Tuesday, February 25, 2014

Mapless D&D: A Campaign Idea

Not in the sense of using battle maps and miniatures, but in the sense of no campaign map. Lately I've been having real trouble coming up with a campaign map, mostly just because I'm picky. My main campaign setting Iron Vale, just kind of happened, and the main part of the world is pretty good. I have no problem filling out terrain, or placing landmarks; I can never decide on continent shapes. With Iron Vale I just started with a small town (Redburrow), and placed some interesting places in close proximity. It's really rather incomplete, but in the two years I've run the game, no one's wandered past a single map sheet. For reference its roughly 22 x 19 hexes of 8 miles in length.

With Iron Vale I was able to create the illusion if mystery, and completeness by suggestively labeling the borders of the paper. To the North was the "Savage Lands", to the south the "Deadly Marsh", and the east and west were simply "The Lands of the East/West". I made it clear the towns found in the setting were small, and of relatively no interest to outside forces. I'm thinking I can take this concept even further.

If you're at all familiar with the Redwall series, by Brian Jacques, he pulls a similar stunt. For most of the early books, the focus is on Redwall Abbey and the nearby woods. There are in fact maps of the locals, but there isn't much detail, because Brian Jacques emphasizes the mysteriousness of the land and the unknown. By making Redwall Abbey the focal point, he has an anchor for his characters and their adventures, as well as reference point for every other location in the world. Of course other authors accomplish the same thing, but I'm thinking I can apply this particular concept to D&D, to help me.

Recently, in fact, I've been trying to help my wife learn how to game master. This way I can get a chance to play, even if it is just one on one (which is another topic, because we actually have a lot of fun that way). I even suggested to her, if she didn't want to take the time to intricately map out her world, she can start small, using descriptive language for reference. "Blackwood is 5 days march from Oakhurst...". Why wouldn't I take that advice?

I suppose because I normally run a very sandbox type campaign, and I usually insist on having the semblance of a real world for my players to be able to do whatever they. Why not do that on a smaller scale? The world can be a dangerous place, and they can have some sort of safe haven (like the Keep on the Borderlands), from which they can launch their expeditions. I can map out a smaller area, or possible have no map at all.

If we take the Redwall concept even further, we can have a library, or wise old figure familiar with the local lore. Through role playing, chatting with the old monk, or exploring the library, they can come across references to local ruins or ancient tombs. Then they can go off exploring like usual.

If they get board of the local, I can come up with more semi-isolated locales, they can spend "a month sailing to the distant shores of Albion". This ties into what I've been talking about lately, bringing D&D closer to the fantasy I grew up enjoying: The Adventures of Robinhood, Knights of the Round Table, Beowulf, etc.

Another part of the reason I've usually insisted on in depth maps, is I've always run somewhat military styled campaigns. It's always been an interest of mine, and something I've felt was important to medieval games. I'm starting to realize now I don't need a grand battlefield (i.e. the world map), and can make military campaigns more narrative in nature. I've also noticed that with all of the games I've run, the players don't really get into the politics, intrigue, or grand military campaigns. Even with my first campaign I ran, which was pretty much focused on raising an army and stopping an invasion, not much of the tactical side of war came up.

All just some ideas I'm toying around. I'm trying more and more to play to my strengths and interests when it comes to D&D; help avoid DM burnout, and generally have a better time playing games with friends. After all, if it's not fun anymore (if it's frustrating), why keep doing it?

Classes Without Classes and Magical Magic

I've been moving into some scary territory lately with my thinking. I'm heading towards the bare bone, lighter than light rules like Microlite20, and WhiteBox (which I've always heavily house ruled). I'm starting to think of house rules that further simplify the game, instead of add "depth" or "customization". Who knows where it will lead me, or if I'll change my mind again. There are always more complex rules system to switch to if I do.

Right now though, I've talking with my wife about running, essentially "classless" D&D. I should really say, running only one class: the "Adventurer". I know a few D&D style games do this, Searchers of the Unknown is the first that springs to mind. I'm thinking everyone will get a d6 hit die, players and monsters. I'm going to stick with Ascending AC because it's easy, and I'm thinking everyone will get +1 "to hit" per level, using the 20-AC method, instead of 19-AC like Swords & Wizardry suggests. I know number inflation is bad, but this is simple, and it's OD&D, so it's not like you get a lot of bonuses. In any case it will cap at 10. If I do use descending AC, I'll have a single table for all creatures based on hit dice.

Another reason for coming to this conclusion, is something I discussed in my "Spell Dice" post. Magic is usually the longest section of most rule books. Furthermore, it causes a lot of the problems of later games. Weird special abilities, long lists to keep track, slowing down game play, feelings of the game being "unbalanced" (a non-problem). My solution, something a lot of people (at least on the OD&D boards) have discussed, is to make magic truly magical.

To accomplish this, everyone will start of as a plain "Adventurer", and magic will have to be discovered and learned. What I really mean is stumbled upon. I won't go into too much detail, but I'll give some examples. I want ancient rune stones, sacred altars to ancient gods, and cursed tombs of bygone kings to play a larger part in my games. Magic will be more environmental, stumbled upon, and mysterious.

Right now I'm thinking of four types of magic in my game: material, ritual, sorcery, and alchemy. I'll go over material last, but it will be "D&D" magic: scrolls, staves, wands, and spell books that have to be found, purchased, etc. Ritual will be the most common I'm thinking. Ceremonies, lasting anywhere from 10 minutes to 10 days, that have cosmic, almost incidental consequences. Influencing the universe, trapping creatures, summoning minions, opening portals, etc. There will almost always be some material components required. Rituals will have to be learned, probably from some ancient tome, or performed by a wise and old sage. Carcosa, and Call of Cthulhu d20 are great examples of this system.

