Showing posts with label Hydra House Rules. Show all posts
Showing posts with label Hydra House Rules. Show all posts

Thursday, February 28, 2013

Clerical Issues

Real quick: JB over at B/X Blackrazor has been talking a bit about clerics. Mainly its about how they really don't work given the source material that D&D draws on, and how the game might work better if they were removed. Delta figured this out way back in 2008. And his reasoning was my main inspiration for banning the cleric in my own OD&D house rules.

Its odd that we both were thinking about cleric banning at the same time. I was revisiting my decision to answer the question of "what 5 things would you change in D&D if you could only change 5?" I have said before that we live close enough to each other that we are drinking the same water.

The really interesting thing here is that JB is coming very close to the same line of conclusions as Delta but I am pretty sure he is completely unaware of Delta's work and reasoning. Maybe not. But including this blogger, that makes three guys in the OSR that have outright removed clerics from the game. Which makes me think we are on to something here. Both these guys make the points for me so I won't put them up here. Check out the posts linked above and draw your own conclusion. For me, I think the Thief has more right to be in the game than the Cleric. So I think we should kill the cleric. And take his stuff. Delta chose to just nix the cleric spells all together. I chose to give them to the magic-user since he was now going to be pulling insane priest duty for the foreseeable future.

What I realized reading JB and rereading Delta was that my solution for what to do with turning made sense but was inelegant. I gave everyone the ability to turn. It made sense, if you thought about it. Turning is based on vampire lore and more specifically Van Helsing's use of a cross in Dracula. Note however that Van Helsing is not a priest. He is not ordained. He has a sum total of 0 supernatural power. So in my book that means that everyone can turn. The mistake I made was that I gave everyone access to the chart. What a mess.

First off the turning mechanic is really clunky and a little fiddly to apply. This obviously varies with edition, but you catch my drift. Secondly applying it to everyone made it even more clunky in that you had to figure out how to determine at what power level the characters turned undead. Work. Work. Work.

Here it is: If you must be rid of that meddlesome priest, make vampires superstitious.
Holy symbols of any faith keep Vampires (and only Vampires) at bay. Anyone can hold up (or wear while facing) any symbol of a god and the vampire won't touch them. However the symbols are directional. So while Count Dracula in front of you is held at bay his minion vampire behind you is not.
This way you get the ability exhibited in the source material but you don't have to worry about clunky mechanics. What about the other undead? There is no pre-D&D precedent of priests holding other undead at bay, and undead are meant to be feared. Turning is really powerful and thus it is like healing: it is something a party can't go without if it is available in the game. Take out turning and the fear of undead returns.

Wednesday, January 30, 2013

Mountains and Mole-Hills

I am going to try to get this one out really fast. Limited time here. Rob over at Bat in the Attic posted some long distance sighting rules. They are a great set of rules. The real genius behind them is the kind of linear rock paper scissors thing he has going on with the mountains, hills and plains with an assumed height for generic mountains and hills.

I wanted to offer a correction. The heights and distances presented are off by an order of magnitude for the mountains and in my opinion a little short for hills. If you go on the idea that the average height of a notable mountain peak is around 10,000ft (great peaks like Mt Ranier, and others land between 10k and 20k with legendary peaks like Everest and Denali topping out in the upper 20k's), and the United States and England both draw the "official" this is now a mountain line at 990ft and 2000ft respectively you see what I mean. You can see mountains from quite a distance on a clear day - getting into the 100's of miles.

