Showing posts with label WhiteBox. Show all posts
Showing posts with label WhiteBox. Show all posts

Monday, April 30, 2012

The Horns of a Dilemma

Well, my friends, the fickle winds of my ADD are shifting yet again. I hate this. I've been in a serious LBB mood and groove (and who knows, it may yet prevail), but I've heard the siren-song of S&W WhiteBox again. I love that game, with one exception: fighters. I know, I know, you've been down this path with me before. My apologies if this post seems like so much old news. In truth, I'm just trying to write my feelings as a way of resolving this dilemma.

I'm definitely committed to the original three classes. My mood hasn't swung so wildly as to embrace the nth classes. My main bone of contention is the fact that in the LBBs the Fighting-Man's main class ability is being able to employ magic swords. They are, bar none, the uber-weapon of LBB D&D, and it is a real boon to be able to take full advantage of them. However, it is a class benefit that is dependent on possessing the item in question. Two 9th level Magic-Users are pretty much equal, because their class ability, magic use, is tied directly to level. Two 9th level Fighting-Men, one with an uber-blade and one with a lesser, unintelligent, blade are much less fairly matched.

I suppose there could be an argument that the M-U relies on his spellbooks and should he lose them, he is in the same boat as the F-M who has no enchanted sword. But, the M-U can make copies of his spellbooks, and by the time he reaches 5th or 6th level, he should definitely have done so. Fighting-Men can't make copies of their swords. Also, spells to add to a spellbook are much easier to come by, in the form of scrolls, than magic blades. 

I like the intelligent sword rules, though. What I'm considering is reducing the frequency of swords with powers. In Monsters & Treasure there is a 50% chance that any sword will have enough intelligence to have powers. Here's what I'm thinking:
  • Cut that back to a pretty small base percentage
  • Modify by each "plus"
  • Change the alignment roll to make most swords Neutral
  • Determine powers pretty much as written
  • Determine if sword has a Purpose (if Lawful or Chaotic)
  • Determine Ego of sword, based on Intelligence, Alignment, Powers, and Purpose
 Intelligent swords and their bearers must arrive at some sort of "understanding" if the Powers of the sword are to be utilized. 

Now, with the role of intelligent swords somewhat more limited, I want to give the Fighting-Man some true class abilities. I came up with some a while back, but I think it's too much, really. So, let me think this through.

D&D combat, and by extension, S&W:WB, models results. It isn't concerned with the blow-by-blow. It grew out of wargaming rules, where the important questions to be answered from combat are: 
  1. Who's still standing?
  2. Who's still effective?
Chainmail's method for representing more capable troop types was to give them the relative ability to render more enemies ineffective at the end of a combat. It did this by allowing so-called "Hero" types to roll more HD in combat, which represented their chance at causing an injury, which would reduce an enemy's effectiveness.

Now, if we accept that D&D combat is abstract and that a to-hit roll does not represent a single swing of the weapon, we can understand what it does represent. The to-hit roll represents the chance, during a given round, of a combatant to have an impact on his enemy's effectiveness, or more importantly, his ability to continue to prosecute the fight. So, I think it should follow naturally from that understanding that a more seasoned and capable combatant would have more opportunities to adversely effect his foe.

So, here is where all this has led me: Fighting-Men get an extra attack each turn at 4th level and again at 8th. I know there are those old-school players who don't hold with multiple attacks per round, and I used to be one of them. However, in keeping with the abstract nature of combat as a whole, I don't necessarily consider this as additional, discrete, attacks, anymore than the one attack is a single swing of the weapon. To me it merely represents greater competence and a heightened ability to force your opponent from the fight. These "attacks" are nothing more than opportunities to injure your opponent, whether that comes in the form of one "attack", two, or three.

What do you guys think? Does that make sense when it is reasoned out like this?

Friday, January 27, 2012

New House Rules

I've uploaded my latest house rules for WhiteBox. They are fairly complete (unless I missed something). I do still need to do the spell list, designating which spells are under which colleges. Other than that, I'm happy enough with it. Feel free to comment and offer helpful criticisms.

By the way, this is a completely different animal from the C:ADD project. These are simply house rules for WhiteBox, not the (almost) full-fledged concept that Crucible is. These are the house rules for a sandbox I have in mind.

