slot as a skill, goblins do it all the time
some classes get proficiencies instead of spells or other abilities
Hit Points HP
Class HD + CON Bonus
d4 Wizard
d6 Bard, Elf, Sorcerer, Gnome
d8 Cleric, Thief, Druid,Halfling
d10 Fighter, Monk
d12 Dwarf, Abhuman, Giant
Most persons without character class like commoners d4 or d6 for typical fighting men
Roll for 1st level HP has a minimum
d4(3min) d6(5min) d8(6min) d10(8min) d12(10min)
Armour Class AC
AC is total of AC points in best possible case, you might also record AC vs missiles or from behind. AC Number is 10 + DEX bonus + Armour bonus + Shield Bonus + other skills or magic
Light Armour
+1 Heavy cloak*, bracers*, heroharness*1gp
+1 cloth, padding, leathers, furs, wrappings 4gp
+2 Gambeson, 15gp
+3 Leather armour, Fibre 20gp
Medeum Armour
+4 Ringmail armour, scale armour, hide armour, bezainted armour -1 Mov 75gp
+5 Chainmail armour or metal scale armour -3 Mov 150gp
+5 Breast Plate* -1 Mov 250gp
+5 Elfmail -1Mov 1500gp (dwarfmail, orcmail or high tech human ballistic mesh)
+6 Reinforced Chain, splintmail armour -6 Mov 250gp
Heavy Armour
+7 Platemail armour -6 Mov 400gp
+8 Fullplate armour -3 Mov -1 incoming damage 2000gp, custom fitted (or ballistic plate)
Power Armour
+9 Scout Power Armour 10000gp +3" Mov and Jump, 2 hydrogen cells for 12 hours
+10 Atomic Power Armour 100000gp +3STR d6 unarmed, atomic power cell 30 days
*Can be stacked with other items every +4AC -1Mov
Helms
+1 Cap helmet* 1gp
+2 Full helmet* (halves perception) 75gp
Shields
Buckler +1 vs one attack
Small Shield +1 vs any incoming attacks
Medium Shield +1 +2 vs missiles
Large Shield +2 -1 Mov
Movement (Mov) and Range (R)
Standard Mov is 12".
1" is ten foot indoors and ten yards outdoors for Move (MOV) or Range (R)
time measured in one minute combat round or ten minute turn
Cone areas off effect are 30 degrees times range
Explosions or clouds are measured in circles across in inches" or radius in inches"
STR in Items under 2lb is non encumbered
More than STR in Items under 2lb is light encumbrance -1"Mov
More than STRx2 in Items under 2lb is medium encumbrance x1/2 Mov
More than STRx5 in Items under 2lb is heavy encumbrance Mov 1"
More than STRx10 in items under 2lb can lift with a STR roll standing to max of STRx20
Untrue but quick Simplified Scales and Conversions for game:
Foot 30cm Yard=Metre 2.2lb = one kilo, quart=litre, gallon=4 litre mile =1.6 kilometres
Time in the Gameround is one minute
turn is ten minutes
Followers could be....
Use your CHA bonus +1 for your number of followers
They are loyal helpers and best friends who will do anything for you out of love
Pet or mount or servant or friend or spouse or relative or lover
Any interesting available person you meet might be convinced to be your follower in play with a CHA roll. If they like you and have no other commitments. Banishing a follower unjustly might make all of them leave you (Morale roll each one to stay)
Henchmen
You can have one henchman per CHA point
They are loyal goons that will be fairly loyal and you support their upkeep
They actually like you and choose to support you and are more loyal
They generally follow orders and stick to your instructions
Hirelings
Are paid personnel. They are loyal to you for money mostly
They are more likely to disobey or be tempted by a distraction
The only limit is your payroll
Command Radius for followers and hirelings
Most characters use CHA bonus in inches to command troops to rally or motivate them
Fighters and add their Lv to their CHA command radius bonus
Bards add their Lv to their CHA bonus command radius bonus
Morale
Morale rolls are made with a d12 to determine hirelings obey orders
CHA bonus of leader adds to group morale score
Green/cowardly 4
Experienced/uncomited 6
Veteran/determined 8
Elite/fanatic 10
Hirelings need morale checks to
-charge superior odds or forces
-hold line if charged by superior looking forces or cavalry
-close ranks if broken ranks from previous failed check
-stop looting corpses or treasure keep fighting if comanded
-stop tormenting prisoners keep fighting if comanded
