Thursday, November 05, 2009

D&D 4E

Rob & I were talking the other night & he was explaining his appreciation for 4E.

I think 4E is extrordinarily well-designed RPG. I also think if it were from another publisher & not D&D it would have been more universally praised. And if it were from an Indie publisher would have been the next darling of that scene.

However, my main problem isn't that 4E does anything to prohibit the role playing experience, its that its use of miniatures promotes a board game experience for me. 4E is not a board game, but its so laser focused in doing the D&D experience the best it can, it takes on some board game like attributes.

I think you can, with alot of work, remove miniatures from 4E. But its just as easy to play another game.

FASERIP inspired system for BRP

3 Levels corresponding to Green/Yellow/Red:

Skill; Skill/2; Skill/10
Could be Bronze, Silver & Gold

Adding a 4th Level:

a) Skill; S/2; S/4; S/8

b) Skill; S/2; S/5; S/10

Note in either of thsese a roll of 94% or higher is a failure; At 100% it raises to 95%; 200% to 96%, etc.

In an opposed situation, results of the same level look at the highest die roll for the winner.

Wednesday, November 04, 2009

C&C+D6+Fate

Skelet from C&C


Assign Dice pools to 6 attributes +1 or 2 Dice for Primes


+1 or 2 Dice for Class Abilities or Features


Level is the number of Fate Points per Session


Damage track like Fate


Damage is total from successful skill check


Light armor X/2, Medium is X/5, Heavy is X/10

C&C Idea

Class & Half characters

+Tome of Secrets Background (give Level to checks)

+Worshipper Benefits from Of Gods & Monsters

+Basic Fantasy Class Extras

= Pretty customized characters

HeroQuest+Fate Wound Track



There are 5 Wound Levels



1/10/20/30/40



Level is equal to total of roll



OR





There are 8 Wound Levels



10-14/10-14/10-14/15-19/15-19/5-9/1-4/20



Level is equal to number on Die





Work like Fate

Rifts+Step System from Earthdawn

Either:




A)Attribute+Level = Step




Or




B)Divide 10 points amongs Primary, Secondary & Other Skill Categories (Points in the category are added to Level for any skill in that category.




Weapon Skill = Level + A or B




Hand to Hand training is applied to Defense/Inititiative




None = Level+X-3


Basic = Level +X/Level +X


Expert = Level +X/Level+X+1


Martial Arts = LEvel +X /Level +X+2 to Init & Damage


Assassin = Level+X/Level+X+2 & Anyone who misses the Assassin in Melee combat takes Step 5 in Damage




Damage for Str is divided for 4




Hit Points = 9 Health Ranks


1/5/10/15/20/25/30/35/40


WOrks like Fate

Savage Worlds + FATE wound track

There are 5 Wound Levels:


-0/-1/-2/-3/-3




Each level corresponds to Toughness(Including Armor)x the Level




Vigor of D8 = Toughness of 6 (with Light Armor+1) = 7.




7/14 /21/28/35


-0/ -1/-2-/ -3/ -3

Monday, November 02, 2009

"Official" HP Ideas for SW





Wiggy:

Real quick system that hasn't been checked for huge and obvious bugs... Based haveily on the Fading Suns system, so it's a low hit point system, not D&D.

Every hero has the usual -3, -2, -1.

You then get a number of hitpoints equal to you Vigor die.

So with d6 Vigor you'd get... -3, -2, -1, 0, 0, 0, 0, 0, 0

Damage remains unchanged in how it's rolled, but every whole 4 points equates to a hit point lost.

So if I rolled a 9, that's be 2 hp lost on my victim.

Armor protects by subtracting its rating from the damage roll. My chain mail (+2) would mean 7 damage in the above example, so I'd take just one hp damage.

When your hp total drops to a negative modifier, you start to suffer the penalties


._________________Wiggy Creative Director Triple Ace Games wiggy@tripleacegames.com www.tripleacegames.com


Clint:

Hopefully, when your group gives the rules as they are a try, they will be pleasantly surprised.

If not, I'd suggest keeping the rules 90% as is.


Just...


