Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Tuesday, May 7, 2019

[WFRP] More Spells! Lore of Heavens


My project to expand the spells in WFRP 4th edition to accommodate more than just damage spells continues...


Looks like Nicholson but I don't know. Either way, it's awesome.
Lore of Heavens Spells
Lore of Heavens spells listed WFRP 249. Spells adapted from Realms of Sorcery marked with a *

Spell
CN
Summary
Cerulean Shield
7 (-20)
+SL in Armor Points to all locations. If attacked by metal weapons, the attacker takes +WB damage.
Comet of Casandora
10 (-40)
Select a target point within Initiative score yards. After casting, roll Perception at the end of the next round: the comet strikes -SL x Init. Bonus yards away in a random direction. For every success, move the point of impact in a desired direction by Init. Bonus yards. Damage +12, +1 Ablaze, Prone to all in Init. Bonus yards of impact.
Fate's Fickle Fingers
6 (-10)
Pool Fortune Points of any allies within Init. Bonus yards of you, any may draw from the pool, first come, first served.
Finding Divination*
7 (-20)
Signs in the sky reveal an item’s location, either a specific item or general category (clean water, a horse). You learn the direction, but not the distance. This is as the crow flies, so barriers are not shown.
Omen*
1 (+20)
Discovery is timing is favorable or not for an action. GM rolls secret Intelligence test (let’s you know if you incorrectly or correctly interpret). The omen only holds true for 2d10 hours.
Project Spirit*
6 (-10)
Loosen your invisible spirit form from your corporeal body, allowing you to travel, hear, and see as normal (limited by physical boundaries).
Starcrossed
7 (-20)
For Initiative Bonus rounds, you can spend Fortune Points to force opponents in Willpower yards to reroll.
Signs in the Stars*
8 (-20)
Write a subtle message in the stars and their constellations. Requires a Secret Signs (Celestial Order) test to correctly interpret unless the ‘reader’ knows exactly what to look for. Necessarily, the messages will be simple.
T'Essla's Arc
7 (-20)
Lightning bolt strikes target in Willpower yards, +10 damage, +1 blinded.
First Portent of Amul
3 (0)
+1 Fortune, every +2 SLs +1 FP for Init. Bonus rounds
Second Portent of Amul
6 (-10)
Gain SLs in Fortune. 
Third Portent of Amul
12 (-40)
+1 Fate Point, must be used by the end of the Init. Bonus rounds or lost.



Saturday, March 16, 2019

Death and Doom!

No idea how to read French, but this woodcut feels right.

In the new WFRP, all Reiklanders start with a talent Dooming that sounds cool: a priest of Morr has foretold your death upon seeing you at birth. But in the game it's pretty lame: a flat bonus to XP for the next character and no mention of the specific prophecy received? Let's rad it up a little.

Roll on the charts below (or create a Dooming death yourself) to determine what the priest saw upon your birth. If you are faced with a situation that may kill your character but which does not match your Dooming, you gain 1 free Fortune (reroll). This occurs when you are (a) reduced to 0 wounds, (b) receive a critical wound, or (c) receive a deadly condition like Ablaze, drowning, Poisoned, etc. However, you must (a) make a Fear test, (b) receive a -10% to all tests, and (c) lose 1 Fortune point when you face a potentially deadline situation that suits your Dooming. The GM has final say if the situation could conceivably match your Dooming; if it is possible, although unlikely, then the Dooming still fits your situation. Doomings are suitably vague to convey this.

Roll Dooming based on the season you were born into (25% chance of each season, first 25 spring, etc.):

D100 DOOMING OF SPRING
1 to 4 Pride comes before a fall
5 to 8 Ivy will claw at your skin and prick like a rose
9 to 12 Health is not always healthy
13 to 16 Still waters run deep
17 to 20 The forest will strike back when the campfire is low
21 to 24 Do not pluck low-hanging fruit
25 to 28 The serpent is in the garden
29 to 32 Climb not the mighty oak
33 to 36 Beware fairy rings and standing stones
37 to 40 The land will reclaim what is hers
41 to 44 Do not stare directly into the light
45 to 48 Good intentions create bad situations
49 to 52 Do not accept trust lightly
53 to 56 There is always another problem
57 to 60 Light burns just as much as it heals
61 to 64 Radiance can’t illuminate all
65 to 68 Charity will cause your end
69 to 72 Underestimate no one
73 to 76 Birth is but the start of death
77 to 80 Provide no succor to the blind man
81 to 84 Do not pick up discarded coins
85 to 88 Twice for poison, thrice for a kiss
89 to 92 Fate is cruel, but ironic
93 to 96 A trick is not an illusion
97 to 100 You will be stabbed by your own knife

The other two seasons can be found in the Zweihander RPG rulebook in the Character Creation chapter (52-53 in my printed copy). These should give you an idea for what the doomings sound like though, even if you don't have Zweihander to do it for you.

Tuesday, February 26, 2019

Battle & Siege Rules


Rules for battles and sieges! It's a lot of combat, and your PCs may die! Anyway, these are written for my game so WFRP4 but should work on pretty much any ancient/medieval rpg. The rules are based on King Arthur Pendragon RPG as adapted in Red & Pleasant Land setting book, so they are not original but are adapted for my game.

