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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.

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?

Tuesday, March 27, 2012

Curious... but read to the end.




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.)