Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Dec 24, 2016

Merry Christmas

I decided that rather than struggle doing conversions of various retroclones / neoclones, I might as well just write another one (the first one was Microlite Iron Heartbreakers). Here it is: Into the Depths. It's free for download and you're welcome to modify it however you please.

It's a chassis that I'll be building off of and using for Necrocarcerus and other fantasy campaigns, loosely inspired by the size and rules minimalism of Searchers of the Unknown and Into the Odd, with bits and pieces of my favourite house rules in it, and based off my experience using various versions of Swords and Wizardry. It's meant to be easy to plug material from other games into - my become-a-wizard rules for it will be some mixture of Wonder and Wickedness with the spell research rules from Crimson Pandect. It's classless, with minimal stats to keep track of, and is almost entirely the player-facing elements of the rules. I stuck in an upgraded version of my leveling rubric for the Black Hack, since that seemed popular with folks.

Anyhow, merry Christmas and enjoy!

Dec 11, 2016

Swords and Wizardry Core: A Short Reappraisal

After running somewhere just shy of a hundred sessions using Swords and Wizardry Complete, I find that I'm kind of hankering to go back to Swords and Wizardry Core. It's odd, but compared to the sheer amount of material I see for Complete and for Swords and Wizardry White Box, I'm surprised that Core doesn't get more love.

Swords and Wizardry White Box is actually kind of fiddly, especially in how it departs from how an increase in level also means an increase in hit die, but also in the unequal level distribution between classes, and in the various perks each class gets. There's also a loyalty mechanic unique to it, and several other instances where little variations make their way in (Haste and Slow become the single spell Alter Time, etc.). Perhaps counter-intuitively, Core is actually simpler in these respects, while the only real increases in complexity compared to White Box are that it lacks a universal attribute modifier chart and has variable weapon damage. To head off any "edition warring" at the pass, White Box is a perfectly fine game that many people seem to greatly enjoy for many reasons, and I don't have a problem with that, it's simply not the game for me, for the reasons above.

From what I can tell, the fondness for White Box and Complete over Core appears to be mainly an effect of support. White Box and Complete both have companies that seem more or less (at any given time) invested in supporting them - putting out new printings, supplements, translations in other languages, adventures, etc. Core has no such company (Mythmere Games is just Matt Finch in trade dress, from what I can tell, and hasn't put out new stuff in years, and the Swordsandwizardry.com site has been down for about a year now). That's a shame, since it's such a simple, lovely little retro-clone.

Sep 9, 2016

On Working Together in the Afterlife

In the past when running Necrocarcerus, I've used some variation of Skills: The Middle Road. As I've mentioned before, I dislike skill systems that don't have rules for teamwork (which most systems lack) and I often create them for systems that don't have them. I think rules for teamwork are important because the basic unit of action in most cases outside of combat is the party, not the individual, except insofar as the mechanics force things to be resolved on an individual basis. I decided to create some rules that would encourage teamwork amongst party members by modifying how the Middle Road works.

All skills in Necrocarcerus will be binary - you either have them or you don't. Being unskilled means rolling a d6 and trying to get a 5+ (on a roll of average difficulty). Being skilled allows you to roll a d8,

For each other PC in the party who has the same skill and who cooperates with you (sacrificing their actions in the meantime), you may increase the die size you roll for the test by one type or you may make one reroll (the character contributing their action chooses before you roll, obviously). The die progression is 1d8->1d10->1d12->1d20. After a d20, you have to take rerolls.

I'm debating whether unskilled PCs should be allowed to contribute to these tests at all, but if so, they could add a +1 bonus per unskilled PC helping, provided they also sacrifice their actions.

I'm thinking of combining this with a "fact" type background like in 13th Age or Godbound that would provide further bonuses, but haven't thought that part through yet.

Jul 17, 2016

A Few Add-Ons for the Black Hack

I'm putting together a "pick-up-and-go" campaign that's going to start with an as-yet-undetermined group of new roleplayers sometime in the next couple of months. I decided to give the Black Hack a try, and if I like it, I'll switch over to using it as my main OSR ruleset, instead of Swords and Wizardry Core / Complete.

While setting up for the campaign, I created the following documents:

1) A weapon table expanded to include bombs and guns, as well as rationalise which class can use which weapon. Download [pdf].



2) A list of my PC roles (with the Timekeeper and Quartermaster roles merged) and done in something like the Black Hack font. Download [pdf].



3) A levelling rubric for the Black Hack, which I will use in the upcoming campaign. The Black Hack tells the referee to assign a level whenever they think it's appropriate, but I think a clear rubric will help PCs plan their actions better and incentivise them to do interesting things. Download [pdf].



Anyhow, hope folks find these useful.

May 20, 2015

Class Remakes (Version 3)

I've continued to work on this project. Here's the most recent version.

Classes:

Berserkers
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Thieves
Wizards

Necrocarcerus rules that would be useful to know to interpret this document:

1) Swords and Wizardry Complete

2) My skill system is built off of Skills: The Middle Road, so PCs need to roll 5+ on a die type that escalates in size as their skill level does. Rolling the maximum result possible on the die not only succeeds, but accomplishes the task in the next smallest increment of time (weeks become days, days become hours, hours become turns, turns become rounds, etc.).

3) My grappling rules involve the opponents rolling and comparing their hit dice, with the higher winning.

4) Feats of Strength allows brief but superhuman feats of strength (jumping, lifting, throwing, etc.) if you roll high on a d6 (the die type does not escalate). The abilities listed in tables for the thief, ranger and monk use the same mechanic.

5) I flipped the numbers around to make rolling high always good.

6) I have a perception system where passive perception is equal to the # of party members, and active checks involve rolling a d6 and adding that to the passive perception score.

7) There are only two alignments in Necrocarcerus - Lawful and Chaotic.

8) When you drop to 0 HP, you begin rolling on a critical table. Only some of the results are likely to kill you, but your chance of getting one increases as you continue to take hits.

