Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Thursday, 27 January 2011

Miniatures, Scenarios, Wargames, and Rules

I (personally) like miniatures, and I am sad that the D&D Miniatures range is at an end.

My love of miniatures harkens back to when I was a kid. I always liked Toy Soldiers - when ever I built a model kit (such as the Aurora Spindrift from Land of the Giants) I NEVER glued the crew in - that way I could use the model in my wild and wacky games I played on the back-garden rockery.

I spent HOURS out there, it was an alien planet - a fantasy land - or prehistoric times, depending on what game I was playing.

Mum would bring me out biscuits and a drink - or call me in if something was on I wanted to watch on TV.

What does all this have to do with Dungeons and Dragons I hear you asking (seriously, I do LoL) - a lot actually.

Imagination, whether it be with miniature gaming or role-playing is all about imagination. Something I had in spades as a kid, and I am (luckily) "well endowed" with as an adult.

Don't be afraid to "think outside the box" - using props found here and there, taking your players outside (even to a quarry as I did once, or out into the Woods at Portmerion) for a session!

If at home, even if you don't normally use miniatures, try using miniatures for chase scenes - its a great change of pace, and can revitalize your group.

I've even used costumes - and yes, I do feel silly when I do that - but its never stopped me if I want to achieve an effect "in game"!

Also, don't think JUST because D&D is in print in some form - that its your only option -

Try Googling the subject - there are LOADS of different free versions of the rules, Runequest based rulesets, even World of Darkness rules out there on the net for your D&D style campaigns.

If you are a fan as I am, Gary Gygax's creation lives firmly in your imagination - don't limit what you do with yours.

Friday, 18 September 2009

Non-Weapon Proficiencies, Skills, and Castles & Crusades

I've been doing a LOT of thinking and tinkering with thoughts on Skills in Castles & Crusades. One strong option, to give it that 'AD&D' Feel would be to use the Non-Weapon Proficiencies in some way.

I've gotten rid of Blind Fighting, to many people used to take it. That should be a rarity, only obtained by Finding a Master who could teach it to you. A great Role Playing opportunity IMHO.

I've merged Fungus and Plant Lore - I am personally into natural remedies, and know as much about their applications when it comes to Fungi as I do Plants Lol. I don't see the need to seperate them.

I've also added Cooking in, as our group likes to know EVERYTHING thats going on - we may cover certain parts of an adventure in brief - but we always cover the details.

Secondary Skills

Secondary Skills (referred to as Non-Weapon Proficiencies in AD&D) are those day to day Skills everybody has, those abilities and talents that aren’t covered by your Class Skills.

When using Secondary Skills, follow all the rules for standard Attribute Checks (remember this makes choosing skills around Prime and Secondary Attributes quite a challenge, so choose your Skills carefully) except you never add your Class Level when making such a Test. Instead, use the Secondary Skills Level Instead.

The Number of slots a Character has for his Secondary Skills are equal to the Characters INT+WIS, +1 per 4 Years of the Characters Starting Age (another advantage for Most Non-Humans).

Craftsman Secondary Skills

Secondary Skill/Cost*/Attribute
Animal Trainer/1/WIS
Armourer/2/INT
Blacksmith/1/STR
Boatwright/1/INT
Bowyer-Fletcher/1/DEX
Carpenter/1/STR
Gem Cutter/2/DEX
Leather Worker/1/INT
Miner/2/WIS
Potter/1/DEX
Smelter/1/INT
Stone Mason/1/STR
Weapon Smith/1/INT
Weaver/1/INT

Adventuring Secondary Skills

Secondary Skill/Cost*/Attribute
Animal Noise/1/WIS
Boating/1/WIS
Cooking/1/INT
Direction Sense/1/WIS
Endurance/2/CON
Fire Building/1/WIS
Fishing/1/WIS
Healing/2/WIS
Mountaineering/1/STR
Plant Lore/1/INT
Riding/1/WIS
Rope Use/1/DEX
Sound Analysis/1/INT
Swimming/1/STR

(*per level)

Each Slot after the initial purchase Cost increases the Secondary Skills Level by one.

For example -

Brother Kydric has 26 ‘Slots’ to spend on his Secondary Skills – and he decides to spend 2 Slots on Healing. Giving him the Healing Secondary Skill at Level 1, he spends 4 more Slots on Healing – giving him a Total Level of 3 in Healing.

A Character gains a new Secondary Skill Slot at every ‘Odd’ level (3rd, 5th, 7th and so on).

A quick note about Endurance – A character with Endurance is able to perform physical activity longer than a normal character, without succumbing to fatigue and exhaustion. This Skill doubles the length of time that a Character can exert himself before the effects of fatigue and exhaustion set in.

Keep Rollin'

Tuesday, 8 September 2009

Bits & Pieces

Here are a selection of Bits & Pieces I plan to use in my Castles & Crusades Games. The Ac Conversion is a Simple one and allows use of Mosters and NPC's from AD&D 1st, AD&D 2nd, and even the old Basic D&D.

AC Conversion

20 - AC for Advanced D&D.
19 - AC for Basic D&D.

So, if you have an AD&D AC of -10 it becomes a C&C AC of 30 (20 - -10; subtract negative means to add it.) And an AD&D AC of 6 becomes a C&C AC of 14 (20 - 6).

