Saturday, August 3, 2019

A variable Damage system





Whether damage in your game is deducted from stats or a pool of HP, the question is always "how much does it hurt?". Herein, some ideas.





Damage from hits

1d3: Fists, etc.
1d4: Improvised weapons, blades that are smaller than a forearm, small missiles.
1d6: Medium weapons (hand axes, maces, machetes), arrows.
1d8: Larger weapons (spears, swords).
1d10 or more: Large heavy objects.

Damage from creatures depends on their mass.

Damage from falling

1d6-3: From standing.
1d6: From a 5' height.
2d6: From a 10' height.
+1d6 For every additional 10' or fraction thereof.

Mental Damage

Stress, sanity loss etc can be reflected as damage to the mental stats (Intelligence, Wisdom, Willpower, Charisma etcetera) if your game does not have a specific sanity subsystem.

Magical Damage

Spells that deal straight hitpoint damage are mechanically powerful, but boring. Magic feels much more like Magic when it's unexpected. You can tweak your game to reflect this by making damage spells drain stats instead on statted characters, or drain mental, physical or mystical abilities on characters or non-statted creatures.

Making Damage specific

We abstract damage because it speeds things up, but it doesn't do much to encourage roleplaying the pain. A good table will work around this, but providing some hooks to get this rolling can't hurt (see what I did there?). Whenever a high number is rolled on damage from anything; or a character suffers a fumble or critical hit, lingering consequences will make these things actually matter. In other words, serious damage should make characters more flawed (= interesting) over time.

Battle wounds (1d6)

1 Limb disabled (1d4)
2 Damaged teeth or tongue impede speech
3 Horrible scars make the character less charming, but fearsome in turn
4 Dazed: dizziness, poor judgement, memory lapses, prone to reveal secrets
5 Serious bleeding: extra damage over time, enough to kill character if wound is not tended
6 Paranoia: the fight may be over, but not in the character's mind. Fear, mistrust, flashbacks and other erratic behavior.

One could get more specific: a limp, missing fingers, losing hearing or an eye, becoming irrationally hateful, hot-headed or melancholy... the list could go on. Make your own longer list: the party may hate you for this, but the players might not.

The Thulean Hack




THE THULEAN HACK


A bare bones d20 system for Barbarian Antiquity low-fantasy games, optionally in Imaginary Europe.


"System writing is like sex. It may have some practical applications, but that's not why we do it."


Apologies/thanks to David Black and the Cachets, who have not been asked if I could use their ideas for this.



1. STATS: Roll 3d6 down the line for Str, Dex, Con, Cha, Int and Willpower.

All checks in the game are roll equal to or under a number, usually an attribute, on a d20. A roll of 20 is always a failure, a roll of 1 is always a success.

The Power of Will: should the GM declare something is exceptionally difficult or foolish and thus deserving of a penalty, a player may roll their Willpower, and on a success, get to roll the check with no penalty. The party may only attempt this once per problem. After a success, a character may not do this again until the next in-game day or the next session (GM decides).

A Perception check is an Int check.

2. CLASSES: Warrior, Mage*, Trickster, Peasant*

If your society be animist, Mages are called Sorcerers; if polytheistic, Druids.
If your society be hunter/gatherer, a Peasant is called a Hunter; if agricultural, Farmer.

A Warrior rolls against their Str + 3 to hit during melee and their Dex + 1 for missile attacks. They also add +1 to their Shield bonus when rolling to defend and deal Critical Hits on a 1-2. They are good at challenging people to duels.

A Mage can cast Spells (see below) and is good at singing and appearing wise and knowledgeable. They can only wear Rawhide armor and may not use shields, or lose their ability to cast spells for a full day.

A Trickster is good at lying, spreading rumors, sabotaging, stealth and stealing.

A Peasant is good at all mundane tasks necessary for life in their low-tech society, and finding things that could be improvised as a weapon. A Peasant can carry a number of items equal to their Str + 2. A Farmer gets +1 to their to-hit chances with a spear. The same is true for Hunters and missile weapons.

Anything a character is "good at" is either rolled with Advantage or succeeds automatically (GM decides).

3. ARMOR AND SHIELDS: Armor absorbs damage, shields make you harder to hit. See below for details.

4. COMBAT, MORALE: A Morale check is a Willpower check.

5. COMBAT, INITIATIVE AND ACTION SEQUENCE: Players roll a Dex check. Those who succeed act before the enemy, those who fail act after.