May 18, 2015

Class Remakes (Second Version)

Original class remakes post

The new version

After thinking it over, I decided to pare down the number of classes in Necrocarcerus 1.3, mostly by eliminating choices that no one has ever taken that come from external supplements, but also by eliminating the assassins. This means no more bards, no more dandies, no more spiritualists, and no more walking ghosts. I rewrote the barbarian class from Tales of the Grotesque and Dungeonesque Compendium to be a berserker class similar to the fighter but with rage. I'll be keeping the four spellcasting classes - Elementalist, Necromancer, Vivimancer and Weirdomancer, from Theorems and Thaumaturgy.

In the new version, I've updated the ranger and monk classes based on feedback, removed the assassin class, redone the fighter, cleric and thief, and added the berserker class. In later versions of this, I'll add the magic user, paladin and druid (more or less unchanged, though reworded from the original rules to be more concise). The psionicist is basically done, but will be issued once I'm finally done my psionics supplement. In the meantime, I'm going to continue to use Courtney's Psionics supplement.

My goal here, once all the class rewrites / remakes are done, is to incorporate this into Necrocarcerus 1.3 to reduce the number of external supplements referenced and the number of conversions required from other systems, and to consolidate the various house rules applying to each class directly into its entry, rather than requiring PCs to jump between multiple documents.

As always, comments and feedback are welcome. These are still works in progress.

May 17, 2015

Class Remakes: Assassins, Rangers, Monks

I'm working on a side project that might make it into Necrocarcerus 1.3. The project is to redo the classes I dislike the most (on a mechanical level) in Swords and Wizardry Complete and the various supplements I use for Necrocarcerus, as well as the ones that seem the least popular and useful under the Necrocarcerus rules. Generally speaking, these classes tend to be the grab-bag classes built around skills / non-magical powers. Tonight, I redid the assassin, ranger and monk classes (thieves, bards and psionicists are upcoming; dandies, spiritualists and walking ghosts are cut entirely). Not entirely coincidentally, the assassin, ranger and monk are all classes from later supplements.

My overall goals were to simplify these classes enough so that each fits on one page, to give them clear schticks, and to emphasise their abilities. I think most of these write-ups are straightforward, but just in case anyone isn't familiar with the Necrocarcerus house rules, the following may be useful to know.

1) Ability checks are made like a Thief's Hear-Noise skill (on a d6)

2) Skills use Skills: The Middle Road, so "Max result" means a character who is a Master of a skill (rolls a d12) who makes their ability check gets a result as if they had rolled 12. A character who is an Expert (d10) gets a result of 10, etc.

3) I have a perception system in Necrocarcerus.

4) Feats of Strength (for the ranger) are explained here.

5) Grappling rules are explained here.

I'm soliciting feedback, especially from the PCs & potential PCs in the current Necrocarcerus game, about what they think about these remakes of the classes, and whether they make them more appealing to play. These are first drafts, and will probably undergo some revision yet.

May 15, 2015

Charity for the Dead

Monks, Paladins, and Rangers have to donate substantial portions of their wealth to charity. Fortunately, Necrocarcerus has a robust third sector of NGOs, QUANGOs and radical social movements. Since there are no alignment restrictions in Necrocarcerus, these classes are free to choose the cause most closely aligned with their personal beliefs. A selection of causes follows:

The Committee to Abolish Life (Lawful) - The most influential and least radical Undead rights organization. Advocates gradual policy reform and other useless measures. Relies on the sale of branded merchandise and cash donations via mail.

The Communist Party of Necrocarcerus (Marxist-Leninist) (Chaotic) - Actually a Trotskyist front. Cash donations may be made in person at scattered booths, or by buying newspapers.

Doctors Without Scruples (Lawful) - Organ-harvesting for distribution to underprivileged Citizens. Donations of cash or parts can be made via mail.

Elderly Druids Association (Lawful) - Really a price-fixing & coupon-clipping scam pretending to advocate for ancient Citizens. Cash donations via mail. Has a mandatory monthly magazine full of "savings".

The Ferrymen (Chaotic) - Want almost everything abolished right away. Known for their protests at the least convenient times. Occasionally violent. Donations (Cash or product) may only be made in person.

The Fire Keepers (Chaotic) - Illegal health providers running hospitals, de-cursing clinics and the occasional spawning vat for impoverished wizards. Cash donations may be made to their capital campaigns at any Fire Keeper location.

Friendship Society of Necrocarcerus (Lawful) - Reformist claptrap focused on Undead-Citizen harmony. Donations (cash only) can be made to chuggers in malls or via text message if the money is in a bank. They also sell quarterly subscriptions to their newsletter.

Golemic Families of Necrocarcerus (Lawful) - Mainstream polygolemous advocacy that's as much about making it appear nonthreatening. Primarily receive corporate donations, but cash donations can be made via mail, text message, or via pledge form.

High Adventure (Chaotic) - Marijuana legalisation group. Mostly stoned into ineffectiveness. Donations of potions and cash may be sent via mail or in person. Sells weed at legalisation fairs.

The Museum of Necrocarcerus (Lawful) - Exhibits are a little shabby, but a donor wall that dates back 10,000 years. Cash or curio donations can be made in Downtown. They also sell calendars and posters.

Oozy International (Chaotic) - Really a pro-ooze political group pretending to be a charity. Advocates peace with the oozes. Accepts cash donations via mail, and donations of weapons etc. (secretly) in person.

Pets Necrocarcerus (Lawful) - Sentimental softies about animal-likes. Currently attempting to have muzzle laws on hellhounds overturned. Donations made by purchasing branded t-shirts, calendars, stamps, etc.

Portal Now! (Chaotic) - Wants AUC to open the portals and allow everyone to escape. Regularly subject to mass arrests, but strong grassroots support. Cash donations can be made via mail.

Railworkers, Grocers, Acrobats and Plumbers Union (Lawful) - Heavily armed trade union engaged in a cold war with their employers. Supports improving workers' rights. Donations of cash, weapons or armour can be made at any union hall / rail station.

