Showing posts with label Mad Mashup. Show all posts
Showing posts with label Mad Mashup. Show all posts

Wednesday, February 07, 2024

Mad Mashup: One Roll Combat?

Ok, not a single roll to cover the entire fight.  But a single roll by each player to adjudicate not only the success or failure of their attack, but also how much damage they did to their foe and how much, if any, harm their foe did to them.



This should grant us a number of benefits:

  • It’s faster!  And when playing online (something I do a lot of lately), this is important.

  • If you roll high, you hit hard; no more rolling a 19 and then rolling a 1 on damage.

  • Often, both you and your opponent do damage to each other, which makes fights shorter.  

  • Something will happen every time, and we won’t go round after round where you miss, and your foe misses, and you miss again, and your foe misses again…

  • No rolling for the monster attacks.  Roll poorly, and the monsters will maul you!  Roll great and you’ll send your foe reeling.  This is great because:

    • It means a lot less rolling, so things move along a lot faster.

    • We don’t have to worry about initiative and fights can flow more dynamically.

    • Large solo monsters don’t get whaled on by lots of PCs, while only being able to target a single one in reply.  This makes big scary monsters big and scary, instead of dying in the first round to a massive alpha-strike from the PCs.

  • Things this doesn’t mean:

    • It doesn’t mean that monsters won’t attack if you don’t attack; they’ll still try to chew off your face if they can.

    • It doesn’t mean surprise doesn’t happen; if you get the jump on the baddies, you’ll get a full round to have your way without them getting to reply.

    • It doesn’t mean shooting someone with an arrow allows them to hit you with their claws from across the battlefield; ranged attacks will work a bit differently.

Saturday, January 27, 2024

Mad Mashup: Bard

 And back to my series of classes for my mad mashup of various sources, but based on a B/X core.  



Bard

Some artists can literally tap into the music the Primal Ones used to sing Creation into being.  They can express this through song or stories or music or dance.  In any case, it grants True Bards powers beyond the abilities of mere entertainers.


Requirements


  • Bards roll their hit points with a d6.  

  • They save as Thieves.

  • They can use any weapons but longbows and wear any armour except plate.  They may not use shields.

  • Bards can only cast spells if they are at most Heavily Encumbered.

  • A Bard must have Dexterity of at least 9 and a Charisma of at least 13.  If a Bard has Dexterity of at least 13 and a Charisma of 16, the Bard enjoys a 10% bonus to all earned EXP.

Abilities



  • Every even level, they add a spell of any level from the Bard list to their repertoire.  To successfully cast a spell, the Bard’s player rolls a d20.  They add their Level to the roll and subtract the level of the spell.  If the result is 11+, the spell goes off without a hitch.  If they roll from 6 to 10, the spell goes off, but there’s a backlash.  If they roll 5 or less, the spell doesn’t go off AND they suffer a backlash.

  • Every 5th level (5, 10, 15, etc.) the Bard adds another known Language.

  • When trolling for rumours, a bard will gain one more than usual.  

  • Bards enjoy a +1 bonus when rolling the reaction to an offer of employment to potential Retainers.  

  • During fights, a Bard can perform instead of fight.  While they do this, all their allies get +1 to all attack rolls, saving throws, and morale checks.

  • Bards can use the wands, staves, and wands that Wizards can use.

  • All who watch a Bard perform for at least one Turn (10 minutes) cannot help but be affected by their skills.  When the performance ends, the audience must make a save vs. Spells or have their mood and emotions shifted according to the desires of the Bard.  For every Turn past the first, the saving throws are lowered by -1 to a max of -4.  (See the Apsara for potential synergies.)



A fun class for players who want to risk “bad” magical fumbles.  The combat performance option is also an easy choice for players who don’t enjoy being on the spot or suffer from analysis paralysis.


Art by NC Wyeth and from the manuscript Rudolf von Ems, History of the World, created around 1300.


Saturday, January 06, 2024

Mad Mashup: Apsara

And back to my series of character classes for my mad mashup D&D game based on B/X but including rules from all over.  This time, a bit of Hindu myth that really, really harshes on what lots of folks consider a core element of the Old School vibe.