Attacking, casting Spells and other interaction with the environment besides moving ends your round. There are no attacks of opportunity, but Initiative should be rerolled every round.

6. COMBAT, SWORD DANCE: To attack in melee, players roll a Str check, hitting on a success, except for Warriors who roll against Str + 3.

When defending in melee, players roll a Str check, dodging/blocking/parrying on a success. If they have shields, add a bonus to their chance to defend (small shield +1, large shield +2).

For a missile attack, players roll against Dex, except for Warriors and Hunters who roll against Dex + 1. To defend against missile attacks, roll against Dex + Shield bonus.

Warriors add an extra +1 to their shield bonus.

If the enemies have shields, add the number to the players' attack rolls.

The GM may add a penalty to defending checks if the players are outmatched.

The GM only rolls for damage during combat.

Damage is reduced by armor at the following rates: Rawhide 2, Boiled Leather 4, Iron Mail 6. Once a character has absorbed damage up to the maximum for their armor, they begin taking full damage again. This resets with an appropriate amount of rest.

The dice rolled for damage depend on the size of the weapon/monster. The GM is encouraged to improvise and come up with their own system.

7. COMBAT, CRITICAL HITS: If a player rolls a 1 while attacking (1 or 2 for Warriors), he deals a Critical Hit, which deals double damage. If a player rolls a 20 while defending (unless his target number is 19), he receives a critical hit.

A hit against an opponent who does not notice you is an automatic critical hit and ignores Armor.

8. DAMAGE: Damage is subtracted from your Con. When resting a full night, roll against your current Con, regaining 1d3 on a success or 1 on a failure. A full day's rest doubles the number.

9. DEATH: When your Con reaches zero, you are unconscious and helpless. If it goes into the negative, your spirit has fled; the party will tell the bees of your fate and sing your praises. Make your death scene a good story.

10. SAVES: Physical trauma that cannot be dodged does not get a save. Roll under Dex for things that can be dodged, Con for poison or diseases, Wil for illusions and Cha for charm. Other kinds of magic generally do not get a save.

11. ENCUMBRANCE: You may carry a number of items equal to your Strength, except for Peasants who add 2 to that number. Small shields count as two items, large shields as three. Common sense applies in the case of very bulky items.

12. SPELLS AND MAGIC: A Sorcerer must pick an Element (Earth, Water, Fire, Air) during character creation; a Druid must pick a Deity and describe its attributes and sphere of influence. When casting a Spell, a Mage rolls an Int check; on a success, the spell goes off. The Mage describes what the spell does before rolling the check. The effects must make sense thematically with the element or deity respectively. After a spell goes off, the Mage must roll a die ranging from a d4 to a d20, decided by the GM in accordance to how powerful the spell is. Their Intelligence is reduced by the number rolled until the next full night's rest.

If a character's Intelligence ever goes below 3, they gain a flaw, quirk or minor (or major) insanity.

Magical Items are objects inhabited by spirits, or imbued with the breath of a God. They never grant boring numerical benefits, but have special uses, like instilling terror into every horse in sight, or making people believe the bearer is constantly lying (unless he is lying, in which case they believe he speaks truth). Magical Items also possess personalities and memories, and if somehow communicated with, are likely an interesting source of historical knowledge.

13. DISEASE AND EXHAUSTION: These drain Stats until things have returned to normal.


That's that!


ADDENDUM: LEVEL ADVANCEMENT: This is moot if you are running a single self contained adventure; feel free to ignore it unless you are running a campaign and your table likes level advancement. You can use whatever leveling gimmick you like, but one tied to Reputation and Fame might fit the setting well.

Whenever a character gains a level, they increase a single stat by 1. If a Warrior is increasing Con or a Mage is increasing Int, they increase it by 1d2. No stat may go above 18.

Logical method: A random stat that has been checked against since the last level gain is the stat that increases.

No bookkeeping method: The stat that increases is totally random. If this happens to make zero sense, it can become a running joke, running jokes being one of the best things about campaigns anyway.