So lets turn this into game stuff:
I have been thinking about mountains a bit in my game design efforts when it comes to travel and sighting. So this info is stored in my trivia banks an easily ready.  Humans start to experience altitude sickness at about 8000ft. Tree-line fluctuates around this depending on latitude an atmospheric conditions generally we could say that 7500ft is a good round ball park number. So I would assume that given navigating mountainous terrain is essentially a matter of finding your way through spurs, around mountains, along rivers and over saddles (the low arts between peaks) casual travelers will be at about 5000ft if they are in a mountain hex. 
Hills are a crazy beast. No one really knows when a hill starts being a mountain. There are all sorts of ways that use height to slope and distance around base. I like hills ending at 1000ft for game purposes. It allows us to say that most mountains are an order of magnitude higher than most hills. Just like when traveling through mountains, in hills you aim for the low areas rather than follow the ridge lines and go from peak to peak. So we can ballpark the height for casual travelers in hills at about 500ft. If you decide that hills go to 2000ft then you will obviously use 1000ft as the casual height.
I work on the 6mi per hex scale. So the hexes here are going to reflect that in my calculations.
Rob's note of about an hour to find a good sighting place is pretty accurate with my own hiking experience in hill like areas, but I would stretch this to 2 hours in mountains. On open area I would reduce it to 30 minutes and for swamps I would say you can only ever see into the next hex. If they want to strike out to tree line throw in an additional hour.  Breaking tree line is handy and generally offers wide unobstructed views. The same is true for peaks and I would say that gaining a summit allows you to see over the next 2 mountain hexes in mountains or hills.
Another point of note: Broken or overcast clouds are totally going to ruin your view from a mountain, but generally not hills.
If the mission of the party is to map large amounts of area they very well might want to climb the highest mountain. At this point they are climbing a specific mountain and are out of the scope and intent of this rules exercise.
Time Needed: Mountains: 2 hours (3 hours for tree line; 4 hours for peak)
Hills: 1 hour (2 hours for peak)
All other: 30 Minutes
Distance Sighted Over Lower Terrains: (counting for refraction: d~= 1.32 * Sqrt(h) where d is in miles and h in ft.)
Random Peak (10000ft): 22 hexes
Tree Line (often 7500ft): 19 hexes (may be high enough for altitude sickness, referees call)
Mountains (5000ft): 15 hexes
Hilltop(2000ft): 10 hexes
Hills/Hilltop(1000ft): 7 hexes
Hills(500ft): 5 hexes
Distance Sighted to Equal or Higher Terrain:
Mountains to Mountains: 1 hex
Mountain Peak to Mountains: 2 hexes
Hills to Mountains: 1 hex
Hills to Hills: 1 hex
Hilltop to Hills: 2 hexes

Notes:
Broken or overcast clouds block mountain views to 1 hex, and may do the same for hill views.
The distance sighted over lower terrains is also the maximum distance that such a particular elevation can be seen. So a mountain can be seen fairly certainly 15 hexes away- but the foothills 10 hexes away won't be discerable (or only just so)  but any foot hills 5 hexes away would be visible but would block the view of those between 5 hexes and 15 hexes away.

Sunday, January 27, 2013

A Book of Wands

http://www.dvdizzy.com/images/sword3.jpg
Recently there has been some talk about wands.
Timrod over at Unfrozen Caveman Die-Chucker fired the first salvo sometime going into the holiday season with Degrading Wands. Its a good idea that follows one of my game simplification axioms (reduce book keeping) to go against one of my others (reduce die rolling). The comments are good as Brendan and 1d30 offer up some cool alternatives that work if you are alright with adding more rolls to your game.

Speaking of Brendan the keeper of Untimately- He entered the mix with his post entitled Basic Wands just a bit ago. His post is full of pretty cool ideas. Initially I didn't think I would go with the elemental thing- then he cites a darn good post by Delta, but the target rolls a save to avoid 1d6 damage is complete gold. It gives MU's some kick in a fight. Somewhere the complexity gets out of hand but that's okay as you can pick and choose what you like here.

Next up was the first "unification post" by C over at Hack & Slash. Lots of good ideas there. Some decent stuff in the comments. The fact that he missed Timrod's post is pretty much the reason this post exists.

Now class, turn in your copy of Playing at the World to pages 198 and 199 for a description of the source material for wands and staffs from sources in Appendix N. The most interesting thing here is how Sword and Sorcery literature in specific and Fantasy literature in general does not really distinguish between a wand and a staff. They are simply sticks; with sticks being a requirement for working any magic.

This is something I would use as part of the argument that magic items should not be classed by form, but rather by function (a.k.a. the hat/cloak of invisibility problem from 3e). That is a history and argument for another time. 

Since ideas are free here are some more ideas about wands from our labs here in the steam tunnels:
  • Wands permit a MU to cast the last spell cast using the wand indefinitely.
  • Wands permit the magic user to cast any spell memorized without burning a slot.
  • Wands associated with a spell (like a wand of fireballs) can be used by any magic user that has learned that spell, and the magic user does not have to have memorized the spell.

Saturday, August 6, 2011

Eldritch Sagery!

Never do with a class what you can do with an easily remembered house rule option. We see a lot of attempts to make a sage class. Often this is to provide a mechanic for providing information to the PCs in a game session.

Rather than having a sage class, I decided that it would be good to have an option players can take to in essence be a sage. Like my Berserker option.

