Etichette

domenica 14 luglio 2013

Vancian Channeling a magic variant



Games like Dungeon Crawl Classic have showed us that the ability to cast spells until some disaster happens are not really unbalancing since the magician and his allies know that each casting could spell disaster.

For my home brew clone project I want a magic system that can be easily added as a variant of the existing rules, something that build on usual rules and at the some time adds what I think is needed.

The mechanics that I want to add to standard "vancian" magic is a roll for each single casting to see if the magic was cast properly or something backfired, at the same time I want to keep all the tropes of the standard vancian system: books, memorization, multiple memorization of the same spell, spell-memorization-table and so on.

To reach this result I am going to introduce the idea that spells are not memorized (and forgotten when cast) but memorization is a lay-men term to indicate something more complex, indeed in this system spells they are some sort of magical non-material constructs that is used to give shape to magical energy channeled by the conjurer from elsewhere; furthermore the act of using the construct to channel magical energy can be damaging to the construct itself (to the point of its utter destruction, exactly as it was erased from existence given rise to the myth of "memorization") so one of the usual result of spell use is the damaging of the construct and some penalty to further use of it. The summoner can repair the spell construct if he has access to his spell books or if he want to repair a mastered spell (more on this later).

It must be noted that spell can be repaired or even constructed from scratch whenever the illusionist want to do it (you don't need 8 hours of sleep since it would have no more meaning in this system), the time to build a construct from zero is (15'xSpell Level), to repair it instead you need (1'xSpell Level) for each point of malus to further castings.

Obviously, given my objectives, the wizard will be able to construct and keep in mind as many constructs as indicated by the standard memorization table of your favorite rule variant (be it AD&D 1st edition, D&D BECM, OSRIC, Labyrinth Lord, Basic Fantasy RPG, Swords & Wizardry, Crypts & Things, Astonishing Swordsman and Sorcerers of Hyperborea, Adventures in the East Mark, Ambition & Avarice..... or whatever system uses spell memorization for most of its classes), the only thing that this system is going to make useless is the "sorcerer" mechanics introduced in same variant like D&D 3rd edition, or the magic systems of D&D Next and ACKS (because they are using a variant of 3rd edition sorcery as the only magic system), but even in this case the system can be easily converted (the ACKS system more easily than D&D Next since it uses standard memorization tables while the Next have a reduced daily usage table and a level based number of spell readable).

When a magic-user want to cast a spell he must make a Channeling-Roll to see how well he managed to channel energy through the spell-construct, the target number of such a roll is modified by the caster level and by the spell level (further modifier can be added by longer casting time, missing components, special focus and whatever - maybe in a future post or in my complete rules, just a few note at the end of the post).

The base target is 14+Spell Level, the roll is modified by the relevant characteristic (intelligence for magic-users, wisdom for clerics) and the character gain a +1 for each 3 caster level rounded down (rangers, and paladins gain a +1 for each 4 level beyond the 9th level in most standard rules). So for example a 7th level magic user with +2 to intelligence want to cast a Fireball (which is a 3rd level spell and the construct was not previously damaged), the target number for this casting is 14+3=17, the bonus of the magic user is +4 (+2 for intelligence and +2 because he is 7th level)

natural 1: spell is not cast, disaster table, backfire and the spell-construct is destroyed
16 or less: spell is cast with some side effect, the spell-construct is damaged (-1d8 to spell-construct and furhter casting unless repaired)
17 or more: spell is cast, the spell construct is damaged (-1d4 to spell-construct and further castings unless repaired)
natural 20: spell is cast with some additional effect (special casting table)

It must be noted that Wizards and Clerics have mastery over 3 spell per level, this are the spell that can be constructed/repaired without a spell book or a mystery book (yes in this system even clerics needs some sort of recording to gain access to their vast repertoire of spells - mystery books work exactly like spell books but are considered holy items).
Will he control his magic?
The tables are for now omitted, but let's consider some guidelines:
+disaster table: should contemplate curse, ability losses, ostile monster summoning, ostile demons/devils conjuration and random magical effects on the caster and/or his allies
+backfire table: lesser magical effects on the caster and/or his allies
+side-effects: additional ambient (lights, sounds, tremors, vapors, smells) effects
+special result table: lessened saving throw, additional damage, additional range or duration some additional effect.