Apsara

Apsara are the handmaidens of the gods, divine nymphs who serve the powers of Order and Chaos equally.  Thus they must be Neutral in alignment.  They are also all female with skin in various shades of blue.  Each is an expert artist, and most favour dance, music, and the erotic arts.  

Requirements

  • Apsara use d6 for their hit points.

  • They cannot wear any armour or shields.  

  • They can use any weapon.

  • They can cast cleric spells, but only while at most Lightly Encumbered.

  • They save and fight as Clerics.

  • An Apsara must have a DEX and Charisma of at least 13.  If both are 16+, the Apsara gets a 10% bonus on all EXP earned.


Abilities

  • Apsara can understand all spoken languages, and be understood when they speak.  They are, however, limited as normal in written languages.

  • They are also immortal.  They do not age and they cannot die.  Only the most potent of foes or weapons can leave scars on the mind or psyche of an Apsara.  They can, however, be knocked unconscious, charmed, etc.  

  • All who watch an Apsara dance for at least one Turn (10 minutes) cannot help but be affected by her grace.  When the dance ends, the audience must make a save vs. Spells or have their mood and emotions shifted according to the desires of the Apsara.  For every Turn past the first, the saving throws are lowered by -1 to a max of -4.  If they are being aided by a Bard or another Apsara, that penalty can go as low as -6.  

  • Apsara can use all magical items designed for Clerics, as well as all magical musical instruments.

  • 3rd Level: the Apsara can cast Charm once per day.

  • 5th Level: Foes must successfully pass a save vs. Paralysis in order to target the Apsara with attacks or harmful magic.  This does not apply if the Apsara is inside a wider area-of-effect attack (like poison cloud or a fireball spell).  

  • 6th Level: the Apsara can manifest a second pair of arms, allowing them to take a second action in a Round.

  • 7th level: the Apsara can cast Confusion once per day.

  • 9th level: the Apsara can cast Charm Monster once per day.

  • 10th level: the Apsara can manifest a third pair of arms, allowing them to take up to three actions per Round.  


A fairly straight-forward support and social class.  Fun for people who really like to wield "soft power" and make others look cool.  


Monday, February 13, 2023

Mad Mashup: Elves

Elves represent the greatest deviation I’m making from the classic classes.  B/X elves are warrior-wizards.  My elves are much more Tolkienesque.  They’re an excellent alternative to Clerics for a party healer and have some nice synergies with the Ranger.

The Elf Spell-list isn't detailed here.  In a more Tolkienesque world, they would actually use the Druid list instead of the traditional Magic-user list.  Which I use depends on the flavor we're looking for.

Millenia ago, for mysterious reasons, the Elves migrated from Fairey to this world.  While they still maintain more than a touch of their Fey ancestry, they are now also very much creatures of this world.  Today they guard the wild and beautiful places, and try to maintain balance in the struggle between Order and Chaos by championing the side that’s weakest.  For this reason, most of the gods find Elves very annoying, and few will accept them as priests. 

Requirements

  • Elves roll d6 for their hit points.

  • They may use any armour, shields, and weapons.

  • You use the Elf’s Saving Throws.

  • They may only cast spells if they are at most Heavily Encumbered.

  • Elves must have a DEX of at least 13 and a WIS of at least 9.  An Elf with both scores 16 or above enjoys a 10% bonus to all EXP earned.

Abilities

  • At every level, an Elf may add a spell from the Elf spell list to their repertoire.  The levels of spells they can pick from depend on their class level.  They may cast each of these spells once per day.  

  • Elves have strong rapport with animals.  A group with at least one Elf in it enjoys a +1 on reaction rolls with normal animals.  If an Elf spends an entire Round (10 seconds) talking to an animal, they can radically shift its mood.

  • Elves are also known as excellent healers.  When an Elf casts a healing spell, roll twice to see how many hit points are restored and take the higher roll. Those convalescing under an Elf’s care regain double the hit points they normally would (before any other bonuses are applied).  

  • Elves can see by dim light like starlight out to 60’.  In total darkness, they can see dimly out to 15’.