The procedure is thus:

  1. Setup. Preliminarily, figure out what's going on with the battle: whose forces are fighting whose and where. This is probably determined by whatever adventure you're on, but it should influence the Battle Table of enemies [see below] and possible events. After you know generally what the battle's 'about,' come up with a list of enemies and battle events the PCs will face: the Battle Table, which is a list of combat encounters from weakest/easiest to strongest/hardest. Then figure out the PCs' objective in the battle. Are they trying to kill a particular notable (even the enemy general)? Are they trying to get past the battle to the enemy camp? Simply survive their sector of battle? 
  2. Enter the field - first encounter! This first fight will be important for setting the tone of the rest of the battle, and tell your players that. The number of combat rounds (hereinafter "#") to win will determine how many encounters the PCs will have before they reach their objective (set in step 1). For this first encounter, ask the party how they are entering the field and give them two options from the Battle Table (or provide a unique set of options based on the PCs options). For example, the PCs chose to be on the flank of the force and can either charge into the enemy or attempt to sneak around to a group of archers on the hill. Or it's a siege and they can either fight a group of soliders climbing ladders or face the siege tower about to drop its plank. Then fight as normal with combat rules (roll initiative, roll attack, etc.) and you/DM track the number of rounds (#) it takes to defeat them. Again, this is the number of encounters the PCs must go through to reach their objective.
  3. Battle encounters continue. Now roll 1d5 + # to determine the next enemy or event from the Battle Table, and that's who attack the PCs next. The number of rounds each of these subsequent encounters takes determines the roll on the enemies chart, but # from the first encounter is how many encounters occur. After each subsequent encounter roll 1d5 + # of the last encounter to determine who the PCs fight next. So, the first encounter took 4 rounds to complete, then there will be four 'fights'/encounters in this battle; the next encounter takes 5 rounds to finish, roll 1d5 + 5 for the next encounter, etc.  Continue running encounters until the PCs win or are defeated.
  4. The last encounter. For the last encounter, the DM should swap in the PCs' objective if that's a fight like defeating the enemy leader or fighting among the enemy's camp or whatever. If the PCs want to retreat before they finish their fighting, they simply fail their objective (not good if they were simply trying to survive the siege).


The Battle Table
You need a table of battle encounters for this to work. Start numbering it at 2, as this is the minimum you'll have. Some considerations in making your chart. If the battle is dire and the odds are stacked against the PCs' allies, increase the number of enemies in each encounter and difficulty of encounters, or vice versa for an advantageous situation (e.g. good thing you gathered extra allies through the last series of adventures). Below is a sample siege Battle Table I'm planning on using if that's the way my adventures go (note I have 2-3 PCs only right now, so the number of enemies reflects that, and this would be very difficult fight):

No.
Encounter
Attributes
2
5 Peasant Conscripts
30s, Spears or Axes +7, W12, AP3
3
5 Recruit Men-at-Arms
30s, WS 35, Spears or Swords +7, W12, AP5 shields
4
5 Men-at-Arms
30s, WS40, Spears or Swords +7, W12, AP6 gambesons + shields
5
5 Bowmen
30s, WS35, BS40, Longbows +7 (damaging, impale) or Maces +7, W12, AP4 gambesons
6
5 Men-at-Arms and volleys of arrows every other round
30s, WS40, Spears or Swords +7, W12, AP6 gambesons + shields; Dodge or Parry 2x arrows each volley or Dam. 9
7
5 Veteran Men-at-Arms
35s, WS45, Spears or Swords +7, W12, AP8 mail + shields
8
1d5+1 Knights Errant
35s, WS45, Sword +7, or Lance if mtd. +10 (impact, impale), W12, AP9 (part. Plate + shield) [Charger: S45, T35, WP15, W22, Large, trample +7]
9
Siege weapon (trebuchet) impact then 5 Veteran Men-at-Arms
35s, WS45, Spears or Swords +7, W12, AP8 mail + shields; Dodge or D15+1d10 and knocked prone, nearby structures collapse
10
1d5 Knights of the Realm
40s, WS50, Flail +9 (-10% defense) or Lance if mtd. +12 (impact, impale), W12, AP10 (Plate + shield) [Destrier: S50, T40, WP15, W22, AP5, Large, trample +8]
11
1d5 Knights of the Realm and volleys of arrows every other round
40s, WS50, Flail +9 (-10% defense) or Lance if mtd. +12 (impact, impale), W12, AP10 (Plate + shield) [Destrier: S50, T40, WP15, W22, AP5, Large, trample +8]
12
Named Lord + 1d5 Knights of the Realm
Lord 50s, WS65, Bastard Sword +12 (damaging, defensive) or Lance if mtd. +12 (impact, impale), W15, AP9 (Plate) [Destrier: S50, T40, WP15, W22, AP5, Large, trample +8]
13
Siege weapon (trebuchet) impact then 3 Honor Guard
45s, WS60, Bastard Sword +13 (damaging, defensive) or Lance if mtd. +12 (impact, impale), W14, AP9 (Plate); Fearless in battle, Reversal if win combat, Relentless (spend 1 adv. to ignore 1 condition); Dodge or D15+1d10 and knocked prone, nearby structures collapse
14
Marshall + 1d5 Honor Guard
Marshall 50s, WS70, Silverine Sword +11 (damaging, ignore 2 APs) or Lance if mtd. +13 (impact, impale), W17, AP12 (Plate+shield), Furious Assault (2x attacks if no move) [Destrier: S50, T40, WP15, W22, AP5, Large, trample +8]

Thursday, February 14, 2019

[WFRP4] Bretonnia, Land of Chivalry!


I've been working on this toolkit-style setting guide to Bretonnia in the Warhammer world for awhile. Basically, I've always loved the way supplements like Vornheim and Red & Pleasant Land and D&D adventures with random encounter charts generate adventures from player characters just being in a place. On the other hand, the type of adventure hooks and NPCs and encounters I want trend towards the vanilla--knights and sorcerers and ogres and shit--and most of the well done, random encounter type products are oriented to the Weird. While something like that is wildly creative, not so useful to me as a DM as it always just results in silliess and I get bored.

Additionally, I find I really enjoy most running adventures with a lot of politics--different human factions, really. I'm a historian by education and my tastes run towards reading history books with real world insights about what humans do with violence and power.

Finally, I really do not enjoy running large dungeon crawls. I get bored, it's not exciting or tense for me. It's a good adventure oftentimes, but I have to keep it small. I'd rather see what effects the decisions of the players have on a web of factions or NPCs.

I've run some King Arthur Pendragon, but the system was too fiddly and created unrealistic situations, and the adventures for that are inspirational but boring railroads to actuall run (not a lot of player choice, get's boring for all involved). I decided I'd much rather have a freeform adventure idea kit than these, built for rpg systems I like.

