Thursday, November 10, 2011

Magic Redux



Magic is defined as manipulating chaos energy, summoned from the Maelstrom, to achieve a desired end. It is through the use of arcane formulae that Magic-Users practice this dangerous art. The chaotic energy of the Maelstrom is the raw stuff of creation. As such, it is highly mutable, and may be shaped into anything the shaper desires. Providing, of course, that he is strong enough to survive the process.

Casting Points
Magic-Users possess a pool of points, known as Casting Points. This points are an abstract representation of both the caster's skill, and his durability, where chaos energy is concerned. Magic-Users act as a conduit for the energy. They channel it into themselves, hold it there, and cast a spell that gives the energy form and function.
Magic-User characters have Casting Points equal to:
(Level x INT bonus) + CON bonus

Using Casting Points
Casting Points may be used for the following:
  • To modify the Casting Roll
  • To modify rolls for Critical Failure
  • To enhance a spell
  • To counteract another Magic-User's casting
  • To modify a target's Saving Throw

They may be used for any, or all, of these actions in the same round, so long as the character has them remaining. The only stipulation is that their use, and amount used, must be declared before any rolls are made.

The Casting Roll
No spell is automatic, they all require the player to make a successful casting roll. The roll required to successfully cast any spell is 15 or better on a d20. This is true regardless of spell or caster level. The roll is modified by the following:
  • + Caster Level
  • – Spell Level
  • + Casting Points (number of Casting Points allocated by the caster)
  • – Counter-magic (number of Casting Points allocated by opposing caster)
  • – Spell Level per Enhancement

Results
There are four possible outcomes of the Casting Roll:
Critical Success
Critical Success occurs when the Casting Roll is a natural 20, and the casting is successful. In this case, the spell is cast and the caster may either “take back” ½ of the Casting Points expended, or may add a “free” enhancement.
Success
The spell is cast as intended.
Simple Failure
The Casting Roll is less than the number required. All Casting Points are lost, and the spell fails to take effect.
Critical Failure
The Casting Roll is less than half the number needed for success, round down. If this happens, the spell is forgotten, and must be studied before it may be used again. All Casting Points are also lost.
Disastrous Failure
The Casting Roll is a natural 1 (the only exception to this is if the required number is less than 2, in that case this is a Critical Failure). Disastrous failures roll on the following table. The roll is modified by the number of Casting Points spent on the failing scale, as a positive, and any Spell Points spent to mitigate this roll, as a negative.




Roll
Result
1-5
Dazed, lose next d4 rounds
6-10
Stunned, lose next d4 turns
11-13
Lose 2x Casting Points and lose spell*
14-17
Lose 3x Casting Points and lose spell*
18-19
Lose d6 levels of spells, determine randomly
20-21
Lose 2d6 levels of spells, determine randomly
22
Lose 1 point of INT for 1d4 turns
23
Lose 1 point of INT for 1d4 days
24
Lose 1 point of INT for 2d4 days
25
Lose 2 points of INT for 1d4 turns
26
Lose 2 points of INT for 1d4 days
27
Lose 2 points of INT for 2d4 days
28
Lose all spells
29+
Lose 2 points of INT permanently

* If the caster loses more points than he has, the remainder is taken from hit points. If this remainder should be equal to or greater than the Magic-User's INT, then in addition to the hit point lose, he loses one point of INT. Recovery from these loses follow the rules in the Damage Threshold section.

Note: This table may seem very vanilla, and it is to a point. Just remember the nature of magic and casting, and describe the result from there. If a spell fails this disastrously, it is because the caster lost control of the chaos energy he was channeling. When spells are lost, the Magic-Users memories are unravelling, being ripped from his mind. When INT is being lost, his very intellect is unravelling. Not a pleasant experience.

Saving Throws
Many spells allow Saving Throws to avoid or reduce their effect. The caster may expend additional Casting Points to modify the target's Saving Throw. Note, howeve, that this must be declared when casting the spell. If the spell is a Disastrous Failure, then the points used to modify the Saving Throw are included in the modifier for the Disastrous Failure roll.

Enhancing Spells
Magic-Users may choose to enhance any spell cast, by expending additional Casting Points. Spells may be enhanced by doubling any one aspect of the spell; Range, Duration, Area, Damage, beings affected, etc. Any discreet aspect of the spell may be enhanced. This enhancement results in a 100% increase to the aspect chosen. The cost is 50% of the spell level, round up. The caster may enhance as many aspects as desired, as long as he is willing, and able, to commit the Casting Points. An aspect may only be enhanced once, however.

Scrolls
Scrolls function as normal. All the risk is taken in the creation of the scroll.