Wednesday, November 9, 2011

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.

Wednesday, March 30, 2011

Magic in Kalagris

I've uploaded my magic hack for Kalagris to my google docs. Magic can be a grim business in Kalagris, definitely not for the faint of heart. If you happen to check it out, please bbe sure to leave a comment with what you think of it.

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Tuesday, March 29, 2011

The Thief

What follows is my version of the thief class for WhiteBox, tweaked for Kalagris (my world). I drew inspiration from a number of sources, espcially Dyson Logos (http://rpgcharacters.wordpress.com/2009/08/01/d6-and-2d6-thiefin-for-basic-dungeons-dragons/). Thanks for the ideas, I had almost given up on allowing the thief at all.


A Note Concerning My World

I'm not a professional author or game designer. I'm sure if you've made it this far with me, you know these things by now. However, I am very excited by the ideas I am having for this world. I am also really stoked by the old school mojo that WhiteBox has rekindled in my dark little soul.
Anyway, my point is that most of what you see here will be stream-of-conscious style writing. One world entry won't flow to the next. A new entry may build on one that was 6 weeks ago. Entries may be long or short; an entire region,complete with NPC names, or just enough to express some relevant twist to something that went before.
Perhaps someday, if there is enough interest, I may compile and edit all of it into something remotely usable. Until then, think of it as I do: a notebook where I can scribble ideas, bits of maps, new magic items, spells, and monsters.
Oh, yes, and speaking of interest: I want to welcome my very first follower, ever, ze bulette. I've enjoyed your site greatly and only hope I can return at least some small portion of the favor.
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Saturday, March 26, 2011

Off the Fence

I don't have a group, or a game, steady or otherwise. But, since gaming is my hobby, I doggedly pursue it. My "focus" shifts about, here and there, as new ideas (mine and others') demand exploration.
Currently, I am quite enamored of the retro-clones. Being a 35 year plus veteran, they speak directly to me. The one with the loudest voice is the WhiteBox Edition of Swords & Wizardry. It is part of the S&W family, sibling to Core, and most recently, Complete.
I had been on the fence between WB and Core. They are extremely close relatives, almost indistinguishable from one another. But WB is the purer of the two, and thus, pulled harder. My first thought was to use the simpler WB mechanics and graft the expanded spell lists and monsters from Core onto it. But I may as well "play" (since I have no group) Core if I did that. So, I have a new solution.
I'll work with WB (and my houserules) pretty much as-is. I'll hold the monster book and spelllists for Core as DM-only resources. Curve-ball monsters and fabled spells. I think this is a solutions I can work with. If only I had a regular game . . .
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Tuesday, March 22, 2011