Sorcery will be spells that can be memorized, and then cast spontaneously, however at a great price. Sorcery will probably have to be taught, by some experienced Wizard. Casting sorcery spells will usually cost hit points, and sometimes it will drain attribute points. Crypts & Things as well as Microlite20 are examples of this method.

Alchemy will the art of crafting potions, salves, tinctures, and oils. Players will have to purchase or scavenge ingredients, and have the proper tools to brew and mix their concoctions. Potions will usually be of the usual D&D variety, 3rd Edition and Pathfinder having good systems that could be used as inspiration. Furthermore The Elder Scrolls series has always had a fun alchemy system, and the 1st Edition Dungeon Masters Guide has a section on herbs and ingredients.

Finally material magic will be use of magical items to either cast spells or cause magical effects. The most rudimentary forms of this will be magical weapons, though I'm starting to not like them. It's a purely aesthetic difference, but I prefer "ancient" or "finely crafted" items to grant the more basic +1s and +2s. Judges guild used special materials like mythril, something else I prefer doing. If I do include magical weapons, they will be of a truly magical nature, like Fire Blades or Lightning Hammers.

The usual magic items may be found in treasure hoards, and ancient ruins. Ring of the Cat-Burglar, Cloaks of Invisibility and the like. However what players will most likely covet are Scrolls, Wands, and Staves. One benefit of magic only be found this way, is it will make it the party's. Hopefully at least, if the party finds a single scroll, they will use it as a group tool; not as an individual player's ability. However if a player wants to be a Wizard they will need to hunt down magical items to equip themselves with. These items will be costly to maintain, and limited in ability, since it will most likely be one spell per item. This leads me to my next topic: role playing through choice.

Now this may seem archaic, over-simplified, or even like "bad role play", but I've come to the realization most classes are just equipment choice. At least they can be. If you want to be a knight, equip plate mail, shield, and long sword. If you want to be a swashbuckler, wear leather armor and grab a rapier. If you want to be a wizard, grab a magical staff.

This is great for several reasons. Players won't be shoe horned into how they play the game. Their character's will evolve as they play. Some abilities will be restricted by current equipment; metal might spoil magic (I know this isn't the actual case in D&D) so no armor for wizards. You can't be stealthy in metal armor, so only leather for rogues and sneaky types. When players get bored with a play style, they can sell or store their equipment, and outfit themselves differently.

Of course there are other avenues of "character customization" through game play. You can grant miracles for pious characters who sacrifice frequently, perform burial rituals, and pray at their God's alter. A character that uses only one weapon their whole career may gain a bonus "to-hit" with that weapon. If a character frequently fights a particular enemy, and role-plays a true hatred for them, they might gain a bonus to damage. This also lets characters evolve through game play, and models the class feature progressions and feats of newer games.

Anyhow, I'm going to provide some examples for how to equip a character to role play. This isn't all encompassing, it's just some examples.

If you want to play a thief, this is probably the best example of equipping your character with the right tools. Be sure to have lock picks, climbing rope and grappling hook, a dagger for backstabbing, and light armor to be stealthy. I've already gone over how I would handle the thief in my games, so I won't bother repeating myself.

A player wanting to have a bard would obviously want an instrument of some sort, a song book or journal (useful for taking notes on lore). In real life, armies have used musicians for morale and organization for ages. A simple +1 bonus to rolls (attack, damage, saving throws, etc.) if the character performs inspirational music, whether before or during is up to the Referee. Some Bards could take the opposite approach like a Jester, and taunt or demoralize enemies. Such performances could also serve to distract creatures, and if the Bard practices they could eventually send creatures into a trance. The Bard's music could also improve his initial disposition with encountered parties.

If the player were to abstain from blood shed by using blunt weapons, pray frequently, and observe the rights and ceremonies of his religion, he might start to gain miraculous powers to heal or bless others and himself. Such a character would want to carry a holy symbol or relic, a prayer book of some sort or other religious text, and possibly other religious miscellany like candles or incense.

Players wanting to play a ranger or scout, like a rogue, would need to dress light to move quickly and quietly. Ranged weapons would be preferred, to hunt quarry and attack from cover. Using two weapons is an option as well, and I would allow them roll damage for both, taking the higher value rolled, on successful attacks. Traps for catching animals, or caltrops for setting up ambushes are another must for such a character. General wilderness equipment should be carried such as rope, a ten foot pole, an axe and knife, etc. Finally vials, bottles, sacks, and pouches for storing gathered materials like foods and ingredients are extremely useful. In fact food is often useful when trying to befriend wild animals.

To play a cavalier the character would obviously need a horse. This is expensive of course, so the character would have to work up to such a status, as would be the case in real life. The horse alone is of major benefit, usually granting at least a +2 in combat, and allow speedy movement. Most games have rules for charging, and that is done even easier while mounted, and the benefits would possibly be even more. In many rule sets a lance, while mounted does double damage, a favorite tactic of one of my players in fact.

An interesting take on the usual "Druid/Ranger" animal companion type might be a beastmaster or animal trainer. I would encourage if the player did want a more nature-friendly druid, that they seek out an animal companion and role-play the encounter, attempting to befriend an animal. Animals are not simply conjured from thin air, or called out from the wild. However for a different take, the beastmaster or animal trainer, could buy "tamed" or captured creatures. Of course the more exotic, dangerous, or powerful creatures would be very expensive, or hard to find. To start with though, war dogs, hunting falcons, or a even a smart ferret could be used by a cunning player.

There is the limitation of how much a character can carry on them at one time, which severs as an incidental form of balance. On the other hand, any character who can manage to carry with him a variety of equipment, or reasonably role play many talents at once, can attempt to be "jack of all trades".

None of the above prevents abilities like "class features" or "feats", as I described even further above. Like I said, they would need to be role played, and gained through game play as rewards. Of course this is not a game style for everyone, and games like Swords & Wizardry and Microlite20 point this out. There are tons of games that provide ready mechanics for character customization. I hope the above provides some inspiration, and makes you think about how you play your fantasy adventure games. In fact I've found most class features are highly dependent how the character is equipped, or not equipped (in the case of the Rogue or Barbarian).