So I started putting together the above to let me use as an adventure idea generator and run my campaign. Originally, I was going to run this with D&D/Lamentations of the Flame Princess home rules, but after a few sessions, I found I didn't like it as much as using the new Warhammer Fantasy Roleplay rules. My players seemed happy with those rules too, so it was all good.

Here's what the setting book has:

  • A list of Bretonnian (Old French) names, a random virtue/vice chart for creating NPCs
  • A set of "common" encounters for when you just need some orcs or whatever, with WFRP stats. I use this stat block quite a bit.
  • Rules for Bretonnian characters in WFRP4. Two new careers: Bretonnian Knights and Grail Pilgrims. Rules for Religion of the Lady.
  • A list of major NPCs with traits and relations.
  • A 100 entry encounter table based on a hexcrawl found on the internet called Hexcrawl of the Marcher Lords, Skerple's War entries from his blog, and other sources. There's some references to other d100 encounter tables that I'll remove/update one day.
  • A list of 50 quests based on this awesome blog post so the DM can simply roll what the PCs lord or patron tells them to do, if all else fails. 
What it doesn't have is how I actually run the games which is Warhammery investigation - chaos influence or dark pacts, plus lots of brutal WFRP combat (mostly player instigated when an NPC with a sword tries to tell them what to do), plus a realistic/historicalistic medieval society. Nobles have ranks, power, peasants are oppressed and ignorant, bailiffs are a thing, and the noble families with castles and sworn knights fight over land. (I'm reading A Hundred Years War vol. 1 and its really inspirational for this game.) There are also ratmen and pegasus knights and elves.

To come, I really need to go through and convert all the D&D references to WFRP, but we'll see how it goes.

Tuesday, March 8, 2016

Lands of Khem: Rules

So starting a new game with Lamentations of the Flame Princess and Wonders & Wickedness for magic to do an Egyptian sword and sorcery setting. Influences for campaign inspiration: ancient egypt, vikings, norman knight-adventurers, sword and sorcery, carcosa, wilderlands, Gabor lux's fomalhaut, hyboria.



I made a Lamentations and Wonders cheat sheet which contain all the rules for character creation and spells, check it out below. Get the Lamentations rules here. House Rules:

  • No demi-humans, no cleric
  • New classes: Berserk (based on old dwarf class), Hunter (based on old halfling)
  • Ability scores (wildly generous): 3d6 in order, reroll set if less than net +1 score bonus, may swap 2 (wis for str)
  • Culture: civilized (+1 to int wis or cha), barbarian (+1 str or con), or nomad (+1 DEX or con).
  • 6 pts plus 1 free backstab for Specialists
  • New skill: Medicine
  • XP for silver or gold and for alignment and carousing per Jeff Rients
  • DM makes ALL skill rolls until the players can handle not fucking rolling before describing what they actually do!
  • New initiative by segment: first round, check surprise and do any surprise rounds, then everyone with (1) ranged attacks goes, (2) any movement (shooting in this segment if -shoot and move, this is your full round if you move more than combat speed), (3) melee, (4) spells. Roll off d6+DEX within each segment to break ties or whatever makes sense
  • Mighty cleaves: to replicate the sword and sorcery feel, get a free attack against an adjacent opponent after felling an opponent (enemies get this too!). But remember a surrounding attackers get +2/4 to attack, plus limit shield AC.
  • Death at -4 hp, but take permanent ability score damage/wounds after galling below 0 unless death save.
  • equipment: armor bonus is penalty to Exhaustion (after exertion, save or lose 1 hp per round if don't rest), survival and desert travel saves (lose hp in harsh conditions); chainmail is northern, in south scalemail, made of many metals.
  • the only usual magic items: warding amulets from temples, potions with 1st level spell effects from Alchemist Guild; allow Alchemy skill but rare and starts at zero
  • beyond XP, Lawful are more likely to receive help from authorities and divines, be regarded as not-an-asshole by normal people



Monday, December 21, 2015

Wilderness & Wizards: a b/X-LOTFP hack to play tolkienish games

Apropos of my last post thinking about a different way (for me) to do skills, I whipped up this little notes for a hack (really for LOTFP but you could use B/X if you did ascending to-hit and AC) that you can play simple-tolkienish games. Assumed to be heroic, so 4d6, drop lowest roll, per ability score and deathblow/cleave rules. The WIP ones are especially vague. The Doom idea instead of insta-death at 0/negative hp is somewhat inspired by +Patrick Stuart's doom idea. I have no idea how to implement in the game - I want something to replicate, in the movies, Aragorn falling off the cliff but being saved by a fate, Frodo almost dying to the ringwraiths, the death of Thorin, and Boromir's last stand, without losing the benefits of D&D's bathos. I'm torn between some sort of chart where luck determines if it's a last stand or a lingering wound or something, or a new school thing where you lose a Fate point or something and pick your outcome. Maybe just make every death Shakespearean - you get to make a last stand while negative hp, but definitely die at the end with some time for last words?

The next 'new rule' in here are some travel rules based on constitution limiting how much stamina someone really has to travel. Travel to me is one of those frustrating rules I'd like to get a simple but rewarding experience. One thing that could make the difference is a simple number of days for tracking food supplies, without getting into the fine grained minutiae of how many lbs consumed per day.

* btw, I would use these rules with a lot of the One Ring rpg's adventures (modifying to be more location based). You can also draw Hobbit Tales cards for your random encounters.

