Etichette

Visualizzazione post con etichetta Swords and Wizardry. Mostra tutti i post
Visualizzazione post con etichetta Swords and Wizardry. Mostra tutti i post

lunedì 13 aprile 2020

Lo Scrigno d'Avorio un gdr vecchia scuola tutto italiano prime impressioni

Segnalo "Lo Scrigno d'Avorio" un bel clone tutto italiano recentemente pubblicato da Luigi Castellani, gioco bello e scorrevole che trasuda l'amore dell'autore per il gioco Old-School. Ci sono piccole modifiche stilose e i bellissimi disegni dell'autore. Nel complesso un lavoro di grande artigianato, impaginazione pulita e disegni splendidi (l'ho già detto?) :-) Nel regolamento basato su sword & wizardry abbiamo:
  • Nani (ladri, guerrieri o chierici runici - interessante variante nanica del chierico)
  • Elfi(guerrieri elfi o ladri elfi, in pratica guerrieri/stregoni o ladri/stregoni)
  • Gnomi (ladri, druidi o guerrieri)
  • Umani (chierici, druidi, guerrieri, ladri o maghi)
Quindi di fatto razze e classi separate tranne che per gli elfi :-)
Bella la regola sugli elmetti e i tanti consigli sparsi nel manuale. Molto gradevole e ben curata l'ambientazione contenuta nel manuale. Una recensione più in là... magari dopo aver giocato l'avventura contenuta nel manuale.

domenica 21 aprile 2019

Instant Spell Recall a spontaneous magic option for Vancian OSR systems

Art by Joyce Maureira from Scarlet Heroes free Art Pack
Instant Spell Recall I-VIII is a group of spell that let the spell-user to use an higher level spell to have the possibility to chose which spell to memorize between a small group of lesser level spell.

Instant Spell Recall I (2nd level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 1st level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall. 

Instant Spell Recall II (3rd level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell he is able to cast a spell from a list of 5 2nd level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall III (4th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 3rd level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall IV (5th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 4th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall V (6th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell  she is able to cast  a spell from a list of 5 5th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VI (7th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 6th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VII (8th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 7th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VIII (9th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 8th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

This article present a simplified version of the Polyspell this option don't need a repertorie.

domenica 29 luglio 2018

Polyspell an option for spontaneous casting, a middle step between classic vancian and sorcery

Art by Luigi Castellani, from the Scarlet Heroes Art Pack
Polyspell is a spell that when casted enable the wizard to use a spell of lesser level than the polyspell from his repertoire (a short list of known spells).

So there will be Polyspell I (a 2nd level spell) to Polyspell VIII (a 9th level spell), differently from a lesser wish or wish spell the Polyspell can be used only to cast spells from the mage repertoire and only using the required components (you cannot cast a Fireball w/out bat guano for example) and paying the requested penalty from the spell (if for example you use a Polyspell VII to cast a Limited Wish).

In short you sacrifice an higher level spell slot for the flexibility of being able to decide which spell to use at the moment of casting.

Repertoire
The repertoire of a spell-caster is equal to 3+number of spell slot. So a 3rd level magic user (2 1st level spell slot and 1 2nd level spell slot) will have a repertoire of 5 1st level spell and 3 2nd level spells).

A spell repertoire is permanent until changed, to put a spell in his repertoire the mage must take 1 week per spell level and spend 1000 gp in various materials, furthermore the mage needs his spell book with the spell to be put in the repertoire on it.

Once in a repertoire spells can be memorized (or locked see: Recharging Spell a Vancian optional system) without the spell book, this is a good reason to have a repertoire even without a polyspell ready. (this option can be ignored by the DM).

I have a longer article on repertoire here: Inner book a repertoire of spells for old school spell-users

Polyspell I (2nd level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of 1st level.

Polyspell II (3rd level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of 2nd level or less.

Polyspell III (4th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of 3rd level or less.

Polyspell IV (5th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of  4th level or less.

Polyspell V (6th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of  5th level or less.