Upright Business Bureau of Necrocarcerus (Lawful) - Shills for big business who claim to be interested in helping consumers. Cash donations may be made via mail or text message, tons of corporate donors.

The Wilderness Downtown (Lawful) - Hippies romanticising the environment. Donations of cash, plants and photographs may be made by mail or text message.

May 13, 2015

Chief Druidic Officer

So in Swords & Wizardry Complete, druids all belong to a single world-spanning druidic hierarchy that you have to fight your way up to the top of to become the arch-druid.

In Necrocarcerus, druids are employees of the utility companies (obviously), and the druidic hierarchies are the four utility companies, and you have to fight your way to the top of the corporate ladder to reach 20th level, where instead of becoming the arch-druid, you become the CDO (Chief Druidic Officer) and help maintain the natural balance of Necrocarcerus by ensuring oil flows, electricity is generated (the sun is replaced regularly and on-time), water gets purified and moved around (and Ocean Null doesn't accidentally drain out into Necrocarcerus), and phone calls and packages circulate smoothly. You spend your mid-levels in druidic middle-management, overseeing the construction of the animal-likes and plant-likes that constitute the ecology of Necrocarcerus and learning about nature crap like where the fans that keep everyone from choking to death on smog are and how they work and where the secret phones are hidden. At lower levels, you're probably responsible for some local domain, making sure people are paying their utility bills on time and collecting money / their heads when they don't (esp. monsters, who are notoriously tardy debtors). Yes, you still have to challenge and defeat higher level druids to move up - you don't get to be a druidic Regional Vice President of Sales without showing you've got the killer instinct a closer needs.

The druid secret language is just Elemental with a lot of management jargon thrown in, and it evolves fast enough that no one outside the utilities can ever keep it straight.

May 10, 2015

There Is No Ethical Consumption Under Capitalism

Necrocarcerus Gear List (293KB PDF)

I'm hard at work on Necrocarcerus version 1.3. There's going to be a ton of new content, but most of the rules will be either identical or similar to version 1.2. There are some minor rewordings, clarifications or changes based on playtesting, but most of the new content is adding options to what's already there, or explicitly laying out procedures that I'm using in game anyhow but didn't stick in the rulebook previously.

I finished the gear list earlier today, which is now 7 pages long, including new medical items, new hats, new foods, new poisons, and the long-awaited grafts. Crossbows are now harpoon guns because harpoon guns are cooler than crossbows. Now if your PC wants to jack their headtubes full of morphine while guzzling soda and shooting harpoons coated with industrial sludge, you have all the tools you need. As always, Necrocarcerus is a mod for Swords and Wizardry Complete released under a CC-BY license, so feel free to use anything here in your own games or products.

May 7, 2015

A Procedure for Exploring the Wilderness Redux

From the Necrocarcerus House Rules Document v. 1.3, which will finally contain a rewritten version of A Procedure for Exploring the Wilderness. I am still in the process of writing the rules for searching hexes and foraging for supplies.

Overland Exploration

Overland exploration happens in 4-hour blocks on a 10km hex grid. There are six blocks in each day. Each PC must rest for at least two.

Traveling

1) Determine the weather and any paths.
2) Caller determines the direction of travel and marching order.
3) Any relevant spells may be cast.
4) Referee determines if the PCs are lost or veer off-course.
5) PCs move into a new hex.
6) Mapper records the terrain of the hex that the PCs are moving into.
7) Guard rolls for and records any random encounters.
8) Resolve any encounters.
9) Timekeeper records any resources expended.
10) Caller determines whether to travel on, search the hex, or rest.

Resting

1) Quartermaster draws the camp layout.
2) Note-taker records any landmarks spotted.
3) PCs may attempt to determine if they are lost.
4) Caller determines the watch schedule.
5) Any relevant spells may be cast.
6) Guard rolls for and records any random encounters.
7) Resolve any encounters.
8) Timekeeper records any resources expended.
9) Any research or preparation may be done.
10) Benefits gained from resting are gained if appropriate.
11) Caller determines whether to travel on, search the hex, or rest.

Searching

1) Caller assigns party members to search parties.
2) Any relevant spells may be cast.
4) Guard rolls for and records any random encounters.
5) Resolve any encounters.
6) Timekeeper records any resources expended.
7) Referee determines whether the PCs find anything.
8) Timekeeper records any resources recovered.
9) Note-taker and mapper record any locations discovered.
10) Caller determines whether to explore any locations discovered.
11) Any exploring, dungeon-crawling etc. is done.
12) Caller determines whether to travel on, search again, or rest.

Weather
Roll (2d6)
Weather
Bad
Effect
2
Blizzard
Yes
-4 to saves vs. cold effects
3
Sleet
Yes
-2 to passive perception score
4
Hail
Yes
Save or 1d6 points of damage
5
Fog
No
2d10m encounter distance
6
Drizzle
No
+1 to saves vs. fires
7
Clear
No
None
8
Windy
No
+1 to saves vs. gases
9
Smog
No
-1 to saves vs. gases
10
Heat Wave
Yes
-4 to saves vs. heat effects
11
Storm
Yes
-2 to passive perception score
12
Tornado
Yes
Save or 1 random object lost

Paths

Paths in hexes are determined by rolling a d4-1. The result determines the number of paths heading into and out of the hex. The directions of the points determine which direction the paths proceed in. If there are fewer than three paths, the first path is generated in the direction of the point with the lowest value, and further paths are generated in order of ascending value. A path proceeds from the midpoint of one hex to the midpoint of another through a shared edge.

Getting Lost

The referee rolls 1d6 for each exploration block the PCs travel. On a 5+ they stay on course. The following conditions modify the roll:

Conditions
Modifier
Already lost
-2
Bad weather
-1
Following path
+2
Good map
+1
Terrain obscures sightlines 
-1
Landmark in sight
+1
No map
-1

When resting, the PCs may determine if they are lost by making a successful Geography check modified by the above factors.

