Showing posts with label Swords & Wizardry. Show all posts
Showing posts with label Swords & Wizardry. Show all posts

Saturday, March 10, 2018

Game Aids: S&W Complete Combat and Save Tables

The following two tables are part of a DM Screen that we're making for our home campaign. They use the Base Attack Bonus (with Ascending Armor Class), and Single Saving Throw, rules options from Swords & Wizardry Complete

If you so desire, just click on the pictures to see them at full size, and save to your device for your convenience.


Saturday, January 13, 2018

Optional Rules: Quick and Dirty NPC Stats

Sometimes, either due to a time crunch or unexpected turn of events, you as the DM must pull stats out of the air for an NPC. You could grab an already written module and yank an NPC out of the per-gens (pre-generated characters), or snag an able bodied candidate from the well-thumbed pages of the City State of the Invincible Overlord*, but you won't always have an easy resource like these at hand. You might even carry pre-written character sheets with you, but again, you might not have them on hand. Of course, the digital age makes finding a character generator as easy as reach for your cellphone, BUT that's IF you have signal, and data.

So what to do? Well, in our home campaign, we have a simple character ability array that can be dropped in quickly without any difficulty. The arrays are easy enough to note on the inside of a game book cover, or an index card and shoved into your game materials.


The following ability arrays are written for Swords & Wizardry characters, but are compatible for most OSR clones and D&D systems. They come in three tiers; Low (1-4 level), Medium (5-8 level), and High (9-12 level). These arrays allow for the possibility of a slight bonus for NPCs, but not enough to make them out shine an exceptional player character.

Low: 13, 12, 11, 10, 9, 8

Medium: 14, 13, 12, 11, 10, 9

High: 15, 14, 13, 12, 11, 10

If the character is a member of a character class, then place their highest stat in their Prime Attribute for that class. Place the other scores as befits the particular character to help emphasize their strengths, or weaknesses. Do not get into the habit of dropping their lowest stat into a Dump Stat, usually Charisma. Character then become predictable and boring.

Hit Points can be figured as follows, just assume they have hit points equal to one half their class Hit Die. For medium level characters, add +1, for high add +2. These are NPCs, not player characters, only truly exceptional NPCs should have higher stats and more hit points.


* - If you don't own a copy, then shame on you.

Saturday, October 28, 2017

Optional Rules: Benchmark Level Racial Abilities For Dwarves

The following rule options are written specifically for both Swords & Wizardry Complete and Core Edition.
Dwarven healers attend to a patient in need.

A common theme in OSR game systems, emulating early D&D, has been the split approach on non-human races available to Players. Either these races are treated as separate character classes, or they are presented as a straight package of initial stat adjustments, a few abilities, and then given limited class progression caps. Both systems have their pros, and cons. This article does away with either approach, and gives a third alternative.. benchmark level racial class abilities.

These benchmark racial class abilities rules are based on the standard rules, for non-human Player Characters (PCs) with limited level progressions, but with a few additional benefits and abilities granted at certain levels. This helps encourage players to pursue playing non-human races, and helps alleviate some of the sting of level caps.

Dwarves - The dwarf player character has a +4 on saving throws against any magic, and easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee. Dwarfs can see in the dark (darkvision), to a limit of 60 feet. This vision is black and white only.

Dwarven player characters may be Fighters, Thieves, Clerics, or multi-class in any two, or all three of these classes. Multi-classed dwarves are limited to 6th level maximum in all three classes. Multi-classed dwarves may not take advantage of any XP bonuses due to high ability scores.

A dwarf that is purely a Fighter may advance beyond 6th level only if the dwarf has a Strength of 17 (maximum 7th level) or 18 (maximum 8th level). Such a fighter may also take advantage of any XP bonus due to a high Strength score to gain experience more quickly.

A dwarf that is purely a Thief may advance beyond 6th level only if the dwarf has a Dexterity of 17 (maximum 7th level) or 18 (maximum 8th level). Such a thief may also take advantage of any XP bonus due to a high Dexterity score to gain experience more quickly.

A dwarf that is purely a Cleric may advance beyond 6th level only if the dwarf has a Wisdom of 17 (maximum 7th level) or 18 (maximum 8th level). Such a cleric may also take advantage of any XP bonus due to a high Wisdom score to gain experience more quickly.


Racial Class Benchmarks:

Fighter:
  • At 2nd level, dwarven fighters do not count the weight of any armor worn towards encumbrance totals, nor does it count against them for movement purposes.
  • At 4th level, dwarven fighters battle with vigorous ferocity, granting them an additional +1 to hit and damage bonus in hand-to-hand combat.
  • At 6th level, dwarven fighters gain an additional +6 to their total hit points, and gain +1 additional hit point for each fighter level beyond 6th if applicable.
  • At 8th level, dwarven fighters may build a stronghold, instead of the usual 9th level as per the normal rules for fighters.