1. Set base Toughness as the "Shaken Threshold" and Toughness+4 as the "Damage Threshold." Any damage that exceeds the Shaken Threshold causes the character to be Shaken, and any that exceeds the Damage Threshold is subtracted from Hit Points.

If the character is already Shaken, then his Shaken Threshold becomes his Damage Threshold. For example, a PC with a d8 Vigor and Chain Armor (+2 Armor) has a base Toughness of 8(2) by the core rules.

By this rule, he has... Shaken Threshold: 8(2) Damage Threshold: 12(2)

If he takes more than 8 points of damage, he will be Shaken, and if he takes more than 12 points, it is subtracted from his Hit Points.

If he is already Shaken, then if he take more than 8 points of damage it is subtracted from HPs.


2. Every character has 12 Hit Points, and every 4 HPs taken (or fraction thereof) inflicts a cumulative -1 wound penalty. (1-4 HPs = -1; 5-8 HPs= -2; 9-12 = -3).


3. Bennie can still remove a Shaken, and Soaking works with a Vigor roll only any result beyond a normal success (4) is subtracted from HP loss to a minimum of 0.

i.e. Character above takes 15 points of damage, resulting in a loss of 3 HPs.

They spend a Benny to Soak and roll a 6, so 2 points are deducted and he only takes 1 point of damage but it still Shaken.

If he had rolled a 7 or better, he would have removed all the damage and not been Shaken.


4. At this point, two options. Roll for Incapacitation as normal when the character takes more than 12 HPs of damage, or the character is Unconscious if they go to 0 to -Vigor/2 and bleeding out if they go beyond Vigor/2 to their full Vigor die, and dead if they take more than their Vigor die


._________________Clint Black Savage Worlds Core Rules Brand Manager

Hit Points for Savage Worlds

2 ideas:


From Feng Shui


1-15 (-0)

16-20 (-1)

21-25 (-2)

26-30 (-3)

31 to 30+Vigor (Down)

30+Vigor+1 (Dead/Injured)


Ex:

Vigor of 8

1-15 (-0)

16-20 (-1)

21-25 (-2)

26-30 (-3)

31-38 (Down)

39+ (Dead/Injured)


OR


I've played SW for awhile, since its 1E. I like Hit Points. I'm not going to defend it. I'd like SW better with Hit Points.

I keep thinking of having 5 Health Levels. Each level is equal to your Vigor x the level.

Going over the 5th level means death or severe injury.

Vigor x 1 (-0)

Vigor x 2 (-1)

Vigor x 3 (-2)

Vigor x 4 (-3)

Vigor x 5 (Down)

Vigor x 5+1 (Dead)

So Vigor of D8:

1-8 points (-0)

9-16 points (-1)

17-24 (-2)

25-32 (-3)

33-40 (Down)

41+ (Dead)

This is shortened version of the L5R Wound Track (And however many other RPG's). I doubt I'll see any 1 shot kills, but with exploding dice its possilbe. Shaken is removed. Wound table is currently removed.

Soak rolls just absorb the number rolled.

So if I soak with my D8 Vigor & get lucky & roll an 11.

11 less points of damage are applied to my Hit Points/Wound Levels.

Extras will have 1 HP.

Cast members (NPCs) will have 10 HP.

I'm sure I'm missing something.

Constructive criticism is welcomed.

Monday, October 19, 2009

BRP

No Skills.


Skill Cats default to 20%, 3 get 30%, 1 gets 40%.

Skills stack.


Health defaults to 10. A 30% raises it to 20. Your 40% to 30.


Sanity defaults to 60%. A 30% rasies it to 75%. Your 40% to 90%.


Magic defaults to 5. A 30% rasises it to 15. Your 40% to 25.


Damage defualts to 1D4. A 30% to 1D8. Your 40% to 2D6.

Saturday, September 26, 2009

C&C Customization System

Customization System:

3-5 points at Level 1

1 per level starting at 2nd

____________

1 point for +1 to Hit with a Weapon

1 point for +1 Damage with a Weapon

1 point for +1 Parry to AC (melee)

1 point for +1 Dodge to AC (ranged)

1 point for +1 Warding to AC (magic)

1 point to cast a specific spell 1 extra times per day

1 point for +1 with a Specific Save

4 points for +1 to an Attribute

1 point for +1 to Hit with a Spell

1 point for +1 Damage with a Spell

1 point for +1 with a Skill

______________________________

Monday, August 17, 2009

And so it goes

I'm behind on logging Greyhawk.