-stop running away if morale broken if comanded
-don't go charging into enemy trap or taunts, stick to plan as comanded
-regular troops hit by heavy artillery or magic or break formation
-irregular troops hit by missile troops like archers or slingers
Regular Troops -spread out not base to base fight as a mob in open ranks
-if demoralized they withdraw and possibly try to regroup
Irregular troops -base to base in formation in closed ranks
- if demoralized they become irregular
Patron God
Roll for your god from one of the tables grouped by pantheon
reroll till you find one you like
all the ones you reject are angry at you
or
let DM appoint you a patron based on your occupation, past or class
or
Be a godless heretic almost as bad as a witch or cultist
Luck Point Can be Used To:
Reroll any dice after the fact to succeed better
Change a spell memorised to another one you could have
Have a common item you forgot or found like lamp, rope, water
Heal d4 HP could stabilize wound if bleeding to death
Revive if unconscious with 1HP in a d4 turns
ENC SystemENC is about 2-4lb and can be held or used in one hand
2 ENC is many two handed weapons, kite or tower shields
Armour ENC is = AC bonus
More ENC than STRx1 -1 Mov and initiative
More ENC than STREx2 -3 Mov and initiative
More ENC than STRx3 -6 Mov and initiative
More than STRx4 only move 1 cannot fight or run
Typical belt 2 ENC
War Belt or bandoliers 4 ENC
Bag 4 ENC
Girdle 6 ENC
Satchel bag 6 ENC
Small Sack 10 ENC
Small Pack 12 ENC
Big sack 20 ENC
Army Backpack 30 ENC
Saving Throws, skill tests and difficulty
Simple Task roll over relevant stat to see if you fail
-Something you are skilled in
-Anyone can normally do but has some risk especially if under pressure
-Saves using your prerequisite score
-Making a roll against some one or thing offering minimal resistance
-basic trap or mild poison from unskilled user or mild
-Especially skilled or prerequisite stat save in simple task automatically succeeds
-Possibly taking a long time on simple task automatically succeeds
Difficult Task roll over half relevant stat to see if you fail
-Tasks you have no skill in but can still try with a serious risk
-Additional difficulty attempting something you are skilled in
-Any one could take a risky chance in in task but mostly would fail
-Attempting a skilled task vs some one with successful skill roll
-Saves not using your prerequisite
Impossible Task roll over stat bonus to fail
-Very unlikely to succeed without skill but slim chance
-Unskilled versus a successful skilled person
-Something you are skilled at at but near impossible difficulties
Starting Loot and Status in Shadelport
d10 Thief, monk, sorcerer, druid, mutant,
giant, abhuman, shaman, outsider
1-6 common 7-9 freeman 10 noble
d10 Priest, warrior, wizard, bard, elf, dwarf,
tako, halfling, elf, dwarf, changeling, paladin,
ranger, gnome, robot, psion
1-3 common 4-8 freeman 9-10 noble
Common Status
Live off a copper a day minimum 3d6 copper to start
Pauper, beggar, peasant, slave, servant, labourer, monk, watchman, serf. Some of the better ones have more and have some savings and a hovel, the worst are destitute beggars or criminals.
Clothes: old shirt, old trews, old hat, string belt, foot wrappings or sandals woven from reeds
Items: cheap bowl, wooden spoon, sack, a piece of cloth, small knife d3, candle, clay or wood pipe
Arms and Armour: sling d4 or staff d6 or club d4
Provisions: loaf of coarse old bread, gourd or clay jar or water, d4 1=onion 2=turnip 3=plump rat 4=bowl of tripe
Trinket (1cp): d6 1=wooden beads on string 2=wooden holy symbol on leather thong 3=clay or wood palm size figurine 4=carved bone medallion 5=candle 6=carved wooden cup
Followers: married partner, child, friend immediate family member, dog, cat, goat, pig, donkey,rat, squirrel, sheep, crow, chicken
Freeman Status
lives off a silver a day minimum 3d6 silver to start
Town person, shopkeeper, yeoman farmer, trader, priest, officer, craftsman, house hold warrior Some of the better ones own a shop, farm, business and/or a town house, with money in a bank.