Mapping

Creating a good map requires a surveyor’s kit and may be done with a successful Geography check. A navigator’s kit may add to this roll.

Landmarks

A landmark is any object that is continuously visible between the midpoint of two or more hexes. A river that passes between multiple hexes, or a mountain higher than surrounding terrain, or even a tower on plains may be used as landmarks.

New landmarks may be identified while resting by making a successful Geography check.

May 4, 2015

Safe Area Duvanovic: The Major Players

MAJOR PLAYERS IN SAFE AREA DUVANOVIC


Chairman Rotman Carkell

Chairman Rotman Carkell - The face that launched a thousand posters. He appears in public once a week to oversee the execution of "traitors" selected from amongst the ranks of refugees. He wields the feared sword Tchlag, a gift from the Oozocracy.  For every hundred people killed it can send one person back to the living worlds. The promise of one day making it back to life is one of the Popular Purity Front's most powerful recruitment tools. Carkell is brutal and dangerous, but incapable of long-term strategy. His incompetence and impatience have led to the collapse of the food supply in Safe Area Duvanovic.

What's He Here For: Killing, mainly. He's Ooze-Hitler (or at least Ooze-Radovan Karadzic). 

Xi Fushan, the Mother Of Murder

Xi Fushan - The austere and infamous "Mother of Murder" oversees the black market that keeps Safe Area Duvanovic even barely functional. From an obsidian throne in the ruins of an apartment complex, she sees tens of thousands of obols flow into her coffers. Refugees bid their lives away for scraps of bread, and swear eternal service to the tongs in her service. Those who cross her vanish in the night, with rumours that they end up in the torture temple of the theosadists, selected for the most rarefied and bizarre "experiments". The exact nature of her relationship to Chairman Carkell is unknown, but the Popular Purity Front does not interfere in her operations.

What's She Here For: Deals with the Devil. When the PCs need something badly, she's who they can get it from, if they're willing to accept her terms.

Parakletos, Elpis and Ainos

Parakletos, Elpis, Agape, Ainos, Synesis, Theletos, Makariotes - A rogue cabal of theosadistic guardians who have allied themselves with the Oozocracy in exchange for the right to treat the citizen refugees of Safe Area Duvanovic as the raw material for their magnum opus, tentatively titled "Fragments Towards An Exploration of Total Power". They are inscrutable and rarely seen outside their temple, though their whims, no matter how quixotic, must be indulged under threat of a yet greater atrocity. Though Carkell thinks he is in charge of Safe Area Duvanovic, the oozes know the theosadists are the real sovereigns. Lately, as the work moves closer to completion, aesthetic disputes between the guardians have become more severe, and the entire cabal may collapse into civil war.

What're They Here For: Grossing the party out with their "experiments", providing the tangible evidence of how awful life in Safe Area Duvanovic is, and providing an explanation for any weird or horrible magical stuff you want to feature.

Lieutenant-General Arawa Okoye

Arawa Okoye - "The Butcher of Highway 735" has been tasked with recovering Sector 5 of the mega-borough of Duvanovic after a successful but bloody campaign for the eastern highway. Her forces ("The Fighting 7041st Division") are encamped to the south-east of Safe Area Duvanovic, waiting for reinforcements to arrive before advancing in force against the ooze-pyramids located nearby. She is an ambitious officer, next in line to replace General Yehan, commander of the overall Duvanovic theatre.

What's She Here For: Handing out quests, escaping to her encampment, pleading for mercy from, winning the favour of through feats of derring-do.

Veruca DeLeon

Veruca DeLeon - The luckiest of the blockade runners so far. Veruca is a Projector from the island of Cuba on the living world of Terra who was trapped in Necrocarcerus by an evil wizard from a nearby empire. She is an excellent airship pilot, in command of the sky-sloop Nuestra Senora del Cielo. Though no fan of Rotman Carkell, the oozes, or Xi Fushan, she has worked with all of them to push past AUC and its fearsome Weapon Q to deliver supplies and extract refugees from Safe Area Duvanovic. Unlike other blockade runners, she chooses not the highest paying, but the most deserving (in her view) refugees to extract. She will also drop teams of mercenaries and scavengers off in the wastes for the right price.

What's She Here For: Getting into and out of Safe Area Duvanovic, airship adventures, someone to fence stuff to, #notalloozelovers 

Oozocrat #514

Oozocrat #514 -  Oozocrat #514 is the merger of over 261 war-oozes into a single being gifted with their combined intelligence. From its regnal pyramid in the ashes of Duvanovic, #514 coordinates the ooze invasion of Duvanovic. Surprisingly heterodox, #514 has shown it is willing to work with non-Braemonian citizens when possible, including establishing Safe Area Duvanovic. It is, of course, merciless and unwavering about the need for the ultragenocide of Braemonian citizens, as are all oozes, but it accepts that other citizens have not wronged the oozes as they have.

What's It Here For: Providing an unending stream of nameless, inhuman antagonists and perils populating the great outdoors and preventing people from just walking out of Safe Area Duvanovic.

Mar 13, 2015

Necrocarcerus 1.2 Finished (Finally)

Download link here.

Finally! This is a huge revision from version 1.1 based on playtesting with the Necrocarcerus crew. There had been tweaks and changes in almost every section, plus there have been multiple new sections added. As always, Necrocarcerus is meant to be a set of house rules for running Swords and Wizardry Complete.

Here are some previews of the content inside.

Summoning and binding rules:


Grappling rules:


Plus rules for loans from the feared Bank of Necrocarcerus:

Mar 6, 2015

A Possible Variation on D&D Group Initiative

I use a d6-based group initiative roll resolved using some simple principles from Courtney Campbell. The basic principles are that one wants to roll high, with odd ties going to enemies, and even ties going to PCs (So a roll of 6 always favours the PCs), and initiative is rerolled each round. I also use a phase system within a round, so a high roll lets your side act first within each phase, though both sides act within each phase before moving on to the next phase.

