This is a blog about "Old School" RPGs and the OSR movement in gaming. I also write about other stuff, like miniatures for wargames and RPGs, wargaming, my family, etc.
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Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts
Tuesday, February 27, 2018
Schrodinger's Adventurer Rule
An alternate take on death and dying in D&D.
Essentially, when a PC or named NPC drops to zero or fewer Hit Points he is in a state of being neither dead, nor alive until we check on him, usually after combat. As soon as he is checked on (an action that takes a round for one PC), or the combat ends (Perhaps due to a TPK or the party's retreat from the battlefield), the PC (or NPC) then makes a Save vs. Death to see whether or not he (or she) has shuffled off this mortal coil. The save is made at -2 if there was no one checking (this assumes that the person checking is acting as a combat medic/first responder, binding wounds, doing first aid, mouth to mouth, whatever). If the save is successful, the PC is unconscious at zero Hit Points and rolls on table A below; if not he is dead.
Table A-
1. Nothing happened, just got knocked silly somehow.
2. Roll 1d6 1-4 Gnarly scar, cool story, maybe a free drink every now and again, chicks dig it. 5-6 Gross scar -1CHA.
3. Head wound, make a Saving Throw vs Death for ½ effect, save at +4 if wearing a Helmet, roll a d6 1-2 lose 1d4 INT, 3-4 lose 1d4 WIS, 5-6 lose 1d4 CHA, save again in a week, failure makes it permanent. Can be fixed with a Restoration spell.
4. Picked up a limp -25% movement rate, Save again in a week to see if it gets better, then again in a month, if it isn't better then, it never will be.
5. Broken limb, Roll a d6, 1-4 arm/hand, 5-6 Leg/Foot. Roll a d6: 1-4 dominant side, 5-6 off side, takes 2d4+2 weeks to heal.
6. Lost a body part, roll on table B.
7. Never heals right, -1 CON, natural healing is at 50% of normal from now on. Can be fixed with a Heal spell (50% chance), or a Regenerate spell (100% chance). Either way a rest of 2d10 days is necessary before full function is restored.
8. Mortal Wound, PC may be healed magically, but health will continue to decline losing 1d4 CON per day until 0 CON and death, or a regenerate spell is cast. Some kind of organ damage or internal bleeding or something.
Table B-
1. Fingers (or toes 10% chance), 1d4 fingers lost (75% chance on dominant hand side).
2. Hand (or foot, 5% chance), 75% chance on dominant side.
3. Arm (or leg) 75% chance dominant side, 75% chance below the elbow (or knee).
4. NOT THE FACE! Eye (50%), nose (25%) or mouth (25%), All of these leave a scar, with the eye it's got a 50% chance of being gnarly. Eye leaves you with a loss of vision to one side and a lack of depth perception (-2 to all ranged attacks until a Saving Throw is made, thereafter -1), loss of the nose always is gross, as is the loss of teeth from a mouth hit until the teeth can be regrown or false teeth are acquired.
Thursday, July 5, 2012
Some Productivity Today
My wife and I, OK, mostly her, have
been more or less renovating our kitchen, that weeks long activity is
nearing completion. Out of that I got a new set of shelves in my
office area, which is pretty cool because I always need more shelf
space. My wife may have other plans for these shelves, but I am
claiming them in the name of the empire!
I also hashed out, with my chief
co-conspirator Darryl, a bunch of little things that have been
bugging me about my Garnia campaign world this morning; so there's a
sense of achievement for you right there! The whole thing ends up
changing from a more generically Celtic flavored medieval fantasy
world to a really Iron Age/ Dark Ages Celts with Magic added kind of
a thing; meaning that a lot of the work that I thought was finished
has to be rewritten, but I think it makes for a more flavorful world.
Oh, and it's not just Celts, there are
other Human cultures represented there too. Spread across one
mega-continent, one small continent/very large island, and several
island chains we have various ethnic groups that have been brought
here to the Realm of the Sidhe for whatever reasons whichever court
of Sidhe saw fit to bring their particular group over. I talk about
it more on my other blog, and there's another multi-planar war aspect
to the whole back story, but you get the gist of it from this.
I also got these miniatures in the mail
today. I was surprised because the seller said he was going to be out
of town and not shipping anything until the 7th. I must have made it
in just under the wire before he left.