Saturday, February 22, 2014

My OD&D Thief and Attribute Checks

The more I read and work on games and rules, the more I love OD&D. Simplicity. After talking to a few people online, and thinking pretty deeply, I've decided I'm not going to codified any player's rules anymore. At least not many. Maybe the weapons list. Other than that, they get nothing.

I know that sounds drastic, but I've figured out what I absolutely hate when it comes to D&D: Character Optimization. I hate when I give a player a list of options to choose from, and inspire creativity; then they analyze the mechanics, and pick the "optimal" choice. Not the coolest, not the funnest, but the "optimal". What's going to do max damage per round (I hate when they use MMO terms like DPS), not what would be fun to role play.

In fact it really killed me for the last few months to run "Arcane Adventures" and have players ignore most of the rules, and go with what's familiar, or what's the "best". For example I tried to make several techniques (ie feats) that have actual fun dice rolling mechanics. Like rolling damage twice and taking the higher of the two, or exploding damage, etc. Instead players always take the straight +1's, or double damage, etc. Furthermore they ignore any class that isn't Ranger, Paladin, Druid, etc.

Anyway, that's where I'm at in gaming. I'm either going to play with other old schoolers that don't need rules to role play, and will do what they want, and I'll reward for them that; or I'll play with guys who basically just want Pathfinder, and we'll just play that or NEXT. On one hand this kind of depresses me, because there are a lot of actually cool rules out there; rules that make you go "oh man that sounds really fun!". On the other hand, I'm tired of collecting all sorts of cool material and fun rules, to have it be over-analyzed and ignored.

On to the main point of this article, my OD&D Thief I'm going to start using. I know I just said I'm going to stop codifying stuff, so this is really more just my own notes for how I'd handle such a thing. In fact, I might not make it a class, just part of my house rules for any character that chooses to make the right preparations.

Why am I not using the Greyhawk Thief anymore? Well I'm starting to agree that it does lead to the more modern style of gaming. Tons of class abilities, specific skills with their own progressions, etc. A lot of what I talked about above, I feel the Thief contributes to, even if it's not solely responsible. Speaking of which, this thief does not progress in his abilities. He gets some stuff, and that's it. Probably why I'm leaning more towards it not being a class, but just common rulings.

More or less what I'm thinking right now is, if someone purchases lock-picking tools, they get a 1 in 6 chance to unlock doors. This has the advantage of not making a ton of noise to attract wandering monsters. If the character is only wearing light (leather) armor, has no lights, and is unencumbered, they have a 3 in 6 chance to surprise. If the character gains surprise, and has a one handed blade weapon, they gain a +4 to hit, and deal double damage on a successful strike.

This is pretty much the Thief. He just doesn't get better at his skills. What's great about this is, anyone can be a thief. Anyone can do these things. Which leads me to what I'm going to start using as a general task resolution system.

I love the X in 6 chance of OD&D. Most things are handled by a chance out of rolling a d6. Surprise, for example,  has a 2 in 6 chance of occurring. That means a roll of a 1 or 2 on a d6 results in surprise. This is also used for smashing in doors, checking for secret doors, etc. Later in AD&D (I can't remember if it's in Greyhawk), the "break down doors" check is modified by strength.

I've started using Gygax's (also Swords & Wizardry: Whitebox) attribute bonus rule, of 15+ grants you a general +1 bonus with that attribute. This is great for the above system. Then Dexterity can grant a bonus for surprise, Wisdom for checking for secret doors, etc.

I get that this doesn't progress as your character gains levels, but I don't really care anymore. If the player role plays well, and keeps at it, I can grant an additional +1. If it's really relevant to whatever class he's playing, or class he's role playing (IE if he says he's a "Bard" when he's really just a fighter), he might get another +1.

The best benefit of this to me, is that it makes the +1 a big deal again (something a lot of old schoolers have talked about).

This is pretty much where I'm at in my line of thinking now. The more I read the original three booklets for D&D, the more I see they really are "as complete as possible". Even if every possible scenario isn't covered, the rules and concepts are provided to help you figure out to handle them.

I'm particularly thinking of making my own super-specific set of house rules, like a lot of people have done, particularly back in the day. I'm thinking of using my Spell Dice system to handle magic, and defining the most common adventuring tasks in my campaigns, using the X in d6 system. After that, just a good equipment list, and whatever Referee advice I need to keep handy (random tables, hell yeah).

Friday, February 21, 2014

Smoke & Steel

Usually when I role-play, I prefer rules light games that take advantage of the fact there is a Referee. That's one of the biggest things I love about OD&D, and that first moment that "clicked". Players could JUST describe what they were doing, and you could figure out what would make sense to have happen.

On the other hand I'm a war gamer, and some times I just like a "gamey" game with fun rules and lots of options (I love BattleTech). Now I don't think the d20 system is real tactical war game. It has lots of "tactical" rules, but I personally don't feel it is a solid tactical war game. Complex? Sure. Comprehensive? In a way. But that's neither here nor there, and it's really a matter of opinion.

What I do think d20 handles well (3E D&D, Pathfinder, etc.) is character customization. While I do find RAW (Rules As Written) 3E a bit much for my personal taste, I still like it better than GURPS. You have games like BRP and Pendragon, but they most involve customization through skill selection, and that's pretty much it. D&D and GURPS have quirks, special rules, powers, and odd abilities that players just like. GURPS however is way to complex, and tries too hard to be realistic for my tastes.

As I said, 3E is a bit too complex, but Microlite20, is not.

I'm currently working on a fun little project I'm calling Smoke & Steel. It's for a campaign I want to run for my wife, wherein she will have a small party of fighters. Eventually she can build up her forces, amass an army, build a kingdom, etc. The whole point of the game though, will be to customize her fighters, and eventually build up a little army.