This sets the bar for being a sage, and also give the character the sages curse. Basically a player can choose to do it but are not forced to, and if they forget about it, the character is not hampered in some way. The curse part is from an early supplement from Judges Guild or The strategic Review, but I can't remember. So here is my Sage option:
If you have a Magic-User with an Int of 15+ the player can opt for his character to be a sage. The character gains the "sagery" power. The sagery power allows a Magic-User to burn the highest level spell memorized for immediately relevant knowledge. Additionally, they gain the ability to cast a curse when they are close to death or dying because of assault, mayhem or murder as per the curse spell.

Here is a handy curse chart provided by (stolen from) Dyson Logos (cause its dang relevant):

(edited to take out the chart which is linked to - it made things too long and this is not its home)

My Love for You is Like a Truck! Berserker!

What is not fun about berzerkers? Jeff over at Jeff's Gameblog describes them as psycho-killers:
“Psychokillers” is my term for stock berserkers, by the way. When encountered in dungeons I tend to describe them as axe-wielding maniacs from slasher flicks, rather than as Vikings. “You open the door and waiting for you on the other side are two Jason Voorhees and three Leatherfaces. They attack.”
And I agree. I think the guys in the monster listing probably should be just "psycho-killers", but what about characters with a legitimate battle rage?

In the past numerous classes are have been written to allow player characters some kind of battle rage ability. White Dwarf and The Dragon both had Berserker classes back in the day; and the rage ability also appeared with various Barbarian class builds.

This house rule is based on the LBB and B/X monster entry for a Berserker. I figure that a +1 to hit points indicates that they have a Constitution bonus. The +2 to attack is clearly from the rage. And uncontrollable rage is not a trait of the the lawful, so... here's the rule:

If Chaotic or Neutral, Fighters with a Con bonus can be berserkers. They get +2 to attacks but loose the ability to separate friend from foe. The berserk character will attack the nearest entity that might pose a threat to anything. If they are attacking a friend or ally the berzerker's player rolls 1d20. If the roll is higher than the friendly target's Charisma they don't separate friend from foe and the friend is attacked. A Berserker can go berserk a number of times per day equal to their Constitution bonus.

Monday, March 21, 2011

Whadaya Mean I Can't Scribe a Scroll?

Magical writings. This is one of the great under served topics in old school role playing games. Jeff has been thinking about how players know what spells they start with and what that "min" on the table really means. ChicagoWiz looks at the other end of the gun with a quest to find the time and gp costs of copying a spell. Strangely I have been thinking about spell learning and scribing also. The way I interpret Jeff's table is the following:
1. You work through the level 1 spell list until you run out of spells or the number of spells known is equal to the max number.
2. If you have not hit your max but you are over your min, you are done.
3. If you have not hit your max and are still under your min, roll again for the spells you did not get last time until you are over the min. Repeat until you are over the min. Now you are done.

After tha
t, when you get a new spell you roll to see if you understand it. When you level all the spells you have that you don't understand you can check again for. While a caster cannot understand a spell they can still discern the complexity of the spell (i.e. the level). Additionally a caster can take a week per spell level of uninterrupted study in an attempt to understand a spell. At the end of the time the player rolls to see if the caster learned the spell. A caster can try again as often as they like. Remember there are 52 weeks in a year.
Swords and Wizardry Complete adds a spell level cap to the Intelligence score. The reason I was looking into the understanding thing was because you need to understand the spell to put it in your spell book.

Now, the big question I have for AD&D is: Why can I copy spells into my spell book, and if I so choose cast those spells out of my spell book as if they were scrolls (where they disappear off the page) but cannot create a scroll itself? If you can copy a spell from a scroll into a spell book, why not be able to copy a spell from a spell book to a scroll? Why wait for 7th (or 11th) level? Holmes makes the most sense here. If you can understand a 1st level spell, and have it in your book then you can copy it to a scroll. ChicagoWiz makes the point that Holmes does not mention the cost of copying a spell into a spell book. I think the cost unilaterally (OD&D, AD&D, Holmes, B/X, 3e etc.) is that you no longer have a scroll. But I figure that copying is copying and costs the same in all directions.

The time to create is pretty much a DMs call depending on how much he thinks the characters should be scribing. Holmes' week per level of the spell is probably based on the time that it took for a medieval monk to write a page of an illuminated manuscript working 6 hours a day for a week. But if you want the game to be run on the pursuit of treasure so you can pursue more treasure then you need things that the characters can spend their money on (like carousing). Scrolls become empty when they are used. That's a good hole in the pocket if I ever saw one. So I am tempted to say that it should be a day per level rather than a week. You still get PCs wasting a lot of time and also get them wasting money too.