As of Necrocarcerus version 1.2, I will also be using a skill system that includes the Tactics skill. Increasing the tactics skill allows one to roll a larger die type for one's initiative roll (d6 to d8 to d10 to a d12 maximum).

I've been debating a slight variation in the initiative rules. I haven't playtested this before, but I am proposing it to solicit feedback. The rule is that the roll on your die not only determines whether you go first or last, but how many actions your side can take during their turn. So a roll of 1 means no matter the number of PCs, your side must choose only one PC to act. A 6 means up to six actions may be taken, split amongst the PCs as they please (or amongst the monsters as you please). If there are more actions than PCs, the PCs may choose who acts a second time. The actions would not be split per phase, but could be distributed across each phase as each side pleased. Alternately, one might drop the phase system entirely and use simply this action distribution to push the PCs to make tactical choices.

Here are some outcomes I can foresee from adopting this system:

Single enemies become much tougher, especially single "boss" type monsters, since they will almost always be acting multiple times in a round.

Mobs become somewhat less overwhelming, though also easier to run, since only a portion of the mob will be acting in any given round.

This makes the Tactics skill much more valuable. Rolling a d12 to determine how many times you act per round is a huge advantage over opponents only rolling d6s (Monsters can have the Tactics skill).

Combats may take longer to resolve, since the median die result of a d6 (3.5) is less than the usual # of characters on each side who could act if they each got one action (I'm usually running games with 4+ PCs). On the other hand, the fewer number of actions per round might make rounds progress more quickly.

It would be important to track and differentiate abilities that can be used "once per round" from abilities that could be used "any number of times per round".

PCs would spend time each round resolving who gets to act in a given round. This might favour preferring certain characters acting, especially if they're somewhat mechanically superior to others, doubly rewarding players with powerful characters. As a positive side of this, it imposes scarcity limitations on PCs to help shape their decisions within a round.

If phases are retained, then PCs must make a separate decision each phase about how many actions they want to pursue in that phase. I would allow unused actions to cascade through the phases instead of requiring PCs to determine at the start of the round, after the initiative roll, which phase they wanted to dedicate the actions to. I think the order of phases will assist in this (movement is the second last phase, coming only before resolving spells), but I can foresee that there will probably be some weird edge case somewhere down the line where the PCs are like "We dump the remaining actions".

It could be difficult to plan between rounds, since one doesn't know how many actions will be coming up.

One side might be entirely ganked simply through a series of singular bad rolls each round - repeatedly rolling 1s while the other side rolls higher.

I'm not sure what my ruling would be if the PCs split into two independent groups fighting a single monster, or group of monsters. My inclination is to require them to still make a single initiative roll, but I can see a legitimate argument that the two groups, because they are acting independently, should make separate rolls (but then, of course, the lack of a boundary condition here allows one to drill the scope of the roll down to a single PC, which I would prefer not to do).

If anyone has tried this previously, I'd be interested in hearing your experiences.

Feb 6, 2015

Psionic Combat Rules

From the psionics document I'm working on. A power pool is composed of dice of equal type and number to a creature's hit dice, and are expended to manifest powers, and dedicated (removed from the pool temporarily) to maintain powers. Powers can't be maintained when a creature rests.


Psionic Combat

Any psionically active creature may engage in psionic combat, even with creatures that are not themselves psionically active. Creatures must have minds, even if very rudimentary ones. Constructs, unintelligent undead, and most plants are immune to psionic combat.

To begin psionic combat, a psionically active creature must have line of sight, or must be able to perceive the creature through some other means (clairvoyance, seeing through dimensions, a psionic scan, etc.)

Creatures attacking in psionic combat are dazed during the round psionic combat occurs – they may not move or act, but are not helpless for the purposes of being easily coup-de-graced.

Psionic combat occurs in normal initiative order.

Mechanics

The psionic attacker chooses a target, and an attack mode. The defender chooses a defence mode, if they possess any. Only one attack or defense mode may be chosen by each side in a single exchange of psionic combat. If the defender is not aware of the attacker, is surprised, stunned, asleep, unconscious, etc., they may only defend themselves if they possess the Cognitive Labyrinth defense mode.

Spellcasters with memorised spells may choose to sacrifice memorised spells to add a bonus to their defense roll equal to the total level of memorised spells sacrificed.

Participating in psionic combat does not count as manifesting a power, and does not cause dice used in it to be expended.

Each side rolls their current power pool. They may choose to only roll a portion of their available power pool if they wish. Each roll is summed, with the higher total winning the combat.

If the attacker wins, the defender comes under their psionic control. If the attack mode causes any additional effects, they take place. The effects of attack modes that endure beyond the initial attack last so long as psionic control is maintained.

If the defender wins, the attacker loses a die from their power pool and is stunned for one round. Any psionic control the attacker is exerting over other creatures ceases immediately. The defender may move and act normally (including launching their own psionic counter-attack if they wish to and are capable.

Summary

Step
Action
1
Attacker chooses target and attack mode
2
Defender chooses defense mode
3
Spellcasters defending choose whether to sacrifice memorised spells
4
Each side rolls their current power pool and sums the rolled dice
5
The attacker either establishes psionic control or is rebuffed and loses a die from the current power pool


Attack Modes


Mental Stab: Mental stab is a blast of focused psionic energy lashing out at the conscious thoughts of the opponent. The die type used by the attacker is upgraded by two using the following scale. 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 1d20

Personality Invasion: The attacker attempts to replace the defender’s personality with their own by merging their minds. Upon a successful mental attack the target is mentally possessed by the attacker, who may operate their body as if it was their own. The puppet receives a saving throw if commanded to perform actions that endanger them.

Psionic Wave: The attacker radiates a wave of willpower affecting multiple opponents. The attacker may attack multiple opponents simultaneously. The defenders count as conducting a group psionic operation. Upon a successful attack, the attacker may use a single action to maintain psionic control of all of the defenders simultaneously. When relinquishing psionic control, all defenders must be released simultaneously.