In OD&D and old school D&D, customizing is as simple as how you outfit your character, and how you play them. My wife loves to play creatively, using various tricks and traps to her advantage, and usually doesn't rely on class features to have fun. Just this once though, I think it will be a fun change of pace for us.

Right now I'm starting with Microlite20, adding back all six ability scores. I'm going to heavily edit, and supplement feats. I'm going to make a bunch of classes, but they're going to be a lot closer to "kits": they'll just be a set of restrictions and benefits to the fighter class; everyone will get a feat every level or so. I'm going to add henchmen rules, which weren't really that great in 3E; the ability for her to amass a true army, and hire on troops without the "Leadership" feat. I'm also thinking of plundering FantasyCraft for "backgrounds". I'm not sure about skills, because all in all this is going to be pretty much straight combat; with out of combat being purely role-played and refereed. For race there will only be human, as it's going to be a quasi-historical setting; though I might include different human races to choose from. Most importantly I'll be expanding the weapons list with everything I can find and think of.

Basically I'm taking the parts I think are fun about d20 and shoving them in one set of house rules. In the end there will be several avenues for customizing your characters. I doubt I'll share it, unless anyone shows interest. But it's nice to write about it, and keep track of what I'm thinking.

Saturday, February 15, 2014

But for the Grace of God

 If you want to see what I had originally intended Arcane Adventures to look like, check out Blood & Treasure, by John Stater. It is a truly awesome piece of work. It pretty much as everything I wanted in Arcane Adventures: ascending armor class, three saving throws, a ton of simple classes, a ton of converted d20 material, simple feats, and lots of awesome flavor. The blog land-of-nod has some awesome material compatible with the game, and therefore compatible with D&D (old and new school).

As for now, I've played a lot more D&D, discovered a ton of game and materials (particularly cool old school stuff like Adventures Dark & Deep), and my ideas and views have changed a lot since then. Whenever I do make Arcane Adventures, it will probably be a lot different, and my current house rules are very different, and much closer to OD&D.

Blood & Treasure is awesome though. I love playing it, even though I've only gotten to once. In fact, it sets out to do what I wanted Arcane Adventures to do: it acts as a gateway into D&D. Whether it's a new school player trying old school D&D, or a completely new person trying fantasy role playing, it's simple to get and fun to play.

A cool story of how I finally got to play involves one of my really new-school style friends. I've been really wanting to referee a consistent old school games, and while he's okay with playing whatever, he definitely craves a consistent rule set. A gave him a few games to look at, Castles & Crusades, Basic Fantasy, ADD3, and some others I don't recall. He read through a few, unimpressed, and cracked open Blood & Treasure. He was in love.

He immediately started copying out of every blog post he could find with extra material. He's even considering switching to it for his main game. The next night another one of our friends came over, and we ran a quick one shot, set in the Land of Nod. It was a great game, with an interesting, and genuinely unique setting.

Anyway, not much else to say. I have the single book, soft cover copy, printed by lulu. For the price it's worth it: all the rules you need, tons of classes, and a bunch of monsters to kill. Like I said, Arcane Adventures is already looking a lot different, but if you want to see what I originally had in mind, it's pretty much Blood & Treasure.


Attributes, and a Medieval Combat Campaign Idea

Something I do like about the d20 system, better than old school D&D, is the impact attributes have on game play. Coming from BRP, and doing Martial Arts (particularly HEMA), I like having attributes have a bigger impact on game play. When I'm playing Sword & Sorcery games, I don't like having attributes play a big part in the game. That's because, even the lower bonus from B/X D&D (+3/-3) that attributes provide really diminish other bonuses found in the game.

In OD&D a Ogres gain a +2 bonus from their Strength. That's a big deal. Likewise a magical sword grants a +1. In OD&D you'd need to have Ogre Strength, and a magical sword to get a +3 bonus. In B/X on the other hand, you can get that by rolling lucky, and it really changes the dynamic of game play. That +1 magic sword, is no longer a big deal, it's just another modifier you're trying to stack.

However I really like Germanic Mythology, Robin Hood, Arthurian Legend, and all of those other sort of down to earth proto-fantasies (or historical-fantasies). In those stories it's the character's abilities (attributes) that tend to make the difference. How strong was Beowulf? How cunning was Robin Hood? How charismatic was Arthur? For my game, I think I definitely prefer the +5/-5 range that the d20 system provides.

I might also dispense with the usual magic weaponry, instead merely calling them "tempered", "gothic", or "fine steel". A purely aesthetic choice I know, but it brings it closer to the fantasy I like. There will be magic weaponry, but they'll be more in line with Elder Scrolls, having "Fire Blades" and "Ice Steel", etc...

With either Wizards & Warriors, or perhaps a later project, I want to have combat focus more on the character's training, skills, and abilities. One of the things I enjoyed about 3E was feats, but not necessarily feats as is. I like Fighter types being able to pick small bonuses and abilities in combat. The complexity of feats, the rules attached to them however, aren't something I like. I already have a "Technique" system for Arcane Adventures I use, so I'll probably expand upon that.

Wizards & Warriors is already leaning towards being a more fighter based game, and I wouldn't mind expanding on that idea. I love Castles & Crusades and AD&Ds selection of weapons, several with a variety of special abilities or bonuses against different armors. It's still a relatively fresh idea and new game (not in the sense of being unique, but recent to my train of thought), so who knows what I'll turn it into.

What I would like to do is create a D&D variant that's focused on medieval combat. While not necessarily focusing on being realistic, just something that lets you play a pastiche of the late middle ages to early renaissance, with the ability to play a Landsknecht, to a Musketeer, to a Cavalier.