Though what I might be inclined to do is this: if you want to scribe a scroll you need to gather the materials and set up a work space. This takes a week for whatever spell. Once you have set up shop you can pop them out at the day/level rate. But if you want to change spells, you have to "retool" your workspace and that takes a week. But then you hit the math-you-thought-was-small wall.

Here is my house rule on magical writing basics:
Spells can be stored in one of two ways: spell books are a kind of "permanent spell library" and a scroll is a kind of "temporary spell library." You can make copies from a permanent spell library without loss. Copying from a temporary library causes the loss of the library. Casting from both causes loss on both. Spell libraries can come in all different forms but involve writing and the above stated loss on casting or transferring.

To transfer a spell between libraries it cost 100gp/level of the spell. The time it takes is either 1day/level of the spell or 1week/level of the spell at the DMs discretion.

Research costs 1000gp/spell level and takes 1month/level to complete.

If a permanent spell library is destroyed memorized spells can be replaced in a day. Unmemorized but known spells are replaced as per the transfer rules or research rules as per the DM's discretion.
*Images from "ah-art" and "bloodmoonequinox" from deviant art respectively


Friday, March 18, 2011

I'll Swallow Your Soul!

Charisma has a lot to offer. While it often comes up as a person's charm or personality I think it should be more than the limitation on the meat-shield purchase plan. Charisma can also work well as a measure of your soul. Think about really charismatic musicians- they share a part of themselves in their art. Performers and speakers often are said to tap into their soul to convey their pain or idea. What is it that so inspires people to follow a particular leader? Why not have charisma measure how big that soul is? Getting more resistance against level draining monsters certainly will kick it out of the dump stat category.
Charisma indicates the maximum level for a character in any class. Monster powers that drain levels no longer drain levels- they drain Charisma. Charisma is now also a measure of your soul. When you run out of Charisma you die. Ignore Charisma damage when dealing with hirelings, followers and henchmen.
Addendum: I have just looked at the monsters that do level drain. Seems in LL and S&W level drain is the standard undead big bad power. Vampires drink blood and I would tie blood to Constitution rather than levels. Perhaps they also have a level drain? I would be hesitant to give them both. I am fond of stat damage as a measure of capacity for damage, but not a fan of recalculating things as the stats drop, hence the last line of the above rule. I should probably make my next post a treatise on how stat damage can be your friend.

Addendum addendum: Thinking about it I would remove the vampire's level drain and replace it with the ability to drain blood on an incapacitated or charmed or willing target, and say they can drain their attack damage points of Con per turn. This fits with the Dracula image better. As for the shadows I would say they drain life force so rather than Str, Dex, or Con I would have them drain just Con. If I did this I would not require a recalculation of hit points and abilities. And replacing level drain with Cha damage helps you avoid recalculating also.


Sunday, June 27, 2010

Live After Death!

In my house rules for Labyrinth Lord I have created a new rule called "Live After Death." It was inspired by Heroes of Horror (and Iron Maiden, of course). Anyone looking at the previous post will see that I have finally found out where I saw the inspiration- in the sections called Balancing the Scales, Coming Back Wrong and the Resurrection Mishap table. I think the suggestions there are easily the best part of the book. I encourage people to track down a copy. The stipulations of extended time, the price of another life in exchange, special locations, provide great ideas for a campaign. But the one that has the best swords and sorcery feel is the idea that the magic is not perfect. The way I use it is that this can happen its a risk - always. So now when the spell is cast my players roll on the table below. I have not used the idea in balancing the scales yet, but the chance of coming back wrong just seemed, well... right. So here it is, a simple 2d6 chart that spices up those Labyrinth Lord Raise Dead spells (with a cool retro metal name to boot):

Live After Death
2 No, really, that’s not Bob: A demon possess the body- exorcism will return to dead state.
3 Better off Dead: Oops, such a fine line between raised and animated… character now undead of HD corresponding to current level.
4 Chains Attached: The character is back to achieve one thing as if under unbreakable quest or geas spell. When done the character dies, forever.
5 Alignment Change due to fear of death.
6 Normal
7 Normal
8 Normal
9 Alignment Change due to seeing and understanding the truth.
10 Strings Attached: As if under unbreakable geas/quest. Must complete.
11 Crossed Wires: DM switches 2 of INT CHA or WIS
12 Wait, that’s not Bob: wrong soul- re roll INT CHA and WIS

Scream for me Long Beach!

