Showing posts with label Rules Discussion. Show all posts
Showing posts with label Rules Discussion. Show all posts

Sunday, October 8, 2017

Optional Rules: Putting The Sorcery Into Swords

Fantasy stories abound with magical weapons, but none more so than the magic sword. The discovery of a magic sword is an excitement practically every adventurer has enjoyed at least once in their careers. However, all too often, the excitement wears off as the players then set their sights on more and more powerful magic weapons, abandoning their old trusty +1's for the next bigger and better deal to come along.

In our home campaign, magic swords are more than a collection of escalating magical bonuses. They have backgrounds, special properties, and many have the potential to grow with the one who wields them.

The basics:

No magical sword is ever made of common materials. There are no copper, or even bronze, magic swords. They must be made of the finest steel, meteoric iron, or other exotic material, only then can they accept the mystical properties enchanting them will bestow. Though a magic blade can not be detected as such without the use of Detect Magic, a skilled fighter can easily identify that such blades are far superior to a normal blade of its type.

Though extremely durable, no magic sword is unbreakable. Unless someone goes out of their way to damage the blade, or subjects it to tremendous abuse, a magical blade should remain functional. But should such a blade be subjected to extreme stress, or damaged magically, or attacked by superhuman power, then they can fail. i.e. Using a +1 sword as a lever to lift a wagon is not a good idea.

A magic blade with a bonus of +1 or +2 is a function of the quality of the blade itself, not its magical properties. While the base magical enchantment allows such blades to hit those creatures only harmed by magic weapons, the bonus to hit and damage is derived from the weapon itself. Such weapons are better balanced, stronger, and sharper than normal blades, allowing them to be used more effectively in combat than normal blades. Even if temporarily or permanently disenchanted, these weapons will retain their hit and damage bonuses.

A magic-user, or other spell-caster, can create a magical weapon of +1 ability, or equivalent, at 3rd level. They may create a +2 weapon, or equivalent, at 6th level. Only the most powerful weapons may be crafted by spell-casters of 9th level and higher. The mechanics and how-to of creating magic weapons will appear in an upcoming article.

A non-player character may create a +1 magic weapon for a base cost of 100 times the cost of a normal weapon of the same type, and one week's time of uninterrupted work. A +2 weapon costs 200 times the normal base weapon cost, and one month of uninterrupted work. The DM may require the Player Characters to go out and collect additional materials for the construction of these items.


Be sure to subscribe to this blog to catch our upcoming article on Cursed Weapons!

Monday, October 2, 2017

Optional Rules: Livestock Prices

Continuing our series on Trade Goods, we now come to everyday livestock. These particular animals were chosen because of how commonly encountered they are. More exotic creatures will appear in later articles.

Some livestock prices are included in the standard equipment lists of the Swords & Wizardry rule-books (all editions are the same). Any changes in those standard prices will be reflected here. Listed prices are for buying an animal. Trading an animal will usually net 80 to 90% of full value.

Livestock Prices:


3 cp
Chicken
30 gp
Camel, Pack
50 gp
Camel, Riding
10 gp
Cow
25 gp
Dog, Guard
20 gp
Dog, Hunting
8 gp
Donkey
1 gp
Goat
3 sp
Goose
40 gp
Hawk, Large
20 gp
Hawk, Small
30 gp
Horse, Draft
40 gp
Horse, Riding
200 gp
Horse, War
20 gp
Mule
15 gp
Ox
10 gp
Pigeon, Carrier
1 gp
Piglet
3 gp
Pig
15 gp
Pony
2 gp
Sheep
2 sp
Snake, Common
15 gp
Snake, Constrictor
25 gp
Snake, Poisonous
2 cp
Songbird