What might be cool is plundering some of the variant rules for the d20 system. For example I really like the Armor as damage reduction rules found in Unearthed Arcana (3.5), as well as the Armor Class bonus based on level and class. It goes into a discussion of how this affects game play, and there are some things I don't like about it (at least for D&D). A) It's complicated to implement with monsters (not necessarily difficult, but you'd have to convert any monster with armor). B) Especially with 3rd Edition (high HP values), it can drag out, what is already a really long, combat duration.

With a game focused purely on Medieval, person to person, combat these rules might work out pretty well, at least on a small scale (large battles could be a problem, particularly with my Warband rules). Combined with the large selection of feats available (which I may or not want to alter), and lots of supplement material focused on martial combat, this could make for a really fun and interesting campaign/game. Of course this would be for people who have an interest in such things, or enjoy heavily humanoid combat games.

Either way a lot to think about, and some fun ideas to work.

Class Features or "Reskining"

There was an interesting discussion a the OD&D forums about swashbucklers:

http://odd74.proboards.com/thread/9341/swashbuckler

I found this again while looking up inspiration for a "Musketeer" style class I want to include in my games. I love the Three Musketeers (I have the book, and have seen nearly every adaptation I can find), and would love to include some sort of swashbuckling, suave, snappy swordsman in my games. In fact that's how I play nearly ever Bard when I get the chance.

There are some great ideas in the thread, and there's plenty come up with. In fact the 1st Edition AD&D Barbarian, could pull it off rather nicely, with his +2 defense bonus for every point of dexterity over 14 (this is my preferred Barbarian class, not the Berserker nonsense of later games [though a Berserker class, if it was called that, would be great]). However, there are also some really great counter points to this. Mostly along the lines of A) not wearing armor in the middle ages is ridiculous, and B) why should someone not wearing armor get an ARMOR class bonus?

While the first point is a little more about flavor, the second is a great point. While you're not necessarily penalizing characters who wear armor, what is the point? If they're both getting high armor class, are they really different? Two different ways of coming to the same effect, which isn't necessarily a bad thing.

A lovely alternative is pointed out, and that is playing on the strength of not wearing armor. Why give him an armor class bonus, when lower Armor Class could be his drawback, and something more appropriate could be his benefit. I like that a lot.

Now before I to far in that direction, something 3rd Edition D&D did that was kind of cool, was offer a level based Armor Class bonus for everyone, based on class (Unearthed Arcana). This was presented as an alternative to armor. I have no problem with campaigns that don't have the usual medieval, armor clad knight aesthetic.

For usual D&D though, or for game rules in general really, do you want to have so many ways of achieving the same result, or do you want truly unique characters, both mechanically and aesthetically?

With Arcane Adventures, I still want it to be firmly grounded in D&D, so I don't mind giving the Barbarian his increased dexterity bonus, because that's what the D&D (er, AD&D), Barbarian is. For Wizards & Warriors though I really want to rethink the usual class abilities.

On one hand, having multiple avenues of approach to the same problem isn't a bad thing. After all, it's how the game has always worked in some regards: Fighters smash open doors, thieves pick locks, etc. On the other hand, there should be meaningful choices. Giving up the ability to wear Armor should mean you don't get a high Armor Class, but it should also mean you get something cool that you wouldn't be able to do wearing armor (like being stealthy).

Of course there is no cut and dry answer, and maybe a Musketeer will get some bonus to Armor Class, but maybe at most a +4 or +5. After all they are still good and fighting, and can defend themselves well enough, but not as well as knight clad in full plate mail. Alternatively some class may be able to achieve a high defense bonus, but it might take them 5, 10, or even 20 levels to achieve that, getting only a +1 per level (like the Monk class).


This is definitely something I won't mind giving careful thought and consideration.

Wizards & Warriors!

I'm personally familiar with the name from a cool TV show from the 80's I recently discovered watched. It is also the title of two video games. However from what I know, none of them are around anymore, or became very popular, so hopefully no one will mind me using the name for my own game.

I just (yesterday I think) blogged about how awesome Microlite20 is. In fact the reason I found Microlite20 is I've been trying to come up with a rules light d20 game myself. I took most of the posts down sadly, but I had talked before about make a rules light Pathfinder derivative. Sadly Swords & Wizardry is right: it's harder to strip away rules, than it is to add them on. That's when I decided to take another look at Microlite20.

It was great for what I wanted to do; it has just the essentials of the d20 system to play, with none of the extra crap. It didn't have everything I wanted, but that was easy enough to add back in. I started, originally, with going through the 3.5 SRD and adding in all the classes and races, keeping at most 2 to 3 abilities per class and race. I also added the skill system back in, folding a bunch of skills together (I think there is like 10 to 15 skills still). In fact I still have this project on my computer, and I'll be releasing it as soon as I finish formatting and slapping the OGL in the back of it (to make it legal).

After I finished that, I realized to make it playable I needed to copy and edit the feats (I actually like that part of 3E, it just needs to be simplified). I'm cutting out all of the map/grid focused feats, and any magic feats (spell casters are strong enough). I'll still need to copy out spells. That's when I started to think about an alternative.

I love the LBB's, and how they fit in those lovely digest books. In fact I love all of the half-sized books found in old school gaming (OD&D, Adruin, etc.). The one thing that really keeps D&D books from being small is the spell section. I suppose in 3rd Edition, the Character Creation and Combat Rules do take up a lot of space, but look at old school D&D. Most of the old player books are just spell books.

Now there is nothing wrong with Vancian magic, or spell lists. I love it, and when I'm in the mood for some Gygaxian D&D, it's great. However I recall playing BRP (Basic Role Playing) with my friends when we first got into role playing. I didn't quite like BRP's magic system, so I came up with my own. Most of the spells focused around elemental attacks (Wind Strike, Firestorm, etc.), and there weren't a lot of them. Players had to use them creatively to come up with solutions to their problems.

I remember the party got ambushed one time, and the enemy had locked the gate, and set fire to the town. The parties wizards used Wind Strike to break down the door. I know that's not terribly creative, but it's just a small example. Remember this time of imagination and creativity, and wanting a simpler spell system anyway, I set about devising my "Spell Dice" system I just blogged about.

