Showing posts with label customization. Show all posts
Showing posts with label customization. Show all posts

Wednesday, July 29, 2015

Dreams torn? Online AD&D 2nd Edition

So after all kinds of thinking how I might modify this or that for my dream 2nd edition game, I booted up Roll20 last night to see if they have a 2nd edition character sheet.

Obviously they do, but some options all of a sudden seem better or worse than others.

Stone for Encumbrance, for example, is designed to math things out easily. But that seems less necessary when your character sheet will automatically tally up your weight and tell you what your encumbrance is.

Also Spell Points and Alternative Magic Systems. If your character sheet isn't designed to track how many spell points you actually have left from channelling (or your fatigue levels), that seems like a waste of the online resource.

Now, it does look like its possible to go through all the trouble of paying for Roll20 (not a big deal probably) to modify character sheets to include all this stuff, but its an extra layer of nonsense that might be required.

On the plus side, because the system is doing a lot of the math for you, THAC0 seems pretty easy.

Thursday, July 23, 2015

Old School Al-Qadim

Its no secret that I love Al-Qadim (evidence) and think Al-Qadim did a reasonable job of getting the Arabian Adventure for D&D right. I think I might try to run an actual game of it in the fall: possibly in-person or possibly on roll20. So I wanted to catalogue some of my thoughts on how to fix it up.

1) If I ran it 5e style, there's some changes that need to be made. I've posted quite a few thoughts on this before.

2) If I run it with AD&D 2nd, I still want to consider a few changes. This is what I'll focus on.

Why change things if I want to run original Al-Qadim? Simply put, I want a few more options and to really utilize some of more modern ideas to bring it up to speed. Plus, it's actually fairly easy to mod second edition because of that old Core Rules CD-Rom which included all the books in .rtf format. So a cut-and-paste player's handbook will actually be quite easy to compile.

Races. The original Al-Qadim book came out before Complete Book of Humanoids. City of Delights makes it clear that some of the monstrous races are totally appropriate for Al-Qadim, and I'd like to take them up on it. Its totally fitting that Ogres and Goblins are PC races as the racial enmities are eliminated in the setting. I think I'll focus on Goblins and Ogres just to shy away from the more "common" orcs and also keep things a bit more limited. I'm tempted to add in Githzerai because I've fallen in love with them, but they might not be needed. I also might use Skills & Powers to re-create Dwarves and Gnomes basically by giving them something to replace the racial enmity. That said, this all might be useless if I have some mechanism to encourage playing humans: i.e. everyone rolls ability scores in order, if you're human you can re-arrange the scores as you like. Nonetheless, I like the idea of having some options.

Classes. I finally found a forum post on Dragon's Foot which touches on people's experience with some less-standard classes. Basically confirming my intuition that the Spells & Magic classes (Crusader, Monk, Shaman) along with Vikings (Berserker, Runecaster) and Scarlet Brotherhood (Assassin, Monk) classes are reasonably balanced with the core classes. Meaning I'll consider adding in the Crusader and Shaman as options, and possibly a couple others if I can work out the details. Well, crusader might be a bit stronger than the cleric, so maybe a tiny bit of toning it down. I'm also considering the magic of Spells & Magic for Al-Qadim, which might let wizards use channeling (Elemental Mage, Sorcerer & Sha'ir). Channeling basically ends up giving a boost to low-level mages who recover spell points over the course of the day, while limiting higher level mages by exhausting them when they cast their highest level spells. I might ditch Channeling for Sha'irs because they already have their own crazy system of magic. Temple priests would use ritual prayer (Presumably crusaders & clerics and Shamans) and free priests (presumably de-martial-art-ed Monks and Hakimas) would use conditional magic. These two systems seem like they limit clerics by requiring more time to cast their highest level spells (ritual prayer) or enforcing a code of conduct on mystics, visionaries, and prophets (conditional magic), they're otherwise your standard vancian casters. This does mean I'm considering converting the Priest/Wizard kits to classes, which brings me to kits. I'd also consider adding in the Skills & Powers rogue skills to the rogue classes, because why not? Rogues are a bit weak as it is and more skills ain't going to really hurt them. Because I'm thinking of having the game be human centric, I'm also considering letting normal humans multiclass. Though perhaps only the only options are Fighter/Whatever or Thief/Whatever, and maybe they'd be more like 2/3 one class and 1/3 the other. Not sure how stupid/wacky that would end up being.