Polyspell VI (7th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of  6th level or less.

Polyspell VII (8th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of  7th level or less.

Polyspell VIII (9th level)
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S
Description: When the spell-caster cast this spell the effect is to be able to cast another repertoire (see before) spell of  8th level or less.


Art by Nikola Avramovic, from the Silent Legion Art Pack
Designer's Notes
It's been a few years since a lot of system have incorporated the "sorcery" spell system, a sorcery system is a spell-casting mechanic where spell-casters have a short list of ready spells, a repertoire in ACKS terms, and they have spell-slots to cast them.

First seen as the special feature of the Sorcerer class in the third edition (A)D&D (hence the name) it is now the standard system of the 5th edition of D&D and the system of choice of one of the best OSR game out there, the Adventurer Conqueror King System.

The philosophy behind my rules is to keep changes at minimum and to have them ready to be used in any old school D&D inspired games.

Here I wanted the possibility to cast spontaneous spell as a resource but not as the normal casting method, and without resorting to rituals or other system that give ulterior resources to casters.

Furthermore I wanted it to be as Vancian as possible (but as discussed in Recharging Spells a Vancian optional system with some difference).

Curiosity: this is a variation of a system I first published on rec.games.frp.dnd on 1996/09/23 here the link: https://groups.google.com/d/msg/rec.games.frp.dnd/7jMpLKyf77U/PsxoML8kqg8J

there I used two spell of the same level for a similar effect, and I didn't give a repertoire out of the box, following the previous link you will find also other useful spells :-) have fun!

mercoledì 28 giugno 2017

Enchanted Torch a less flashy Light spell

Enchanted Torch

Arcane 
Enchantment/Charm
Level: Mage 1st
Range: touch
Duration: 3h
Area of effect: one torch
Components: V, S, M (an unused torch)
Casting time: 1 round
Saving Throw: None

Effect: When the mage cast this spell the torch will light up and it will burn for 3h (2h more than a normal torch) and will resist gust of wind or being dropped (it will be doused, ending the spell only if totally submerged in water). Furthermore the torch will be brighter giving off a 60' radius of light.

Greater Enchanted Torch

Arcane 
Enchantment/Charm
Level: Mage 3rd
Range: touch
Duration: 24h
Area of effect: one torch
Components: V, S, M (an unused torch)
Casting time: 1 round
Saving Throw: None

Effect: As enchanted torch except for duration.
Note: this substitutes Continual Light, the idea is no continuous spells without some great price.


As pointed out in the first article of the "inconspicuous magic" series, Enchanted Dagger a less flashy magic missile, spells that use existing materials are more in tune with magic as presented in classic fantasy stories.

venerdì 28 ottobre 2016

Tome of Adventure Design DEAL OF THE DAY

Just 7.70€ (8.40$) for the next 20 hours or so on Drive...

...it's a steal (normally would be 21$)

an interesting book on adventure creation by Matthew Finch the author of Swords & Wizardry.

in the book you will find a lot of useful indication on how to create adventures.

If you want to buy it go through the Tenkar's Tavern review to tip the good Tenkar!

Tenkar Tavern Tome of Adventure Design LINK

To get a better picture of the book take a look at the comprehensive table of contents.

You get the direct link to the product here: Tome of Adventure Design LINK.



venerdì 15 aprile 2016

Seelie Knight a Swords & Wizardry racial class for the 2016 S&W Appreciation Day

This is my contribution to the 2016 Swords & Wizardry appreciation day, the entry for the 2013 appreciation day is here: Swords & Wizardry short review and new class.

In this article we propose an elven "racial class" adding a new class to the choice of character class for the S&W game and introducing the concept of racial classes in S&W. Racial classes can explore dungeons side by side with all the other classes present in the S&W rules as convincingly demonstrated by the excellent Fantastic Heroes & Witchery simulacrum.