This got me thinking about Non-Gygaxian D&D. In better words: using the D&D rules to play other than D&D styled fantasy games. I love Dungeons & Dragons, and I really enjoy "Gygaxian-Fantasy", and if I want to play that I have tons of games that fill that niche (AD&D, OD&D, Adventures Dark & Deep, Swords & Wizardry, etc.). I started to question what my kind of fantasy would like? What had it looked like before I was introduced to D&D?

With my new spell system devised, and armed with Microlite20's small, but powerful rule set, I set to making a game from scratch (more or less). I didn't care what D&D's "Fighter" or "Magic-User" looked like, what would mine look like? I now have "Wizards & Warriors". I have a full game outlined already (using Microlite20, that's not hard at all).

It's fully d20 compatible, which was one of my small goals. I want to focus on what's fun, and after playing and reading through so many RPGs, D&D is just plain fun. People like rolling d20's, getting bonuses, killing weird monsters, and getting gold. Don't mess with what works. With Wizards & Warriors I'll still get to use all of those fantastic monsters found in all of my various bestiaries.

D&D also handles "special" combat maneuvers/modifiers/classes better than most other games. Which is kind of what my new game is about. You have a few spell casting classes, that get to play with that nifty spell dice system. Other than that it's mostly kits for the fighter. You trade a few restrictions to get some unique combat ability or characteristic. I've included an overly simplified Thief/Rogue to fill that niche, but other than that it's just a variety of fighters (Barbarian, Cavalier, Martial Artist, etc.).

Really that's whats fun about D&D, at least the D&D I like. It's killing stuff and getting treasure (I think I might have mentioned that once or twice...). "Role-playing" in old-school games come from problem-solving, player choices, and interacting with the "world", not the rules. I'll probably tack on some codified rules for crafting later (because I love crafting), but other than a some basic d6 checks for activities, everything else should be handled via describing your character's actions, and Referee adjudication.

So far Wizards & Warriors is much like the millions of variant players handbooks that came out in the 2000's (Iron Heroes, Swashbuckling Adventures, Mutants & Masterminds, Call of Cthulhu d20, etc.), mostly character creation rules, with a few rules for handling common activities in the campaign.

Like I said, I have a full outline already, though I'm still deciding on a few class features. Each class as of now as 2 to 3 special abilities/features. A few of them improve over time, or get more use out of those features as they progress. If this ends up being a fun project, I plan on making a sort of "Advanced Companion" to add more features to some of the classes, and expand upon the ideas of the basic game. Right now it really feels like house ruled OD&D (though higher numbers), and I'm really happy with that.

I'm going to try and play it soon with some friends who might like it, and if all goes well, I'll format it, slap on the OGL, and share it with everyone.

"Spell Dice" Magic System

I've had this idea for a long time, before I played D&D, of a simple fantasy game where wizards gained dice to cast spells with. I finally decided to work it out and tinker with it, and am pretty happy with the results. This would not replace D&D's actual spell system, as it serves a much different purpose, but it is fun, and leaves a lot of room for creativity.

Generally this system is focused around three types of spell caster: Wizard (Offensive), Cleric (Defensive), and Illusionist (Trickery). Characters would gain a number of spell dice (d6) equal to their level. This system leaves room for Paladins and Bards. Paladins would get touch based healing spells (described below), and Bards would gain 1/2 their level in spell dice, and be able to cast both Cleric and Illusionist spells. At least that's how I'm planning on using it.

Spell Types

Missile: This type of spell conjures a projectile of some sort to be hurled at a target. The missile hits automatically, and no saving throw is allowed. Spell casters can throw as many missiles, as they have spell dice available. The missiles can be thrown at different targets, or all at one target. Missiles can be thrown at a range of 100 +10 feet per level of the caster.

Touch: These types of spells function exactly as missiles, except the caster must be able to touch their target. No roll is needed, damage occurs automatically, and no saving throw is allowed. The damage dealt can be up to the amount of spell dice left, but it is limited to one target.

Area of Effect: These kinds of spells project the effects of a spell across a broad area. All creatures within the area of effect are entitled to a saving throw to negate damage. Damage dealt to each creature within the area is equal to the spell dice used for the spell. Therefore a 10th level caster, could use 10 spell dice on an area of effect spell, and possibly inflict 10d6 damage to every creature within the sphere, that fails their saving throw. It is up to the player and referee to determine whether 10d6 would be rolled for each creature, or if 10d6 would be rolled once, and then applied the same to all creatures affected. There are several shapes that can manifest as an area of effect spell, they are detailed below.

Sphere: Spells of this type can be considered the magical equivalent of artillery. While they have a much farther range than that of a missile spell, they are less accurate, but possibly more damaging. The sphere can be launched up to 400 + 40ft per caster level. The diameter of the sphere is equal to the caster’s level x 5 feet.

Cone: Much like the sphere type of spells, cone spells have an area of effect. The cone projects out in a quarter circle, 5 foot in length for every level of the caster. Otherwise all spell effects are the same as a sphere spell.

Line: This type of spell functions exactly as a cone spell, except the range is 10 feet per caster level, and it projects in a straight line outward, with an effective width of 5 feet.

Chain: This sort of spell allows the effects to “chain-link” from target to target, in no particular shape. The spell caster chooses what path the spell takes, and what targets it affects. This spell functions just as any other area of effect spell, except when one target passes their saving throw, the chain stops and no more targets are affected.

Spell Material

The spell caster must choose how their spell manifests, whether it is a fireball, or conjured dagger. Players should be imaginative, and creative in determine their spell composition. They should also take care to consider the effects of the spell on the intended target, as well as the environment around them. For example a certain creature may be vulnerable to fire, or immune to damage from the cold. Furthermore spells operating via sound or sonic boom could shatter crystals or rocks. Some common examples of spell substances are provided below.