Kits. Because I think the wizard kits are really classes, I'd need to borrow a few kits for these classes to use. There are some fairly reasonable options, such as something for temple priests, religious judge, scholars, viziers, and secret hidden mages. Maybe throw in some sort of ascetic and its pretty much good to go. I'm basically tossing out all the Complete Sha'ir's Handbook kits at this point, but I might be willing to re-consider something like the Mystic of Nog, because I love the Ruined Kingdoms. Maybe it can basically take that Monk from Spells & Magic but give them one elemental province of wizard spells plus unarmed fighting...

Proficiencies. I'm leery about these, but I might use them. Basically as long as they're based on a character's background, they're probably reasonable. So maybe what should happen is both the player and I should select proficiencies for their character and then we could see how much we agree. Also, I could just eliminate the cheesy ones like blind-fighting or require weapon proficiencies be spent on those guys.

Spells. I'll probably cull a few options from the spell lists to keep them manageable, but secretly add in whatever sort of crazy I want from the Spell Compendium. As one should.

Plot. I've got a few ideas linking some of the published modules and adventures for the Ruined Kingdoms. I'll have to bill it as an exploration game, because it will be. I'd love to have it start out with seeking out ruins further afield in the Ruined Kingdoms while a noble PC or patron NPC plots to start a whole new city. Depending on whether the players want to be part of the Enlightened Faith or the Old Faith will steer them towards certain enemies, but I'd imagine that eventually the game would involved actually founding a colony and dealing with some of the affairs of ruling a city. Cue Birthright rules as needed. There's a few obvious factions to involve: Enlightened Faith, the Old Faiths of Shajar and Ragarra, four+ rulers of local city-states (Dehliz, Kadarasto, Rog'osto, Afyal), the Brotherhood of True Flame, one or more Holyslayer groups, one or more Mamluk orders, plus whatever independant NPCs I have in mind. Running a city would, potentially, necessitate a few different characters: 1) a noble to rule, 2) a wizard for the magics, 3) a priest to play pontiff, 4) possibly a guild-rogue for the underworld, 5) a merchant-rogue for trade, 6) a holy slayer for all the jazz, and 7) a sha'ir for genie dealings. Maybe we can ditch one for simplicity and have an NPC or two as needed.

Sunday, February 1, 2015

D&D 5e: Combat & Tactics inspired weapon properties

Here's a little draft of what I was thinking of in my previous post.  I've just taken the combat stuff from the basic rules and added in a few bits in red. The formatting is pretty janky, but eff that. You can see the basics, despite any typos.

I'm calling this System I, the most complex system of properties. System I uses the most weapon properties, including a number of +1 bonuses or penalties. It is more detailed than the simpler system II or basic system, but may be less efficient in play. The DM must broadly describe the physical appearance of humanoid opponents so players know when they can apply these bonuses or penalties. These minor bonuses or penalties may make some weapons more or less desirable in certain situations, so a well-armed warrior will want to switch weapons based on his opponents. Given this, the DM should have few qualms about sundering equipment, and the mending cantrip may see much more use. If mending cannot fix a magic weapon, you may rule that a magic weapon can only be sundered by a more powerful magic weapon (i.e. a rare +2 could sunder an uncommon +1), choose a different piece of equipment to sunder (reducing the effectiveness of non-magic armor or damaging a backpack) or rule an item which ought to be sundered–but cannot be–is instead disarmed. Or some other alternate effect.