Subconscious Subversion: The target’s basest impulses are turned against itself. Upon a successful attack, the attacker may choose to frighten the opponent, as per the Fear spell. This effect persists even after the attacker ceases psionic control.

Synaptic Overload: The target’s own psionic energy is redirected against itself by the force of the attacker’s will. Upon a successful attack, the defender takes damage equal to the sum of the dice it rolled to defend itself.


Defense Modes


Barrier Mantra: The defender fills their mind with repetitive images and phrases which provide a decoy for the attack. If the defender loses the psionic combat, they are stunned for one round instead of falling under the psionic control of the attacker.

Blank Mind: The defender empties their mind to make it harder for attackers to locate. The attacker must make a saving throw. If they fail the saving throw, the attack automatically fails, and they lose a die from their current power pool.

Cognitive Labyrinth: The defender’s mind is a warren of mental traps and illusions. The defender may defend even when unconscious, surprised, resting, asleep, dazed, etc. so long as they are not already under psionic control.

Imagination Swarm: The defender creates a swarm of imaginary thoughts that seek out nearby minds. The defender may choose draw allied non-psionic creatures into the psionic combat. The defenders count as conducting a group psionic operation. The allies are dazed for one round. If the attack is still successful, then the attack affects all equally. Psionically active creatures may also use this defence mode to participate in a psionic combat that is targeting an ally they can see.

Pinnacle of Will: The defender beats back the attack through willpower. The die type used by the defender is upgraded by one using the following scale: 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 1d20

and on psionic control:


Psionic Control


Psionic control is the state a creature is in when their mind has been successfully attacked through psionic combat.

Once established, psionic control over a creature may be maintained either by dedicating a die from the controller`s current power pool to it, or by the controller using an action each round. If the controller is dedicating an action to maintain the control, they must remain able to perceive the creature each round, but if a die is dedicated to it, the link will be maintained until the controller chooses to relinquish it.

A creature under psionic control has their current power pool reduced to 0, and they are helpless unless the controller permits them to act. The controller may not dictate the creature`s actions, they may merely declare whether they are allowed to act or not.

Any psionic powers the creature is maintaining cease when psionic control is established over it, and dice used to maintain them are expended.

Psionically attacking a creature under psionic control automatically attacks the controller, even if they cannot be seen or otherwise detected.

Jan 31, 2015

Some Reflections on Psionics

In Necrocarcerus, I use Courtney Campbell's Psionics supplement, which is an adaptation, rationalisation and upgrade of the AD&D 1e DMG Psionics system. It is an excellent free supplement.

After I ran a psionic combat the other day, one of the non-psionic PCs mentioned that it felt like in Shadowrun, when the decker starts hacking and everyone else gets up to use the bathroom, get a coffee, etc. until it's done. I feel like this comment is unfortunately accurate. While it was fun for the PC doing it, everyone else was confused and bored. I therefore find that I'm dissatisfied with with this system for several reasons, most of which derive from the source material (the AD&D 1e DMG's psionics system):

1) Psionic combat plays like an overly-complex mini-game that only involves psionic creatures. Psionic combat takes too long, requires too many calculations, and has too moving parts to understand their interaction in a straightforward way.

2) Psionic powers use points, but the value of any given point seems unclear, and many of your powers have different effects based on your total point value.

3) Psionics is too sealed off from other powers and non-psionic characters. Magic and psionics don't interact except in a handful of special cases.

4) Psionic combat and psionic powers seem really distinct from one another, like there are two power systems within the same class, which are used in different situations without much overlap.

On the other hand, there are several things about psionics as it currently stands that I like:

1) Psionics feels totally different than arcane or divine spellcasting, both stylistically and mechanically. I like that the resource allocation decisions differ between its pool-based system, and the slot-based system of spellcasting.

2) Psionic combat is a cool concept. I like the idea of different attack modes having different effects.

3) I like the distinction between minor powers that are cheap and easy to use, and major powers that are not, but are broader in their application. More generally, the powers outside of psionic combat are mostly interesting, flavourful, and well-designed.

All of this is a prelude to a larger rewrite of the psionics system. While it isn't fully worked out by any means (I'm concentrating on the Necrocarcerus rules document and aiming to finish v.1.2 ASAP) here are some ideas I'm kicking around. Some of these are adaptations from both Courtney's spell pool system from Numenhalla and AD&D 2e's Complete Psionics Handbook.

1) Magic and psionics are interchangeable. Anti-magic shells block psionics, psionic barriers block magical mental effects, my shield blocks your fire darts and vice versa.

2) Psionicists characters and creatures have a power pool equal to their HD. Wild talents have a power pool equal to half their hit dice. You recharge your power pool by resting overnight.

i.e. an 8th level Psioncist in Necrocarcerus has 8d8 to manifest powers, fight in psionic combat, etc. with (because Psionicists use d8 HD in Necrocarcerus). A 10th level wizard with a wild talent rolls 5d4.The Lesser Dreams of the Ghoul Star (a sort of embodied undead fragment of an intelligent, malign star) roll 7d12 because they have 7 HD, and those HD are d12s.

Wizards are crappy at psionics because their brains are mostly full of spells.

3) Instead of points spent, powers require the psionicist to roll dice from the power pool and exceed a target number. To maintain powers once activated, dice from the power pool must be dedicated to the power. The number of dice rolled to manifest the power is the the "Mastery" level the power manifests at, and the dice dedicated depend on the level of the power - 2 for a discipline, 4 for a science, 8 for a grand art. Dice that come up less then 3+ when manifesting a discipline, 5+ when manifesting a science and 9+ when manifesting a grand art are lost from the power pool until the character rests (i.e. you always burn the dice you lose manifesting a grand art).

(The hard/boring part of actually making this system will be restatting out all the powers)

4) Psionic combat uses grapple rules. Courtney and I both use a system where grappling is handled by both sides rolling their hit dice with the winner pinning or stunning the other side.