Hit Points and Physical Damage

There have been many knowledgable dissertations on the subject of hit points in D&D. I will not rehash them here, they are easy enough to turn up with a simple Google search. For purposes of this article, I will say that I view them as a combination of the character's actual physical being, along with the typical mix of luck, stamina, favor of the gods, defensive savvy, etc.
However, I have always wanted a system whereby we could simulate physical damage, without becoming mired in needless complexity. I have one overriding reason for desiring this: dramatic story development. I'm not going to slip into some sort of Narrativistic poppy field here, so don't panic. I just want to add the concepts of scars, lingering wounds, true physical damage and the like. Those are things that will become part of the character's history and add new dimensions to the epic tales of their adventures.
There are several solutions to this problem, many of them very good. For one posssible alternative, I direct you to Akrasia's blog: http://akraticwizardry.blogspot.com/2009/06/pulp-heroes-and-damage.html. He has a lot of great stuff there, so be sure to go check it all out. It was while ruminating on his ideas for hit points that I came up with the ideas I am presenting here, so thanks are in order. Thank you, Akrasia, for the inspiration. It is a rare and marvelous gift.
Enough preamble. I propose that actual, physical damage be handled using a “damage threshold” model. The character's CON score represents the amount of “superficial” damage that can be tolerated before something bad happens. Anytime a character takes damage from a single attack that exceeds his CON score, he takes one point of physical damage. This is applied to either STR, DEX, or CON, reducing the stat by one, temporarily. This reduced stat is the character's stat until all physical damage is healed. It is used for all relevant rolls, calculations, and any other purposes. The only exceptions are bonus hit points and the Damage Threshold itself. Additionally, any time a critical hit is scored, it always inflicts one point of physical damage, in addition to the normal damage a critical hit causes. The damage from the critical may exceed the threshold, thus inflicting another point of physical damage. The stat affected by any physical damage resulting from a critical hit is decided by the attacker.
Healing
The superficial damage represented by hit points is relatively easy to heal. At the end of combat, all characters roll a d6-2(+CON bonus). This represents catching one's breath, and the “It's not as bad as it looks” rule. Thereafter, characters recover 1/10th of their hit point total per hour (round down). They are fully recovered if they can manage an 8-hour rest.
Binding, bandaging, and other forms of first aid allow the character to recover 1-3 points, plus any bonus related to the applying character's ability with such things. Finally, a character may also recover 1-3 (or more, depending on the drink) points if he can quaff a strong drink of some sort. All of these effects are cumulative, but may each only be performed once per battle. Healing potions or spells are of no use to superficial wounds.
Physical damage is another matter entirely. It may only be healed by rest, being under the care of a physician/healer, or by magical means. Regardless of the healing method, the following applies. The stat with the most damage is healed first. If more than one stat is damage and the damage is equal, then the character decides which heals first. Healing is considered point by point, So if a character is suffering from 4 points of DEX damage and 2 points of STR, the first and second points of healing would be automatically applied to DEX. Then, the player could choose to apply the next point to DEX. The next, then would automatically be applied to STR, since its damage is higher at that point. The only exception to this is magical healing, discussed below.
Rest
Resting (complete bed rest) restores one point per three days. If under the care of a physician or healer, and in an appropriate environment, this improves to one point every two days.
Magical Healing
Magical healing, no matter the source, only works on damage to one stat at a time. Any healing “left over” is lost. It is not applied to another stat. Magical healing cures a finite number of points, based on the source of the healing. The following table lists the amount of healing done by each source:
Spells
Cure Light Wounds 1 point
Cure Serious WounOptionsds 2 points
Cure Critical Wounds 1 point from each stat
Heal 2 points from each stat
Potions
Healing 1 point
Extra Healing 2 points (may be split)
Staff
Staff of Healing 1 point
Ring
Ring of Regeneration 1 point/round
Options
“Death Spiral”
If you want to simulate the effect of a so-called “death spiral”, it adds a level of complexity, and deadliness, to combat. This may not be your cup of tea (I'm not even sure it's mine) but here it is, all the same.
In the rules as given the Damage Threshold remains fixed, equal to the character's CON stat. With this option the Damage Threshold is variable, based on the following condition:
The Damage Threshold is equal to the current CON, meaning that if CON damage has been sustained, it makes further stat damage more likely.
Grievous Damage
This option allows for one point of physical damage for each full multiple of the Damage Threshold. For example, a character with a CON of 13 is hit with 42 points of damage from a Fireball. With this option he would suffer 3 points of physical damage (42/13= 3.23).
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Monday, March 21, 2011

Fighting-Men and Old School Elegance

Ask anybody that has ever gamed with me what my favorite class is and they will tell you. Fighter. No head scratching required. Over 30+ years in the hobby I've played pretty much all of them at least once. Even if it was just a pick-up game on a rainy afternoon. But Fighters are my bread-and-butter.
Naturally, as a DM, then, I want to see Fighters compete well into the upper classes of the campaign. To that end I have devised the following house rules for fighters.

These changes are designed to insure that the Fighting-Man remains a productive member of the adventuring party well into the upper levels.

* Fighters add 1/2 their level to damage caused in combat, either melee or ranged.
* A Fighter's AC improves by -1 at 4th level,and again at 8th level. This bonus only applies when the fighter is armed and capable of defending himself.
* Upon attaining 4th level a Fighter's number of attacks per round improves to 3 attacks per 2 rounds. At 8th level the attacks per round improves to 2 attacks every round.
* At 4th level Fighters gain immunity to spell-based Fear effects. They gain a +2 bonus to saves vs all other Fear effects.
* At 8th level Fighters gain complete immunity to Fear. All allies within 10' of the Fighter are likewise receive a +2 bonus to saving throws versus Fear.
* At 8th level Fighters score a critical hit on a natural roll of 19 or 20, provided the attack hits.
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Cleric Redux

 Clerics


Like many old-schoolers, I've never been completely comfortable with the cleric. My discomfort isn't severe enough to prompt me to remove it completely. It does, however, cause me to want to redesign it.