I had bid on these before I got the
first Celtos miniature that I won. I might consider more monster
types like the Fomorian, but the Humans are a wee bit too fantasy for
my tastes. Which I guess begs the question, where do you go for
Wizard and Priest types when you are using mostly historical ranges
of miniatures? Monsters I can grab from anywhere, although I have my
preferred companies. But if I have a player that wants to be a Female
Cleric in the setting, pretty much any part of the setting? Finding
any females in armor is difficult, but not impossible. Finding one
with the limited Cleric weapon set, much tougher*. Female Wizards?
They're pretty tough to find too, assuming I want the females in the
party to match the males in how "fantasy" they look.
*Although I tend not to be a stickler
for enforcement, I'd rather do damage by class than by weapon type.
For the sake of argument, assume I am strictly enforcing D&D
weapon bans.
Labels:
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Mona
Sunday, July 1, 2012
Character Questionnaires
This blog post over at Adventuring
Archives got me to thinking about the whole idea of character back
stories and how they fit in with the game world and all.
You see, I am of two minds about the
subject, especially now that I am hardcore Old School; on the one
hand I like the immersion that it brings a new character into the
game world, on the other a single dagger blow might wipe that same
character out wasting all the time and energy put into a decent,
campaign immersive back story.
There were periods in my DMing over the
years where I would give bonuses to people for coming up with a good
back story for their character, anything from 100-250 XP to start out
with, or an "Heirloom" of some sort that would be helpful,
but not campaign breaking for a low level character to have that
their class could use. Now, there were downsides to this too, I had
to give DM approval to any back story. Some were so poorly written
that they were just dreadful to read, others were written with
power-gaming in mind, a lot of them seemed to skip over the part
where I gave them extensive notes about the campaign world and were
entirely inappropriate from that angle, and then some players just
didn't care enough to try and either turned in crap or nothing,
because the reward wasn't worth the effort.
Now, if you really want to go old
school on this, just use the "Secondary Skills" table from
the DMG and assume that's either what your father did or what he
apprenticed you to do at a young age. Unearthed Arcana adds some
tables to cover family and social status. Oriental Adventures is
where random family generation and family history really shine, but
rolling up an OA character can take a while, so you're adding time to
character creation to draw the character into the setting, and that character still may not survive the first encounter.
Taking an old school approach, but of
newer vintage, both versions of Hackmaster do the job pretty well.
The parody version 4th edition Hackmaster, can be played straight, I
have done it, but you have to rely less on randomness and more on
point buys for Quirks and Flaws, otherwise it can go south fast.
Hackmaster Basic is a lot more realistic in it's Quirk/Flaw random
assignment. Both versions also build a family for you, so you can rip
that section directly to your Old School D&D game if you want,
hack D&D with Hackmaster. Now I'll put in a good word for
Hackmaster, both 4th edition, which saved me from 3e D&D and
Hackmaster Basic, which I have a lot of things I like about it, but
it is a little too rules heavy for my current tastes. Seriously, if
it wasn't for Hackmaster, I would have quit gaming probably.
So I guess I'd like everyone to come
equipped with a basic idea of who their character is and how he or
she fits into the world, the Character Questionnaire is a nice idea,
it asks not just for a pysical description of your character, but
also about your hometown, your place there, your friends and family;
all stuff I can use as a DM to make a more immersive experience for
my players, but I guess I can see this questionnaire being abused
too. Making your acquaintances all Arch-Mages and yourself a Prince
and stuff like that.
Tuesday, May 29, 2012
D&D Next, Dawn Patrol, and other things
First I'll write about the trials and
tribulations I went through getting the D&D Next playtest packet,
they emailed me on the 24th, I didn't get it until late on the 27th.
Somewhere along the way my repeated attempts to retrieve the packet
got my WotC account canceled and I had to set up a new one, I got to
use the same email address, but had to change my screen name. No
biggie, I don't hang out there anyway.
Saturday I went and played Dawn Patrol
with Darryl Sr. and Darryl Jr., I had neither John nor Dalton with
me, I fear they may not be interested enough in WW I aerial combat,
or that their introduction to the game has turned them off to it. I
guess we'll see next weekend. The game itself was short, two turns
long.