  • Dog, Guard - Trained to attack, may wear special armor (p.127 Monstrosities)
  • Dog, Hunting - Trained to hunt, (p.127 Monstrosities)
  • Hawk, Large - Ownership usually restricted only to nobility
  • Hawk, Small - May be owned by commoners
  • Pigeon, Carrier - Restricted to two destination locations only
  • Songbird - Often used to detect bad air and poison gases in enclosed areas

Sunday, October 1, 2017

Optional Rules: Going For Broke

An interesting home-brewed rule idea in the OSR community, is the "Shields Shall Be Splintered" rule. Basically, this allows the character to sacrifice their shield to ward off a damaging blow that would have hit them. The rule is quick, simple, and neat. Without complication, the character makes a decision and pays a price (losing their shield) as a consequence.



But then the argument goes further. If you can sacrifice your shield, can the character not then sacrifice other items of armor or equipment to fend off blows? Before a DM says yes, they should look at the ramifications of their decision. A character could first sacrifice a shield, then a weapon, then maybe their armor, round after round, prolonging the inevitable. While some DMs might not mind this at first, they would soon see clever players staying alive long enough by making these sacrifices, all the while allowing their team mates time to hack the enemy to pieces. The system then because abused.

How can a DM prevent this from happening, without throwing away the rule entirely? A simple modification comes to mind that may serve the purpose. While sacrificing a shield may be done fairly automatically, what if the character must make a Saving Throw (vs Death, if your campaign uses separate categories) for any sacrifice afterward, but may do so only once? Failure of this Save, means that the character takes damage as if hit by a Critical (however your DM handles them in the campaign). Basically, the warrior attempts to use his sword to fend off the final blow, but the orc chieftain's axe breaks his blade and cleaves his skull in twain!

Going for Broke is not the same as using the Parry rule. The character is attempting to sacrifice (make a Save) a specific piece of equipment (besides a shield) in an attempt to live to fight another day.. or round, as the case might be.

The DM may allow a bonus to this Save depending on the item being sacrificed. The more important, or powerful the item, the greater the sacrifice.

The Rule In Action:

Angar, issues a challenge to Bloodeye, in an attempt to draw the orc chieftain out into a one on one fight. Bloodeye, accepts by rushing out and hurling his massive spear at the barbarian. Angar, realizing the spear is about the drill a hole through him, sacrifices his shield to intercept the spear's flight. Bloodeye's spear drives through Angar's shield, making it useless, so the barbarian casts it aside. With sword in hand he rushes the powerful orc.

A few rounds of furious blows are exchanged, with each combatant getting slowly whittled away by the other. Soon, Angar, finds himself backed against a rock wall, with no means to escape. Bloodeye, seeing his victory at hand, swings his mighty axe for the last time. Angar, chooses to sacrifice his father's sword, and attempts to Go for Broke. The player running Angar, rolls a Save.. and succeeds! Angar, throws his ancestral blade up in one last ditch effort, and deflects the deadly blow at the last second, even as the blade of his sword shatters to pieces.  Bloodeye, roars in anger at being denied the satisfaction of seeing his foe's head separated from his body.

Desperately, Angar, draws his dagger.. (having won initiative this round).. and drives it into the massive orc's heart!

Friday, September 29, 2017

Optional Rules: Fur Trade

Recently, in our home campaign, characters have been using more barter exchange than coin exchange. The trade of goods and services have become more prevalent, and so the necessity of establishing relative "values". Especially for items that aren't normally represented in the provided "equipment lists", found in various game systems.




This installment involves fur trading. The following Fur Value table below is based upon the value of the beaver skin, which was the standard of the fur trade. A "Made Beaver" (MB), was the prime quality skin from an adult beaver weighing about 50 - 60 pounds. Some beavers can weigh as much as 110 pounds. All values are based upon how many of a particular item equals 1 MB. For example, it takes three Marten skins, two otters, or one pound of Castoreum, to equal the value of one "Made Beaver".