Tuesday, December 30, 2008

1d20 Dreams for the Dying and Unconscious

This table has taken a while to write. I have been coming up with the ideas sort of piecemeal on my lunch breaks over the past couple of months. The idea is that in a fight, when death is near and a character goes unconscious they might have a weird dream before they die or are revived. These are written in such a way that the DM can run with the idea and use it to describe to the player the character's movement towards or away from death rather than giving him a number.

Say if the player rolls a 1, and dreams of chains, the DM can describe the chains doing things that reflect the status of the character's current condition. It could be that they are the chains holding the soul to the body, or that they are a measure of how dead you are. Either way the DM can describe what is happening to the chains as the character improves or declines.

1) chains
2) dark forms
3) whispers
4) crawler in a pit
5) dancing cows
6) giant whirlpool
7) falling
8) drowning
9) fat man eating
10) spider web
11) giant black dog
12) tentacles
13) wings
14) maddening gibberish
15) body on fire
16) talking monkeys/apes
17) body freezing
18) thin man walking
19) fog
20) belching frog

Friday, September 12, 2008

Hydra House Rules: Morphology Independant Critical Chart

Hit location charts, critical hit location charts and in particular critical charts with hit locaitons have always been tricky things in gaming largely because they tend to revolve around humanoid morphology. Jeff Reints talks about (well, posts really) the legendary Ardruin critical chart here. And most everyone that has been around the gaming block has encountered an incarnation of the rolemaster crit chart at some point.(Latest one here.)

The consistant problem with these was simply that they would specify locations that only humanoids had. What happens when you crit on a dragon, or a displacer beast, or heck, even a beholder. Do you ignore foot? Is there a chance you can hit a wing?

In my games I created a hit locaiton chart based on the "trap mishaps" sidebar in the 3.5 DMG. This was still humanoid centric but I had created it more as a way to give my player's characters more well, character. Eye patches and peg legs and such. Strangely, no one got hurt after I started using it. But as I put more thought into it, it occured to me that a location chart, especially a critical one, should not operate on form, but on function.

Almost every creature that you can crit has appendages of some kind, and favored appendages. And when they don't, one is as good as the other. All organisms share certain features: The aforementioned appendages, sense organs, a nervous system of some sort, and a area of mass larger than the appendages ussually refered to as a body.

Appendages seem to come in 3 varieties: Locomotive, Manipulative, and Favored Manipulative. Few have more than 2 senses, and when they do you just work through them at random.

So here we have the Steamtunnel Press Non-Mophology based hit location table, aka The Function Based Crit Table:

  1. Limb, Appendage, Psudopod or Tentacle (Locomotive)

  2. Limb, Appendage, Psudopod or Tentacle (Manipulative)

  3. End of Limb, Appendage, Psudopod or Tentacle (Locomotive)

  4. End of Limb, Appendage, Psudopod or Tentacle (Manipulative)

  5. Limb, Appendage, Psudopod or Tentacle (Manipulative)(Favored)

  6. End of Limb, Appendage, Psudopod or Tentacle (Manipulative)(Favored)

  7. Body

  8. Sense Organ/Sensor (Type 1)

  9. Sense Organ/Sensor (Type 2)

  10. Nerve/Control/Processing Center

The cool thing about this is that it works on Giant Ants, Mind Flayers, Dragons, Beholders, Cthulhu, and Robots. Even GIANT ROBOT ANTS CONTROLLED BY BEHOLDERS. Imaginative groups can even use this chart to cut off Mind Flayer tentacles in a fight (Tentacle, Manipulative). Appendage (Locomotive) against a dragon? Depending on your DM, you may have just taken out its wing. End of Limb (Manipulative) (Favored) against Luke Skywalker? You just cut off his hand!

Another feature of it being 1-10 is that you can combine it with the to hit roll. Just use the second digit of your hit result to determine where you zinged that Shuggoth.

Since it is easier to hit the larger parts of a being, I am thinking of taking inspiration from the Battletech hit location chart and making it 2d6 with the smaller parts on the edges and the bigger parts in the center. But then that messes up the whole second digit built into the attack roll thing.

This is definately going into Codex, but I am going to put it here for community use. Enjoy.