Set Up: We rolled 2d4 to advance the
calender to February 17, 1917, and I rolled the weather conditions
while Darryl Jr. rolled up the mission and starting altitude for our
flights. For the record- there was a negligible breeze from the south
west, and one thick cloud bank running from 6,600'-7,100'. Both
flights actually rolled starting altitudes higher than their
ceilings, so we just started them at their ceilings. We were 99
squares inside French held territory, and the front was 108 squares
wide. The French mission was a Fighter patrol, the German mission was
photo-recon.
Darryl Sr. and I had drawn allied
counters from the hat, and both ended up flying French Spad VIIs, he
was flight leader with his Lieutenant Gilles Chenault and I was his
wingman with my less experienced Serbian pilot (who had barely made
it home last time) Sous-Lieutenant Vaclev Petrovic, flying our
squadron's brand new replacement Spad VII, since it had only been a
week since I returned my last Spad badly damaged.
Darryl Jr. had his pair of
Vizefeldwebels Hans Grüber and Dirk Schmidt flying a pair of Roland
CII's (AKA "The Whale") at 16,500' and realizing that he
had: A- Two enemy fighters at 18,000' headed straight for them.
Turn 1: Unfortunately for the French,
the Germans won the initiative roll and we were forced to go first.
Lt. Chenault dropped to 16,500' and so did I, only facing towards him
so the enemy would have to face fire from one of us if they chose to
engage rather than dive towards their mission objective. Both German
aircraft dove to 16,400' and lined up on Lt. Chenault's aircraft;
from their slightly underneath position both the pilots and the
observers guns, they all fired long bursts and they all hit, scoring
a total of 9 hits on Lt. Chenault's Spad, spread out pretty evenly
across his wings and tail. I fired an interrupted burst at the
nearest plane, as it turns out it was Grüber's; but my gun jammed
and I only got one hit to his tail.
This was the end of turn one, Darryl
Jr. stated that he figured there was no way he could complete his
mission if he had to dive to below 6,600' with two Spads chasing him,
so chose instead to try and make a kill or drive us off, play a
little reckless since he didn't think he had a shot at winning the
scenario otherwise, and, metagaming a bit, both of these pilots had
zero missions/zero kills so it was no great loss to him if they went
down trying to be ballsy.
Turn 2: Grüber is forced to go first
and dives to 15,000'. I go second and dive to 14,950' to get below
Grüber's observer's gun, I miscount the squares and end up
underneath Grüber rather than behind him in tailing position, I also
fail to clear my gun jam. Schmidt goes next and over dives into
tailing position behind me. Lt. Chenault also over dives and fails
the roll to break-up (15%, he rolled an 01; yes, we heretics use
percentile dice when playing Dawn Patrol instead of the d6% charts).
Schmidt, having dropped into the perfect firing position for a shot
at me with both pilot's and observer's guns, naturally takes the
shots, hitting with both. My plane takes 6 hits, 4 to the Left Wing.
My flight leader down, and outnumbered two to one in a fairly damaged
aircraft, I decide discretion is the better part of valor today and
disengage.
Post Game: We just assumed that the
Germans dove below the cloud cover and compled their mission. Lt.
Chenault miraculously survived his 14,900' crash landing, the plane
was destroyed and he was wounded, but he'll be available for duty
again on March 2nd 1917. Either Grüber or Schmidt is going to get
credit for the kill, we already determined which one it was, but I
forgot and it's not written on the mission logs I brought home with
me so I could give a more accurate blow by blow report, and Darryl
Jr. didn't give me his pilot roster either. I have everyone else's,
so I can be the "official" experience point tracker. I also
get to come up with names for all of the, until now, nameless,
faceless, rank-less and experience-less Observers. Observers are
people too, they can get better at their jobs.
Since we still had a whole bunch of
time left over after our two turn Dawn Patrol game, I suggested that
we play some classic MB Axis & Allies, because we used to love
that game, and we were masters of it, and that's not an idle boast;
at Gen Con in 1990 Darryl (Jr) and I, playing the Axis as a team beat
the Allies on the second turn of the game. Now, we always play with
one house rule and one recommended rule. Our house rule is that in a
three player game the Axis is played by one player, not split up. The
recommended rule is that Russia doesn't attack on the first turn,
which is pretty standard. So one player plays Germany and Japan, one
plays the US and USSR, and one plays Britain.