LOTFP Tolkien hack
- classes: fighter (+2 BaB, d8), wizard (cast one daily +WIS, but know 1+int, can learn new spells with speak lang), ranger (better surprise/ambush, +4 skill points (default Hunt 3, Stealth 2, Sneak attack +d6), elf (good search 4 (keen eyes)), start 1 spell, cast spell+WIS, all 11+s required), dwarf (construction 3, high CON req, resist flame dam=CON bonus, d8), hobbit (stealth 4, sleight 4, small - max Strength 10, 4/d4 hp); thief climb 5, sleight 2, sneak attack +d6, tinkering 2 in 6.
- hp min. 8 for Fighter/Dwarf, 4 for others on usual d6
- level up: roll hp, improve saves, and pick: +1 attack (fighter/dwarf default), or +2 skill points (ranger/thief/hobbit), or 1 more spell daily (must have reason for magic) (wizard default); elves default odd levels spell, even levels +1 attack
- spells (require shout/incantation, interpret creatively, default 10 min./level for light, 1 target per level): access to all (not cleric/mu), basic starting spells: 1 detect magic/power, 2 sleep, 3 light (can blind), 4 flame touch, 5 bless/inspire, 6 word (command), 7 glamor/minor illusion, 8 fear/remove fear, 9 speak animal, 10 charm, 11 gust, 12 shield (no magic heal).
- LOTFP skills, same plus heal, all rolled by Referee secretly after PC describes action (add bonuses for equipment and ability score bonuses when appropriate/active use); start based on class, +1 skill point per INT; (Architecture/Construct (1 in 6) Bushcraft/Hunting (1 in 6) Climb (1 in 6) Languages (1 in 6) Search/ (1 in 6) Sleight of Hand (1 in 6) Sneak Attack +d6, Stealth (1 in 6) Tinker (1 in 6)); (eg rulings, DEX adds to strength)
- single Saving Throw:16-level/HD (i.e. 15 at 1st), can add ability bonuses
- combat: (check surprise, if surprises can take slow rounds), fast (1 action) or slow (2 actions, like move and attack), all fast then all slow, higher DEX then goes first (generally NPCs/usual monsters lose), but heavy armor/slow lose (whatever makes sense based on narrative), to hit, damage usual, +- 2 for tactical advantage or penalty (eg defensive fighting -2 attack, +2 AC), long range -6 to hit (+6 AC); combat maneuvers are attack rolls, then targets gets save to avoid the PC's declared action
- death blows: after dropping an opponent to 0 hp or less, can make a 'free' immediate follow-up attack if there's an adjacent enemy within reach of killer's weapons (DM may allow a
- armor 12+DEX clothes, 14+DEX leather/heavy furs, padded tunic (no DEX bonus to skills), 16+DEX chainmail hauberk, maximum DEX +2, slow reaction, shields +2, 18 reinforced/heavy chainmail, 0 max DEX bonus, slow, open helm with hauberk (or -1 AC if lost), great helm with heavy mail (easier to be surprised -1, -2 search, -2 AC if lost).
- death & doom (WIP) when 0 hp, pass out; negatives save; if fail mortally wounded but can have glorious death; if succeed, survive choose/roll Doom (death! (Badass last stand, die at end), survive but fate - Lingering wound, vulnerable to enemy/certain fate,  (today is a good day to die/mortal wound last stand (go -10, reroll all failed rolls once/advantage), lingering wound (roll body part), gain madness (definitely work on this), maybe 1 fate for elves, 2 for men/dwarves, 3 for hobbits, lose 1 fate per deadly wound, but recover (mabye recover with permanent ability score loss) from injuries (also lose fate for terrible/cruel actions, regain fate for noble deeds?); when 0 fate and hit, die with heroic last stand
- travel: can travel up to CON daily in miles, beyond that CON save or lose 1 hp (double distance if transport/mounts, double if road, infinite on ship), also sets pace, force march up to 2x miles daily, thick terrain or raining 1/2, very bad weather or terrain (mountains, swamps) 1/4; each night warm shelter or save to not lose 1 hp, extra check if cold/wet/extra miserable, if fail, no natural healing; searching for herbs or hunting or looking for landmarkes lowers travel to max 10 miles daily (and the 10 miles takes all day). Fast mounts (i.e. real palfreys, not your ponies and wagon like regular mounted) travel 24 or 30 miles daily in open terrain, penalties same.
- recovery: if shelter and sleep, 1 hp and spells back; quality housing or hospitality, 1d3 nightly and spells; no warmth or halter, no healing; heal can treat wounds, poisons, and diseases with appropriate treatment or herbs, need at least short period rest and downtime. Must find specific herbs and cures, herbs must be fresh (2 weeks) to be effective and often require extensive preparation, also mushrooms and berries. No real magic healing, but first aid can restore 1 hp per d6 on Heal check if successful.
- encounters/social interaction: add CHA to reaction roll based on speaker, knock down 1 level to whatever rolled if traditional animosity (dwarf leader in elvish hall, man in rival kingdom), maybe 2 if orcs (some chance they may parlay).

Random encounters (1-2 every day/20 miles)
1 wolves, 2d12, will generally track for days (double CON), pick off weak, especially aggressive if hungry/winter
2 storm comes or grows more intense
3 giant spiders (check surprise), 1d12
4 settlement (roll other chart)
5 merchants or travelers 2d10, whatever race logical, 
6 natural obstacle (landslide, fallen trees, fire)
7 Orc warband (2d20)
8 warriors from local hold (loyal to nearby settlement authority), led by 5HD
9 spirit (undead, angry ghost or awakened barrow), guardian spirit (like maiar or faerie)
10 ruins or menhirs (elf stones) (magical knowledge?)
11natural landmark (waterfall, rocky outcropping, lake)
12 trolls (1d10), local type by variance

Settlement random factors (WIP)
Race, ruler (council, respected elder, noble family, warlord & cronies, witch or fey, dedicated or knightly order), prosperity (abandoned, poor, prosperous, bustling/busy), issue (ruler succession struggle, disease/curse, raiders on supply, neighbor war (roll another), missing person, distrustful of strangers, local monster, renowned product), name elements

Thinking about B/X Skills

I really like the elegance of the idea of using roll d6 to determine skill-like tasks, as in B/X with 1-in-6 chances of finding secret doors and so on (good post here ). But in practice I have problems with my players not really understanding it. I certainly can't rely on them during the game to understand and be fluent with them even when they're on the character sheet, like when we've played Lamentations of the Flame Princess.