Critical Hits & Fumbles, Hit Points, & Death

-10 HP & Death

Normally, when a Character reaches -10 Hit points he dies immediately.

Our version is ‘softer and bouncier’ . . . .

When a Character reaches Zero HP he is battered and exhausted. He does however have a slight reserve left.

He now resorts to just his Con (Normal folks in our games don’t Have HP just an average Con Score of around 8), if he continues to take Damage and he is reduced to half Con (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary.

If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until he is healed and passes the Consciousness barrier (more on Healing later).

I the Character continues taking Damage, and reaches Zero Con he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character dies. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives Healing or finally expires.

Death Saves Table

Initial Save vs Death – 18+

After1 additional Round – 20+

After 2 additional Rounds – 22+

After 3 additional Rounds – 24+

After 4 additional Rounds – 26+, and so on . . . . .

Critical Successes & Fumbles

Non-Combat Criticals & Fumbles

A Natural ‘20’ is a Critical Success, & a Natural ‘1-2’ is a Fumble when testing off a Secondary Attribute.

A Natural ’19-20’ is a Critical Success, & a Natural ‘1’ is a Fumble when testing off a Primary Attribute.

Combat Criticals & Fumbles

A Natural ‘20’ is a Critical Success, and a roll of ‘1-2’ is a Fumble – when rolling to attack in Combat, this applies to Clerics, Druids, Wizards, & Illusionists. They have limited skill in combat and are less likely to deliver a crushing blow.

An umodified roll of ‘19-20’ is a Critical Success, whilst a Natural ‘1’ is a Fumble – when rolling to attack in Combat, this applies to Fighters, Barbarians, Knights, Rogues, Rangers, & Assassins.

If a Critical Success is rolled to hit, roll again – if another Critical Success is rolled the Damage is applied to the Characters (or Monsters) Constitution directly, just as if the target had no remaining Hit Points (see “-10 HP & Death” for further information). If no further Critical Successis rolled (or it the Hit is against a Zero Level NPC with not Hit Points) the Damage is Doubled instead.

If the Roll is a Fumble , it is an embarrasing accident and the Weapon is dropped. Again a further D20 is rolled, if another Fumble is rolled the Weapon not only dropped but damaged in some way. This (of course) only applies to Non-Magical Weapons.

Clerics & Druids - Bonus Spells

High Wisdom indicates a greater Divine Connection or a better understanding of the universe and its great mysteries. Clerics (& Druids) with a high Wisdom gain bonus spells.

If they have a Wis of 13-14, they receive an extra 1st level spell. If the Wis score is 15 or 16, they receive an extra 2nd level spell, if their Wis is 17 an extra 3rd level spell, & if their Wis has a score of 18+ the Cleric (or Druid) gains an extra 4rd level spell.

Bonus spells can only be acquired if the Cleric or Druid is at a high enough level to cast them, also please note that all Bonus spells are cumulative.

I've done this a little differently than in C&C, more like original AD&D. In our Games this also applies to Wizards and Illusionist with High Intelligence.

Wizards & Illusionists - Bonus Spells

High Intelligence indicates a greater understanding of Arcane Lore. Wizards (& Illusionists) with a high Intelligence gain bonus spells. I think its personally illogical that if Wizard 'A' is smarter than Wizard 'B' he's not better at his studies!

If a Wizard of Illusionist has an Int of 13-14, they receive an extra 1st level spell. If the Int score is 15 or 16, they receive an extra 2nd level spell, if their Int is 17 an extra 3rd level spell, & if their Int is 18+ an extra 4th level spell.

Bonus spells can only be acquired if the Wizard or Illusionist is at a high enough level to cast them. Bonus spells are cumulative.

Skills

Skill Rolls are made differently, you must roll UNDER the given attribute. AS its a free-and-easy system, difficulties are imposed by the requirement of multiple rolls. If a Critical is rolled (a Natural '1-2' when rolling against a Primary Attribute, or a '1' when rolling against a Secondary Attribute. Each Critical Success rolled reduces the number of Task Rolls by one.

If a Fumble is rolled (A '20' when rolling against a Primary Attribute, and a '19-20' when rolling against a Secondary. If the Attribute is Over 19, this reduces the chance of Fumbling to just a roll of a '20') add one Difficulty to the Task at hand. If a second Fumble is rolled, you screw up what you are doing - and must start all over again. If on the second attempt a Further Fumble is rolled, you cannot perform that task at that time. You must wait for a period of time as determined by your Keeper and then start all over again.

As in my initial notes, Add your characters Int and Wis together, then add +1 per 4 years (rounding off) of the Characters age. Those are the number of skill slots a Character has. The ways skills are 'Tasked' (i.e. applied Difficulties too).

1 Slot = Basic Skill. Those with Basic Skill add +1 to the Number of Difficulties that must be rolled.

2 Slots = Proficient. All Difficulties are taken as is, and aren't modified.

4 Slots = Skilled. All Difficulties are reduced by 1.

8 Slots = Master. All Difficulties are reduced by 1, AND the Character CANNOT fumble a Roll - he can only fail.

PLEASE NOTE - Difficulties can never be less than 1 Task Roll or greater than 4 Task Rolls.

When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.

Difficulties are set as Task Rolls, as in the Number of Rolls to achieve a set Goal.

Easy - 1 Task Roll.

Moderate - 2 Task Rolls.

Hard - 3 Task Rolls.

Training

Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.