For ease of conversion into various game systems, 1 MB is equal to the value of one standard long sword.
  • In Lamentations of the Flame Princess, 1 MB is roughly equivalent to 20 silver pieces.
  • In Swords & Wizardry (all editions), 1 MB is roughly equivalent to 15 gold pieces.

FUR VALUE EQUIVALENTS  (X to 1 MB)

1 to 1
Adult Beaver “Made Beaver”
3 to 1
Marten
2 to 1
Otter
1 to 1
Otter, Exceptionally Fine
1 to 1
Fox
2 to 1
Deerskin
1 to 1
Moose
1 to 1
One pound Castoreum
1 to 1
Bear Cub
2 to 1
Wolverine
8 to 1
Pair (2) Moose hooves
1 to 1
10 pounds Goose Feathers
1 to 2
Black Bear hide
20 to 1
Rabbit

  • Marten - a type of weasel, includes sables.
  • Castoreum - a bitter strong-smelling creamy orange-brown substance that consists of the dried perineal glands of the beaver and their secretions, and is used especially by perfumers and healers.
  • Goose Feathers - It takes 12 adult geese per pound of goose down feathers.

Monday, September 25, 2017

Optional Rules: Offensive / Defensive Stances

Basic combat is a give and take economy. For each action, there is a reaction, for each risk taken, there is a corresponding cost. The standard combat rules give us how the "average" combat round goes, where risks and strategies are balanced. But from time to time, players (and monsters) will attempt to take greater risks than usual as they go on the offensive, or perhaps choose to go on the defensive if things start to go sideways.

In order for a character to engage in one of these combat options, they must declare they are doing so before Initiative is decided for the round. If the enemy gets to act first, any penalties or bonuses that would apply to the character are applied at that time, even if they have not yet acted.

Here are several typical "Combat Stances" that may be performed:
  • Flailing Wildly - The character is desperately overextending themselves and being reckless in an attempt to strike their opponent. (+2 to hit, -1 damage, AC suffers by 1, no shield use for defense this round.)
  • Powerful Attack - The character forgoes defense to make a more successful and telling attack (+1 to hit, +1 damage, AC suffers by 2.)
  • Fighting Defensively - The character attempts to protect themselves at the expense of offense. (-1 to hit, AC improves by 1.)
  • Total Defense - The character goes all out defense, forgoing attack opportunities. (AC improves by 2, no attacks this round.)
If the DM so wishes, they may have monsters engage in combat stances according to the action, or they may roll randomly to see what the monster is doing. It is suggested that the DM use these options sparingly, choosing the appropriate maneuver that best suits the situation and temperament of the combatant.

Roll 1d6:
  1. Flailing Wildly
  2. Powerful Attack
  3. Normal Attack
  4. Normal Attack
  5. Fighting Defensively
  6. Total Defense
We would be very interested in other people's ideas on this, so please feel free ask questions and discuss below.

Sunday, September 24, 2017

Moon Gates & Other Portals

Mysterious portals to other worlds, and dimensions, are a staple of fantasy, and science fiction. Whether technological, or mystical, these structures allow individuals to travel from their home-world to another realm, in order to have grand adventures. It is only natural that gaming campaigns would include such a useful story mechanism. In campaign use, Portals can be used to link familiar oft-used locations on the same world, or connect to one-off adventure locations elsewhere. This opens up convenient ways for DMs to drop their players into any setting of their choice, even different genre milieus of other games!


One type of Moongate from Ultima

In the early 80's, Judges Guild released a series of "Portals" adventures, Portals of Torsh (1980), Portals of Irontooth (1981), Portals of Twilight (1981). Each adventure taking place in another location where some of the basic "rules", or way of life, are significantly different from what the player characters may be used to. Portals of Torsh took place in a world where dinosaurs had evolved into the dominant humanoid species. Portals of Irontooth was set in a world where Rust Monsters were prolific, making metal items an endangered resource, and metal working practically non-existent. Portals of Twilight is set on the planet, Halfworld, a world similar to our moon, half light and half shadow, with only a narrow strip of land that's habitable.