Edited Oct 12 2020

Thursday, August 1, 2019

Pulled out of a Dark Crevice



In this post, a one-line description of every game I've ever run that wasn't a pre-written module. I try to be exhaustive and go in reverse chronological order, but strict records have not been kept and memory is a harsh mistress. Bonus points if you can spot the games you played in.



1- Travel to, from a cabin in the woods where a horrible change has befallen a family (multishot, Myfarog 2.6)
2- Go to the US immigration office, kidnap a Japanese child, crash and burn (Everyone is John)
3- Black Metal band tries to murder each other while in Buenos Aires (unfinished, The Coming)
4- I try comedically to make an Ancient Mesopotamian railroad into a sandbox after four sessions (campaign still ongoing, might elaborate later, Myfarog 2.6)
5- Go gather intel, ye Germanic folk (unfinished)
6- Reverse capture the merchant all want to see dead (twoshot)
7- Go gather more intel, your town depends on it, ye Frisian-like folk
8- Dying epically's oodles more fun when you're playing an army division
9- Hello ladies, we're Alpha Blue plumbers (self-explanatory)
10- Get horrifically mutated then do Downward Dog (Alpha Blue)
11- There's a meeting we want you to spy on (Myfarog 2.6)
12- Your city be occupied? Go rob a grave
13- What's that Pharaoh building in there?
14- Initiated in child-burning cult
15- What to do in SF when your RPG book by a Known Racist author is lost in the mail? (The Coming)
16- I make up a D100 system so guy can get eaten by lions (Don't Sleep! There are Snakes)
17- Join a caravan guard, they said; surely won't get disemboweled, they said (threeshot, Dark Sun LotFP)
18- Draj arena fighting is much like pro-wrestling
19- What do you mean my iron-bleeding trees are not real?
20- The masters are dead, all the water is gone - you see, I don't like sand
21- A small Cornish town with no pirates, no sir (LotFP)
22- Rob an old man in Antwerp, but something goes bump in the night
23- When your spaceship goes down, you go party (Alpha Blue)
24- Frank Chu wouldn't mind a bit of competition (The Outer Presence)
25- Rob an Amsterdam church? Sign me up! (LotFP)
26- Five Mayans attempt to subvert a four-century cycle (EotPT)
27- The Illiad, but something odd's happening inside that forest (LotFP in Homeric Greece)
28- Other Mayans go try to steal fire from blood-hungry priests (EotPT)
29- Mark Twain dupes two rubes into going back in time (The Coming)
30- The spaceship's still fucked - you attend one big menstruation party (twoshot, Alpha Blue)
31- When the Sorcerer-King's out, Templars are playing tag (Dark Sun LotFP)
32- Two horses, a bear and a guy who can't hear (Myfarog 2.6)
32- We were almost murdered by shadows and all I got was this lousy magic ring (twoshot)
33- Would you like to join a band of merry men?
34- To find the magic flute, you may have to get drunk off your ass


Many of these can be found on my channel.

Tuesday, July 30, 2019

Illegal in Draj





Should you find a prisoner in the dungeons of the Sorcerer-King Tectuktitlay, The Mighty and Omnipotent Father of Life and Master of the Two Moons, they are likely to be there because of...






Crimes against the Sorcerer-King (d20)

1 Psionics
2 Theft / Tribute Evasion
3 Druidry
4 Elemental worship / other Unauthorized religious practices
5 Magic use not authorized by the Sorcerer-King
6 Revolutionary agitation
7 Interfering with the Templar Orders in their pursuit of the Law
8 Traffic of magical objects or ritual components
9 Spreading subversive rumors
10 Disobeying Edicts of the Sorcerer-King or Conspiring against his Authority
11 Fraternizing with foreign or subversive agents
12 Hoarding weapons without authorization / Carrying large weapons without authorization / Unauthorized weaponmaking
13 Acting against Noble or Merchant House privileges while under their specific places of jurisdiction
14 Unauthorized distribution of food and water
15 Unauthorized bookmaking or teaching of letters
16 Unauthorized trafficking of iron or other metals
17 Acting against land, property or slaves of proven ownership without legal cause
18 Elvish superstition, dance, palm-reading, prostitution et cetera; Halfling scrying, story telling, assembly et cetera; assemblies of foreign groups et cetera; while outside the confines of designated times and places
19 Unauthorized gladiatorial combat
20 Unauthorized ownership of Half-Giant slaves / Organizing troops without authorization