We each have our specialties, I am best
with the Axis and worst with Britain. Darryl Sr is best with US/USSR
and worst with the Axis. Darryl Jr. is best with Britain and probably
equally bad with either of the other powers, which is still pretty
good. We drew control counters from my hat and I got the Axis, Darryl
Sr. got the US/USSR and Darryl Jr. got Britain, but he hates playing
Britain because of the great length between turns, so his dad traded
with him when he complained about how it always seems to be the same
game we play.
This game did not go well for me,
Russia had an unusually aggressive build of tanks and infantry on
their first turn, the tanks were built in Russia, the infantry in
Karelia, all but one of the infantry in Caucasus was moved to
Karelia, all the infantry and the fighter from Russia were moved to
Karelia and then they moved their transport to the British sea zone,
to join the British fleet there, and their submarine to the eastern
Canada sea zone to join the British transport there. Out in the
Soviet east they shuffled all of their troops into the Yakut S.S.R.,
with the exception of the tank, which was moved to Novosibirsk and
one lonely infantry left in the Soviet Far East.
My first turn German build is pretty
standardized by now, I build a fighter and four tanks. From Italy I
sent the battleship to clear the sea zone above Egypt and the
transport with two infantry. My corps of troops already in Africa, I
sent the one infantry that couldn't reach the fighting down int
French West Africa, blitzed my tank through French Equatorial Africa
into Anglo-Egypt Sudan and waited for the sea battle to see whether
or not there'd be any more troops coming in; there would be but it
cost me my battleship, the start of my bad luck on this turn. I
fought the battle in Egypt and took higher than normal casualties
too, all three infantry dead. I had sent two fighters after the
British battleship at Gibraltar, I sank it, but lost a fighter doing
it, about what is usual. I sent the German sub over to sink the
American transport and lost that fight, which is pretty unusual, but
happens. I sent the bomber from Germany over to sink the British
transport (and it's Soviet submarine buddy), my bomber hit and they
took the British transport as a casualty and retreated the Soviet
submarine down to join the American transport. I sent my Baltic
submarine and the three remaining fighters from the Luftwaffe to
attack the combined British/Soviet fleet in the sea zone surrounding
Britain, they were actually quite successful and I only lost the
submarine, the British lost a battleship and a transport, plus the
Soviet transport. I sent one tank from the Ukraine into the Caucasus
and killed the infantry there, but the lucky bastard took my panzer
out too.
But this was all just the precursor to
my massed attack on Karelia, the tanks from everywhere except Western
Europe could make it there, and the infantry from everywhere but
Germany, I used the transport in the Baltic to take the two infantry
from Western Europe and amphibiously invade Karelia too via the
Baltic. That may be another house rule, we rule that only units that
have been involved in an amphibious invasion cannot retreat, so of
course they get to be the first casualties generally speaking.
Anyway, the first turn of combat went OK, I hit slightly less than
the odds said I should and the Russians hit me right about on the
odds, so sticking around for a second round of combat was the obvious
choice, the odds were still in my favor. Then lady luck deserted me,
bad, and she left me for Darryl's Russians. I don't recall how
horrible it was exactly, but I am not sure I had any infantry left at
all when I retreated to the Ukraine, I am pretty sure I may have
taken tank losses.
So I non-combat moved my infantry from
Germany to Eastern Europe, and my tanks from Western Europe to
Eastern Europe, landed my surviving fighters in Eastern Europe and my
bomber in Germany; built my new tanks in Germany and my new fighter
in Italy.
Then Britain went, they abandoned India
to drive the German forces from Africa, they had no trouble taking
out my tank in Egypt. They used their two fighters from Britain to
sink my transport in the Baltic, of course I missed them on my
counter-attack; then they landed them in Karelia to protect the
Russians from another onslaught by my depleted forces. Then they
built an industrial complex in South Africa and I forget what else.
My first turn build for the Japanese is
pretty standard now too, an industrial complex and a transport. The
complex is so I can start building some stuff on the continent and
the transport is just to upgrade my shipping capacity. Being so
obliged by the British departure, I felt compelled as the Japanese to
simply walk in and take India, this was the high point of Japan's
turn, and possibly their biggest mistake. I sent the tank from Japan
on the transport with the battleship to attack Soviet Far East, the
battleship bombardment failed, do they ever work? Then the tank
missed and was killed by the infantry counter-attack, a sad and
pathetic end to that amphibious invasion. I used the submarine, some
fighters and the bomber from Japan to attack the American fleet at
Hawaii and destroyed them with just the loss of the submarine. That
was the end of my attacks.