A Stargate from the television series of the same name

In our home campaign, we have several gate systems in play, but one of the most ancient, and mysterious, are the Moon Gates. No-one is certain where the Moon Gates originated, who built them, or even why, though there is no end to the speculations. All that is known about these mysterious structures is that each one links the world of men to another realm, whether it be an alternate world, or an alien dimension. The means to activating a particular portal are a secret that seem to be discovered, lost, and rediscovered again, sometimes seemingly as if the Moon Gates themselves want someone to open them.

There is no end to the variety of gateways a DM may have in their worlds. They don't all have to look, behave, or even open the same. The following are some of the various ways different gateways have been controlled in our home campaign.

  • Gateway only opened at a certain time and place, during which some sort of celestial alignment took place.
  • Portal was opened and controlled by a magical (technological) artifact.
  • Inter-dimensional rift was opened after performing a specified ritual and making the appropriate offering.
  • Runestone was part of a larger network of teleportational way-points.
  • Several similar gates were activated by magical pieces of jewelry (specific rings or medallions).

Sunday, September 17, 2017

Swords & Wizardry: Thieves' Skills For Everyone Else

Many times, during play, there will be times when someone wants to move silently, hide in shadows, or perform another task that directly reflect a thief's skills in-game. Personally I have no problem with this, but I have encountered DMs that either won't allow it (because those are class specific skills), or who will then use a completely different method of determining success than the one already established.

The table below is what I use in my campaign. You'll notice that each skill is slightly reduced (-5%) from those of a first level thief. The only exceptions to this are, Hide in Shadows, and Move Silently, as these two skills are something nearly everyone has experience with. Wearing armor heavier than leather can adjust the percentages of performing certain skills as the DM decides.

Yes, I do allow a very slim chance for non-thieves to perform delicate tasks (pick pockets), deal with traps, and possibly open locks. No, these percentages do not increase as the character levels up.


Level
Climb Walls
Delicate Tasks
and Traps
Hear Sounds
Hide in Shadows
Move Silently
Open Locks
-
80%
10%
2 in 6
10%
20%
5%

Race
Climb Walls
Delicate Tasks
and Traps
Hear Sounds
Hide in Shadows
Move Silently
Open Locks
Dwarf
-
+10%
-
+5%
+5%
+5%
Elf
-
-
-
+15%
+10%
-
Half-Elf
-
-
-
-
-
-
Halfling
-
+5%
-
+10%
+10%
+10%
(Tables compatible with Swords & Wizardry Complete)

Optional House Rule

This rule is entirely a house ruling used in my personal games, and may not be suitable for everyone's campaign.  Rangers may perform almost all thief skills, as a thief of two levels lower than themselves (much like an Assassin), in a wilderness setting. This allows Rangers to find and deal with traps set in the wild, climb surfaces, and perform all the other logical skills of a wilderness scout. However, Rangers do not get the Delicate Tasks (pick pockets), or Open Locks skills of a thief (though they may still attempt these skills as per the rules above). Nor do Rangers gain Backstab , or any other thief skills outside of those shown above.

Wearing armor heavier than leather can adjust the percentages of performing certain skills as the DM decides.

Wednesday, August 30, 2017

Redcap's Universal Table For Almost Everything

Longtime players of D&D will most certainly remember the original "Reaction Table", which was also used in the first edition of Gamma World, by the way. This table utilized the simplified mechanic of rolling two standard 6-sided dice, adding the total, and comparing to the chart. The beauty and simplicity of this minor table was never lost on me, and followed me throughout 39 years of gaming. Even when playing other game systems that didn't use a similar device, or have rules governing a particular circumstance, I would default to grabbing two dice and wing it. Not only has this kept the action moving along without interruption, but has kept my behind-the-screen decision making fairly consistent. Players can often sense when dice rolls are arbitrarily random, which does much to breed mistrust.