To deal with this, in the rules I actually use, it's just attack roll style for all skill checks - roll d20, add ability scores + a bonus for "skills" (PCs get 2, rogues more). Although that's the compromise I've come to when actually running a game, I'd like to use LOTFP or B/X style 'skills' again (for B/X, rogue/thief skills converted to X-in-6 probability ala LOTFP). To fix the problem with it being counter-intuitive players, however, I'd keep these DM rolls. I wouldn't mind explaining, and would roll in the open, but I'd rely on the PC to describe the action and then simply roll the check myself. A more "fiction focused" way of doing skills if you will. I like something about the simplicity and straight-forwardness of the d6 skills, while I like how in LOTFP they increase with level. I think I also like there being a set list of skills. The universal mechanic of using the save for skills keeps everything consistent, but it lacks the soul of some set skill checks - I feel like PCs are just so much more likely to ignore explaining what their PCs are doing and saying "I make a stealth check."

One question I'd have, though, is whether to add ability score bonuses. My inclination is to use them. I like how a usual 1-in-6 break down doors type check quite naturally flows into adding a STR bonus, so a strong character has a 3 or 4 in 6 chance with the door. It reinforces the importance of ability scores. You could add INT bonuses to search checks or whatever, making that an important ability for non-wizards too. Another variation, to go with the more DM-facing check, is that then you can have circumstances in which you add the score bonus and circumstances you don't - maybe adding DEX to Stealth checks if unburdened and not wearing armor or something. Likewise, adding +1/+2 for smart PC preparation or appropriate equipment. If I did this, I'd have to ensure NPC/monster checks are similarly competent, which is a downside that removes some of the elegant simplicity of the d6 system.

Obviously, the d6 skill system works, we've got plenty of playtesting that it does. Anyone have experience as to whether it helps immersiveness (less "I make a stealth check" instead of describing hiding?), or whether people have tried this system more DM-facing or PC-facing?

Thursday, December 17, 2015

My D&D Rules

So I've been meaning to post the "house rules" I use for awhile. Basically, I'd like to use them as a reference point for discussing other peoples' rules and considering new rules for problems at the table right now (initiative and negative HP are my current problem children). See below for the two version of my 'most popular fantasy game ever' rules. If you've played D&D for any period of time, you can probably use these as a complete ruleset, so please feel free to gank and steal. The "North Kingdoms" version is an incomplete version I used when I was running a more Tolkien-ish setting (that hadused several different rulesets over the 2+ years I ran it, starting with Balrogs & Bagginses) and the "Ironlands" version is what we use now (setting, as described, is kinda TSR Birthright + Game of Thrones + Warhammer mashup).

A giant thing to understand about these rules is that I use them to play with like 6-8 players every session, so they need to be pretty clear and streamlined, and the emphasis is fun die-rolls, ability to pull off mad-cap actions, and some role/specialization protection.

[I'll update this entry with the rules and the character sheets I use when I get access to google drive later]


Influences
So, my home rules are based on several rulesets you've heard of if you follow d&d stuff. These are Lamentations of the Flame Princess (only apparent in the character sheet design now), Beyond the Wall, Small But Vicious Dog, Pits & Perils, Blood & Treasure, a little bit of Adventurer Conqueror King, and Swords & Wizardry (and, of course, Basic D&D). There's also the houserule about using a d30 to replace a roll once per game, stolen, I think, from Jeff Rients. Basically, I took Beyond the Wall, did my own spell system based on Pits & Peril's idea for super simple level-less spells, made the ability/skill checks roll over Saving throw or 18 (ala S&W), and added the automatic cleave attack kinda from ACKS to everyone who hits in melee. These rules aren't up to date to what we do at the table, so I'll update- the main changes are we now always roll-over, and there's basically just 1 save (not the favored/disfavored), and I'm thinking of making the save increase 1 pt. per level; the spells get tweaked a lot too. There's no real explanations of the rules in here, so you really should buy one of the above rpgs to go with it (I'd suggest Beyond the Wall and LOTFP in particular).




Features
Class-wise, there are only 3 - Fighter, Wizard, Rogue, and I mix-and-match these to create multi-class based classes like Paladin, Ranger, "Bard." These rules are probably not what I would create or use in a vacuum (they're close, mine would likely be closer to semi-classless LOTFP like in Undercroft #3 with level-less spells) , but I aim to please my players, and these give them nice options at both character creation and while leveling up (options without proficiencies/feats). The rules give the PCs a lot of power, but not third edition or fifth edition D&D power.  The feel I'm going for is like 2nd edition streamlined to actually be easy to understand at the table.

One thing I liked about an ACKS game I ran for like 1.5 years was that the players got to pick some neat proficiencies for their characters every few levels, but the game was pretty much otherwise basic d&d. One of the things Beyond the Wall does well (I had to junk that game's awesome background generator, it wouldn't work at my table and had the wrong feel for how we wanted the setting of our new campaign to be) is provide these options without the implicit restrictions that a list of proficiencies has. I also don't like that in ACKS the new proficiencies are tied to increased to-hit values. I included this in my game. Every few levels, warriors get a new fighting ability like weapon specialization or improved criticals or something, wizards get their spells, and rogues get more skills and backstab. There's also, of course, improved to-hit, improved HP, and improved saves.

Level-less Spells
The other major feature of these rules is the Spell system. In reaction to the huge number of spells in 5th edition and having to learn which spell was which level, I basically just junked all that. What is the point of spell levels again? To me, it seems like a legacy thing that's not important. Making spells stronger at higher levels seems fine, as does giving more castings per day, but tracking spell levels that seem pretty arbitrary is, at this point in the history of elf games, a waste of time. I've included most of the spells everyone has heard of: a version of confusion, fly, fireball or whatever, so these rules are compatible and all, but why can't a first level dude cast fly? And why separate spells for magic missile, acid arrow, and fireball? Shouldn't the low level wizard's fireball just be puny? For special high-level effects, like teleport or finger-of-death, I just imposed extra requirements (e.g. teleport requires expensive silver dust and can only be cast at dawn or dusk) to make them more like rituals, so you get a better result anyway. I also know so much better about what all the spells do, as I've simplified them so they can fit on a single page or two chart. I had to put stuff like duration, range on there, because otherwise the players would get frustrated at the lack of predictability in what will happen; this may not be ideal from a feeling that magic should be unpredictable viewpoint, but I think it's a necessary concession to game-ability. I confined the wackiness and unpredictability of magic to a Winds of Magic chart for when wizards want to test fate with powerful spells (e.g. they have to check Winds with teleport) or more castings. I haven't seen a wild magic results chart I particularly like, so I just make up something appropriate when the Winds go against the PC.