I non-combat moved my other battleship
and aircraft carrier to Hawaii. I also moved troops and fighters to
Manchuria, to counter the Soviet threat, and then placed my
industrial complex there and my transport in the Japan sea zone.
The US wasted no time, they sent their
transport across the Atlantic and took Algeria, with a single
infantry no less. They also attacked both French Indo-China Burma and
Kwangtung, since I'd left them empty. Then they started building a
Pacific fleet off the Western USA, presumably to challenge Japan's
dominance of the Pacific, but I was willing to cede the Pacific to
take Asia from the Americans, Russians and British.
Now, I have always said, one of the
things that sadly can't be fixed, but really does suck about this
game is that the Allies get to go twice in a row, and now it was
Russia's turn to attack. I remember pretty clearly what happened in
Europe, because it affected the rest of the game, Asia not so well.
In Europe the Red Army replete with tanks and infantry smashed their
way into the Ukraine, and it was a crushing defeat for the Wehrmacht.
They may have launched an unsuccessful attack on Japanese positions
in Manchuria this turn as well, trying to take out the industrial
complex before it could start production on this turn. The loss to
the Germans was huge though, that was every remaining tank they had
started the game with, except for the one from Western Europe. After
taking the Ukraine, he non-combat moved the anti-aircraft gun from
Karelia to there, and the one from Russia to Karelia. He also
non-combat moves his submarine through the Panama canal.
Germany's turn and the war wasn't going
as planned. I built eleven infantry. I used my Mediterranean
transport to pick up a single tank and land it in Caucasus via the
Black Sea, the rest of my forces launched an attack into the Ukraine,
the odds were in my favor and it would destroy a bunch of Soviet
tanks, but I had six aircraft going into the battle and he had an
anti-aircraft gun. The odds said he would take out one, I thought at
worst two, but no, he shot down three. The odds no longer favored my
victory, but I was stuck for one round of, what turned out to be, a
very punishing combat. I retreated to Eastern Europe, much the worse
for wear and built my eleven infantry in Germany. You all can see
where this is going right?
Britain goes, they take French
Equatorial Africa from Germany, and sink my transport in the Black
Sea, I believe they then landed in Egypt where they built another
industrial complex and a pair of tanks for the complex in South
Africa. All things considered, they're actually moving rather slow
and methodical.
Japan actually had a pretty good turn,
I built a pair of tanks for Manchuria, and I forget what else. I
landed infantry in Soviet Far East, successfully, launched an
amphibious invasion into French Indo-China Burma, successfully and
launched an attack against China from Manchuria, unsuccessfully, but
not disastrously. I non-combat move some more infantry from the
islands with my transports to the Asian mainland.
The US continues it's Pacific naval
build up, but, in a surprise move, also builds an industrial complex
in Sinkiang, his sole combat move is to invade Western Europe with
that Cheeky infantry from Algeria, it's an unopposed D-Day landing,
it's not that I didn't see that it could happen, it's just that the
Russians were the bigger threat. To be fair, if they'd noticed, the
British could have done the same thing to Italy on their turn, but
they were focused on Asia and Africa. All remaining American troops
in Asia are pulling back to defend Sinkiang, this includes, I
believe, fighters that had been spending time in Karelia.
Russia gets to go, they build a bunch
of stuff, probably tanks and infantry, the Soviet juggernaut is just
unstoppable in Europe at this point, they smash their way into
Eastern Europe even more easily than they did the Ukraine, they also
send a minimal force, one infantry and one fighter I believe, to take
out the lone German tank in Caucasus before he has a chance to have
any behind the lines fun. Surviving Soviet troops from the east make
their way to Sinkiang to bolster the defenses of the American
industrial complex, the Soviet fighters no longer needed in Karelia,
also join them. The Soviet submarine non-combat moves up to join the
American fleet off the Coast of Western USA.
Germany Builds ten infantry. Six
infantry are sent to attack the American infantry in Western Europe,
they win losing two of their number. I non-combat move the remaining
five infantry to Italy so it will have some defense against either
the British or the Soviets. I place my ten new infantry in Germany.
Surprisingly, Germany still makes, I think, 27 IPCs this turn.