Elemental: All of the various elements can be used to form spells: earth, air, fire, water, electricity, etc. Common forms include fireballs, meteor showers, lighting blasts, or rays of frost.

Conjured Material: Any sort of non-natural item can be conjured, as long as it is appropriate to the spell dice being spent. For example a 1d6 magical missile could be a sort of conjured arrow, or a 1d6 touch attack might be a conjured short sword. A spell caster could use a conjured crowd of dancing swords to fight in a sphere around him, functioning as an area of effect.

Clerical Spells

Clerics cast spells of a divine nature, serving to revitalize, protect, and strengthen those around him. Cleric spells can function as either a sphere, centered on the cleric, or touch spells. The only difference is cleric spells do not get a saving throw, since they are beneficial to the targets of the spell. There are three main types of cleric spells; healing, protection, and augmenting spells.

Healing spells heal damage according to the spell dice used in the spell. Protection spells add a bonus to either armor class, saving throws, or damage reduction. Augmenting spells can add a bonus to either attack rolls, or damage dealt. Protection and augmentation spells last for the entirety of the round they are cast, and apply to all rolls made in that round. The cleric rolls once for all parties affected.

Illusionist Spells

Illusionists have two main types of spells at their disposal: confusion and enchantment. Confusion spells function as cone, sphere, or missile spells. They function in the opposite fashion of the cleric’s augmenting spells, incurring a penalty to attack rolls for their targets, and allowing saving throws for area of effect spells.

Enchantment spells serve to fascinate and distract creatures. The spell dice spent determine the amount of hit dice in creatures that are affected by an enchantment spell (1 spell dice equals a 1 hit dice creature affected). Illusionists can focus their enchantment on a specific target, or simply cast the spell and see who it affects. In the latter case lower hit dice creatures are affected first. In both cases the creature is entitled to a saving throw, and if it fails, the creature is effectively paralyzed. The spell lasts for a number of rounds equal to the Illusionist’s level, the creature being entitled to a saving throw each round.

Cantrips

Casters can spend one spell die to cast 5 cantrips. The cantrips can be cast as the caster wishes, he must simply keep track of the fact he used up a spell die, and how many cantrips he has left from that use. Cantrips are minor spell effects, amounting to no more than a +1 or -1 in game terms, and lasting for one minute. Examples of cantrips would be a small gust of wind, a phantom ghost sound, or creating magical torch light.

I'll be making a post discussing what motivated me to get this done, and what I've been up to lately.

Friday, February 14, 2014

Warband Rules

D&D started as a wargame (though not in the way most people like to claim). I know there is chainmail, and still need to really give it a good read, though it uses a different combat system than the D&D we're used to. I also know there have been several D&D mass combat rules published, of which I plan on checking out (BECMI & RC has some, Spells & Swords, ACKS, etc...). In fact I'm reading through ACKS right now because someone else was suggested it for the same reason I'm in the mood for wargaming.

I've been playing Mount & Blade: with Fire & Sword. Of course I love wargaming in general, but Mount & Blade always gets me in the mood for domain building D&D. Adventurer Conqueror King System (or ACKS for short) was designed from the ground up for this sort of play. D&D was actually meant for this sort of play, and it is very evident if you read the Little Brown Books. However, as time went on people enjoyed the adventuring, dungeon crawling, and role playing aspects more, so the theme of the game shifted. In any case, I've heard ACKS handles domain style D&D very well.

Regardless of how great ACKS is, I've been in the mood to tinker lately, and this idea just popped in my head for a mass combat system. A while a go I came up with a mass combat table for Swords & Wizardry (which has a simple mass combat system). I used a web site that gave dice statistics for rolling dice pools, and determine how many dice in the pool beat a target number. I don't recall the specific site I used, but I just dug this up, and it seems to do the trick: Scott's Dice Pool. The table would tell you how many of your troops hit, by comparing the dice to the target armor class, based on the appropriate probabilities.

Now the table I worked up was pretty nice, and it used the Ascending Armor Class system. Unfortunately I had only made the table up to AC 20, and had oddly made it down to AC 0 (which doesn't happen with Ascending Armor Class). I figured then, you could just calculate the Target Number (by subtracting the unit's Attack Bonus from the target's Armor Class) and compare your roll to that. This got me thinking of a simpler way of emulating the table; though it's not a perfect translation. As with most old school D&D, abstraction for the sake of simplicity and fun is never a bad thing.

This system requires Ascending Armor Class. Basically you would use the following formula for all attacks:

d20 + modifiers + troop advantage + 1 - AC = troops that hit

Troop advantage is how much the attack outnumbers the defender. The reason it's not just the difference, is it's easier to hit when outnumbering, but it's not impossible to hit when you are outnumbered. In other words, it keeps troops that are outnumbered from getting shafted.

This all makes sense because the number of troops that hit is how much you multiply damage by. For simplicity's sake, and so you don't end up rolling pools of dice, you would simply multiply the damage die (i.e. 10 x 1d8, instead of 10d8). Therefore outnumbered troops still have a chance of hitting, but don't do as much damage.

Another way of looking at it is: attack as you normally would, adding the number of troops outnumbering the target as a modifier. However much you beat the AC is how much you multiply the damage dice by.

After you figure out how many troops hit, and how much damage is dealt, subtract that from the total hit points of the unit. Figure out the average hit point value of the unit and divide the remaining hit points by that average (round up) to determine how many troops are left.

An example of the combat system would thus:

A group of 10 2nd level knights (1d8 long sword)  attacks a group of 7 0-level men-at-arms (AC 12 leather, 5 hit points each, 35 total). The knight's roll a 15 (d20) + 2 (attack bonus) + 3 (troop advantage), totaling 20. The difference is 8 (20 - 12 = 8). The knights then roll 3 on their d8, dealing 24 points of damage, leaving 3 troops [(35-24)/5 = 2.2 rounded up).

