Affichage des articles dont le libellé est house rules. Afficher tous les articles
Affichage des articles dont le libellé est house rules. Afficher tous les articles

dimanche 12 mai 2013

Combat Mutilations II


Part I
Question is: what consequences are those mutilations going to have on the character?
-porphyre77
These consequences are largely not very restrictive. The goal is not to make unplayable characters, but to feel the violence of the fight (and then anyway, if they have a mutilation, that's because they were below 0 hit points, and they should normally be dead by the rules). Consider this as a saving throw to sacrifice a body part in exchange for life.

Severed finger : no effect
Severed foot : decreased movement of one level
Blind eye : -1 on surprise rolls.
Severed hand : no two-handed weapons
Severed leg : decreased movement of two level
Severed arm : no two-handed weapons, -1 Strenght and Dexterity point  

Combat Mutilations

Mutilations, even if they are usually not very fun for players, add some character and a certain uniqueness to the characters. If I had to take this aspect into consideration, I think I would go with a rule like this:

From 0 hp, the character falls into unconsciousness. At the end of the fight, see the following table:
0, saving throw vs death, succeeded : survival, failed : death.
-1, saving throw vs death, succeeded : severed finger, failed : death.
-2, saving throw vs death, succeeded : severed foot, failed : death.
-3, saving throw vs death, succeeded : blind eye, failed : death.
-4, saving throw vs death, succeeded : severed hand, failed : death.
-5, saving throw vs death, succeeded : severed leg, failed : death.
-6, saving throw vs death, succeeded : severed arm, failed : death.    

jeudi 9 mai 2013

Magic shields shall be splintered !

Original rule.

I always thought D&D magic armor and shields tasteless, as negative armor classes bored me. Recently, I reread this Brian's rule and I had a kind of epiphany. So this is my version of this rule, in addition to my variant magic shields.

Shields shall be splintered :  

Anytime you are about to take damage (after a successful enemy hit but but before the damage roll) and have a shield equipped, you may choose to sacrifice the shield in order to avoid incurring the wound. This way, 1d6 points of damage is avoided. Since all weapons deal 1d6 points of damage, that means damage is avoided. In the case of bonus damage (because of strong opponents, as ogres for example, or magic weapons), only these bonuses are actually inflicted. 
An Ogre attacks a Warrior and manage to hit him. The character decides to discard his shield, and therefore suffers only 2 points of damage (the bonus damage).

In the case of magical shields, invoking this rule means that you subtract 1d6 + Xd6 damage from the blow, X is the number of “pluses” from its enchantment. Thus, a +1 shield would subtract 2d6, a +2 shield subtract 3d6, etc. A magical shield can undergo a blow* per day before being damaged. In this case, the shield loses one “plus” from its enchantment. Thus, a +1 shield would become a normal shield, a +2 shield becomes a +1 shield, etc.

*or X blows, but it seems too powerful.

Magic shield "pluses" does not apply to armor class.

mardi 7 mai 2013

Clerics & Anti-clerics - Part 4

If I had to involve Clerics in my campaign (nonexistent for a while, but who knows ?), here is a description I would make for my players (a summary of what I said previously) :

Clerics are religious warriors who are part of a very hierarchical order worshiping one only God. Once they proved their worth against Chaos, they are finally allowed to follow the Lamas' (or specialist in the Book) teachings. These scholars guide clerics through the five levels of the Book, each one bringing them broader spiritual knowledge manifesting itself by supernatural powers that reflect the cleric's deeper understanding of Creation.

But this exegesis is not unique: other interpretations, sometimes based on apocryphal texts, exist. Some say the world is the result of an unfortunate blend of darkness and light that will eventually split again. Others go even further by suggesting that the Creator is imperfect, as its creation, and that God has nothing to do with neither one nor the other. Lawful clerics are part of the mainstream whereas Chaotic are heretics, often rejected and fought by the Church. Patriachs, who inhabit strongholds, are the regional leaders of the Church wheras Heresiarchs are their counterparts.