A few suggested spell casting roll modifiers:
add 1 full round/minute to spell casting: +1 (max +1!)
use a special focus (lesser magical item) for that spell: +2
use a generic focus (lesser magical item) for a group of spells: +1
destroy a special material component: +1
don't use a needed material component: -3
don't use somantic component: -2
don't use verbal component: -2
take half casting time: -3

Or maybe it's a +2 focus to the various hand spells

I am adding same optional result tables as options and memos to myself

natural 1: spell is not cast, disaster table*, -2 to all further castings until you are cleansed**  and the spell-construct is destroyed, furthermore make a save for each other spell construct or it's damaged (-5 to spell-construct and furhter casting unless repaired)
16 or less: spell is cast at reduce efficacy***, backfire****, the spell-construct is damaged (-5 to spell-construct and furhter casting unless repaired)
17 or more: spell is cast with no backfire, the spell construct is lightly damaged (-2 to spell-construct and further castings unless repaired)
natural 20: spell is cast with some additional effect (special casting table: double damage, double duration, double save take worst or the like)

In the d20&d12 system this will look like:

f-- (1 on d20 & 1 on d12): spell is not cast, disaster table*, -3 to all further castings until you are cleansed**  and the spell-construct is destroyed, roll a save for each spell construct to see if it's damaged (-5 if save is failed)
f- (fail & 1 on d12): spell is not cast, disaster table*, -1 to all further castings until you are cleansed**  and the spell-construct is heavily damaged (-10 to spell-construct and furhter casting unless repaired)
f (fail & 2 to 12 on d12): spell is cast at reduce efficacy***, backfire****, the spell-construct is damaged (-5 to spell-construct and furhter casting unless repaired)
s (success & 1 to 11 on d12):  spell is cast with no backfire, the spell construct is lightly damaged (-2 to spell-construct and further castings unless repaired)
s+(success & 12 on d12):  spell is cast with no backfire
s++(20&12): spell is cast with some additional effect (special casting table: double damage, double duration, double save take worst or the like)


* this is bad as all the magic channeled goes into an unintended wild magical effect that can alter the local area for a long time (days or weeks) or hit heavily the mage, his allies, enemies or bystanders for a very long time (months or permanent)
** cleansing take off a -1 for each day without using spells and doing some sort of meditation (no other activity is possible)
*** the enemy get double save, or damage is reduced in half or similar
**** some energy goes into a side effect that can hit the mage, his allies, enemies or bystanders... or even some local effect

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

mercoledì 3 luglio 2013

d20 e d12 una versione semplificata per gestire contrattempi e disastri


Oggi riprendo uno dei primi post e lo ripropongo in versione semplificata e rivista, in particolare questa versione a differenza della precedente come da tradizione considera il risultato di 1 o di 20 sul d20 come eventi importanti.

L'idea di fondo resta la stessa ovvero utilizzare, nel determinare il successo o il fallimento di un azione, insieme al classico d20 (dado a 20 facce) anche il bellissimo, e trasuratissimo, d12 (dado a 12 facce) per aggiungere un livello di successo e di fallimento ulteriori a quelli possibili.

Il d20 come è noto è il dado più usato da tutti i sistemi ispirati o derivati da D&D (la maggioranza dei cloni e dei giochi OSR, ma anche le versioni commerciali più recenti). Il d20 viene infatti usato per i tiri per colpire, per i tiri salvezza e a volte anche per le abilità di ladro e abilità non di combattimento. Invece il d12 è uno dei dadi meno utilizzati.

In questa versione della meccanica d20&d12 il d12 si tira insieme al d20 e modifica il risultato quando sul d12 si ottiene un 1 (solo se il d20 dava un fallimento) o un 12 (solo se il d20 dava un successo).



Una tabella chiarirà immediatamente il meccanismo che si propone:

Risultato d20 Risultato d12  effetto
11fallimento molto grave (f--)  
12-12fallimento grave (f-)
Fallimento1fallimento grave (f-)
Fallimento2 - 12fallimento normale(f)
Successo1 - 11successo normale (s)
Successo12successo speciale (s+)
201-11successo speciale (s+)
2012successo eccezionale (s++)

Gli effetti dei vari gradi di successo e fallimento dipendono molto dai gusti e dalla specifica campagna, si possono utilizzare effetti generici il cui dettaglio viene lasciato alla fantasia del GM o dettagliatissime tabelle di risultati.