Weapons
Name                          Cost           Damage                                    Weight      Properties
Simple Melee Weapons
Club                             1 sp            1d4 bludgeoning                       2 lb.           Light
Dagger                        2 gp           1d4 piercing                             1 lb.           Close-quarters, finesse, focus (Arcane), light, thrown (range 20/60), quick
Parrying Dagger      5gp           1d4 piercing                         1 lb.          Close-quarters, finesse, light, defensive, quick
Greatclub                    2 sp            1d8 bludgeoning                       10 lb.         Two-handed
Handaxe                      5 gp           1d6 slashing                              2 lb.           Light, thrown (range 20/60)
Javelin                         5 sp            1d6 piercing                             2 lb.           Close-quarters, thrown (range 30/120)
Light hammer            2 gp           1d4 bludgeoning                       2 lb.           Light, thrown (range 20/60)
Mace                           5 gp           1d6 bludgeoning                       4 lb.           Armor-piercing (medium)
Quarterstaff                2 sp            1d6 bludgeoning                       4 lb.           Focus (Arcane, Druidic), ineffective (heavy), versatile (1d8)
Sap                              1 sp          1d6 bludgeoning                  1 lb.          Finesse, light, subduing
Sickle                          1 gp           1d4 slashing                              2 lb.           Focus (Druidic), Light
Spear                           1 gp           1d6 piercing                             3 lb.           Close-quarters, set-for-charge, thrown (range 20/60), versatile (1d8)
Unarmed strike                        1 bludgeoning                                        

Simple Ranged Weapons
Crossbow, light           25 gp         1d8 piercing                             5 lb.           Ammunition (range 80/320), loading, two-handed
Dart                             5 cp           1d4 piercing                             1/4 lb.       Finesse, thrown (range 20/60)
Shortbow                    25 gp         1d6 piercing                             2 lb.           Ammunition (range 80/320), two-handed
Sling                            1 sp            1d4 bludgeoning                                     Ammunition (range 30/120)

Martial Melee Weapons
Battleaxe                    10 gp         1d8 slashing                              4 lb.           Sundering, versatile (1d10)
Estoc                          30 gp        1d8 piercing                         3 lb.          Close-quarters, finesse, armor-piercing (heavy, medium)
Flail                             10 gp         1d8 bludgeoning                       2 lb.           Disarming, tripping, wrap-around
Guisarme                  20 gp        1d8 piercing                         6 lb.          Close-quarters, heavy, reach, set-for-charge, tripping, two-handed
Glaive                          20 gp         1d10 slashing                            6 lb.           Heavy, reach, set-for-charge, two-handed
Greataxe                     30 gp         1d12 slashing                            7 lb.           Heavy, sundering, two-handed
Greatsword                 50 gp         2d6 slashing                              6 lb.           Armor-piercing (heavy, medium), heavy, two-handed
Halberd                       20 gp         1d10 slashing or piercing     6 lb.           Armor-piercing (heavy, medium), heavy, reach, set-for-charge, two-handed
Lance                          10 gp         1d12 piercing                           6 lb.           Reach, special
Longsword                  15 gp         1d8 slashing or piercing       3 lb.           Versatile (1d10)
Maul                            10 gp         2d6 bludgeoning                       10 lb.         Heavy, two-handed
Morningstar                15 gp         1d8 piercing                             4 lb.           Armor-piercing (heavy)
Pike                             5 gp           1d10 piercing                           18 lb.         Close-quarters, heavy, reach, set-for-charge, two-handed
Rapier                         25 gp         1d8 piercing                             2 lb.           Close-quarters, finesse, ineffective (heavy)
Ranseur                     X gp          1d8 piercing                         10 lb.        Close-quarters, defensive, heavy, reach, set-for-charge, two-handed
Scimitar                      25 gp         1d6 slashing                              3 lb.           Finesse, light
Scourge                     5 gp          1d6 slashing                          2 lb.          Disarming, finesse, ineffective (heavy, medium), wrap-around
Shortsword                 10 gp         1d6 piercing                             2 lb.           Close-quarters, finesse, light
Trident                        5 gp           1d6 piercing                             4 lb.           Close-quarters, thrown (range 20/60), versatile (1d8)
War pick                     5 gp           1d8 piercing                             2 lb.           Armor-piercing (heavy)
Warhammer               15 gp         1d8 bludgeoning                       2 lb.           Versatile (1d10)
Whip                            2 gp           1d4 slashing                              3 lb.           Disarming, ineffective (heavy, medium), finesse, reach, tripping, wrap-around