Racial class add one or more distinctive class that are representative of the ideals of a certain race, the race in question have no level limits in its racial class while other races usually cannot progress in this class, half-races are the exception. For example Half-Elves can progress in elven racial classes but have level limits, human and other races will have stricter level limits. It's not possible to multi-class in racial classes.


The Seelie Knight

The Seelie Knight is a champion of the Seelie court, trained in combat (he fights as a Fighter) in poetry and gifted with glamorous magic. They fight for flowers and blood wreaking confusion in the battle with their magic.

Prime Attribute: Charisma 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Seelie Knight gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Seelie Knight are able to use armor up to chain mail or any shield effectively.
Weapons Permitted: Seelie Knight are able to use any weapon effectively
Race: Only 
elves and half-elves (max 12th level, 13th with 18 charisma) may become Seelie Knights.



Table: Seelie Knigh advancement
XP
Faerie Spells
1st/2nd/3rd/4th/5th
Level
Hit Dice
Saving Throw
0
-/-/-/-/-
1
1d6
15
3'000
1/-/-/-/-
2
2d6
14
6'000
2/-/-/-/-
3
3d6
13
12'000
3/-/-/-/-
4
4d6
12
24'000
3/1/-/-/-
5
5d6
11
48'000
3/2/-/-/-
6
6d6
10
96'000
3/3/-/-/-
7
7d6
9
200'000
3/3/1/-/-
8
8d6
8
330'000
3/3/2/-/-
9
9d6
7
460'000
3/3/3/-/-
10
9d6+1
6
590'000
3/3/3/1/-
11
9d6+2
5
720'000
3/3/3/2/-
12
9d6+3
4
850'000
3/3/3/3/-
13
9d6+4
4
980'000
3/3/3/3/1
14
9d6+5
4
1'110'000
3/3/3/3/2
15
9d6+6
4
1'110'000
3/3/3/3/3
16
9d6+7
4
1'110'000
4/4/3/3/3
17
9d6+8
4
1'110'000
4/4/4/4/3
18
9d6+9
4
1'110'000
4/4/4/4/4
19
9d6+10
4
1'110'000
5/5/4/4/4
20
9d6+11
4
1'110'000
5/5/5/5/4
21
9d6+12
4
+130'000
per level
same progression
+1
+1/Level
4

Requirements and Limitations

Seelie Knight owe alliance to a Seelie Lord and the Seelie Queen, direct order from their lord cannot be ignored

Class Abilities

Weapon Training
Seelie Knights at 3rd level gain +1 to hit and damage with swords and spears

Spell Casting
Seelie Knights cast “faerie” spells from a specific list, with numbers as per Table: Seelie Kinght Advancement. Each day, the Seelie Knight can cast a number of spell from the standard list as shown in the table he needs not to prepare the spell and as long as has use he can cast the same spell over and over. 
Saving Throw Bonuses
Seelie Knights gain a +2 bonus on saving throws against being paralyzed and illusion.
Establish Seelie Stronghold
At 9th level, a Seelie Baron (9th level title) may establish a stronghold and attract 1d4 3rd level Seelie Knights and 2d6 1st level Seelie Knights who will swear fealty to the character as loyal retainers.

Spell Lists ("Known spells")
    Level
Number
1st 2nd  3rd  4th 5th 
 1 Charm Person  Detect Invisibility  Clairaudience  Charm Monster  Create Food
 2 Cure Light Wounds  Hold Person Clairvoyance Cure Serious Wounds  Feeblemind 
 3 Detect Magic Invisibility Cure Disease Neutralize Poison Finger of Death
 4 Light Mirror Image Dispel Magic Hallucinatory Terrain Hold Monster
 5 Purify Food and Drink  Phantasmal Force  Locate Object  Massmorph Quest
 6 Shield Snake Charm Suggestion Polymorph Other Telekinesis
 7 Sleep Speak With Animals  Remove Curse  Polymorph Self Wizard Eye






mercoledì 13 aprile 2016

Continually spell slot recharging and sorcery for all

Rule

Spell-casters recharge spell slot as follows:
1) must be awake
2) must not be tired
3) 1 level of spell slot each 2 turns (20 minutes)
4) must be recovered first lower level spell slots then higher level ones 
5) while recovering spell slots spellcasters are more easily surprised (-2 on surprise rolls)
6) if a spell is cast spell recovery is interrupted
7) no more than 30 spell slot level day