  • Elves cannot be put to sleep by magic, and the touch of ghouls does not paralyse them.  

  • All Elves speak both High Elvish and Vulgar Elvish as well as Common.

Friday, September 30, 2022

Mad Mashup: Barbarians


I'll be honest, I have no idea what the idea is behind WotC-era barbarians.  Some sort of mystic nature warrior who isn't the ranger mystic-nature-warrior?  

My idea for a barbarian is based on Howard's Conan: physically and mentally tough, able to endure what would break a softer, more civilized man.  So here's my concept of the barbarian for my TSR-era, mostly B/X mashup:

Barbarian

The Barbarian hails from a distant and uncivilized land.  They are ignorant of the ways of magic and the manners of the glittering courts of civilized nations.  However, their rough and rude upbringing grants them exceptional hardiness and endurance.  

Requirements

  • Barbarians roll d8 for their hit points.  However, they start at 1st level with 16 hit points.

  • They may use any armor, shields, and weapons.

  • Barbarians save as Dwarves.

  • A Barbarian must have a STR of at least 9 and a CON of at least 13.  If a Barbarian has at least 15 in both, they enjoy a 5% bonus to all earned EXP.  If they also have a DEX of at least 13, that bonus goes up to 10%.

Abilities

  • A group that includes at least one Barbarian is surprised only on a roll of 1 on a 1d8.  

  • Barbarians enjoy Advantage on saving throws against illusions and only suffer a -1 when attacking foes who are invisible or otherwise can’t be seen.

  • When resting, a Barbarian adds half their level to the hit points they regain (minimum of 1).

  • When a Barbarian deals a foe a killing blow, they may immediately make another attack on a target that is within 5’.

  • When a Barbarian’s melee attack roll totals 20 or more, they may perform a Feat of Arms.  This can be things like moving an enemy 5’, disarming their foe, hurling their target into another foe, etc.  Be creative!

  • Barbarians are expert climbers and hunters.  For every 4 hours they spend foraging or hunting, they produce 1d4 rations.  Environment can heavily influence this, however.


Brian’s Notes

Conan was my model here.  You’re hard to take down, so if you want to be a living brick wall, this is the class for you.  You probably won’t be performing Feats of Arms quite as often as a Fighter, but you’ll still enjoy this class more if you enjoy coming up with cool things on the spur of the moment.


Illustration made with Stable Diffusion and GIMP.


Thursday, September 08, 2022

Mad Mashup: Rangers


Here's the Ranger class I'm using for my B/X-with-other-stuff-tossed in campaign. The idea here was something more Aragorn and Robin Hood than whatever the heck the WotC-era rangers are supposed to be. Right now I'm using the same advancement chart as Fighters, but that's because I've changed the Fighter as well. Good synergies with what I've done to Elves here.

Rangers do their work in the wild places of the world.  This often leads to them being outnumbered and needing to punch above their weight class.  They most often spend their time being stealthy, keeping an eye on monster populations and hunting down threats to crops and livestock.  

Requirements

  • Rangers roll their hit points with a d8.

  • They may use any weapons and shields, and wear any armour except plate.

  • They use the Fighter’s saving throws.

  • A Ranger must have a DEX of at least 13 and a WIS of at least 9.  If either of those is 15+, the Ranger enjoys a 5% bonus to earned EXP.  If both are 15+, the bonus is 10%.

Abilities

  • Any attack roll made by a Ranger that totals 18+ allows the Ranger to perform a Feat of Arms.  This includes ranged weapon attacks!

  • A Ranger may fight with a melee weapon in each hand.

    • At 1st level, this allows the Ranger to roll a second attack which does 1d4 damage, or add +1 to their AC.

    • At 5th level, this allows the ranger to roll a second attack that does 1d6 on a successful roll, or double their DEX bonus on their AC.

  • Rangers are experts at surviving in the wilderness.  In addition to being expert survivalists and trackers:

    • A Ranger can gather 1d4 + the Ranger’s level in rations for every 8 hours spent foraging or hunting.

    • Any character convalescing under a Ranger’s care adds 1d2 additional hit points to their natural healing.