Britain goes and finally takes Libya,
they build some tanks and a transport. They are going slow, I think
the old man is tired and he is missing a lot of easy things. He's 70
years old now and I think maybe we should cut him some slack, the
counter argument to this though is two fold, first, he didn't cut
either Darryl or I any slack when we were 12 and just learning to
game and second, keeping the mind active is shown in studies to
prevent Alzheimer's and other degenerative mental conditions. So
maybe the fact that we haven't been keeping him competitive for the
last decade or so has made his gaming skills rusty, maybe he is a
little slower to think his moves through, he's the man that turned me
into the wargamer I am today. I owe him. Anyway, he sends a bunch of
fighters to Sinkiang too, it's going to be a tough nut to crack.
Japan goes and has a great turn, they
take every objective they set out for, which, in my opinion, only
puts them about two full turns behind schedule. the two tanks from
the Manchurian factory blitz through Yakut S.S.R., splitting up to
take Evenki Nat'l Okrug and Novosibirsk; infantry and fighters attack
China and win. I strategic bomb the US for free! At some point I had
consolidated my fleet around Japan, so it wasn't within striking
range of the US fleet with their submarines. I build three tanks for
my Manchurian industrial complex and I forget what else.
USA goes, I don't recall what they did,
honestly, it was short and probably just built stuff in Sinkiang for
our big showdown.
Russia goes they attack the two tanks
bordering Russia with one infantry and one fighter in one spot and
one tank and one fighter in the other, they win both battles and take
back their territories, but the real deal is the invasion of Germany,
Germany's luck holding about how it had been versus the Soviets all
game, they didn't even inflict serious casualties on the invading
force. Germany fell, I handed the Russians my IPCs, which I think is
a broken rule, but that's neither here nor there; then I considered
my options for about ten seconds and conceded the game.
So, Saturday handed me two losses in
one day. Sunday was Lance's birthday, and I have to say, I get the
impression he isn't happy or fitting in with my D&D group. Since
he's been back to work he hasn't made it to a single game. Audra is
his girlfriend, so I am pretty sure she is only coming to spend more
time with him and check out his interests. Lee Ann just got a new job
in the ER and is working 12 hour shifts, and doesn't always get
Sundays off. John enjoys playing 4th edition with his buddies more
than any edition here at home with his family, he particularly hates
that his mom is the de facto party leader. Ember only ever wants to
play if Lee Ann is going to be here to play too. Mona is usually
always up for a game, but gets sick of having to herd the cats that
make up most of the rest of the party. Ashli wants to play, but her
medication makes concentration difficult and she often has to leave
the table for naps. Dalton is pretty much always up for a game, but I
have to pick him up, and if every other player is no-showing on me,
sometimes I don't feel like it.
I guess I am in desperate need of a
group of players that want to play some old school D&D B/X or 1st
edition AD&D with B/X leanings in the central NY area. Oswego
county would be best if I have to travel, gas prices being what they
are. Weekends are best for me, but I am flexible and we don't really
have to play at my house, in fact my house isn't really the best
place to play, we just make due.
Every single game I have had scheduled
since the end of March has been canceled for one reason or another,
it's almost June. This is driving me crazy. I have two different
campaign projects I am running/playtesting new stuff for,
cancellations kill campaigns.
Anyway, I hope Lance had a good
birthday and everyone had a good Memorial Day. I haven't had time to
read through the playtest packet for D&D Next yet, I hope you all
enjoyed my lengthy game play reports and here's some Ebay pics of
stuff I got in the mail recently.
I already had the Rokugan book, but not the other two. The price was good though so, I figure I'll just pass along the Rokugan book to someone else.
I didn't really think about it, but did they really need a specific "Way of the" book for Daimyo? I mean, it's not like they're a dime a dozen.
I also find it interesting that the highest and the lowest were bundled together, Thieves and Daimyo. What point was the seller subconsciously making?
Labels:
5th edition,
adnd,
AxisnAllies,
B/X,
Dawn Patrol,
DnD,
House Rules,
L5R,
Mail Call,
Rokugan
Tuesday, March 27, 2012
Curious... but read to the end.