Note: in effect all spell caster function as D&D 3.x sorcerer with the added benefit of recharging continually (but this is an hindrance at higher levels), and the possibility to change ready spell (but this take longer than before).
The number and levels of spell in a caster Spell Progression no more represent the spell a caster can cast in a single day but the maximum number of charged spell slot that the spell caster can have at any given moment. 

The number of ready spell is equal to the number of spells in the Spell Progression +2 for each level (a 1st level magic user in AD&D 1st edition can have 3 1st level spell ready, and 1 spell charge, at 3rd level it will have ready 4 1st and 3 2nd level spell and it will have 2 1st and 1 2nd level charge).

To change ready spell the spell caster need 1h*spell level with his book or in sacred place (if of divine nature) plus 10gp*spell level in ingredients, without his book it must engage in spell research or study under a mentor (that can also be a monster or extraplanar creature) in this case the time grows steeply:

  • book/sacred place: 1h*level + 10gp*level of spell to ready
  • mentor: 1day*level+100gp*level of spell to ready + service to be contracted with the mentor
  • research/meditation: 1week*level+1000gp*level of spell to ready

Examples

1) Toran a 5th level Spellsword can charge up to 
2 slot of 1st level, 2 of 2nd and 1 of 3rd.

In a tough encounter with a band of ogres Toran cast a Lightning Bolt and a Magic Missile discharging a 3rd level slot and a 1st level one. After 20' the 1st level slot will be fully recharged, after another 60' also the the 3rd level slot will be recharged. But while recharging Toran will be -2 on surprise rolls, and if after the first 40' (he recharged fully the 1st level slot, but the 3rd level one is still recharging) he need to cast Invisibility he will need to start recharging from 0 and after 40' will recharge the 2nd level slot and will need other 60' to recharge the 3rd level slot

2) Eward a 14th level Archmage can charge up to 
4 slot of  1st, 4 of 2nd, 4 of 3rd, 4 of 4th, 3 of 5th and 3 of 6th.

His tower sieged by powerful forces Eward must use all his magical power during the 1st wave of attacks, now he will slowly but continually recharge his spell slot but first he will recharge his lower level slots. After 2h he will have recharged 4 1st level slot and 1 2nd level slot. To fully recharge all his spell slot (since slot will recharge only while the mage is awake and not tired) he will need 146 turns or 24 hours and 20 minutes about 3 days without casting any spell (and he cannot recharge more than 30 level each day, so since the total of spell slot is 73 levels he needs more than 2 days to fully recharge).



Designer's Notes

This simple rule changes a fundamental assumption in the ACKS magical system (but also of the D&D 5th edition system and of the sorcerer spell system of D&D 3.x and Pathfinder) that spell-caster recover all their spell slot in the morning after one night of rest (and about one hour of meditation).

This assumption is derivative from 3rd edition D&D, in fact in 2nd edition spell caster needed to impress spell in their memory taking 10' for each spell level (and in 1st edition the time was 15' for each spell level as it is also in OSRIC and Adventures Dark and Deep). The strange thing is that this assumption makes things harder for lower level spell-caster and give way too much power to high level spell caster.

In ACKS a 1st level arcane spell-caster has 1 level of spell/day and at the 14th level arcane spell-caster 73 level of spell/day (divine spell caster are not so far off and the numbers are not so different also in D&D 5th edition or for sorcerers in D&D/d20 system like 3.x sorcerer or Pathfinder sorcerer) this means that we have a gigantic difference in raw power from 1st to 14th level, no other classes see such a difference in raw power.