Fantasy Craft is interesting, but I don't know if I can or should convert the characters.

Hero 6 is out.

I'm conscidering changing the Skills to the OSV/DSV model.

Att/5 = Initial Rank for 3 points.

Familiarity = SV of 1? Bonus Die? SV-2?

Unskilled = SV of 0? -1? Penalty Die? SV-4?

Hero Points

Change a power

+2 to Damage multiplier

+2 to Hit

+2 to Defense

Power Stunt

Aid Another +2 to Hit or Def

5 rDR or 1/2 Damage after defenses

+10 Stun

Sunday, July 26, 2009

Trailblazer House Rules

The Fighter will get a +2 to their Poor Save & gain 1 additional Combat Reaction at level 1.

The Bard gets to substitutue his Rank in each Perform skill whith 2 Skills chosen when he takes his 1st rank in that Perform skill.

Ex. Todd has 10 Ranks in Perform: Acting. He can use those Ranks in Bluff & Sense Motive.
He also has 10 Ranks in Perform: Singing. He can also use those Ranks in Intimidate & Listen.

Characters get 6 + 1/2 Level in Action Points & they are a Per Session Resource.

Monday, July 13, 2009

Action Points for Trailblazer

You gain 8 AP's per Session.

Uses for Action Points:

1 to automatically convert a threat to a Critical Hit

1 to refresh all Single Target Spells

1 to refresh all Multi-Target Spells

1 to refresh a single Major Spell (Polymorph, Wish, more as the GM needs to add them)

1 to regain 1/2 your total Hit Points

1 to reroll any Die Roll & keep the better of the two

1 for +1d8 damage

1 for +1d4 to Spell DC

1 to do something "Cool"

1 to refresh a used Spell Slot while in combat

1 to gain a Feat for 1 until the end of the round, you may gain Feats in chain this way if you have enough action points. The only prerequisite for Feats this way are other Feats & Level.

Generally one Action Point of each type may be used at one time.

Chapter 1

The crew are on there way to Greyhawk. The Pathfinders were asked by Arkterus to head there, since he cannot scry it.

While coming within the limits of Saltmarsh, they spot the greasy smoke of several fires. Sparkles investigates, sees the ruins of the city and a Wyvern dining on the remains of some its inhabitants. On his way back, he sees movement from the fields & here's moans. A zombie squad is fast approaching, guided by a Dust Mephit.

They dispatch the zombies & see the Mephit leading the Wyvern to attack.

The Wyvern kills Schaefer but they defeat it, even after it catches fire.

Soon after a black coach comes speeding up, driven by the Tall Man. Sparkles let's loose with a Fireball. The Tall man is unharmed, one of the inhabitants is instantly killed & the Chosen One is eventually slain.

They camp & continue their journey. Sparkles scouts further ahead & sees the remains of the defeat of an Arcanist & the siege on Tristor.

Trailblazer Class Preview Compilations

These are class Previews of Wulf Ratbane's Trailblazer 3.5 addon rules:

Druid

Fighter

Rogue

Unified Spell Progression, Wizard & Sorcerer

Cleric

Bard

Barbarian

Paladin

Ranger

Monk

Skills

Friday, June 26, 2009

FASERIP+FATE

I'm thinking of a Supers Game using FASERIP's attributes & Adjectives.

Dice would either be some variation on %, 4dF, or d6-d6.

0-2 levels above DC would be Green
3-5 levels would be Yellow
6+ would be Red

Health would be more like FATE, but that leaves Armor being weird.

Ok so if you use FASERIP straight, then a Yellow result does a minimum of 1/10 damage & Red does 2/10 damage minimum.

Ok...so less changes than I though.

What is your Past?

What is your job?

What do you see in your Future?

Powers?