Finally, Anti-clerics, who swapped their healing magic against a necromantic magic, gather together in sects worshiping (or even conjuring) demon lords. These cults, based in fortresses, are led by Evil High Priests who seek to overthrow the Church and impose their religion. 




Rules modifications :

Clerics 
-Chaotic clerics can repel the undead.
-Clerics use spell books as magic-users.
-Limited to 5th-level spells.

Anti-clerics 
They are treated as Clerics except for the following: 
-Anti-clerics use Thief Advancement Table for experience only. 
-Charisma is their Prime Attribute. 
-Anti-clerics cast reversed versions of reversible spells.  
-Turn undead ability is replaced by the Demon Control ability. 
Demon Control : Anti-clerics can conjure and/or control a demon whose true name they discovered in their treaties of demonology. Anti-clerics roll on the Turning Undead Table to determine the success of their attempt. If the roll is successful, the demon is under control (as the effect of a charm) for 2d6 days x anti-cleric level. The dice roll must be kept secret. Once this time has elapsed, the demon is free to do what it wants (like disembowelling the anti-cleric) for a number of rounds equal to its type. After that, it returns to where it came from. If the roll is unsuccesful, the demon is free to do what it wants (like disembowelling the anti-cleric) for a number of rounds equal to its type. After that, it returns to where it came from.

lundi 6 mai 2013

Clerics & Anti-Clerics - Part 3

As you may have noticed, there is no accurate description of the Anti-cleric in OD&D. Or rather, a description in the negative: (s)he does not launch the classic versions of reversible clerics spells, (s)he does not repel the undead etc.

This is even better for you! You have full latitude to develop your own Anti-cleric class... Let the creative juices flow! 

Nevertheless, this is a possible vision of the Anti-cleric for OD&D that I designed so that it can be perfectly integrated to the original rules, just between clerics and dwarves in Men & Magic. 

Anti-clerics :  

Anti-clerics are evil alter-ego of clerics of the Law. They are always Chaotic. Organized in hierarchical cults, they worship various demons and can use all the weapons. When Anti-clerics reached the top level (High Evil Priest), they may opt to build their own stronghold, and when doing so receive help from "above". Thus, if they spend 100,000 Gold Pieces in castle construction, they may build a fortress of double that cost. Finally, "faithful" men will come to such a castle, being fanatically loyal, and they will serve at no cost. They will be 30-300 Brigands. Anti-clerics with castles of their own will have control of a territory similar to the "Barony" of fighters, and they will receive "tithes" equal to 20 Gold Pieces/Inhabitant/year. 

Charisma is the prime requisite for Anti-clerics. They can use strength on a 3 for 1 basis (and wisdom on a 2 for 1 basis) in their prime requisite area, for purposes of gaining experience only.  

Anti-clerics
0         Evil Acolyte
1250   Evil Adept
2500   Shaman
5000   Evil Priest
10000 Evil Curate
20000 Evil Bishop
40000 Evil Lama
80000 Evil High Priest 

Anti-clerics fight and save as Clerics. Anti-clerics use spell books as Clerics and Magic-users.  They use the Clerics spell list but Clerical spells underlined on the table for Cleric Spells have a reverse effect, all others functioning as noted. The chief exception is the Raise Dead spell which becomes:
The Finger of Death:
Instead of raising the dead, this spell creates a "death ray" which will kill any creature unless a saving throw is made (where applicable). Range: 12". 

Demon summonning [for optional use as part of Supplement III]: Anti-clerics can conjure and/or control a demon whose true name they discovered in their treaties of demonology. Anti-clerics roll 2d6 on the following table to determine the success of their attempt (possible negative modifiers, positive modifiers depending on special magic items):

Demon  | Shaman | Evil Priest | Evil Curate | Evil Bishop | Evil Lama | Evil High Priest
Type I 11 9 7 5 3 1
Type II - 11 9 7 5 3
Type III - - 11 9 7 5
Type VI - - - 11 9 7
Type V - - - - 11 9
Type VI - - - - - 11

If the roll is successful, the demon is under control (as the effect of a charm) for 2d6 days x anti-cleric level. The dice roll must be kept secret. Once this time has elapsed, the demon is free to do what it wants (like disembowelling the anti-cleric) for a number of rounds equal to its type. After that, it returns to where it came from. If the roll is unsuccesful, the demon is free to do what it wants (like disembowelling the anti-cleric) for a number of rounds equal to its type. After that, it returns to where it came from. Artifacts may allow the summoning of demon princes.
 

dimanche 28 avril 2013

"Melee is fast and furious, baby !"