Introducing this rule we have that magical capacity of recovery is constant during the day and independent from caster level with, at least, the following beneficial effects:
  1. spell caster will never be short of low level spells (a problem that in later edition of the game was resolved giving at will powers to caster and in previous edition with cantrips); 
  2. high level spell caster to get fully recharged need more than one day w/out spell casting (as in older edition) as you can see in our 2nd example where the Archmage Eward ned almost 3 day to get fully recharged;

I decided for 20' (or 2 turns) because in ACKS you roll for wandering monsters each 2 turns.

Trance/Meditation (ACKS)
To modify the Trance/Meditation Proficiency is a necessary rule change with the rule presented: While in a meditation spell caster recharge 1 level of spell slot each turn. The mage can use meditation up to a number of hours equal to the maximum level of spell he can use.

Wizard Spell Recovery (D&D 5th)
Wizard can keep this edge since it can be used a limited number of times each day.

NOTE: for the italian version of this one go here: Ricarica Magica Continua

giovedì 18 giugno 2015

Teleport Cowards a new OSR instant adventure spell

The "Teleport Cowards" or "CowardPort" spell is considered a chaotic and criminal spell in almost all known kingdoms. This 4th level spell is a powerful yet seldom cast arcane spell. It is a last resort spell since using it means to lose all equipment and treasure because the spell will teleport only the subjects without even their clothes, in fact teleported subjects will switch clothes (or armor) with innocent and unsuspecting people present within 1 mile of the target destination, the spell will switch with people of the same height, weight and general frame of the teleported subjects.

For example Zaran the Wizard and his one eyed accomplice the fighter Yongar found themselves cornered deep in a dungeon. They block the door of the room in which they barely managed to escape and Zaran with tears in his eyes tell Yongar that they must leave all their ill-gotten belonging here to save their lives, Yongar give a sad nod and put his hand on the shoulder of Zaran (not new to this mean of escape) and waits. Zaran take a dried tongue from his component sack and cast the arcane formula targetting the sprawling metropolis of Creontia (where they have several hideouts and contacts).... ZAP .... after a moment Yongar found himself walking a young lady all dressed in white toward a priest and Zaran is the market square with an unknow person yelling in his face.... at the same moment two puzzled persons find themselves dressed in wizard robe and warrior armor in an unknown room.....

This nefarious spell is notorious to have trasported group of happy city dwellers in the most dangerous part of dungeons or other unsafe place sometimes while under siege of powerful or numerous monsters.


Teleport Cowards
Arcane Transmutation/Alteration

Level:  Magic user 4th
Range:  Touch
Duration:  Instantaneous
Area of Effect: Caster + another M sized creature each 3 levels
Components: V, S, M (the tongue of a dead because sentenced to death liar, perjurer or vow-breaker)
Casting Time: 3 segments
Saving Throw: None (see below)

The Teleport Cowards spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible, and at the same times transports the same number type and size of creatures to your standing location. You cannot bring along objects, in fact you will also switch clothes (the incoming character will be equipped with your clothes, weapons, armor while you will be equipped with their clothes, weapons and whatever). You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You and other willing target don't make a saving throw BUT who is to be transported in your location make a Saving Throw to evade the spell. The spell work only if the exact number of creature of the specified size will fail the ST (if there are more creature of that size the spell has greater chance of success, see table below).

The GameMaster will decide who will switch place with the characters, thus the GameMaster can use this spell to let a new party start an adventure in the middle of nowhere (or in the deep of a dungeon) with some equipment and treasure (if he want, the caster and his party of cut-throats could hide equipment and treasure before teleporting). Notice also that the caster and his companion will appear in the clothes and equipment of the switched creatures.