  • If a group with a Ranger rolls a Friendly reaction with a monster of bestial intelligence whose Hit Dice are equal to or less than the Ranger’s level, the Ranger may befriend the creature and add it to the Ranger’s retainers.  This takes up a retainer slot as normal.  If the animal dies in the Ranger’s service, the Ranger permanently loses that retainer slot.  


Art made with Stable Diffusion.



Friday, August 26, 2022

Mad Mashup: Weapons

I’ve decided to start my dive into my mad mashup of various D&D and OSR sources with weapons because they may give the broadest range of examples of rules I’m pulling from.  The goal was to keep the math simple but also give reasons for picking one weapon over another.  The inspiration was the fact that weapons are, in fact, tools for getting various jobs done.

 

Every weapon is designed to allow you to kill that guy over there, when that guy over there has done things to keep from getting killed.  Maybe they’ve got their own weapons, or they’re mounted on a horse, or they’ve wrapped themselves in protective metal.  Western Europe during the Middle Ages saw an amazing flowering in the design of weapons and armour.  And every single one of them was designed to solve the problem of doing unto the others before they had a chance to do unto you.

 

(If you want a deeper look into what I’m talking about here, check out this guy’s videos.  He does a great job discussing the historical uses of weapons and spends a lot of time talking about the context that lead to the individual designs.)

 

With that in mind, let’s take a look at what I did for my B/X mashup game. 

 



(This just didn't want to upload properly. If it's as unreadable for you as it is for me, go here for a Google Docs version.)


In original B/X, all weapons did 1d6 damage.  That keeps things simple, but utterly flies in the face of my “a tool for every job” philosophy on weapons.  Still, I like that simplicity, and just giving weapons different ranges in damage doesn’t really get where I want to go either.  So I compromised.

 

If you’re wielding a weapon in one hand, it does 1d6 damage.  If you’re using two hands, it does 2d4 damage.  Some weapons can be used either way.

 

The next column is Oversized.  This is for the LotFP encumbrance system, where a single oversized item gives you a point of Encumbrance straight off the bat.

 

The prices I’m pretty sure were taken from 2e D&D.  I love 2e’s equipment lists as they’re just huge across the board.

 

Notes is where the magic happens.  I gave most weapons a special ability.  Under “arrows,” for instance, bodkin arrowheads (narrow, stiletto-like heads designed for armour penetration) give you a +1 to hit if the target is wearing armour or has a thick hide.  Broadhead arrows, conversely, add +1 damage per arrow shot.

 

And that brings up a thing with arrows.  In traditional D&D, a round of combat can range in length from 6 seconds to a full minute.  And in all of that time, an archer can only get off one or two shots.  This is supported by assuming that the targets are moving around defensively, so the archer has to take their time lining up their shots.  I’ve always been meh on this.  So instead, I allow the archer to fire up to four arrows in my 6 second rounds.  All arrows are fired at the same target, and every arrow after the first increases the likelihood of landing a telling shot.  So instead of doing more damage, every arrow after the first gives the archer an unmagical +1 on the attack roll (for a total of +3 from the arrows). 

 

You still only roll one d20 for all for arrows to see if the target loses hit points, and you still roll a single d6 or d8 to see how many hit points are lost.

 

And so we can go down the list to see how weapons differ.  The bill, for instance, is good at unhorsing opponents.  Flails ignore shields, hammers and maces give you a +1 on your attack roll if your foe is wearing armour, shuriken only do a single point of damage but the target suffers Disadvantage on whatever their next attack roll (because shuriken are traditionally more about distracting people than killing them).

 

Advantage/Disadvantage is what I ported over from 5e, and it works the same here: you roll an extra d20 and you take the higher if you have Advantage and the lower if you have Disadvantage.  You can’t stack multiple Advantages or Disadvantages on top of each other, and if you have one of each they cancel out.

 

The special abilities of the two-handed sword are based on the montante bodyguard techniques.

 

And that’s all there is to say there.  None of these are terribly complex and each has its role.  Also, since they are individual to weapons, I can leave it up to the players to remind me of what special thing their weapon of choice does during the fight.