Maelstone
Sometimes there is a sort of residue left when some solid substance unravels. Normally it takes the form of smooth, irregularly shaped blobs. They are approximately fist sized, normally, though smaller sizer are not uncommon. They are milky gray in color, but when looked at closely, coalescing colors can be seen deep within.
Maelstone can be used in spell casting. It will convey a bonus on the Disastrous Failure table. This bonus varies, but there is no way to determine quality by sight. The Magic-User must cast Detect Magic to ascertain the value of any given Maelstone.
Use in Play
Before casting, a player may declare that a Maelstone is being used. If the spell results in a Disastrous Failure, the value of the Maelstone is applied to the roll. The Maelstone is destroyed by this, no matter the outcome of the roll.

Wednesday, November 9, 2011

Fantastic News!

It has only just come to my attention that there is a new version of the free Swords & Wizardry Core pdf. I knew that Complete had come out and I thought it may be some time before Core got anymore love. I am happy I was wrong. Here is the link, for those enlightened souls who frequent these pages and share my love for S&W:

http://www.lulu.com/product/ebook/swords-wizardry-core-rules-%28pdf%29/15718826

Deadly Accuracy

I believe piercing weapons in general, and archery in particular, get short-changed in D&D (retro, clones, the whole smack). This is an off-the-cuff, thinking-out-loud idea to rectify that. Two ideas, actually.

#1) I Can Shoot a Gnat Out of the Air
       On a successful hit, the player adds his margin of success to the damage roll. For example, if you need a 14 to hit, and roll a 17, the damage roll will receive a +3 bonus.

#2) Through the Heart
       Damage rolls for piercing weapons explode. In other words, if the damage roll is a "6" roll again and add it to the "6". If that is a "6", roll and keep adding, until the roll is not a "6".

I wouldn't combine the two. If I were using the first one, I would strictly enforce range penalties. If I were using the second, I would employ the optional "Weapon vs AC" rule, at least with piercing weapons.

Musings

So, we played our first session of Savage Worlds. To be honest, it left me a little flat. Everything I've read says play it RAW for a few sessions and it will click. My issue is that my "group" consists of my teenage son, and a teenage friend. Not the most reliable group. Getting together for our second session has been problematic, so I hold very little hope for "a few sessions".


I've been ruminating on just what old school means to me. I have arrived at the conclusion that it is more about style and attitude than it is about system or pedigree. I love D&D and my memories of it. Inevitably, though, I find myself not really tinkering with it as much as changing systems within it whole-cloth. The long road my gaming ADD has lead me down has shown me a lot of different ways to do things, many of which I like. Such as . . .


Armor reducing damage. I fully understand how hit points work and what they represent. I can rationalize the concept of "A miss isn't necessarily a miss, it just wasn't a damaging hit". I just really like damage reduction from a mechanical standpoint and all the doors it opens up.


Combat has the potential to turn Ugly. While I do like the safety net that a high hit point total gives an advanced character, I also like the idea that combat can take a nasty turn. If your character has 60 hp and he is faced off with an opponent that can only deal 8 damage per successful hit (or a max of 16 with a crit), then you know for a fact you can last a minimum of 3 rounds, and that is if he crits all three. Combat should be dangerous and suspenseful. If an opponent is so overmatched that the melee isn't potentially hazardous, why slow the flow of the game with a meaningless combat? Just hand-wave it and move on. Even knowing your character can take two of a monster's best hits and basing his tactics, and the group's plan, on that fact takes all the suspense out of the danger. No sir, combat needs to be deadly and unpredictable.


Magic is unpredictable and failure has consequences. I have made my peace with many of D&D's subsystems that rub me the wrong way. One that I hate, always have and always will, is fire-and-forget Vancian magic. I'm not real fond of power points, either, because how many people know precisely when they will tire? Also, there is rarely any mechanism for pushing yourself beyond your limits. I should clarify. I don't have a problem with spell points, per se, but with a fixed and finite amount of them, and a fixed cost for each spell. I also do not like magic being either, a) automatic or b) subject to a saving throw to determine efficacy. I want a spell roll required for success. The results of that roll will indicate how fatigued the caster is in the attempt. In other words, an especially good or bad roll might result in casting at a reduced cost, or at a greater cost. Critical failure should have a range of potential effects, as well.


Two words: D 6. I want a system based on the venerable and ubiquitous d6. It can be 2d6 or even 3d6. I don't really want a fistful of them, a la MiniSix, though. Really, anything that relies on one die-type will do. I want this for the sake of logistical simplicity. I don't really want to deal with needing a bunch of dice and learning when to roll which one for every new game I pick up. Also, on the topic of logistical simplicity . . .


