Showing posts with label Expanded Abilties. Show all posts
Showing posts with label Expanded Abilties. Show all posts

Sunday, July 29, 2012

Player Chosen Ability Scores: Talent

Continuing my series on High and Low ability scores and how I used them in my games.  In addition to the four primary ability scores players could choose two ability scores that best reflected their character's quirks and virtues.    The most noteworthy aspect was that a low score was not necessarily a punishing score, instead a low score functioned in a complementary fashion to the boons of a high score.  In this series I'm going to take a look at each of these optional stats, how I want them to operate and how they were originally represented mechanically.  This time we're going to look at Talent.  Previous entries can be found here.

Talent
Sometimes you just have a knack for something, you have the good fortune to have a natural prowess with the things you know and for everything else you can easily get the hang of.  A talented character picks up on most things very quickly and can perform them adequately and often spectacularly.  An untalented character has to work much harder to keep up with others.

Sunday, July 22, 2012

Trine and Cooperative Play (Wizard)


In the briefest windows in which I find free time I managed to sink another hour into a little game called Trine.  Trine is a platforming puzzler with the twist that you play as three characters in one and can rotate through them at will.  If you've ever played the Lost Vikings on the SNES/SEGA you'll be very familiar with the premise. The three characters represents your classic fantasy archetypes, Knight, Wizard and Thief.  Through a twist of fate and a magical mishap involving anartifact known as the Trine they have all been sealed into a single body.  This of course can lead to some fun tension and dialog but for the most part it leaves for a very satisfying cooperative single player experience.  Of course you can play with a friend on the same PC, or over the internet in the sequel but the game and its puzzles are obviously intended for a single player.

Saturday, May 19, 2012

Shock and Awe

I completed my first 5k run today so what better time to take up blogging again.  I'll be keeping it short for right now as I get back into the swing of things.  Today I'm going to talk about Shock and Awe which I was originally planning on tackling in the A-Z challenge but unfortunately had to cut due to time constraints.

Shock and Awe
The Spy reduces the Morale of common monsters/men and forces a morale check after performing any action that will shock, inspire fear, or awe their opponent.

Monday, April 30, 2012

A to Z Catch Up: V is for Vanquish

So I have returned!  Albeit a few days too late.  I can't believe it's Z already and I was out of commission for so long!  I have some free time tonight and if my stomach continues cooperating I plan on cranking out a few posts.   In the meantime it is time to talk about Vanquish.




Aside from being an absolutely stellar game that riffs on the current chest-high-wall burly action hero cover shooter  Vanquish is a very fun word to use.  It's also one of the most common words you can encounter in any sort of heroic fiction where our brave young hero rallies his resolve and vanquishes the villain.  So let's make Vanquish into a game mechanic.  And since I've been having fun playing around with Intrepid Dice, let's base it around that.

Here's a quick primer on Intrepid Dice.  You have a seventh stat named your Intrepid score.  It is determined randomly (d6 + level) at the start of every adventure.  You can use your intrepid score to add dice to any roll you're making (recall that we're talking 3d6 in place of a d20, and regardless of the number of dice you end up rolling you can only keep 3) as well as a host of other fun tricks you'll find in the link above.  Kevin of KORPG has swayed me from using levels as a carrot for players so the Intrepid Score is how I've been trying to resolve my conflict in a level-less D&D

Now then, on to Vanquish.  We can treat it as a class feature, perhaps for our Underdog class or we can treat like other Intrepid abilities, useable by anyone.  I can see it going well either way.  Here's how it works:

Whenever you would deal any Wounds you deal additional Wounds equal to the number of Intrepid Dice you spent during any step resolving your attack.

So what does this mean?  It means the more you invest into an attack, the more spunk, boldness and trust in luck you place in that attack, for each die you personally invest from your intrepid hero's pool of dice you are more likely to strike down your villain and smite him where he stands.  It's the perfect move for any last ditch move and hero very nearly beaten, one last chance before its lights out.  Due to the nature of Intrepid Dice (they don't refresh until the start of another adventure) it is very difficult to abuse.  It can be used as an Alpha strike but is quite the costly gambit.

So there you have it.  Let me know if you have any ideas or suggestions for what I should do for X.  I'm completely blanking on what to do for that. As always, thanks for reading!