Swords break. Warriors roll on the floor. Some are pushed in the precipice. Weapons fall from the hands. Spell books are torn. Torches are thrown in the face. Racks of arms are overthrown on enemies.

"Melee is fast and furious, baby !" as snorri (Nicolas Dessaux) would say.  

A while ago, Ways-of-the-earth proposed an alternative to the OD&D combat tables. This house rule hits me : that's a very good improvement, but not for the reasons given by the author. 


Before anything else, a short summary of this optional rule :
d20 + 1 + Target AC >= 20 : you hit. 
Every odd HD, you have another attack.
Every hit will cause 1-6 hit points of damage (without exception).  Special attacks (as poisoning, paralysis or swallowing) are delivered only if you roll an odd number. 

Below is a clarification that I do :
Monsters and fighters fight as above, althought thieves and clerics have a -2 penalty* and magic-users a -3 penalty.  
*Yes, it's a high penalty but these classes have better advancement tables. 


Well, that's the basics. For now, the melee is fast, but not furious. So, what can we do with that mess to come up with furious melees ? We have LOTS of dices... Not to use them would be criminal !

When a PC (or NPC or intelligent monster) wants to do something cool a la Indiana Jones, (s)he must spend a number of attacks equal to the target HD. (S)he can't spend more attacks than (s)he has. (S)he normally rolls his/her attacks but do not throw the damage dices. Instead, if (s)he hit at least once (or more, according to the difficulty of the action), (s)he succeed his/her brilliant stroke. (S)he can set aside the attacks (in order to use them after) if (s)he does not have enough, but only consecutive rounds : they are lost as soon as a "standard" attack roll is done, the character breaks the fight, or change his/her target etc. 

Sounds good. 

Some examples :
  • Fafhrd (5th level fighter, 3 attacks) decides to project this bulky and massive tavern table on the mercenaries (3 first level fighters) hired by his treacherous rival, Barsoom. Fafhrd must spend 3 x 1 = 3 attacks. The DM decides, based on the Fafhrd's strength, that it's a fairly easy task which only requires one hit. *sounds of dices rolling* 1, 15 and 10. 15 is is enough to hit these scoundrels who wear leather armors. So, Fafhrd throws the table on these guys, who find themselves lying on the ground. 
  • Belkar and Black Dougal (5nd level thieves, each has 3 attacks and leather armors) are fighting the dreaded Count Dracula (a 12 HD vampire, 6 attacks, AC 2) on the edge of a cliff. The Count holds in his hand a bloody ruby that gives him magical powers. Belkar wants to wrest the gem out of the Dracula's hands. He must spend 12 attacks, and therefore he must wait four rounds (near the vampire) in order to prepare his strike. The DM decides, based on the Dracula's strength, that it's a difficult task which only requires two hits. *sounds of dices rolling* 1, 13, 14, 15, 14, 2, 11, 2, 10, 9, 1, 7. Belkar fails ! Furious, the Count tries to push Black Dougal from the top of cliff. He must spend 5 attacks (he still has an attack that he uses to scratch the face of Belkar). The DM decides, based on the Black Dougal's dexterity, that it's a difficult task which requires two hit. *sounds of dices rolling* 18, 8, 4, 8, 12 ! The Count suceed ! Black Dougal falls from the top of the cliff, and suffer 21 hit points of damage. He looks dead.                     
The last one is a high level fight, so there are lots of dice rolled
What do you think ?