HMb: The Battle Mage

Dwarf = 45BP
Elf = 25BP
Halfling = 75BP
Human = 25BP
Level HD (d4) T.S.P. v Spells AB Initiative
1 1 140 0 0 +2
2 R+1 190 +1 0 +2

3 2 260 +1 0 +2
4 R+2 340 +2 0 +2

5 3 430 +2 +1 +1


Combat

Prepared for Battle-Battle Mages are so well trained at casting Missle/Fireball spells they can have materials on hand in 1 second instead of 1d4.



Level 5 Simul-Casting-A Battle Mage cast 2 spells at the same time, but they must be of offensive or defnsive nature.



Combat Clarity-Battle Mages roll D20-4 to defend while casting.


Proficiencies-Weapons are per Mages. Armor is not retricted, but none are granted as a bonus.


Skills
Per Mage.

Thursday, June 25, 2009

HMb: The Monk

Dwarf = 75BP

Elf = 75BP

Halfling = 75BP

Human = 23BP

Level HD (d6) AB Def Speed Initiative

1 2 0 +2 -1 -1

2 R+2 +1 +2 -1 -1

3 3 +1 +3 -1 -1

4 R+3 +1 +3 -2 -2

5 4 +2 +4 -2 -2


Combat

Superior Defense-Per the Thief

Level 1-Intimidating Display - If not surprised or ambushed in combat, a Monk's Initiative Die is 1 size lower.

Level 2 Improvise Weapon-A Monk can turn any ordinary object into a weapon.

Level 3 Pass Without Trace-A Monk may traverse any terrain without leaving a mark, but he can only do so by Walking.

Level 4 Self-Healing-Once per Day a Monk can heal 1d4p+1/2 Level.

Level 5 Really Intimidating Display-Per Intimidating Display, but 2 Initiative Die sizes lower.

Weapon Specializaion-Per Fighter, except Monks cannot specialize in hurled weapons.

Proficiencies-None.

Skills
A beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.

Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.

Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.

Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing

*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.

Wednesday, June 24, 2009

Framewerk + ORE

Hmmm...

So you roll your dice pool & look for either your highest single die, matches, or straight.

Randomly roll a D10 for Initiative & for Hit Location OR just abandon Hit Location. Or just set a certain die for Initiative.

Skills could either just be a separate pool or just add their value.

Skills in Framewerk are rolled & Attribute added.
Attributes are halved & rolled.

So Hard Dice could add 1 per die. If I have 3D + 4HD. I roll 7D, take the best result & add 4.
Or Hard Dice could be either automaticall 5, 6, 7, or 10. 5 or 6 is my preference.
Or Hard Dice could all be equal to the roll of 1D. So if I roll a 5 & have 3 HD I have 15.

Wobble Dice could be whatever you want or each WD could be worth 2 plus the highest trash die. So 6D+3WD. I roll 9D, take best result & add 6 plus 1d10.
Also Aberrant using the FATE Damage Track AND having SOAK work just like in nWoD.

Also what is the system of Unhallowed Metropolis??

Monday, June 22, 2009

Enter the HackMaster

So Kenzer & Co. being the finest RPG publisher's in the industry, with awards to prove it, got me my copy of HMb the day it was schedule to ship.

I now begin preparing for my game:

I think Talents will be easy to make & easier to import for HM4.

Opposed Skill tests are still a question for me.

I'd like to conscider bringing a Blood Mage, Wild Mage, Cavalier, Ninja, & Charlatan as Pre-Gens

Thinking of a Sorcerer Class that has the set up of a Mage, but can cast ANY spell in the game, cast more often, but knows very few spells.

Wednesday, June 17, 2009

HackMaster

Strangely, I've come full circle to my D&D of choice: HackMaster 4E...basically AD&D 2E.  I game I walked away from in disgust.  How times change.

However, its HackMaster 5E BASIC that I plan on running.  Most likely.  If it turns out to be a dud, then HM4 waits in the wings.

Highlights:
-"Fast" Zombies attacking.
-My Orcs are talking Gorillas, my Wargs are Velociraptors.
-Most likely no Dwarves or Elves until the party parleys with either empire.
-The Ziggurat
-Shub-Niggurath
-The Wardens
-The Conflagration