Le ragioni per legare il d12 al d20 restano le stesse del primo articolo ovvero la volontà di utilizzare il d12 almeno quanto il d20 e poi perché da un punto di vista geometrico il d20 e il d12 sono legati, infatti i solidi su cui sono costruiti, ovvero l'icosaedro (20 facce, 30 spigoli e 12 vertici) ed il dodecaedro (12 facce, 30 spigoli e 20 vertici) sono l'uno il duale dell'altro e per ragioni assolutamente arbitrarie trovo giusto utilizzarli insieme; per approfondire vedete qui:
http://it.wikipedia.org/wiki/Solido_platonico.


Per eventuali tabelle di risultati rimando al precedente articolo Dal fallimento disastroso al successo strepitoso (viva il d12!) e mi riprometto di riprendere la questione con nuovi esempi.

sabato 22 giugno 2013

Dadi crea storie o StoryCubes


Visti in un negozio Città del Sole di Como non potevo resistere alla tentazione di avere tanti dadi nuovi ed un gioco per usarli.

Rory's Story Cubes
Il gioco è semplicissimo ed aperto ad infinite variazioni, si lanciano i 9 dadi e cominciando con "C'era una volta..." bisogna raccontare una storia che unisca tutti i dadi (l'ordine viene scelto dal narratore). Ovviamente esistono molte varianti delle regole e i dadi si prestano a molteplici utilizzi (tipo ispirare un Master al volo).



Esistono anche altre confezioni, potete trovare tutti i prodotti e tutte le varianti sul sito del gioco http://www.storycubes.com/

Che dire un acquisto assolutamente consigliato!

venerdì 31 maggio 2013

CHEVALIER of The Obscure RPG Day


Today I will review Chevalier to celebrate "The Obscure RPG Day" (with the complete listing of all blog partecipating).

Chevalier was printed in 40 copies in 1976, it was a 131 page book of rules to be used with the original D&D Game (the 3 booklets abd Greyhawk). Luckly I'am the proud owner of one copy of the "1999 limited edition reprint" signed by both Ed Simbalist and Wilf Backhaus.

The  authors where clearly in love with the potentiality of D&D, with feudal history and with fantasy (in particular with Professor Tolkien works), and they wanted more from their game that killing monster in a vacuum.



Since the game grow out of the original game and a lot of thought went into it, by honor of arms should be into the library of every OSR affectionate, at least as a milestone for some less trodden road.



So whats sets Chevalier apart from other D&D Supplements?



To sum it up: attention to detail and some innovative ideas, it could help to think of it as the Advanced D&D that never was.



Most of the details and innovation went into tying characters to the setting by making them part of the feudal society, this was partly done by creating a system of honor and favors more binding than alignament, experience or money. Indeed there are some pages dedicated to a "influence" system used to ask favor and keep track of honor debt, other pages explain "Courtly love" and it's advantage and pitfalls.


Characters as usual are characterized by race, and as usual most characters will be humans unless you can score some very good rolls and become an Elf (and in no D&D, or derivative game, you will find a more Tolkienesque Elf), an Hobbit, a Dwarf or a Monster. But more than by race characters are characterized and strongly flavored by their social status as is befit to a feudal character, and with details on the number of siblings, your father trade and how good is your standing to the family your character will soon discover that he is far from the XXI century.



And speaking of innovations there was a reinterpretation of the classic characteristics (constitution, strength, dexterity, intelligence, wisdom and charisma) with different bonus and specific advantages, the addition of 2 new characteristics (poetic and comeliness). Also alignament become a sort of 3-18 characteristic going from 3 Saintly (Law) to 18 Diabolic (Chaos).


Then we had the differentiation between Body (real damage) and Fatigue (the usual hp), and the introduction of criticals.

A brief introduction to heraldry, chivalric orders and the role of the Knights could not be missing (and an useful read for people not in tune with this kind of topics).

Another complete innovation was magick and divine miracles, for the authors magick had to be complex and mages more in search of knowledge than way to blow up dungeons. So magick was based on long procedure of enchanting, on research and different order of mages, indeed we don't have simply wizard and cleric, we have a plethora of different magic-user (or to say it better a plethora of modes of magick: alchemy, astrology, divination, hex masters, artificiers, necromancy, conjuration, enchanters, thaumaturgy, power word, cabalaism, magick square, natural talent, drug trance, dance chant, shaman, medium) and miracle workers (clergy, templar, hospitalar, teutonic knights, hermits, friars, mendicants). Another innovation was the different way miracles worked from magick.