Population density All teleported Mage and half teleported* Mage only** Mishap***
Very high (metropolis) 01–97 98–99 100
high (city) 01–94 95–97 98–99 100
average (small town) 01–88 89–94 95–98 99–100
sparse (hamlet) 01–76 77–88 89–96 97–100
deserted (wild area) 81–92 93–100

* The caster and half of the other creature (nearest to caster) are teleported
** Only the caster is teleported
*** each of the intended target take 1d6 damage per caster level

sabato 2 maggio 2015

Beyond Vance, a magic system

This is a variant magic system for old school games (like Dungeons & Dragons, Advanced Dungeons & Dragons, Adventurer Conqueror King System, Sword & Wizardry, Fantastic Heroes & Witchery, Basic Fantasy RPG, OSRIC, Blood & Treasure, Ambition & Avarice, Iron Falcon and so many others) and more or less any game who use a fire and forget or spell slot system. Most important for me this will be the magic system of my retro-clone project Castles & Chimeras.

A variation of sorcery

The nucleus of this system is similar to the sorcerer rules of the d20 OSR or the magic system of Adventurer Conqueror King System and D&D 5th edition, in brief each spell-caster has a reserve of stored Magical Energy Slots that can be used to cast Ready Spells. The number of Magical Energy Slots and of Ready Spell is dependent by the Spell-Caster level, for number of spells consult "Energy Slots Table", or your normal memorization table (ready spells are 2 more of the slots usable).

Energy Slots Table

Differently from other system Ready Spells can be changed with time, money and effort (1 day per spell level + 100 gp per spell level to be consumed in spell preparation if the spell book is at hand, otherwise the time is 1 week * spell level and 1000 gp per spell level, somehow similar to the egregious Adventurer Conqueror King System), once readied spells stay readied unless something bad happen to the spell-caster (death and resurrection, head trauma, brought to 0hp with head injuries and the like), in which case for each spell the spell caster must make a saving throw or lose the spell that will have to be readied again.

The biggest difference with other systems is the way Magical Energy Slots are recovered, the idea is that like in spell point system as time passes spell slots slowly recharge, the time can be counted only from the last time a spell was used (even a lowly cantrip), so spell-caster should try to not use magic when is not necessary (unless they don't need to recover higher level spells); this method will give spell-caster almost always a little number of cantrips and low level spells energy slots during the day but they will need to rest and don't use magic to recover high level spell slots, this is a mix of OSRIC/AD&D 1st time to memorize spells and more recent games that with 1 night of sleep give back all energy slots to a spell-caster, for times consult "Energy Slots Recovery Table".


Energy Slots Recovery Table

Another difference is the presence of 0th level spells that works like other spells (they have not infinite uses and which cantrip are Ready can be changed as with spells), this is more similar to the original idea of cantrips, you can ready a cantrip in 1h and 10 gp if you have a spell book at hand, double that w/out a spell book.

This variations can be freely adopted in any old school game.

So for example a 1st level Mage will be able to ready 5 cantrips and 3 1st level spells and he will have 3 0th and 1 1st level energy slots. If he don't cast any spell for 15' minutes he will recover 2 cantrips energy slots, after 30' 3 cantrips and 1 1st level energy slots, after 1h 3 cantrip and 2 1st but since he only have 1 1st level it can use the 2nd 1st level to recover another cantrip.


It's a kind of magic

Another particularity of the Castles & Chimeras magic system is that there is only one kind of full spell-caster, but he must chose which kind of magic he will use:

White magic: good at protection, banishment, destroyng undead, healing, recovery, strenghtening, divination, resurrection (cleric spell list revised with additions)
Elemental/Gray magic: good at elemental manipulation, transformation (mage spell list revised with additions)

Black magic: summoning, death and decay, poisoning, cursing (must be selected but the idea is clear)
Nature magic:  druid spell list revised with additions (weather control, earthquakes, animal friend/speak, tree control and so on; some polymorphing - mostly animals, some regeneration, reincarnation)
Body Magic: polymorphing, regeneration (different kind of healing, see the Occult Physician on this blog)
Prismatic magic: illusions, shadows (illusionist spell list revised with additions)
Others: (Charm, Mind, Ki.......)

there is some overlapping but each kind of magic is way better in its area of specialization, other kind of effect are usable but only as higher level spells (such as +1 to +3 level for the same effect).


thus each spell-caster will need books to quickly change its readied spells and will have limits on the number of spells she can know, furthermore each kind of magic will give to the caster specific ability and organizations (to be further developed).