In this, psionicists and psionically active creatures can initiate psionic combat against any intelligent creature they can see (provided they aren't already in psionic combat) without needing an attack roll. Psionicists and psionically-active creatures roll their power pool. Non-psions have a penalty, either of the number of dice (possibly half their level or HD) or the type (d4s vs. the usual d8 of a psionic character or creature).

If the defender wins, the attacker is stunned for a round and loses a die from their power pool until they rest. If the attacker wins, then the defender loses all dice from their power pool and they render the defender helpless until they choose to retreat from their mind.

5) The different attack and defense modes would each change this dynamic in one way or another. Attackers and defenders choose their modes of attack and defense respectively when they decide to initiate psionic combat.

Psionic Wave would let you grapple multiple opponents. Psychic Crush would let you cause real damage to your opponent. Id Insinuation would let you charm or frighten an opponent instead of rendering them helpless. Ego Lash would let you puppet them (while your own body remains helpless) and Mind Knife would upgrade your die type by two but wouldn't cause any other effect upon success. The attacker selects when they first initiate psionic combat which they're using.

Empty Mind causes the attempt to initiate psionic combat to fail unless the attacker first passes a saving throw. Shield Thoughts allows you to defend even when you are surprised, unaware, dazed, stunned, unconscious, asleep, etc. Fortress of Intellect lets you both interfere in psionic combat between two other characters and drag your nearby nonpsionic friends & drones into the combat to add their dice pools to your own. Spire of Iron Will lets you increase your die type by one. Cerebral Barrier nixes any other mental effects you're under, and causes you to merely be stunned for one round if you lose the psionic combat.

These are just preliminary notes, obviously, not a fully worked out system at this point.

Jan 28, 2015

A Procedure for Fast Random Treasure Values

I use a variety of generators to create random treasure - amethyst plates with intaglio portraits, bronze idol-gears, hallucinogenic spices of incredible piquancy, etc. Often there is no straightforward comparison to items in the various treasure guides and referee manuals to elucidate what the value should be. As well, the actual guidelines in the various referee manuals out there is often fairly convoluted. I strongly dislike the method in Swords and Wizardry, for example, which involves generating a total value for the hoard then calculating random percentages of magical items, then swapping things in and out, and takes forever, and leaves you with a hoard that has a value far distant from the original value calculated.

I have developed a different method, which I will offer here for your use as you please. It relies on a simple die progression: d0/d4/d6/d8/d10/d12/d20/d100, which has eight values.

To generate the value of a hoard:

Roll a d6. This tells you the number of significant digits in the hoard's value. If you plan to feature hoards of 1 million gp or greater in value, you may adjust the die type upwards as you please.

To generate the value of specific items in the hoard:

Roll a d8 and a d4. The d4 tells you how many significant digits in the item's value, and the d8 tells you which die type from the above progression to roll for the leftmost significant digit (the "head"). If an exact value is required, based on a use of the Appraise skill or whatever other method you prefer, roll 1d10 for each remaining significant digit. "0" on the d10s is read as zero, not ten.

e.g. You roll a 6 on the d8 and a 4 on the d4. This means the item is worth roughly d12 x 1000 gp. The d12 comes up 10. The item is worth roughly 10,000gp. A PC uses the appraise skill, so 3d10 are rolled, generating 3, 0, and 5. The item is worth 10,305 gp.

One continues using this process until the total value of the individual items in the hoard has the same number, or greater, as the number of significant digits in the total hoard value.

Notes:

I typically roll the head and the d10s simultaneously to speed this method up. After using this in my own games extensively, I find that I often simplify it mentally to a statement like "This item is worth d6+2d10" which means a value between 100 gp and 699.

I often use multiple similar or identical lower value items - so you might find 2d6 busts of similar value in a single hoard, which also helps speed things up.

Jan 21, 2015

Necrocarcerus Update Preview

I'm still finishing the Necrocarcerus House Rules Document v. 1.2. It's substantially done, except for one section on Morale, a rewrite of the Nepenthe section, some additional entries on the gear table, and some additional talents.

Rather than leave everyone waiting, I thought I would release a pdf version of the current document - call it Necrocarcerus v. 1.19 with the holes there. A lot of the changes between 1.1 and 1.2 are the result of playtesting versions 1.0 and 1.1, filling in gaps, rewording unclear parts, or just plain changing things that weren't working as intended.

Version 1.1 is 749KB as a pdf, with about 28 pages of content. It's also no longer under the OGL, which I only did with 1.1 to cover myself legally. As it currently stands, everything in Necrocarcerus that is my own work is free for you to use as you please, so long as you don't assign some weird copyright license restriction thing to it yourself. This means basically the entire document except for a handful of names of things (books, classes, gods, worlds). I don't really care if you attribute it to me or whatever (though it would stoke my ego).

The changes are too long to list here. I'll point to a few of the ones I consider more important that derived from playtesting though, if only to explain the logic of them.

Stat bonuses don't add to skill checks anymore. This was to encourage situational bonus grubbing (aka engaging with the world) over whichever character had the highest stat making the roll.

Removed the Listening skill and added my perception system instead, which was based on a suggestion by Chris H after a few sessions where we were trying to figure out how to handle these situations.

Chase rules and some rules for grappling. The latter two come from a situation in which the PCs grappled with a wood elemental (unsuccessfully) and then got chased around by some paladins from one of the living worlds. The chase rules that ended up in the Necrocarcerus document are more concise than the original blog post, and have one major change: Rolling a "7" now allows melee, while merely matching dice means only missile exchanges.

Rules for summoning and binding creatures, since one of the characters is a weirdomancer who can summon elementals and elementines regularly, and does. This has had the effect of trivialising a few fights. I realised I had missed a section in the Swords and Wizardry Complete rulebook where it mentions such creatures are unwilling servants that require constant attention, and wanted to figure out a way to represent that mechanically. I didn't want to gank summoning, but I did want to put a few clear constraints on treating elementals as essentially 8/12/16HD NPCs who are friendly, intelligent, and superpowered who show up to help the party.