Cleric:

  • Dwarven clerics do not receive the standard clerical ability to turn the undead.
  • At 2nd level, dwarven clerics master powerful runes and may scribe one cleric spell on a scroll. This takes one week of time and costs 150 gold pieces per level of the spell inscribed. These scrolls are only usable by that particular character, and no more than three such scrolls may be carried at one time. The character may only scribe spells that they have access to be able to cast normally.
  • At 4th level, dwarven clerics may cast Detect Magic, Find Traps, and Light once per day. These are in addition to their normally allowed spells.
  • At 6th level, dwarven clerics add the following magic-user spells; Darkness, 15-foot Radius, Explosive Runes, and Locate Object, to their third level clerical spells list.
  • At 8th level, dwarven clerics may establish a religious stronghold, instead of the usual 9th level as per the normal rules.

Thief:

  • Dwarven thieves never gain the standard thief ability to Read Magical Writings.
  • At 2nd level, dwarven thieves gain an additional +1 (for a total of +3) on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
  • At 4th level, dwarven thieves may make traps, recover traps, and set/re-set traps. The referee will decide on the particulars for their campaigns.
  • At 6th level, dwarven thieves gain an additional +10% to their chances of defeating magical traps.
  • At 8th level, dwarven thieves may establish a guild, instead of the usual 9th level as per the normal rules.
Future articles will feature similar rules for Elves, Half-Elves, and Halflings.

Wednesday, October 18, 2017

New Magic Item: Vegvisir

New Magic Item

Vegvisir (VEGG-vee-seer)

Translated from Icelandic, “That Which Shows the Way"

"If this sign is carried, one will never lose one’s way in storms or bad weather, even when the way is not known." - excerpt, Huld manuscript

This item is especially useful for campaigns involving Hex Crawls, but is not a foolproof means of keeping oneself from becoming lost. In order for the Vegvisir to work, the wearer must have a destination in mind, such as a specific mountain, lake, etc. They will then feel themselves lead to follow the safest and most direct route (travel-wise), to their destination. However, this only means that the character will be directed along the safest route relative to any other routes available, it does not avoid any dangerous encounters along the route. The route given isn't necessarily "safe", just the least physically dangerous.

Storms can still blow a character off course, but they will be able to find their way back on course afterward.. should they survive

The wearer can not set the destination of their travel to a person, or other mobile point. It must be a fixed destination known to them, either personally, or one they've seen, even if from afar. For example, "Show me the path to that split topped mountain I see across the valley".


Tuesday, October 10, 2017

Oooh! That's gonna leave a mark!

The topic for today's article comes directly from Gary Gygax himself, found in the pages of the original Dungeon Masters Guide. Although dismissed by some in the Old School Renaissance as apocrypha, much of the material in the DMG originated in articles written for the original Dungeons & Dragons game.


"If any creature reaches a state of -6 or greater negative points before being revived, this could indicate scarring or the loss of some member, if you so choose. For example, a character struck by a fireball and then treated when at -9 might have horrible scar tissue on exposed areas of flesh - hands, arms, neck, face." - AD&D DMG p.82*

* The above text is only applied in games using the -10 hit point threshold. Some games allow a negative hit point threshold up to the dying character's Constitution score, in which case the scarring will apply at negative half the CON score of the character.

For the purposes of this article, the following rule used is.. "A character remains alive (although bleeding to death at the rate of 1 hp/round if no assistance is rendered) until the character reaches negative hit points equal to the character’s level." Swords & Wizardry Complete, p.43.

Any time a character falls into negative hit points, but does not die, they may be subject to scarring, or dismemberment. In this case dismemberment is minor so as not to cripple, or whittle away at the character. Some DMs might apply more severe penalties, but this is not recommended.

Here, in our home campaign, we use the following 2d6 table for hit location (assuming that the target is humanoid):

    2          Head (Upper Portion)
  3-4         Right Leg
    5          Right Arm
    6          Upper Torso
    7          Lower Torso
    8          Upper Torso
    9          Left Arm
10-11       Left Leg
  12          Head (Lower Portion)

The use of 2d6 was chosen because it reflects set percentages, instead of a flat 1 in 6, or what have you. There are special 1d12's that have body locations printed on them, but again that just makes everything a straight 1 in 12 chance of being struck. Each DM is encouraged to use their own preferred system.

Effects of Scarring:
  • Depending on hit location, the character may be missing a piece of finger, toe, ear, nose, patch of hair, teeth, etc.
  • The character might suffer scarring appropriate to the type of damage that drove them into negative hit points.
  • The character might have a visible limp, favor a particular body part, etc, especially when the weather is cold, or about to change.
  • The character may end up with an appropriate nickname, such as Ninefinger, One-Ear, Scarface, the Gimp, Flamekissed, etc. Be creative.

In our home campaign, Antaria: The Lion, The Bear, and The Dragon, we only use these rules for role-playing purposes, to add verisimilitude to the ongoing story of the adventure. Players often enjoy them because they help distinguish their characters, making them that much more memorable.

