Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Tuesday, December 22, 2009

10 ideas that never made it pt.3

4. Using/playing Arrk

I'm really happy that I've never bought the 3e. Forgotten Realms Handbook. However, my friend did and I borrowed it. I've nearly read the whole thing, trying to scavenge it for ideas, locations and NPCs...

Now I can say with full conviction: I hate Forgotten Realms. I used to just hate it's "literary offspring", but after reading the handbook, I'm certain it's not R.A. Salvatore's fault it's unimaginative and boring. Flavorlessness is it's premis.

The only NPC I liked in the whole book, was Arrk. Who is Arrk? This is who:


Arrk's a troll, who left his kin in order to become a mercenary. He's a typical bread and butter adventurer... except for the fact, that he's what adventurers usually kill.

The handbook doesn't say much...

"He sells his services anyone with money as long as the job's doesn't take more than a tenday, for Arrk has a short attention span and tires of other people quickly. He has the unnerving habit of licking his bleeding [due to a curse] sword when he grows bored or nervous, and his hygiene is no better that that of a common troll, so civilized folk can't tolerate him for long.
Despite these faults, Arrk can be counted on to hold up his end of bargain. Given that he tends to eat people who steal from him or refuse him his pay, other folk deal with him honestly."

... but I'm sold!


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image by Matt Wilson

Monday, December 14, 2009

Saves, not "safes"!!!

This is probably the last post on modifying S&W saving throws (here is the first and second entry on the subject).

Below is my proposition of two new save progressions. On the side there is the % chance of succeeding depending on the bonus from the ability linked to the save.

Save progression #1

Level Save Chance, no mod Chance + 1 Chance +2
1 16 25% 30% 35%
2 15 30% 35% 40%
3 14 35% 40% 45%
4 13 40% 45% 50%
5 12 45% 50% 55%
6 11 50% 55% 60%
7 10 55% 60% 65%
8 9 60% 65% 70%
9 8 65% 70% 75%
10 7 70% 75% 80%
11+ 6 75% 80% 85%


Save progression #2

Level Save Chance, no mod Chance + 1 Chance +2
1 17 20% 25% 30%
2 16 25% 30% 35%
3 15 30% 35% 40%
4 14 35% 40% 45%
5 13 40% 45% 50%
6 12 45% 50% 55%
7 11 50% 55% 60%
8 10 55% 60% 65%
9 9 60% 65% 70%
10 8 65% 70% 75%
11+ 7 70% 75% 80%


So as you see, the base save values are now a bit lower compared to the original ones, but thanks to the addition of the ability modifiers there is more variety.

The idea is to give each class one save throw based on progression #1 and two based on progression #2.

Let us see how it would look in the case of a level 2 cleric, with stats:

16 WIS (+2 mod)
11 DEX (no mod)
13 CON (+1 mod)

His "main" saving throw is Will:

Fortitude Save: 16 (+1 on the roll from CON)
Reflex Save: 16
Will Save: 15 (+2 on the roll from WIS)

He's chances for a successful saving throw would be: Fort: 30%, Ref: 25%, Will: 40%.

Additionally the original rules state that the cleric class has a special +2 bonus on saving throws against poison and paralyze (which would here belong to Fort save).

If you compare the saving throws of that 2 level cleric with the original save table for clerics, you will see, that altho his "secondary" saves are lower than they would be according to the original rules, his "primary" one is much higher.


The bottom line is , that even though I'm not completely convinced by my save house rules, they do seem to bring a bit more variety into the game. I'll try to go with them for now...

If you see a good reason why this post sucks, please inform me. I will greatly appreciate any input!

Saturday, December 12, 2009

Roll your save against the poisonous darts shooting from the holes in the wall!

So now I'm a bit stuck with the process of creating my pantheon...

The reasons are two fold:

1. Now that I have defined some of the gods, my field of movement got narrower. I still have vacancies like: The Death Diety or The God of Magic, but can't rush things since those are important aspects of the world and the way I handle the gods responsible for them will influence to feeling of the whole setting.

While employing some ideas to fill out those empty spaces, I need to put them into connection with the existing gods. How do the religions interact, what are the relations between the deities in the mythology?


2. I had a shitty day and writing comes as a kind of struggle.


All this is not bad though, since it allows me to write about some rules, a thing I was ment to do for some time now.


Saving Throws

To me it seems that there are three approaches to the problem of how to handle saving throws:


  • The 3.x e. approach, which employs three saving throws: Endurance, Reflex and Willpower, all are class and level dependent. Additionally each is modified by an Attribute, namely: Constitution, Dexterity and Wisdom.

  • The Swords & Wizardry approach, here each class has one universal saving throw.