A game with a similar approach, no divine magic with spells, is the excellent Fantastic Heroes & Witchery.




giovedì 9 aprile 2015

Morte & Mutilazione un nuovo significato ai Punti Ferita

E' dalla prima lettura di Warhammer Fantasy Role-Play nel lontano 1987 che ho voglia d'implementare l'idea che i Punti Ferita valgono fino a 0 e poi si tira su qualche tabella per stabilire le ferite vere e proprie. Purtroppo nelle tante sperimentazioni fatte in questi anni per un motivo o per l'altro ho sempre rimandato, se non usando le fin troppo complesse regole di ACKS (Adventurer Conqueror King System) un retroclone che riprende il sistema di regole basic/expert con alcune modifiche (sistema magico stregonesco tra le altre).

Di recente avevo cominciato a pensarci di nuovo e cercando in rete mi sono imbattuto nel blog Death & Dismemberement e mi sono rallegrato nel vedere che l'idea era stata già ampiamente trattata con tante considerazioni e varianti, in particolare per moltissime varianti un articolo dello stesso blog On Death & Dismemberment Tables. E non posso non citare la tabella elaborata dall'autore del blog The One Death & Dismemberment Table to Rule Them All (molto interessante e applicabile anche alla 5a edizione ma forse un po' troppo elaborata).

Questa ricchezza di contenuti mi ha aiutato a capire cosa volevo esattamente da una tabella di questo genere e che tipo di gioco, o filosofia di gioco, supporta questo tipo di tabella.

E sopratutto a confermare che è quello che voglio nel mio retro-clone (più di un eventuale punteggio di Ferite da affiancare ai Punti Ferita, per me Punti Danno).

Eliminare i Punti Ferita negativi e la morte automatica a 0PF o meno come in molti giochi OSR e invece tirare su una tabella di Morte e Mutilazione quando si arriva a 0 PF (e ogni volta che si subisce un colpo quando si è a 0 PF) serve a due scopi principali:
1) rendere meno binaria la condizione dei personaggi (in salute/morto), e quindi introducendo ferite permanenti e mutilazioni si dà maggior possibilità di sopravvivere ai personaggi senza per questo togliere pericolo ai combattimenti)
2) sottolineare la natura astratta dei Punti Ferita e anzi il loro essere sostanzialmente Punti Difesa (Adrenalina, resistenza, abilità mondana o magica, fortuna)

Questo comporta che i PD/PF si possono recuperare molto più velocemente rispetto allo standard delle prime edizioni. Può essere cioè accettabile un recupero completo dopo una notte di riposo, 1/8 del massimo dei PF dopo un riposo momentaneo (10' per recuperare il fiato), 1/4 del massimo degli PF 
dopo un riposo breve (1h di riposo), tutti i PF dopo un riposo lungo (1 notte di sonno, 8h). Questo se non si sono subite ferite, nel qual caso le cose si complicano.

Andiamo dunque a vedere la tabella di Morte e Mutilazione che intendiamo cominciare ad utilizzare, ci ispiriamo maggiormente alla tabella originale di Robert Fischer che modifichiamo nel dado usato (1d12 invece di 2d6) per ora restano gli effetti, inoltre si tira 1d12 per ogni 10 punti di danno o frazione subiti e si prende il risultato più basso:
Risultato d12
effetto
1
   morte istantanea (decapitazione o altra ferita devastante ecc)   
2
   ferita fatale (sventrato, perforazione organo vitale ecc, morte in 1d12+3 rounds   
3
   amputazione di arto (gamba, braccio) morte in 2d12+4 rounds a meno di cura ferite serie o intervento chirurgico
4
   costole rotte impossibile muoversi (1d12+10 settimane per guarire)
5
osso di arto frantumato (1d12+10 settimane per guarire) ma non guarirà mai del tutto salvo magia
6
amputazione mano/piede (morte in 3d12+6 rounds a meno di cura ferite gravi o intervento medico)
7
perdita di occhio/orecchio (sfigurato)
8
osso di arto rotto (1d12+8 settimane per guarire)
9
ferita moderata (cicatrice) 3d12 giorni per guarire
10
ferita leggere 2d12 giorni per guarire
11
svenuto
12
stordito