Sunday, October 8, 2017

Optional Rules: Spell Services



Sometimes the players will not have access to a particular spell, or spells, personally. They will need to find someone capable and willing to cast the spell for them, but this will come at a cost. The following table is provided for a base estimate a spell-caster may charge for their services. Most spell-casters do not usually hire out to go on adventures, preferring to stay home to serve their church, or study in their laboratories.

The formula for finding base cost is as follows: Level of Spell x Minimum Level of Caster needed to cast the spell x (10 x spell level). Thus, a first level magic-user spell, multiplied by first level caster (minimum), times 10gp, for a total of 10gp. Additional costs, such as spell components needed, of course will be added to the base spell cost.


Base Cost
Minimum
Caster Level


Level of Spell
20gp
2
Cleric – first level spell
160gp
4
Cleric – second level spell
540gp
6
Cleric – third level spell
960gp
6
Cleric – fourth level spell
1,750gp
7
Cleric – fifth level spell
4,320gp
12
Cleric – sixth level spell *
8,330gp
17
Cleric – seventh level spell

10gp
1
Druid – first level spell
80gp
2
Druid – second level spell
360gp
4
Druid – third level spell
1,120gp
7
Druid – fourth level spell
2,500gp
10
Druid – fifth level spell *
3,960gp
11
Druid – sixth level spell
5,580gp
12
Druid – seventh level spell

10gp
1
Magic-User – first level spell
120gp
3
Magic-User – second level spell
450gp
5
Magic-User – third level spell
1,120gp
7
Magic-User – fourth level spell
2,250gp
9
Magic-User – fifth level spell *
4,320gp
12
Magic-User – sixth level spell
6,860gp
14
Magic-User – seventh level spell
10,240gp
16
Magic-User – eighth level spell
14,480gp
18
Magic-User – ninth level spell

* - Spells of this level or higher are generally not available except in special cases set by the Dungeon Master.

These rules are written for Swords & Wizardry Complete, but may be used with other compatable OSR rules systems.

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

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.

Friday, September 22, 2017

Optional Rules: Shield Wall!



Even the hot blood of the bravest on the battlefield grows cold in the daunting face of a shield wall. A barrier of wood and iron that makes assault upon those behind it difficult, and opens an attacker to a whole new level of danger. A small and determined group of defenders can successfully hold off a larger number of attackers using this simple technique.

Conditions For Forming A Shield Wall:
  • A shield wall must have no less than three participants, unless two participants are in a tight area that offers a solid defense on each side (i.e. corridor, doorway, etc.)
  • Each participant must be using a normal, heavy, or tower sized shield. Bucklers can not be used to form a shield wall.
  • Only fighters, paladins, and clerics (but not druids) have the necessary training to perform a shield wall.
  • Any character that can use a shield, and has spent time training alongside those with experience, can learn to participate in a shield wall.
  • A spell caster that has trained with companions may use a Shield spell to participate in a shield wall, and acts as a tower shield.


Advantages of a Shield Wall:
  • The armor class of those participating improves by 2, above and beyond what their shield already provides.
  • Participants are 50% immune to normal missile fire (1 in 2) when using normal shields.
  • Participants are 75% immune to normal missile fire (3 in 4) when using heavy and tower shields.
  • Magic Missile spells are subject to the above immunity rules, even if set to "autohit".
  • Enemy combatants can not directly attack those standing behind the protection of the shield bearers.
  • Enemy combatants that rush a shield wall automatically provoke a free attack by one (possibly two) participants of the shield wall.
  • Participants gain a +2d6 to their Unarmed Attack roll when attacking and defending. Losing to an Unarmed Attack means that a hole has been made in the shield wall that round.
Disadvantages of a Shield Wall:
  • Defenders may only use thrusting weapons, or one-handed striking/chopping weapons, no daggers, thrown, or two-handed weapons.
  • Those standing behind a shield wall may only use weapons with reach, like spears, polearms, etc.
  • a breach/hole must be made in the shield wall to allow a spell caster to send a spell through, unless the spell uses an indirect method of attack, i.e. Flame Strike, Call Lightning, etc.
  • The shield wall is limited by the speed of the slowest participant.
  • A shield wall loses all benefits when attempting to move into an area that does not allow the participants to maintain formation.
How to Breach a Shield Wall:
  • In order to breach a shield wall, an attacker must make a successful Unarmed Attack (Overbearing) against a participant. The defender gets a +2d6 to their roll.
  • Any successful attack that kills, stuns, or otherwise incapacitates a shield bearer opens a hole for that round, until someone else can step in, or the wall reforms. A wall can not reform with less than three shield bearers.
  • An attacker attempting to breach the wall, by overbearing, is subject to a free attack by one (possibly two) defenders.
  • Many spells are capable of opening a breach, subject to the DM's discretion.

(These rules are written to be compatible with Swords& Wizardry Complete, but may be suitable for use with other OSR-based systems.)

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.