Martial Ranged Weapons
Blowgun                      10 gp         1 piercing                                 1 lb.           Ammunition (range 25/100), ineffective (heavy, medium), loading
Crossbow, hand          75 gp         1d6 piercing                             3 lb.           Ammunition (range 30/120), light, loading
Crossbow, heavy        50 gp         1d10 piercing                           18 lb.         Ammunition (range 100/400), armor-piercing (heavy), heavy, loading, two-handed
Longbow                     50 gp         1d8 piercing                             2 lb.           Ammunition (range 150/600), heavy, two-handed
Net                              1 gp                                                         3 lb.           special, thrown (range 5/15)



New Properties:
Armor-piercing. This weapon provides a +1 bonus to hit opponents wearing the apropriate class of armor (heavy, medium, or light).

Close-quarters. This weapon can be used without penalty in tight spaces, underwater, or in close formation.

Defensive. This weapon provides a +1 bonus to your armor class as though it were a shield when it is wielded in your off hand (or two-handed). You can benefit from only one defensive weapon at a time, and cannot combine this bonus with a shield.

Disarming. This weapon provides a +1 bonus to rolls to disarm an opponent. Additionally, when you score a critical hit you may disarm your opponent in lieu of doing additional damage.

Focus. This weapon can be used as a focus for appropriate spellcasters (Arcane, Divine, Druidic).

Ineffective. This weapon has a -1 penalty to hit opponents wearing the appropriate class of armor (heavy, medium, or light).

Quick. When you are being grappled or a larger opponent otherwise moves into your space, you may use your reaction to make a free attack.

Set-for-charge. When you ready this weapon for an attack and an opponent moves at least 10 feet to within your reach, your readied attack is considered a critical hit if it hits.

Subduing. When you attack to subdue with this weapon, you knock the target out if they are reduced to less than two hit points for each of your levels (i.e. 6 hit points or less when you are level 3).

Sundering. This weapon provides a +1 bonus to rolls to break an opponents weapon or shield. On a critical hit, in lieu of dealing additional damage you may destroy an opponents shield.

Tripping. This weapon provides a +1 bonus to rolls to push an opponent, but only when pushing them prone. Additionally, when you score a critical hit you may push a two-legged opponent prone in lieu of doing additional damage.

Wrap-around. This weapon provides a +1 bonus to hit opponents using shields or behind cover.


So what about that System II? You get it by removing armor-piercing, ineffective, and wrap-around. System II abandons a few of the options that might drag down play in system I, notably the minor bonuses or penalties of weapon vs armor type. This should result in a slightly more detailed game than the basic rules, but may make weapon choice still a bit more exciting.

I'm still looking at a few of the consequences of this system. For example, you may see the Longsword now can also do piercing damage (but doesn't get the close-quarters property). This is because the otherwise identical axe now gets sundering. So its still a bit of an exercise in grid-filling and doing what you can to distinguish each weapon here. There's probably a couple other oddities that I didn't notice yet and probably should fix, but this is quite worked out compared to the previous musings. But the basic rules have this too: no point in choosing a sickle when you could have a hand-axe. Which made me think maybe a couple weapons could have the Arcane Focus, Divine Focus, or Druidic/Primal focus too, meaning a druid just might pick a sickle as a weapon. Its not much, but that's pretty much why the sickle is an option, no? So make it explicit in a few places. But there's probably a few more weapon pairs that could be distinguished a bit more.