I did a stress of this with a mock combat. Both sides had AC18, and +0 attack bonus. This was, of course, meant to see how tedious it could be in extreme circumstances. It ended up taking 23 rounds of combat, 17 of which where nothing occurred. Now this seems pretty bad, but it only took 5 minutes all in all. Once damage does occur though, combat ends up getting pretty fatal, rather fast. I think this is a pretty realistic depiction to be honest. A bunch of inexperienced guys in field plate could go at it for about half an hour (assuming OD&D rounds) doing practically nothing to each other, then finally slaying each other rather quickly. If you assume B/X or 3E D&D it comes out to roughly 5 minutes, even more believable.

Something interesting to note, and pretty funny, is that damage occurred on round 1, almost like an immediate clash of arms, then round 6, 7, 19, 21, and 23; infrequently, then frequently. Keep in mind this was all just dice rolling, and no tactics or variation. Also it's highly unlikely you'd have two groups with AC18, but no attack bonus, or mounts even.

Obviously there is room for more playtesting and improvement, but for right now it's a simple and effective system, that  I really like.

Below is the log from notepad I used to keep track:

"Two groups of Knights, Field Plate with Long Swords

Assume HP 5 for each Knight, 10 troops each. Red vs. Blue.

Red has initiative every turn

Round 1; Blue takes 8 points of damage; Blue is at 42 hit points, 9 troops left

Round 2, 3, 4, 5, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 22; nothing

Round 6; Blue takes 4 points of damage; Blue is at 38 hit points, 8 troops left

Round 7; Red takes 3 points of damage; Red is at 47 hit points, 10 troops left

Round 19; Blue takes 24(8 x 3) points of damage; Blue is at 14 hit points, 3 troops left

Round 21; Blue takes 8(8 x 1) points of damage; Blue is at 6 hit points, 2 troops left

Round 23; Blue takes 56(7 x 8) points of damage; Blue is defeated"

Thursday, February 13, 2014

Dry Language and Creativity

Haven't posted in a while, partly because I've been disheartened, and partly because I've felt a little stupid lately. I've had a lot of time to actually play D&D lately, and a few other table top games. Needless to say some of my paradigms have been shifted, and others reinforced. One area that has been really reinforced is that we don't need another retroclone. I've already started to clean up a bit, but I'm going to continue, so don't be surprised if a lot of older posts get deleted. I know no-one really reads my blog, but just in case this is here as a why and warning.

I know it might seem hypocritical, or even cowardly to go-back on what I used to say or think, but I can admit I used to be wrong, misinformed, or just not informed enough. Therefore any post expressing harsh opinions, or most anything related to me writing my own game is probably going to be deleted. It's not necessary, it doesn't add anything of value to the discussion, and is just taking up space on the web. Furthermore, after getting into some really deep talks with a good friend of mine, I've mellowed out on my opinions quite a bit. I still have my opinions, but I have no desire to shove them down anyone's throat.

Anyway, one thing that's definitely been reinforced is my love for old school D&D, and OD&D in particular. I've played a lot of D&D NEXT and 3E/Pathfinder lately. I hate it. I'm not trying to change anyone's opinion here, but I just don't have much fun playing those games. Having fun definitely comes down to the group and the referee, and I've had fun with my friends, but that's definitely despite the game. There is just too much stuff in newer D&D games. From racial and class abilities, to rules and combat, it's just too much.

Now I'm currently working on a fun little project I might post soon, and I was reading through my LBB's and realized something I love about them: the dry language. I know it seems funny, because everyone in the OSR loves to espouse how much flavor and creativity is found in old school D&D. What I mean is the dry language of the rules. OD&D has flavor where it needs it: spells, monsters, dungeon examples, but doesn't attempt to present the rules lavishly. There's practically no description of what a dwarf is, only noting the abilities that make it special to play. This is great because it lets the Referee and players decide what a dwarf is to them. Have they read Tolkien? Do they prefer German mythology?

Furthermore OD&D doesn't talk down to the player. There is no need to state that "strength is a combination of muscle and power", because it is assumed that if you're going to be playing a game about creativity and imagination, you know what strength is. "Strength" is the flavor, the mechanics are presented in a short, succinct manner, noting only what affects the game.

What I'm currently working on is a sort of "hack" of Microlite20 an excellent rules light role-playing game based around the d20 system. It's obviously intended for experienced gamers, just as OD&D was intended for experienced war gamers. Of course it's language is even shorter and to the point than OD&D, taking advantage of common gaming formulas and abbreviations.

Microlite20 is great because it provides everything you need to play D&D, so you're free to add in the things that are important to you. I find myself naturally filling in my own descriptions and wording. With all of the previous projects I've done, whether using the SRD for inspiration, or trying to emulate an older game, I've found myself caught up in descriptions and verbage.

This all brings me to a point, I think ChicagoWiz made a long time ago. Maybe not so much that we need brand new, awe inspiring, ground breaking material, but that we don't need to retread. More so than retread the rules, we don't need to retread "What is a Role Playing Game?". I love e-zines, blog posts, and forums because they don't take time to tell me how to roll dice. They present new and interesting material, with the bits I actually need for play.

Out of all of the books I've bought, downloaded, and perused, so much if it is just the same stuff. Whether it's "How To Roll Dice" or more slightly different stats for Orcs. I know it seems hypocritical, and like I'm just complaining, but it's true. That's partially why I'm going to go back and "erase" my part of the crime, an attempt at amending my contribution to the drivel. More than complain though, this blog is going to become a place where I praise the unique ideas I find, and maybe share some of the quips I can come up with.

I know Microlite20 is kind of old news, but if you haven't checked it out, please do. Check out the site below for some awesome variations, and interesting rules interpretations.

http://www.retroroleplaying.com/content/microlite20-rpg-collection