The first solution is most in touch with the flavor of the OD&D, yet strikes me as the least intuitive one, as well as being a bit rules heavy. I never understood why death rays and poison should fall into the same category, why staffs and wands should be two separate ones and what is the resistance to petrification dependent on?

The last solution is mechanically the polar opposite of the first one, yet it's equally in tune with the spirit of OSR and possesses some aesthetic allure. Still, I can't get completely convinced.

Perhaps, my uneasiness comes from the fact that I actually liked the 3e. saves. I think the division between the three categories is very clear, functional and most of all - logical. You avoid a fireball by dodging it, you are protected from poison by your body's endurance.

All that thinking that I've done, has led me to rethinking the single saving throw used by the S&W core rules. I think I'm gonna change it into 3 categories just like in 3.x e. D&D.


Still, I'm not exactly sure how to do it as I think there are two ways to introduce the triple saving throw mechanics to S&W:

1. Keep the original saving throw as a base value modified by an appropriate ability modifier like this:

END: Save + Con

REF: Save + Dex

WIL: Save + Wis

(of course the modifier is added to the d20 roll for save, not the save value itself)

2. Make a new save table for each class...


Now I'm really keen on the idea of keeping the original saves and just moding them with ability modifiers. Still I'm not sure, if it will work properly? Will it overpower the players?
And what about PCs with negative ability modifiers?


And finally, maybe I'm just a little bitch and should keep things as they are in the book?

Wednesday, November 18, 2009

Little misunderstanding

I thought some time will pass, before I can say anything constructive about mechanics and yet, here I am.

The reason for this post is my latest blog discovery, which addressed many game-play/mechanics issues I was troubled with.

The set of custom house-rules presented is simple and well constructed, augmenting the basic Sword & Wizardry, which to my taste, seemed a bit too bare and (dare I say)too primitive(in the best OD&D sense).

Even though I don't agree with all the custom house rules presented in that package, it made me realize that my previous statement about mechanics was too hasty.

So to be clear: (for anyone reading this blog and for myself) I am much closer to adopting old-school rules than I thought. As I am an opponent of feats and list based skills, my D&D might actually be much closer to OD&D than I previously supposed.

That's All Folks!

Sunday, November 15, 2009

This is where I'm at...

As I said in the previous post, before my game begins, I would like to outline the setting my adventure will take place in and the system of mechanics I will use. Since I was reading a lot of blogs bout D&D, I was certain I want to play that system in some kind of a fantasy setting. But before I went on to establish more details, I asked myself what atmosphere and flavor will my game have?

Do I want a game revolving around combat, or storytelling?

Should the setting be a high magic one or a low magic world?

Do I want epic, high adventure, where characters save the world from great evil, or should they be mere mortals, struggling to survive in dark, difficult times?

The answer came from discovering the old school D&D revival movement. The idea of bringing D&D back to it’s roots instantly clicked with me. Even though I’ve never played the original D&D, the experiences of the modern day gaming industry - the present trend of overemphasizing rules and copying mmorpgs (damn you 4e.!), is enough for me to sympathize with anyone who stands by the old ways.

As I was digging deeper into the OD&D scene, I stumbled upon some great articles (namely here and here) outlining the literary inspirations behind the original game. I found the concept of a pulp fantasy game, created by James Maliszewski, especially useful in putting my mind on the right track (the right track = reading Jack Vance, digging up my long forgotten Robert E. Howards). Thus I’ve decided that I want my game to have a darker, raw feel, much in the atmosphere of early Conan adventures, with PCs having to stand against an unfriendly and dangerous world. I’ve also pondered on how magical my world will be. I’ve decided that magic will be much feared and more associated with danger and evil, but all in all not very difficult to find (I do want my players to get magical treasure). Having accomplished that and having read Jack Vance’s Eyes of the Overworld, I came up with an idea of a world that is already over it’s prime, one that used to be populated by some powerful magical civilization which failed and fell under it’s own hubris. I think that is enough for now.

On the mechanics side of things, the encounter with Grognardia made me look for OD&D retro clones like Swords & Wizardry and OSRIC. I’ve dug through them and decided that in fact being unaccustomed to these rules, using them, as they are, would be unintuitive and might in fact slow the game down, instead of making it simpler. I gave that problem some thought, went through all D&D editions available and asked myself; what would be the most intuitive solution for me and my gamers? I arrived at the conclusion that most of my future players are well accustomed with d20 mechanics, it also struck me that using one dice for most rolls and checks would be least confusing to new players. However, my distaste for such 3e. table sprouting features as feats and huge lists of skills, led me to thinking that in fact the 3e. needs a lot of modifications. The final (I hope) conclusion is that I’ll try to make up my own d20 system, which will be more in tune with my recent old school interests.

Summing up. In posts to come I will try to focus on the description of new mechanics, that I am going to use in my game, as well as the description of the game’s setting.