Booklet-sized, with a moderate page count. At this point, I am a seasoned RPG veteran. I do not need my hand held. I don't need the chapters on What is an RPG? and The Role of the GM. I don't want a bunch of crap about how dwarves look or the cultural history of the elves. That's setting stuff and I don't want it stretching my rules out. I want writing that is readable and evocative, but doesn't mince words. Mazes and Minotaurs is a fine example of this. I also don't really need an art book. I love RPG art, don't get me wrong. But when it comes to my rulebook, I want it to be handy. It should be the sort of thing I can take anywhere and break out when I find the odd free moment. Using a rulebook that is 5 1/2" by 8 1/2", no more than around 250 pages, and uses a few d6, pencils and some paper, I should be able to fit all that in a wooden cigar box and take it just about anywhere.

Sunday, October 2, 2011

Zombies, Mr. Rico! Zillions of 'em!

OK, obvious rip-off, don't sue me. Anyway, a quick entry to let you all know: I'm planning on running my first SW game this coming weekend. It'll be me, my 15 y/o son, and a 14 y/o friend. We'll likely use pregens and go through one (or two) of the one-pages included with Deluxe. If they like it (both are D&Ders, but anxious to try something different), they'll make their own characters and I'll run them through Zombie Run. This should be great.

Thursday, September 22, 2011

A Brave (Savage) New World


My, it has been a while. I see I have another follower now. Welcome, Josh, if you're still here. The delay in posting was caused by my house burning down. My wife and kids are safe, but pretty much everything else was lost. That is a much better arrangement than the alternative.
Anyway, if you take my last post, add in a healthy dose of time (4 months since the fire), you get my mind onto another game. GURPS is too much like 3.5/Pathfinder to me, in that there are highly detailed rules for everything that could possibly come up. Great fun to read on a rainy afternoon, but a nightmare to keep track of at the table. Plus the fact that no matter how much I love GURPS on paper (which I do), once it comes time to develop settings/adventures, or decide on published ones, I can't get rid of the vanilla taste. So GURPS is no longer on my mind or my shelf.
I had a serious thing going with Swords & Wizardry Core. Then, I decided I wanted me some good old sword-and-sorcery style gaming. Despite my 35 year love affair with D&D, and Mr. Gygax's obvious affection for the works of REH, D&D is not suited to s&s, out of the box. It requires a complete re-tooling of magic and magic-users. There are virtually no "cleric" in s&s literature, and absolutely none of the "combat medic" sort that D&D clerics are. So, my mind continued to wander. . .
There was a stop with Barbarians of Lemuria. A cool little game, most definitely. Characters are broadly defined, mechanically, leaving the players' imagination fee reign. But, the setting (which is tied somewhat loosely to the rules) didn't excite me. It was a little too alien and unfamiliar.
There was Jaws of the Six Serpents. Incidentally, you can't read about BoL in forums without running into posts about JotSS, or vice versa. Jaws is wide-open, as most narrativistic designs are. The problem for me is that (in my opinion) narrativistic games actively encourage a disconnect between player and character. I don't want anybody wigging out like Tom Hanks in Mazes and Monsters but I do want my players snuggly wrapped in character. When rules encourage (mechanically) players to use their characters to manipulate the direction of the "story", they lose me.
Enter Savage Worlds. I've dabbled with the Explorer's Edition for about a year now. Then I discovered a little gem called Legends of Steel: Savage Worlds Edition, which is a swords&sorcery setting for SW. Coincidentally, a brand new edition of SW just came out. So, I'm in.
OK, this is long enough. I'll go a little more into SW next time. For now, if you're interested: http://www.amazon.com/Savage-Worlds-Deluxe-S2P10014-Hensley/dp/1937013049

Friday, April 8, 2011

The Perils of a Short Attention Span

So. As I mentioned previously, I don't have a group. One of the consequences of that is that once my initial backlog of ideas are exhausted, my mind begins to wander.
Now, it's happening again. It can be rather dizzying. Sometimes I go directly from one game to another. Sometimes, I just get away from a game and sort of wander around until I settle on one. Since last I posted, I've skimmed Tunnels & Trolls, and two editions of Runequest, as well as briefly perusing DragonQuest.
Then, I re-stumbled onto a dear old friend. In a by-gone time, I stumbled across The Fantasy Trip. It was the first RPG I had ever seen outside D&D. I knew of Traveller and had seen the covers, but never gotten a look inside. Anyway, I love TFT very much, but as soon as I started reading it again, I was immediately thinking of GURPS systems and subsystems I would be porting over. Before I knew it, the thought occurred to me that I may as well be looking at GURPS.
So, I am. Who knows how long this dalliance will endure, or what it may lead me to write. Hopefully, you'll stick around to find out.
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