Below 0 HP
I have a critical/below zero wounds chart. The one I have currently in the rules has not actually been used, it ended up being too unwieldy in the middle of combat when PCs are getting felled. Basically, it's now 0 hp = unconscious, -1 to like -3/-4 just bleeding out at 1 hp, -5 to -7 1 pt permanent ability score loss, which I just roll a d6 (1 = STR, 6 = CHA in order of character sheet) and some creative effects based on which score I rolled, -8 to -9 2 pts permanent ability loss and described effects, and -10 death, whether there by bleeding or the initial blow. If I were hardcore, I'd do death at 0 or something, but the PCs just spend so much time on the characters I like some flexibility about death.

I'd love thoughts and questions from anyone, otherwise please enjoy this barebones houserule document. For me, it scratches all the itches in just the way I like.

*  *  *
The Rules
Still haven't had a chance to upload proper pdf versions, but here's a text version of the more Tolkienish fantasy rules.



D&D Rules Reference Sheet: Characters & Rules
Character creation:
1
-4
2-3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18-19
+3
(1) Ability scores roll 4d6, drop lowest, assign to 6 ability scores Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA). Ability scores give bonuses (or penalties) to certain actions, and you roll ≤ on 1d20 to do other actions (e.g. bash down door with STR).
(2) Pick class:  Warrior: hp 8 + d8/level, armor any, save favor toughness/fortitude, abilities – (1) weapon specialization +1 to hit, +2 damage, (2) fighting ‘feats’ or ‘styles’: archery x2 bow attacks/rd, berserk, fell-handed* close-combat improved critical, dour-eyed* ranged improved critical, guard* +1 AC, mighty +1 dam. all weapons, resolve* +2 saves, weapon specialization* another weapon, dual-wield. * can take multiple times.
Level
Warrior
BAB
Feat
Saves
 1
0
+1
WS+1
15/16
2
1200
+2

15/16
3
3600
+3
+1
13/15
4
8600
+4

13/15
5
18,600
+5

11/14
6
30,600
+6
+1
11/14
7
45,000
+7

9/13
8
64,000
+8

9/13
9
85,000
+9
+1
7/12
10
113,300
+10

7/12
Rogue: hp 6 + d6/level, armor no hvy, save favor reflexes, abilities – (1) skilled: two additional skills at first level, gain new skills at odd levels 3rd, 5th, 7th, 9th; (2) backstab: +1D6 damage when attacking a vulnerable area (throat, eyes, etc.), and when the target is unaware of where the attack is coming from. Increases at 3rd, 5th, 7th, 9th for a maximum of +5D6 damage; (3) first-strike: rogues go first on initiative, unless surprised or confronting another rogue (all rogues go first, then others).
Level
Rogue
BAB
Skills
Stab
Saves
 1
0
+0
+2
+1D6
15/16
2
900
+1


15/16
3
2700
+1
+1
+2D6
13/15
4
6500
+2


13/15
5
14,000
+3
+1
+3D6
11/14
6
23,000
+3


11/14
7
34,000
+4
+1
+4D6
9/13
8
48,000
+5


9/13
9
64,000
+5
+1
+5D6
7/12
10
85,000
+6


7/12

Wizard: hp 6 + d6/level, armor none, save willpower, abilities – (1) cast spells: 1 per level daily, start knowing 1+INT, (2) sense power, (3) draw power, cast another spell that day by making INT save; if fail, the Eye; (4) research spells from writings or teachers.
Level
Wizard
BAB
Saves
 1
0
+0
15/16
2
1500
+1
15/16
3
4500
+1
13/15
4
10,800
+2
13/15
5
23,300
+2
11/14
6
38,300
+3
11/14
7
56,600
+3
9/13
8
80,000
+4
9/13
9
106,600
+4
7/12
10
141,600
+5
7/12
 (3) Pick Skills: start with 2 (rogues start with 4 total): e.g. Athletics, Cooking, Forgotten Lore, Stealth, Tracking, etc.  Skills add +2 to relevant ability score when skill useful. Can pick same skill twice for +4 bonus.
(4) Languages: start knowing own language (common for men, elvish for elves, etc.) and one more of choice, plus one more language per INT bonus.
(5) Equipment: start with clothing, basic equipment to support any skills (lockpicks for Lockpicking), basic adventuring equipment of choice (rope, tinder, water flask, whetstone, etc.), plus 4d6 silver. A character carry a maximum of 10 items , with armor not counting. Warriors, also, start with a chain mail shirt (+4 AC), or leathers (+2 AC) with a bow for free, and the weapon they’re specialized with.
(6) Stats: write down max HP = starting + CON; saves; Melee AB (BAB+STR), Range AB (BAB+DEX); weapon to hit and damage; AC = 10 + DEX + armor/shield; Spells for wizards.
Equipment List – 10 coppers to 1 silver, 10 silver to 1 gold, 100 coin is 1 item for carrying purposes
Other equip, animals, hirelings: consult Beyond the Wall 14-15

Arms
D4
dagger, sling, club, wooden sword
4 coppers
D6
spear, mace, bow*, short sword, axe
8 silvers
D8
longsword, battle axe, longbow*, crossbow*
16 silvers
D10
greatsword, longaxe, lance, halberd, arbalest*
32 silvers
*ranges: effective 50’ for bows and crossbows, 75’ for longbows and arbalests; greater than that -6/disadvantage, max range x4 effective; crossbows and arbalests require 1 round to reload.
ranged weapons add ½ STR bonus, rnd up

Armor
+2 AC
Leathers, padded tunic

25 silvers
+4 AC
chainmail shirt
-3
100 silvers
+6 AC
chainmail hauberk*
-6
500 silver
+8 AC
heavy chainmail corselet* (rare)
-9
1000 silver
+2 AC
shield
-1
10 silvers
+1 AC
buckler, lt. shield

5 silver
penalties listed apply to movement, stealth, and other skill checks, at DM discretion.
*these are heavy armors, which are slow (1 full rd. to stand, lose initiative ties)
untrained armor wearers: subtract AC from AB & cannot cast spells

Rules – 


·                     Tasks and ability checks: If it's not clear that the PC will succeed at something they're doing, roll d20 + relevant ability score modifier + 2 if skilled (+4 double-skilled) v. Saving Throw, then succeed. Some tasks should be extremely hard and have a target number 18 (including tasks the character has no experience with).