Wednesday, April 11, 2012

A to Z Challenge, J is for Justicar



In the early 2000s Wizards of the Coast launched a series of Greyhawk novels each centered around the classic modules including but not limited to: Against the Giants, The Temple of Elemental Evil, Keep on the Borderlands, & The Tomb of Horrors.  This was right around the time the Drizzt books were taking their adventures onto a grander scale with soaring popularity.  If I had to guess these novels were about bringing Greyhawk lovers into the fold of third edition.  There were also the "Return to" series of revisited Greyhawk modules during Greyhawk's 25th anniversary in 1999 so this was a pretty broad net to capture players who started with older products and it certainly worked for me.

Among the series of Greyhawk books there were three in particular that were my favorites:  White Plume Mountain, Descent into the Depths of the Earth, and Queen of the Demonweb Pits.  Each of these starring the principal character Justicar the grim anti-hero and Escalla the capricious and vain pixie.  Its been a number of years since I've read them but I plan on doing a reread soon.  I recommend them on their merit alone although I can't say how closely they stick to the modules that is their namesake.

Monday, April 2, 2012

A to Z Challenge: B is for Belief (Player Chosen Stats)

Today I am fortunate enough to have the A-Z challenge line up with the next post I planned on doing in my Player Chosen Stats series.  In this series I discuss a set of ability scores player's may choose to make their characters more distinct without overcomplicated the quick and easy character creation rules so adored in Original D&D.  The basic premise is addition to the four primary ability scores players could choose two ability scores that best reflected their character's quirks and virtues.    The most noteworthy aspect was that a low score was not necessarily a punishing score opening a lot of room for flawed characters.  Instead a low score functioned in a complementary fashion to advantage granted by a higher score, the detailed version can be found here.  This time we're going to look at Belief.

Saturday, March 31, 2012

Player Chosen Stats: Courage

Last time I spoke about High and Low ability scores and how I used them in my games.  In addition to the four primary ability scores players could choose two ability scores that best reflected their character's quirks and virtues.    The most noteworthy aspect was that a low score was not necessarily a punishing score, instead a low score functioned in a complementary fashion to the boons of a high score.  In this series I'm going to take a look at each of these optional stats, how I want them to operate and how they were originally represented mechanically.  This time we're going to look at Courage.

Sunday, March 25, 2012

High and Low Ability Scores

N. Wright over at Lawful Indifferent has an interesting post on Inverse Ratios specifically the relation between ability scores and magical ability.  In the system he proposes the worse off your standard ability scores are the greater your magical potential is.  It's a neat idea and I've been toying with the idea myself but I'll get to that later.  The really great part of the post is the explanation for why.  You see Magic is an intoxicating and corrupting agent, drawing heavily on the magical forces both weakens the mind and the body. It is not uncommon for a magic-user to have shaking hands, poor focus and a gaunt figure.  Now Wizards as drug addicts doesn't appeal to everyone but I think we can all appreciate it when a game mechanic subtly does a bit of world building for you.  I know I do.  I plan on doing a series on World Building through mechanics and attention to detail but that is time for another day.  In the meantime I'd like to share what I've been doing with giving low scores a purpose which Lawful Indifferent inspired me to take another look at.

Friday, March 23, 2012

The Intrepid Score and Ability Modifiers

From last I spoke I was extolling the virtues of the Intrepid Score.  A seventh stat that allowed hero's to save their bacon from time to time without being an infallible safety net, my take on the oft reviled hero points of many a system.  This time I want to come back to Ability Modifiers and how the Intrepid Score may have solved my problem with Ability Score Inflation.

Monday, January 9, 2012

Class Kitting on the Fly Test Run

Last time I talked about drafting up AD&D-esque class kits on the fly to personalize your player's character.  Here is what my players came up with.  These kits are applied to the the revised three base classes I talked about here.

After the break I'll detail the kits used for Treasure Hunter, Berserker, and Double Agent.


Saturday, June 4, 2011

Serpent Sovereigns

I've been kicking around an idea for a Labyrinth Lord game since March and I was finally able to run a test-run last month.  My players like it enough that we're continuing to play it to this day.  Here's the gist of it.

Background:
In ages long past a war of magic finally culminated in a catastrophe that tore the continent apart, wiped clean every mage on it and sunk the southern kingdom into the murky abyss.  The remaining kingdoms agreed to an armistice after witnessing the devastation they had caused.   The people seeing the folly of man took it a step further.  They overthrew their leaders and installed another, one that was no man.  Legends depicted Dragons as the early protectors of mankind, the watchful elder that took pains to protect them but allow them room to grow.  The people put a Serpent on the throne.  Unfortunately, like in all things, absolute power corrupts absolutely.  The benevolent dragons of the past eventually became the hated all-powerful despots of today.