Added the Focus and Animal Handling skills. I figured I needed something to govern caring for, healing, etc. animals as horselikes and other beasts became more prominent in the game. The Focus skill is a revival of a long-held interest of mine, a variation on the idea of "Fatigue Saves". Want to do something boring and tedious but that will succeed given a long enough period of unrelenting exertion? That's the focus skill.

There's also a ton of tiny typo fixes, which I'm still working through (I caught a few just after uploading 1.19). I also ended up rearranging the order of sections so they make a little more logical sense (I hope).

I'm tremendously interested in feedback, comments, and criticism of the document, so feel free to chime in with your impressions of it.

Jan 19, 2015

Read Magic: Non-Spell Methods

I propose that Read Magic ought not to be a spell, but a skill that spellcasters have. Read Magic is almost always a sub-optimal choice to memorise, especially if casters can't cast scrolls with spells of higher level than they can memorise. At best, you are trading out one spell for another (on a scroll). There are some downtime uses for it, and some extremely uncommon edge cases where it might be handy, but it is almost always going to be the worst choice of all the spells a caster can memorise.

The main hindrance on Read Magic being memorised is the overall scarcity of spell slots. So by removing it from costing a spell slot (by turning it into a skill), we remove the main factor discouraging its use.

Here are several proposals for using Read Magic as various kinds of skills, depending on your preference.

Spellcasters have an equivalent chance to read magic as a Thief of equivalent level does to Hear Noise. (e.g. starting at 3-in-6 and increasing in Swords & Wizardry Complete)

Roll 5+ on your Decipher skill to read magical texts.

"Magical Writing" is a language. PCs who take it as a starting language may decipher spellbooks, scrolls, etc. using their % Chance to Learn New Spell. Arcane, Divine, Druidic, etc. may be separate languages as you please.

I use a combination of the last two proposals.. The first one requires the least work on the part of referees, and will probably be amenable to people who are using systems without skills and who are looking for a simple solution with a minimum of die rolling.

In Necrocarcerus, you may learn the "Magic" language, which allows you to read spellbooks, scrolls, and other magic writing of any origin without a roll. If one doesn't speak or read a language, one can use the Decipher roll. In practice, PC wizards tend to pick up the "Magic" language, while non-wizards characters will usually have to make a Decipher roll. PC languages are set by intelligence, so wizards tend to know the greatest number of languages, while skills are broadly equivalent across classes. This means that having a wizard in the party allows one to easily interpret magical writing, while without one (a rare occurrence in Necrocarcerus but admittedly possible), one is left relying on chance. I like the feeling of this.

Jan 13, 2015

A Proposal for Routs

I've yet to find a system in D&D for running away from fights that I really like. Here are paraphrases of the major options found in old school D&D:

1) Compare speeds of the slowest character fleeing with those of the fastest character pursuing. If the fleeing characters are faster, they get away. If they are slower, they must drop treasure, rations, or equipment to slow the pursuers down.

2) Roll some dice (a d20, 2d6, whatever) for each side and add the speed of the slowest party member in each case. If the fleeing characters roll higher, they get away. Otherwise, the monsters can attack them.

3) Each character rolls some dice when they run, which variably extends their movement. If the fleeing characters can stay ahead of their opponents for some set period of time, they escape. Otherwise, the pursuers catch them and they must begin fleeing all over anew.

There are some alternates of each of these which vary the details slightly, but the basics are still one of: Straight comparison, variable movement & roll high.There are elements of each of these systems that I like, but I generally find that their feel in practice is the wrong mix of agency, chaos and time for what I want in a system governing routs.

I propose a system governing routs should have minimal decision making in it, and lots of chance, that it should take more than a single roll or decision to determine whether the PCs get away, and that it should have an indeterminate end point. Ideally, it should also be quick to resolve any given roll, with serious but not necessarily decisive consequences for for failure (the monsters should not automatically kill the PCs if they fail to successfully flee).

With this in mind, I propose the following system for routs. It relies on the Necrocarcerus system of encumbrance (which uses four categories: Unencumbered, lightly encumbered, heavily encumbered, and overloaded).

1) A chase roll starts as a roll of 2d6. Each side in a chase will make a chase roll each round.

2) Pursuers and fugitives may split up from other pursuers and fugitives, respectively. This allows them to make separate chase rolls.

3) Compare the die values of each chase roll with the others. If they match, then those characters or groups have come in contact long enough to conduct a single round of melee combat. If there are multiple available groups to attack, the pursuers may choose which they attack (all groups with matching values are considered to be present though). At the start of the next round, both sides make chase rolls again.

e.g. The pursuers roll a 1 and a 5, and the fugitives roll a 2 and a 5, the pursuers may attack the fugitives that round. If one set of fugitives had rolled 2 and 5, and another set had rolled 3 and 4, only the first group could be attacked. If the first set of fugitives had rolled 2 and 5, and the second had rolled 5 and 6, the pursuers could choose either or both to attack (provided they had sufficient attacks to distribute).

4) If the pursuers roll a "7", then they catch sight of the fugitives long enough to make ranged attacks (if they have them). If the fugitives roll a "7" then they have ducked out of sight long enough to hide (either making a Stealth check or Hide in Shadows check) and the pursuers must spot them using their passive perception in order to continue chasing them.

5) Each category of encumbrance above Unencumbered adds an extra d6 to a fugitive's chase roll. Characters may drop gear to lighten their encumbrance load.

6) Groups leave the chase when one side or the other's chase roll comes up with all the die values the same. i.e. Doubles if they are rolling 2d6, triples if they are rolling 3d6, etc. Fugitives successfully escape, while pursuers have cornered their victims and ordinary combat resumes without the possibility of escape. Ties go to the fugitives. If there are multiple groups of fugitives, each group must successfully escape on its own. A single pursuer chase roll can only corner one group.

7) Chases also end when the pursuers decide to break off the chase, or when all the fugitives are hidden.