·                     combat: to attack, roll d20 + STR (melee) / DEX (ranged) bonus + BAB + weapon modifiers v. target’s Armor Class (AC) [10 + DEX bonus + armor/shield]. If equal or beat AC, roll damage (weapon damage + STR bonus v. modifiers) and subtract from enemy hp.
·                     saves: in certain situations, such as to resist spells, magic effects, area affects and other situations where chance and fate are large factors, characters make a save, roll d20 equal/higher than the particular save.
·                     below 0 hp: When target falls to 0 or lower hp, it is out of combat and probably dead. PCs consult the Death & Dismemberment table to determine what happens to them if go below 0 hp.
·                     deathblows: if an attacker downs an enemy to 0 hp or less, can make a free immediate follow-up attack that does not require moving (throw a spear, hack an adjacent enemy).
·                     initiative: actions happen in an order that makes sense according to the narrative, generally each side rolls 1d10, ties meaning simultaneous action.
·                     critical hits: natural 20+ = max damage plus roll weapon damage, if max, roll again (no limit)
·                     fumbles: natural 1 = exposed to extra attack, fall over, weapon breaks/disarmed, etc.
·                     d30: once per game session, the character may replace a roll, even afterwards, with a d30 roll
·                     allies & followers: a PC can have 1 ± CHA bonus in loyal followers (check if mistreated though) (this includes loyal beasts); all others will be only mercenaries, and probably actively flee or betray in their own self-interest
·                     spells: cast 1 spell per level daily (can learn or know more), can cast more but may gain the attention and ire of Dark Powers (the Eye) if fail at casting roll.

Other Races & Classes
Multiclasses: to represent rarer types of characters, can multiclass: (1) pick 2 classes (warrior/wizard), (2) use higher XP requirement, (3) alternate between class features, choosing 1 favorable or that 1 class has, then 1 disfavorable.
Elves (multiclass warrior/rogue, warrior/wizard, or rogue/wizard): requirements – all ability scores must be 12 or higher; abilities – (1) Keen-eyed, see great distances and sharp outlines, +2 ability checks; (2) Immortal – unaging, immune to mundane diseases; (3) Fey – resist being enchanted or charmed (+3 to saves); (4) Autumn Folk – vulnerable to despair, hopelessness (-4 relevant saves), must make periodic save or retreat to the elvish havens after setbacks.
Dwarves (warriors, warrior/rogues): requirements – Con must be highest score and be 13+; +1 Con, -1 Dex; abilities – (1) Stonesense, can detect the contours and structures of stone through the stone with a Wis check; (2) Hardy,  a dwarf’s CON bonus is 1 higher than normal; (3) Fire-hardened, dwarves may subtract their CON bonus from any fire-based damage they take; (4) Secret Name, those with knowledge of the dwarf’s secret true name may use it against him (+5 to all acts vs dwarf); (5) Greed, dwarves have -4 penalty to all spells, effects, and trickery invoking their greed for the glittering things of the earth.
Halflings (rogues, warrior/rogues): requirements – Str must be 10 or less; abilities – (1) Spirit, halflings have a +2 bonus to all saves and grant all adventuring companions +1 to their saves; (2) Pluck, halflings may reroll all 1s rolled on d20 (once); (3) Small, halflings start with 4 hp (+CON) and may never increase their strength higher than 10, and may only use weapons that do 1d4 or 1d6 damage (unless magic increased base weapon damage).

Men (optional) – DM may allow men to add +1 to one ability score of choice at 1st level, especially appropriate if there are numerous other races in the game.

Advancement
·                     Gain XP for accomplishing quests and goals (500 xp to 1000 xp); roleplaying and fun (10 xp to 100 xp); accomplishing personal goals like researching a new spell, finding a wife, building a hall, fulfilling an oath, and so on (500 xp to 1000 xp); and defeating enemies (100 x HD^2 / number of allies fighting).
·                     At 3rd and 7th level, add +1 to two ability scores; at 5th and 9th level, can gain Trait or +1 to two ability scores (depends on how game is going). DM may allow a Trait (see FA for examples) at 1st.

Highborn Elf (example other class)
Level
Elf
BAB
Saves
 1
0
+1
15/16
2
1500
+2
15/16
3
4500
+3
13/15
4
10,800
+4
13/15
5
23,300
+5
11/14
6
38,300
+6
11/14
7
56,600
+7
9/13
8
80,000
+8
9/13
9
106,600
+9
7/12
10
141,600
+10
7/12
 hp 6 + d6/level, armor no hvy, save favor willpower, abilities – (1) weapon specialization, +1 attack, +2 damage (usually longsword or longbow); (2) cast spells; (4) elf – keen-eyed, immortal, fey, autumn folk.