Clerics and the World Around them
According to my vision of things, clerics are not priests. They may or may not be vested with eccliastical authority, but they are not clergy. Clerics in my worlds fight for a belief and/or cause. They possess some of the power of a paladin, while losing some of their former ability. The player is free to determine the path his cleric follows. No matter what path it is, higher powers imbue the cleric with a portion of their power, to better enable the cleric to “take the fight to the enemy”. Clerics may be implacable witch hunters, vampire hunters, demonologists, holy crusaders rooting out heresy, or someone for whom the belief in Law and Justice is central to his life. Not all clerics are Lawful, however. There are Chaotic clerics who devote themselves to spreading discord, thwarting justice, and underming Law.
Clerics do not begin casting spells until they reach second level. It is also at second level that they must select an alignmennt, thus cementing their commitment to their cause. Clerics receive no class benefits, including the ability to cast spells, until they commit to an alignment. The player should also have the character's beliefs drafted by this time.

Class Abilities

Clerics no longer have the ability to Turn Undead. They gain the following benefits:

  • Clerics may use any one-handed weapons. They may wear any armor and use any shield.
  • They may use magical versions of the above, as well as items designated for clerics and any class.
  • Detect Evil/Good within 60', as the spell, when concentrating*
  • Radiate Protection from Evil/Good (as the spell) in a 10' radius at all times*
  • Receive a +2 bonus to saving throws vs Law/Chaos*
  • Repel Evil: Beginning at 4th level the cleric may repel a number of creatures whose total HD do not exceed his own. Repelled creatures are forced to flee the cleric's presence as quickly as possible and will continue in this fashion for a number of turns equal to the cleric's level.

    *These are not freely selectable, but only apply to the polarity opposite the cleric, i.e. a Lawful cleric radiates Protection from Evil only.

Cleric Level Progression (AEC pg 13) remains unchanged.

Clerics and Spellcasting

The biggest change is that cleriics no longer have unlimited access to every spell level they are able to cast. Now, clerics carry with them a form of spellbook, called a Litany. It typically takes the form of a scroll or other parchment. When unrolled it acts as a holy symbol. A cleric's litanies contain all the prayers he has access to. Clerics are no longer required to memorize spells ahead of time. They may cast any spell they have access to at any time. The cleric may do this a number of times equal to the number of spells per day given on the Cleric Spell Progression Table (AEC pg 14).

Cleric Access to Prayers
Clerics have access to a limited number of prayers. This is determined by adding the total number of spells the cleric may cast from the Cleric Spell Progression Table (AEC pg 14) to the Cleric's Wisdom bonus (if any). Thus, a 5th level cleric (WIS 16, +2 bonus) would have access to five 1st level (3+2) and three 2nd level (1+2) spells. When that character reaches 6th level, he will gain access to three 3rd level spells (1+2).
The exact spells a cleric has access to are determined by the player. They are chosen from the cleric spell lists, and once chosen they are pemanent. When a character advances to a level that grants the ability to cast the next-higher spell level, the player records the desired spells on the character sheet. These spells comprise what is known as his Access List. However, if the character gains an additional slot for a spell level he can already cast, he does not add an additional spell to his access list. These additional slots must be filled through play. They may possibly be given by some organization the cleric is afilliated with, they may be found adventuring, or perhaps granted as a reward.
When selecting spells the player is strongly encouraged to do so with the theme of the character in mind.
The Litanies
As stated above, cleric characters record the prayers they know on scrolls known as Litanies. Each spell-level must have its own litany scroll. Once a cleric has exhausted his allotment of spells for a particular level, he may not use anymore of that level until he has rested at least six hours and spent time meditating and praying over the appropriate litany. Approximately 15 minutes per spell level (the number of spells is irrelevant) will suffice.