Showing posts with label Old School. Show all posts
Showing posts with label Old School. Show all posts

Monday, January 8, 2018

An Old School Critical Hit Table

I have become rather enamored of Swords and Wizardry Continual Light. I've always had a soft spot for S&W, it being my first retro clone. Anyway, I totted up what I think (hope) is a suitable system for critical hits for SWCL, or any other suitably old school iteration of our favorite game.

If damage roll is a natural “6”, roll on critical hit table. If you have no damage bonus, roll d6. If damage bonus (from any/all sources) is +1, roll d8. If +2, roll d10, and if +3 or greater roll d12. If damage bonus is -1, roll d4. If -2, roll d3, and if -3, roll d2.

1    Gain initiative on THIS opponent next round.
2    This opponent is -1 “to-hit” vs you next round.
3    +1 damage from this attack.
4    +1 “to-hit” on this opponent next round.
5    Immediate free attack on this opponent.
6    Starting next round, opponent suffers 1 point of damage at beginning of round.
7    Opponent off balance, loses ability to act next round.
8    Add “to-hit” bonus total to damage from this attack.
9    Opponent prone. -2 AC and must spend next round getting up. Or crawling away.
10  Starting next round, opponent suffers 2 points of damage at beginning of round.
11  Roll additional damage die. If this roll is natural “6”, roll on Critical Table again. Damage                    modifiers do not apply to the additional damage die, nor to an additional roll on this table.
12 Brutal injury. Opponent suffers -1 to any stat of attacker's choice. This damage requires 6 months       to heal naturally. This can be reduced by 2 weeks per casting of Cure Wounds I of per use of               Healing Potion. It may be reduced by one month per casting of Cure Wounds II.


Additional Combat Notes

Magic weapons no longer add their bonus “to-hit”. Instead they add their bonus to the wielder's level. Depending on class and level, this may mean that the character is receiving no bonus “to-hit”. Damage bonus remains unaffected.

Potion of Heroism: +2 bonus to Armor Class and damage rolls for one hour. For purposes of “to-hit” bonuses, the character is considered two levels higher for the duration of the potion's effects.


By the way, I know that one of the knocks against critical hits is the ratio of monster attack rolls vs player attack rolls. I suggest not allowing any monster/opponent with 3 or fewer HD to roll on this table. Effectively that means that no low down goblin is going to kill your 7th level dwarf with one lucky roll. I've seen it happen and it was ugly.

Sunday, April 7, 2013

Magical Efficacy

This idea can be used with any flavor of OD&D.

I've pontificated at length about options for fighters. I'm a fighter guy. However, I also desire some tactical flexibility for magic-users. Not only as a referee, but also as a player. Straight-up OD&D magic is fairly dull. The only tactical decisions to be made are which spells to memorize and which one to use in a given situation. Pretty static choices, with little room for "seat of the pants" magic. Here is a propositionto allow a little more "situational thinking" to enter into things.

The idea is really simple. If a magic-user has memorized the same spell twice, he can cast the spell double. That is, he uses both memorizations of the spell in a single casting. The results are thus:

  • Range/Duration/Area of Effect/Number Affected are all increased by 50%
  • Damage is increased by +1 per spell level
  • Saving Throw is made at -2
If a given spell does not have a particular listed above, then, obviously, there is no benefit to that parameter. In other words, a spell that is Instantaneous doesn't suddenly have a duration, or one with a range of Touch can't suddenly be hurled across the room.

At first glance this may seem over-powered, modifying all the parameters. I haven't playtested this idea, but I don't think it will prove overpowered for a couple of reason:
  • Very few OD&D spells have all of the parameters listed, so it will be a truly rare occurrence that all of the modifiers will be in effect.
  • There is an inherent synergy in OD&D that will cause on to carefully consider double-casting. Think about wanting to hurl a doubled Fireball so you can ramp up the damage. The blast radius also increases, though, so you have to carefully consider the volume of space you're in and the proximity of allies. Also consider that any allies that do get caught in the blast will be saving at -2.
  • There is also . . .
The Risk

A wise man once said "Pimpin' ain't easy" and neither is commanding the fickle forces of magic. If a caster wishes to double-cast, the player must make a d20 roll. He must roll under his current level + INT bonus. This roll is modified by adding the spell's level. For example:
An 8th level magic-user, with an INT 16, wishes to double-cast the ubiquitous Fireball. He must roll 6 or less (8 (Caster level) + 1 (INT bonus) - 3 (Spell Level) on d20.
If the roll is failed, the spell is still cast. The hazard is that in releasing that much magical energy in a single burst, the caster will be injured. If the roll is failed, the caster suffers damage equal to the d20 roll minus what was needed, divided by 2 (round up).
Let's suppose the caster from our example had rolled a 13. The spell still goes off, but he is injured during the casting. He will suffer 4 points of damage (13 (d20 roll) - 6 (target number) = 7 divided by 2 = 3.5 (round up)).
And there you have it. An on-the-fly tactical option that makes magic users a little more unpredictable and dangerous, but not without potential consequences.

Saturday, July 28, 2012

A Selected Bit from the Old School Thread

This is a quote from the thread I linked to in my previous post. It is from an actual-play report, post #65:
There we met some elves (ie: killed three and Charmed two) . . .
This simple statement floored me. I have a vague memory of literally everything you meet as a character being a potential foe. Everything. I honestly can not remember the last time in my playing career that a statement like that would be viable. Drow are fair game, of course, but he said elves. How long has it been since elves could be just slain like any other wandering monster? I would wager that almost any DM running a game not in the old school style would balk at such a turn of events. I daresay that many DMs would actually penalize the players in some way, perhaps even forcing some alignment alteration on them.

I'm having a hard time really communicating my feelings on this. Sorry if it is confusing. If you get it, though, you get it. For me it is a really cool reminder of a really cool aspect of the old school way, an aspect I forgot about and abandoned long ago. I'm very happy to be reacquainted with it.