Focus:
The player characters are members of a rebel organization known as Dragon Slayers.  Their ultimate goal is to depose the Tyrant Lizards and bring the power back to the people.  They are currently lacking any and all resources to do so and like any group of ne'er-do-wells they have many conflicting viewpoints on how to go about their business and what to do once the deed has been done.

Gameplay will be a mix of old school dungeon crawling as the PC's descend into the depths of ancient undisturbed ruins to retrieve magical scrolls that will give them the firepower they need as well as a healthy dash of shadowrunning as they make their way into bigger cities.  Their goal is to avoid drawing attention until they are finally ready to make their move. 

Along the way the PC's will try and recruit talented blacksmiths, sages and alchemist as well as courting wealthy merchants for funds to advance their operations.  They shall seek material resources to improve the paltry weapons and armor they being with.  They seek allies to increase their ranks and their skill sets.  Most importantly they must carry the will of the people with them .  There's no point in a coup if everyone is satisfied with the status quo. 


Setup
Following the events of the war of magic all magic-users were vaporized so there is no magic-user class. Instead the widespread mage fallout over the land has granted anybody with the knack to cast spells.  There is however, the unfortunate fact that magic has been banned in every kingdom.  So while anyone can cast magic they can also get themselves into heaps of trouble for doing so.

Starting classes are Fighter, Thief, and Cleric with other classes becoming available as the PC's strike bargains and form alliances with neighboring barbarian tribes, monastic orders, rebellious elves, enlightened dwarves and recluse rangers and druids.  Clerics come in two varieties:  priests that worship the forgotten old gods that most of the population forsook after the war of magic devastated the country and shrike cultists that believe in a prophecy that the Pain Lord will one day return traveling through time to destroy everyone and everything (How nice!).

I've given all the classes an ability at level 1 that either grows with them in level or greatly bolsters their effectiveness in a team setting.  They are as follows:

Fighter:
Starting HD: 2d6.
Gain a specialization at level one (expect a weapon specialization post later).
Also gain the Master of Battle ability.  The fighter can attack a number of hit dice equal to his level.
 So a 5th level fighter can attack a 3HD and 2HD creature with one attack, or two 2HD creatures and 1HD creature, or five 1HD creatures, etc.  Basically a simpler and more broader take on the <1HD ability Fighters gained in AD&D.
Optional:  Naked Warrior Challenge:  An idea I loved then adapted from Aeons & Augauries.
Any Fighter going into battle unarmored with not more than a helmet and loin cloth (and shield if they like) receives double combat experience.  They may also attempt to woo the opposite sex as an immediate reaction.

Thief:
Stunt - Anytime the Thief viscerally describes some crazed stunt they'd like to perform such as swinging across chandeliers, using a silver platter as an impromptu shield, riding an enraged stag by the horns, or jumping out windows in their best Bruce Cambell impression they receive a stunt bonus to the die roll equal to 1 + half their level.  This bonus can be applied to just about any roll involving a d20 (attacks, saves, skill/ability checks) as well as for damage rolls and reaction rolls.
(Since my players are complete neophytes to old school roleplaying I created this ability with the intention of teaching them to describe their actions rather than "I attack, 14, hit?" or "The priestess asks you to chase the fleeing fiend into the portal he ripped open in the town square.  Do you accept?   Player: Diplomacy, 17, give us money."  The incentive seems to be working decently so far.)

Cleric:
Priest of the Old Gods 
Blessings - At the end of combat allies can roll 2d6 and take the higher roll when regaining hit points.
The priest can also spontaneously turn any memorized spell in a cure spell of the appropriate level.
(Normally I use the old Judge's Guild optional rule of regaining a d3 of HP at the end of an encounter but I had planned on it being the classes Hit Die rather than a simple d3.  Since I've decided to avoid variable damage and hit dice for a change they instead regain a d6.)

Shrike Cultist
The Cultist forgoes the use of weapons and instead uses the spines they crafted into their armor to better resemble their imaginary Deity.  It is treated as an unarmed strike that gets progressively better as their armor improves.  Additionally anyone attacking a Shrike Cultist in full Painlord gear takes retributive damage from their spiky armor equal to (10-AC).  The Shrike Cultist must reverse any and all reversible spells but can spontaneously turn any memorized spell into a harm or slow spell of the appropriate level.

Entropic Adjustment: - When rolling initiative enemy groups must roll twice and take the lower result.  Note: I use group initiative and have it rolled at the start of each round.  So far this has been the player's most cherished ability.

That's all for now.  Expect later posts dealing with weapons and armor, specializations, spells, new classes, heroic bloodlines, and session summaries.