[Without the elf abilities, this can also represent Dunedain-types, with suggested spells including Healing Touch and Banish Undead]

[For an elf loremaster type, can replace casting spells with casting cantrips and rituals, starting with 2 each]


Other Rules Notes
·                     berserk: when fighting, can go berserk, cannot wear armor (shields ok), add 1d6 temporary hp, +2 attacks/+2 damage, do 1d4 melee attacks per round, lasts 1d6 rounds + CON bonus. During berserk, ignore effects of falling below 0 until -10 (although severed limbs are still severed). At end of berserk, the berserker collapses, exhausted; if he does not sleep, he will perform all actions at -6; he also suffers the effects of any grievous wounds.
·                     poison: generally, if fail save take 1d4 dam. per round for 1d6 rounds per enemy HD; more dire poisons exist, such as those causing blindness, paralysis, and instant death.
·                     fire: the first few rounds of a new fire, even with ‘burning oil,’ only cause 1d4 damage.
·                     mounted combat: as much higher, riders attack footmen at +2 (similar to any attack from greater height, can give same bonus to trolls or other giant creatures attacking only 1 footman) and riders are +2 AC unless attacked by polearms or ranged weapons. On a mounted charge, riders are +4 attack from momentum, double melee damage (inc. bonuses), and horses may trample attack. Only trained warhorses will fight in combat, regular horses will attempt to run away continuously.
·                     morale: base is 7± CHA bonus of leader, check 2D6 equal or under. Check when leader acts cowardly, lose a number of allies, etc.
Other  Multiclasses
Ranger
Level
Ranger
BAB
Skills
Saves
 1
0
+1
+2
15/16
2
1200
+2

15/16
3
3600
+3
+1
13/15
4
8600
+4

13/15
5
18,600
+5
+1
11/14
6
30,600
+6

11/14
7
45,000
+7
+1
9/13
8
64,000
+8

9/13
9
85,000
+9
+1
7/12
10
113,300
+10

7/12
 hp 6 + d6/level, armor no hvy, save favor reflex, abilities – (1) weapon specialization, +1 attack, +2 damage (suggested longbow or longsword); (2) highly skilled (suggested Tracking, Stealth, Herbalism); (3) first strike








Wildling (Beorning)
Level
Wildling
BAB
Feats
Saves
 1
0
+1
2
15/16
2
1200
+2

15/16
3
3600
+3
+1
13/15
4
8600
+4

13/15
5
18,600
+5

11/14
6
30,600
+6
+1
11/14
7
45,000
+7

9/13
8
64,000
+8

9/13
9
85,000
+9
+1
7/12
10
113,300
+10

7/12
 hp 8 + d8/level, armor none, save favor reflex, abilities – (1) warrior feats: berserk + mighty; (2) 4 starting skills (suggested Survival, Stealth, Athletics, Animal Taming); (3) first strike









Dwarf Crafter
Level
Crafter
BAB
Skills
Saves
 1
0
+0
+2
15/16
2
1200
+1

15/16
3
3600
+1
+1
13/15
4
8600
+2

13/15
5
18,600
+3
+1
11/14
6
30,600
+3

11/14
7
45,000
+4
+1
9/13
8
64,000
+5

9/13
9
85,000
+5
+1
7/12
10
113,300
+6

7/12
 hp 8 + d8/level, armor all, save favor fortitude, abilities – (1) weapon specialization, +1 attack, +2 damage (suggested battleaxe); (2) 4 starting skills (suggested Smithy, Tinker, Engineer)


SPELL
DURATION
RANGE
SPECIAL EFFECT
Alarm
1 day/level
touch
any creature crossing area wakes and alerts caster
Bless
1d6 rounds
touch
grant +2 to all d20 rolls
Bolt
instant
60'
3D6 dam., other effects based on element of bolt (lightning)
Call
instant
self
send for the caster's familiar
Calm
1 turn/level
30'
pacify any number of animals (no save) or stupid monsters
Charm
1 turn/level
sight
1 non-hostile target feels as fast-friend or lover with caster
Circle
1 turn/level
10’ (d.)
creates protective barrier; +2 AC, saves, must save to cross
Cure
instant
touch
treat poison or lesser curse on a single target; requires herbs
Curse
instant
touch
inflict curse on a single target; if lays duty, called Quest
Dispell
instant
touch
reverse or cancel any spell or magical effect ; roll off w/mages
Enchant
permanent
touch
place spell in object, lasts until effect takes place
Fear
1 turn/level
30'
panic any number of enemy targets who can see/hear caster
Fire
1d6 rounds
60’
control size and shape of flames in range
Form
1 turn/level
self
assume form of chosen beast, or gain portion of that form
Foresight
1d6 rounds
self
experience a premonition of future events, in trance or dream
Gust
instant
60’
wind knockdowns any number targets, blow away arrows
Heal
instant
touch
restores 1D6 hp
Hide
1 day/level
touch
prevent object from being seen, found, or scried upon
Hold
1d6 rounds
30'
immobilize a single man-sized target
Hope
1 turn/level
30’
remove panic or prevent route any # enemies
Knock
instant
touch
open sealed or locked doors; Lock is inverse
Know
instant
sight
read the true feelings of a single target
Light
1 turn/level
30'/60’
light a radius around an object; or blind/flash as an instant
Mend
instant
touch
magically fix and make whole broken objects
Mist
1 turn/level
sight
form obscuring foggy cloud all around caster
Move
instant
60’­
throw or move man-sized object or creature
Ruin
instant
60'
call down a magical hail storm , 1D6 dam. all in range
Ruse
1 turn/level
30’
create a visual illusion around a person or small area
Scry
1 turn/level
touch
in reflection, see known place or through servant’s eyes
See
1 turn/level
self
see through all illusions, glamours, disguises
Send
instant
sight
deliver a 10-word message heard on the winds
Shatter
instant
30'
break a single weapon or crumble a small area
Shield
1 turn/level
self
+6 AC, mystical sphere of protection from physical attacks
Silence
1 turn/level
30'
silence a radius around the caster
Sleep
1 turn/level
60’
put into deep slumber 2D4 HD of creatures/people
Tangle
1d6 rounds
30’
tangling vines slow and impair (-3 AB, -20’) all in radius
Tongues
1d6 rounds
30’
speak target’s tongue or make him incomprehensible
Turn
1 turn/level
30’
brandish at undead or demon, they flee or are held at bay
Waters
1d6 rounds
60’
raise, lower, or control flow of waters
Ward
1d6 rounds
touch
target resists all attacks until acts offensively
Word
1d6 rounds
60’
1 target obeys sensical 1-word command in known tongue