Clothes: good outfit and a old everyday outfit, hat, cloak, shoes, leather belt, pair of stockings
Items: nice cup, nice bowl, knife, bag or backpack, blanket, small knife d3, oil lamp, tinderbox, clay pipe
Arms and Armour: dagger d4 and shortbow d6 plus d12 arrows or small sword d6 or spear d6 or hand axe d6
Provisions: full skin of water, loaf of fresh bread and d6 1=pound of cheese 2=pound of spicy dried sausage 3=rabbit 4=fish 5=pidgeon 6=bowl of eel stew.
Trinket (1gp): d8 1=family brass crest ring 2=tiny silver holy symbol necklace 3=old bronze arm ring of clan 4=large symbolic key on a string 5=a legal document such as letter of recommendation, banknote, passport or merchant licence 6=very fancy hat 7=bone dice 8= personal note, map or verse on parchment
Follower: Friend or relative or married partner, student, child, servant, slave, dog, cat, goat, small cow, cart pony, sheep
Noble Status
live off gp a day minimum 3d6gp to start
Noble or richest merchants or large scale land owners. Some of the better ones have land and taxation rights over commoners.
Clothes, fancy court outfit, colourful everyday outfit, coloured cloak with symbol, pair of boots, pair of fancy shoes, ornamental leather and fur girdle with metal or ivory decor, silver signet ring
Items: Ornate tin lantern with built in tinderbox, knife, pewter cutlery, pewter mug, brush, hand mirror, bar of fancy soap, cloth, blanket, ornate knife, plate and bowl
Arms and Armour, padded armour +1AC or gambeson +2AC, fancy dagger, any bow or crossbow or pistol, any two hand weapons and a shield in good condition with family insignia
Provisions: dried fruit cake, wineskin with good wine, week dried rations, pound of cheese, loaf of best bread and d8 1=piglet 2=pheasant 3= duck 4=chicken 5=joint of boar 6=joint of deer 7=nice fruit and berries, 8=large game meat pie.
Trinket (30gp): d6 1=gold family ring 2=enamel brooch of family 3=mask used by secret society or cult 4=tiny gold holy symbol 5=letter if introduction from noble 6=family tree 7=small book with selections of holy verse 8=deck of playing cards 9=dose of poison or sleep drug or narcotics in tin 10=fancy box of sweetmeats and bottle of mead
When you spend the amount of living money to class standard for a month and have basic clothes and items according to your status in public you get accepted. Wearing clothes not of your station might be a criminal offence.
-----------------------------------------------------
Im considering modifying my robot class into a golem class but would need to change at least names of abilities, power sources, etc but interesting
Thursday, 13 October 2016
D20 vs Stats for Saves and Non Weapon Proficiencies
I have used the OA and dungeoneers survival guide type proficiency system for a long time and Im pretty committed to it. I also like using stat based saving throws and skill rolls with a d20.
Some of the big flaws of the system include petty stat mods that don't make much difference and fairly high success odds for situations and not many guidelines on varying this. I like stat based saves and skill checks as it makes stats more of a core mechanic. One problem is that stats can be too high or make odds less risky than old saving throws. Players mostly save and spells less effective.
So this table based on normal stat odds, tough 2/3 stat odds and terrible odds with 1/3 the stat will be my go to method.
Considering that higher level caster vs lower HD defender could drop a degree of difficulty to resist to tough odds. Likewise a monster with less HD than defender level with venom or dragon breath would get a typical save. This will give a new dynamic.
Terrible odds I would save for rare possibly stupid or impossible snuff stuff. Like resisting greater beings ability or spell while cursed or tired or diseased or heavily encumbered.
Easy tasks cant fail and don't need a roll
Some of the big flaws of the system include petty stat mods that don't make much difference and fairly high success odds for situations and not many guidelines on varying this. I like stat based saves and skill checks as it makes stats more of a core mechanic. One problem is that stats can be too high or make odds less risky than old saving throws. Players mostly save and spells less effective.
So this table based on normal stat odds, tough 2/3 stat odds and terrible odds with 1/3 the stat will be my go to method.
Considering that higher level caster vs lower HD defender could drop a degree of difficulty to resist to tough odds. Likewise a monster with less HD than defender level with venom or dragon breath would get a typical save. This will give a new dynamic.
Terrible odds I would save for rare possibly stupid or impossible snuff stuff. Like resisting greater beings ability or spell while cursed or tired or diseased or heavily encumbered.