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Apparently I shouldn't lead with my dad's birthday and Dawn Patrol, very few hits and a follower left. Yesterday I wrote a pretty lengthy blog post with four distinct topics covering everything I did or thought about and talked with people about over the weekend, but I buried the D&D stories at the end. Now, I don't mean to sound like I am bitching or anything, but where's the attention span? Plus, Dawn Patrol is inarguably old school, as a matter of fact, when I was at Big Darryl's house I answered the phone because I was closest and he asked me to, he was stirring the marinara sauce, it was his other son Keith. Keith was surprised that I was there and asked what we were doing. I said "We're playing some Dawn Patrol.", he said"Wow, that's old school!", and was immediately transported back to about 1985. I don't think I have seen Keith since his wedding, which was maybe 1995? He moved down south for college and never came home, a sad thing that happens to all too many sons and daughters of northern New York when they get to the south and realize that they are away from the bad weather, are better educated than everyone around them and there are greater economic opportunities.
Anyway, I have to start making up the Viking PCs for the new campaign since we are starting on Sunday, so I thought I'd put them out here. I won't be using the, as yet unfinished, new PC/NPC country of origin table, because I have decided that this is a Norwegian colony. I will randomize the physical traits of the characters based on several arcane formulae I have designed over the years for NPCs. Today's lot will be strait B/X Fighters because I haven't had time to redesign the non-human classes into human variant classes or decide whether or not to create new Norse classes in the B/X style, and I haven't yet decided how to handle the traditional Cleric and Magic-User classes. I have also extensively rewritten the equipment table and switched to a silver standard. I am making half of the characters female because over half of my players are female*. I'll start with the males and alternate, giving them random names so I don't use all the cool ones up and buying them equipment off my altered B/X Norse equipment list.
1st Character-
Aran Fighter/1
Str-11+2=13+1=14 AC:9
Int- 14-4=10 HP:6+1=7
Wis- 12-2=10 Alignment: Lawful
Dex- 12
Con- 14
Chr- 9
Starting Coin- 60 SP
Equipment-
Shield, Fighting Spear, Knife, 8 Silver Pieces.
Aran is a tall (6'3"), skinny (172 lbs) blond haired kid (16 years old), from one of the poor families in the new settlement. He desperately wants to prove himself as a warrior and a man so he can be seen as a worthy member of society and change the luck of his family.
Pretty darned good in the raw scores department, but I used the B/X Ability Score Adjustment rule to make his Strength much better, I didn't have to raise it all the way to 14, and it wasn't the best min/max way to do it, but I thought it made for a more attractive Fighter. The low starting money is a downer, it's pretty much guaranteed he's going to not want to fight in the front rank until he scores some loot to buy armor. I assume that all starting characters start with one full set of clothes appropriate to the milieu, including belt and pouch, shoes, etcetera; so he didn't have to buy any of that stuff, lucky for him, eh?
2nd Character-
Snofrid Fighter/1
(the O in this name should have a line through it, but I am not interested in figuring out how to to that on the character map right now)
Str-14+2=16+2=18 AC:4
Int-14-4=10 HP:7
Wis-13-4=9 Alignment:Lawful
Dex-17
Con-9
Cha-12
Starting Coin- 140SP
Equipment-
Leather Armor, Shield, Helmet**, Axe, 10 Silver Pieces.
Snofrid is a rather beefy, blond, 21 year old woman of average height (5'7", 160 lbs) for her people. She comes from a respectable family but is an uncommon only child. She stands to inherit her parent's small farmstead, but she wants more than that out of life and her parents have pretty much always indulged her.
Now we're talking, Strength raised to 18 and a natural 17 Dexterity, plus the coin to start with some armor or good weapons. She's a front line Fighter.
3rd Character-
Yngvar*** Fighter/1
Str-13+1=14 AC:6
Int-12-2=10 HP:3
Wis-6 Alignment: Lawful
Dex-8
Con-12
Cha-10
Starting Coin-120SP
Equipment-
Chainmail, Spear, 15 Silver Pieces
Yngvar is the short (5'6"), chubby (190lbs), blond haired, 20 year old son of a local merchant who grew up on Skald's tales of war and adventure, Dragons, Dwarves and Gods. Now his head is full of these tales and he wants to be a hero of the Sagas too, and he's sure he's got what it takes. The boy's got heart, but is a little lacking in coordination and common sense.