Si osservi che le magie curative accelerano la guarigione per ogni livello d'incantesimo al giorno si guarisce di quel numero di giorni (si considera livello più alto di magia curativa), Quando si sta in convalescenza per una ferita così grave non si possono recuperare hp oltre 1 e non si possono svolgere attività faticose. Quando si subiscono queste ferite così gravi si è in stato di shock e non si possono svolgere azioni se non con un tiro salvezza su costituzione (contro morte).

lunedì 8 luglio 2013

Print On Demand and OSR


One paper book is much better
than a thousand PDFs
One of the best thing to happen to the OSR (and to RPG in general) games is Print On Demand (POD), while many still try to print their book I think that to not have also the manual in a POD format is a a bad idea, bad for the game company that produce the game and bad for gamers all around the world.


This article is about my experience as a collector and my  insight on POD.


The option to print manuals and have it delivered to your home is usually a much cheaper option (at least in Europe, USA and South America as far as I know) than to have them shipped by the game company directly to you (this is a, big, problem if you live in Europe and the company is located in the USA as it happens). And things get cheaper the more books you order.

Another nice thing is that usually you can have your books printed in hard-cover, soft-cover or some other options. The quality is quite good, the binding is usually glued (but there are other options), the print quality for black and white art and text is also good.

In my opinion the best idea for authors/game companies is to have their products on as many platform of POD as viable, but at the very least on the big three of the gaming world: RPGnow/DriveThruRPG, LULU and Amazon.

I have bought printed books on all three and I am quite happy with all of them!


RPGNow Binding
RPGNow book
RPGNow/DriveThruRPG: this two have lots of game mostly in pdf, but also a good choice of printed manuals, the best thing is that when you buy something with the pdf option it goes in your library and you can always download it, also if update come they are automatically there. I like it because I can usually buy the pdf+printed copy and have additional copies if the needs come. The shipping costs are cheap enough almost everywhere. Furthermore it have the hardcover and softcover options. My printed copy from them is the Adventure Dark and Deep Player's Manual (soon to be followed by the DM guide and a few other things) and I am really happy of printing, cover and binding.




LULU books
LULU binding
LULU: maybe the most famous of the POD service providers, has a lot of printing options (hardcover, softcover, coil bounded, color and b/w), shipping cost are a bit on the high side but they make lots of 20% (and other) promotions during the year. From LULU I got printed copies of Crypts & Things, Labyrinth Lord, Dragons at Dawn and I am quite happy with bindings, print quality and cover quality (but I have yet to buy hardcovers from them).


Amazon books
Amazon binding
Amazon: Their POD service has only the softcover option but nobody can beat the shipping cost of amazon (usually free if your order is over 20 $ or € or if you have the prime option), the added bonus for a lot of book buyers is that if you are ordering a few book or some other thing (in this days amazon sell almost everything) you can round the order with a few RPG books. Here I bought a lot of Basic Fantasy RPG (at less than 5 € it's a steal and a nice gift for fellow players). And the quality of printing, cover and binding are good.


Conclusion
My suggestion to publishers and authors (both to professionals and amateurs) is to put their book in all the principal POD platform, and eventually to have also small print of their own books (or box) for luxury quality (paper, print and covers) and binding. But, please, put your book also on POD at reasonable costs and try to find a way to give your supporter easy access to PDF if they want to buy also a printed copy (sometimes happen that you pay the book two times), maybe a voucher to have free pdf after first buy or something.

In this article we spoke of: Basic Fantasy RPG, Crypts & Things, Labyrinth Lord, Adventures Dark and Deep and Dragons at Dawn but there are a thousand more Print on Demand RPG systems around.


Overall good print quality