Easy tasks cant fail and don't need a roll
D20 Stat Roll Difficulty and Bonus Table
|
||
Typical
Stat Feat Odds
|
Tough
Stat Feat Odds
|
Terrible
Stat Feat Odds
|
1/1
|
2/3
|
1/3
|
3
|
2
|
1
|
4
|
3
|
1
|
5
|
4
|
2
|
6
|
4
|
2
|
7
|
4
|
2
|
8
|
5
|
3
|
9
|
6
|
3
|
10
|
7
|
3
|
11
|
7
|
4
|
12
|
8
|
4
|
13
|
9
|
4
|
14
|
9
|
5
|
15
|
10
|
5
|
16
|
11
|
5
|
17
|
11
|
6
|
18
|
12
|
6
|
19
|
13
|
6
|
20
|
13
|
7
|
21
|
14
|
7
|
22
|
15
|
7
|
23
|
15
|
8
|
24
|
16
|
8
|
25
|
17
|
8
|
26
|
17
|
9
|
27
|
18
|
9
|
28
|
18
|
9
|
29
|
19
|
10
|
30
|
20
|
10
|
Easy Feats
Have plenty of time and resources
No stress and perfect conditions
Make easy product of craft skill
Build something with assistants
Spot someone walking towards you from front
Typical Feats
Resisting effect of lower HD or Lv being
Crafting item with time and tools without pressure
Performing athletic feats with no encumbrance in good health (or Lbs under STR)
Spending an hour wrecking the joint to find something hidden
Noticing something while distracted
Spotting monsters approaching in dark on guard duty
Break down a shack wooden dooor
Tough Feats
Resisting effect from a higher level or HD being
Crafting in a hurry or with improvised tools or poor materials
Perform athletic feats with armour and a backpack or fatigued
Finding hidden thing while searching for a turn
Spotting monsters sneaking towards you while on guard
Break down a tough locked dungeon door
Terrible Feats
Resisting effect from higher level or HD being while cursed, diseased or exhausted
Spotting a hidden thing while just passing through
Detecting a sneaking monster from behind or while not on guard or alseep
Desperate athletic feat while overburdened by encumbrance
Rushed craft with improvised tools in the dark or prison
Break down a metal reinforced castle door with a ram
Im considering dropping save mods gained with level to reduce complexity
Lots of ways to get pluses anyhow with skills and magic
This system rewards higher levels vs lower ones anyhow
I have a luck point system also which makes this all more functional and better than level based mods.
I might on my next character sheet put in space with stats for third values
Monsters can have HD+7 base saves if I dont know their stats
Makes them kinda vulnerable at low level and pretty tough at high level.
Makes inferior monsters weaker and superior ones tougher
Im happy to assign a monster a stat in some cases
Luck points let you re roll and dice
Most people have a starting amount equal to WIS bonus +1
(had to make stat do something)
Thieves get extra one per level to help them pull of suicidal feats, survive and look cool
As I make all classes level same up this was to help beef up the class
I give players a gold coin per point and hand them to me with each roll
Also for curiosity sake here is same table with half and quarter odds which you might prefer and is kinder on players maths ability. I like thirds because dnd has some septidecimal qualities and the odds are a bit kinder. A 3/4 difficulty might work to balance out a bit more.
I did consider both 1/3 and 1/4 together on a table but i thought three odds worked fine
D20 Stat Roll Difficulty and Bonus Table
|
||
Typical
Stat Feat Odds
|
Tough
Stat Feat Odds
|
Terrible
Stat Feat Odds
|
1/1
|
1/2
|
1/4
|
3
|
2
|
1
|
4
|
2
|
1
|
5
|
3
|
1
|
6
|
3
|
2
|
7
|
4
|
2
|
8
|
4
|
3
|
9
|
5
|
3
|
10
|
5
|
3
|
11
|
6
|
3
|
12
|
6
|
3
|
13
|
7
|
3
|
14
|
7
|
4
|
15
|
8
|
4
|
16
|
8
|
4
|
17
|
9
|
4
|
18
|
9
|
5
|
19
|
10
|
5
|
20
|
10
|
5
|
21
|
11
|
5
|
22
|
11
|
6
|
23
|
12
|
6
|
24
|
12
|
6
|
25
|
13
|
6
|
26
|
13
|
7
|
27
|
14
|
7
|
28
|
14
|
7
|
29
|
15
|
7
|
30
|
15
|
8
|
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