OK, poor Yngvar, these are starting to look more like B/X character stats. I am guessing he will be one of the guys passed over in the initial picks. He only gets to burn Intelligence once and Wisdom not at all and has a crappy Dexterity. I even rolled bad for Hit Points. Decent starting money isn't going to save the day for him. I spent most of his money on the best available armor and he'll hope somebody dies without losing their shield or he survives the first dungeon foray, poor foolish, clumsy bastard.
4th Character-
Sunniva Fighter/1
Str-15 AC:7
Int-10 HP:6
Wis-9 Alignment-Lawful
Dex-7
Con-10
Cha-11
Starting Coin-140SP
Equipment-
Leather Armor, Shield, Helmet, Axe, Spear.
Sunniva is the younger daughter of a wealthy household on the island. She has convinced her parents to let her have a go at adventuring and they have given her a year and a day to make something of her self before they step in and find her a suitable husband. Unlike everyone else so far, she has red hair and is tall and pretty fit (5'10", 160lbs).
OK, she's the only one whose stats I could not adjust according to the B/X rules. Not a bad character, brutally bad Dexterity score though. I can see her getting passed over in the first round of picks too. Good starting money though, I went all out and spent it all on gear, hopefully the first expedition will pay off for her. She's pretty well equipped.
For the characters I made a crude random table for hair color, since they were all of Norwegian extraction I skewed the results towards typical Norwegian hair colors, but almost everyone was blond. I did not differentiate between shades of blond, because I am not a woman, but I suppose it runs from the white-blond to the brownish-blond, and probably includes the reddish-blond, unless that counts as red. I was going to add a random eye color too, but since that's linked to hair color (kind of), I figured it'd be easier to let the players pick what they wanted if it came up, unless they want to break my realism immersion by suggesting something really unlikely or impossible, then I'll just probably say blue.
I also was going to explode 18s on the money roll, so some characters could start out, unlikely as it might be, with some real money. Maybe they are the favored kids of the wealthy or a Jarl's son or they stumbled across a hoard to finance themselves, whatever, but it never came up because I didn't roll an 18 anywhere, much less on the money roll. If it happens tomorrow or the next day we'll see, eh? Roll an 18, get another 3d6, roll another 18, get another 3d6. Theoretically it could keep going. Part of the consequences of my altered equipment cost chart is that I got people more realistically armed for a Viking Age game, but it also means that most people are going to at least start their adventuring careers wearing their normal clothes, even if they are Fighters.
That said, I have been thinking through some house rules for combat, since this is a Fighter heavy game and will probably be a little combat intensive and I have access to, and have read a lot of Saga literature, I am thinking of adding a little bit of Viking flavor through the use of Saga inspired combat maneuvers. I also will definitely be using "Shields Shall Be Splintered" and I am going to print it out and hand it around to the players before the game starts. The D30 will still be there. I am toying with the idea of adding in the old house rule that Steve S. used to use, where you could choose to alter your combat "stance", to Aggressive, Defensive or Balanced. Balanced was your normal stance, and didn't make any changes. Aggressive added to your attack at the cost of AC, Defensive was the opposite of that, you took a penalty to hit, but got a bonus to your AC. The good thing about those were that you could Aggressively attack weak stuff that posed little threat to you, or go all out on really tough opponents and try to kill them quick; conversely, you didn't lose all attacking ability like a parry rule when you went Defensive, it was more like a tank "Buttoning-Up", you could still attack, just not as well, but were better protected. I'll have more on House Rules tomorrow, and I'll have some more characters tomorrow too, unless I get a lot of feedback that says that you all hate seeing my pre-generated character process.
I found my missing Wedding Ring in my D&D dice today. It had been missing for weeks, I have no idea why I would have taken it off and put it in there, but if my regular Sunday game hadn't been canceled three times in a row I would have found it sooner.
*More like 3/4, but since I am making them in groups I figure we'll either get a better rounded party or people will play different from their own gender.
**The Helmet is costly, but worth it, given the 0 Hit Point rule I plan on using, Helmets save lives, if she'd been born wealthier, she'd have gotten a better helmet that offered more protection via nasal, oculars and aventail, but she got the best she could reasonably afford.
***(I almost didn't use this random name because I know a guy named Yngvar in the SCA, but then I thought if I don't use the randomly generated names just because they might also be associated with people I know in the SCA I am going to lose a lot of Viking names, especially the cool ones and the ones that are easy to pronounce.)
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