Back in July, I wrote an article on using Decision Dice ("Using The Dice to Improvise"), that touched on the subject of using random dice rolls during games, but only gave generic guidelines. The primary focus of that article was on showcasing Decision Dice. This article covers my personally preferred approach, using only two normal dice.

I prefer this method because rolling two dice allows for 36 random combinations, for 11 possible unmodified results, which I then further break down into 5 categories of severity. While this might appear very math intensive, it's actually quite simple in practice. The odds and percentages have only been included for those who are interested in how the system is derived.

2d6 Odds and Probabilities















My system uses five successive levels of possible outcome, ranging from the worst to best possible results. The Game Master may apply any bonuses or penalties depending on situational conditions, precautions being taken, quality of materials being used, a particularly favorable (or unfavorable) character trait the character might possess, etc.


2d6
Outcome
Probability
2
Unfavorable, Complication
3%
3-5
Unfavorable
25%
6-8
Neutral
44%
9-11
Favorable
25%
12
Favorable, Beneficial
3%
  • 2 - Unfavorable, Complication - Not only don't things look good, but this result will further complicate the situation.
  • 3-5 - Unfavorable - Things don't go well, but aren't overly complicated by further misfortune.
  • 7-9 - Neutral - The situation is neither favorable, nor unfavorable.
  • 10-11 - Favorable - Things fall into place in favor of the situation.
  • 12 - Favorable, Beneficial - Not only are things good, but are further beneficial to the situation

Here are a few examples of possible outcomes, depending on the situation being determined:

Encounter Reaction:
  • Attacks immediately
  • Hostile, will probably attack unless the situation changes
  • Uncertain, guarded behavior, but willing to parley
  • Not hostile, possibly friendly
  • Peaceful, makes overtures of friendship in good faith
Daily Weather
  • The worst possible type of extreme weather for the climate, season, and region, be it a typhoon, massive blizzard, sand storm, whatever!
  • Bad weather, possibly dangerous depending on prevailing climate
  • Typical weather conditions
  • Favorable weather conditions
  • Best possible weather conditions
Character Attempting An Action:
  • Not only has the action failed, but the proverbial Fickle Middle Finger of Fate makes an appearance!
  • The action fails, possibly resulting in further problems (alarm goes off, etc)
  • The character succeeds, but only just
  • Clear success, fortune smiles upon the character
  • Outstanding! Not only does the character succeed, but gains an advantage or added benefit doing so
Success of A Project: (for example -  crafting a magic item)
  • Dismal failure! Not only are all materials ruined and wasted, but research notes may have been compromised (accidentally set on fire, etc)
  • Failure. Only the natural results of failing may occur as a result
  • Success. The item is crafted and functional
  • Well done. The item is well crafted as though by a master craftsman
  • Eureka! The item is an exceptional specimen of its kind, possibly with an unforeseen benefit

Optional Rule - Rolling Doubles:

Rolling doubles results in hard preset results that supersede any modifiers that may have been applied to the dice roll. This is done to ensure nothing is guaranteed to be an automatic success or failure.


2d6
Outcome
Odds
1,1
The Jolly Roger!
1 in 36
2,2
Consequences
1 in 36
3,3
Automatic Failure
1 in 36
4,4
Automatic Success
1 in 36
5,5
Beneficial
1 in 36
6,6
Outstanding!
1 in 36

  • The Jolly Roger! - Named after a particular set of dice I had that replaced the 1 with a skull and crossbones.
  • Consequences - Unfavorable outcome, resulting in possible consequences (alarms, broken equipment, etc)
  • Automatic Failure - Despite your best efforts, you just fall short. You may attempt a re-do
  • Automatic Success - Yes! Well done
  • Beneficial/Excellent - You make this $@#! look good
  • Bonus! - You succeed beyond expectations, and may enjoy an additional unexpected bonus