The way time was represented (more adventure in the summer and book-keeping in winter) so to have 1 campaign year go by in about 10 games, this would make possibles wars, sieges, the fall of kingdoms and extended campaigning. So there were rules on war, jousting and sieges, new spell and variations of old spells.

And maybe I am forgetting more than I am showing you....

In Chevalier there were all the ideas that made Chivalry & Sorcery such a great game, but at the same time the connection with D&D are very very strong making it an ideal book to plunder for every clone out there (Swords & Wizardry, Adventurer Conqueror King System, Basic Fantasy RPG).

In closing I must thank Catacomb Librarian for  wonderful Obscure RPG Day!


Obscure RPG Day

lunedì 20 maggio 2013

Flying Swordsmen il clone di Dragonfist


La copertina di DragonFist
Subito prima della pubblicazione della 3a edizione di AD&D, quando ancora non si sapeva che avrebbe perso la A di Advanced, la Wizards of the Coast pubblico un gdr completo e gratuito: "Dragonfist". 

Dragonfist era basato sulle regole di AD&D 2a edizione con alcune modifiche interessanti, l'uso di modificatori dinamici per le caratteristiche (1d4 invece di +2), e sopratutto un sistema di arti marziali molto valido frutto delle grandi capacità creative di Chris Pramas - poi fondatore della Green Ronin (Mutants & Masterminds, True 20, Dragon Age, A game of throne rpg....).  

Il gioco si proponeva di portare nel mondo di AD&D il genere Wuxia e sorprendentemente ci riusciva!

La copertina di Oriental Adventures per AD&D 1a edizione

Questo gioco, prezioso tesoro sugli hard disk degli appassionati dell'epoca (presente!), è ora tornato fruibile in modo gratuito ed è per di più in formato open, il tutto grazie all'opera di "clonazione" operata da Lord Gwydon, il clone recupera il sitema di arti marziali, le classi e i mostri orientali ed aggiunge delle piccole varianti (in particolare ora i maghi meccanicamente funzionano come gli stregoni della 3a edizione). 

L'ambientazione viene rivista rispetto al lavoro di Pramas che presentava un'ambientazione più dettagliata e specifica, invece in Flying Swordsmen l'ambientazione è più genericamente quella del fantasy cinese.


Il gioco inoltre risulta essere ottimamente illustrato (splendida la copertina).
A mio parere resta una delle poche presentazioni di un sistema di arti marziali decente per AD&D (e per tutti i giochi OSR) oltre quello presentato in "Oriental Adventures" della 1a edizione.

Oltre alle arti marziali il gioco è impreziosito da una splendida sezione di mostri, magie, oggetti magici e razze adatti ad un'ambientazione orientale.

In estrema sintesi le arti marziali sono così rappresentate: tutte le classi conoscono una qualche forma di arti marziali ed hanno un numero di manovre dipendente dal livello e dalla classe, le manovre sono divise in 5 livelli per cui ogni classe ha una tabellina come quella degli incantesimi che indica quante manovre il personaggio conosce, il mix di manovre renderà particolare lo stile di combattimento di ogni classe.

La splendida copertina!
Questo sistema risulta facilmente implementabile in qualsiasi gioco OSR (Labyrinth Lord, Osric, Basic Fantasy RPG, Swords & Sorcery) per chi volesse dare un tocco orientale alle sue avventure.

Il gioco (consigliatissimo!!!!) lo trovate qui: http://lordgwydion.blogspot.it/p/flying-swordsmen-rpg.html

martedì 7 maggio 2013

Kung Fu old school style

Sometimes you get a zen moment, Keith Davies in his blog put in the spotlight my proposal for martial arts as school (see his post Old Schools) in Swords & Wizardry (Old School: Kung Fu) for which I can only thank him :)

in this post I present my entry, here the Dazzling Duelist by Todd Colstrom, and don't forget to visit Keith blog:

Old School: Kung Fu


Thinking about it this could be a perfect way for many things, among others martial arts, I would take lead from Oriental Adventure AD&D 1st edition (this is an old school post after all) and bend it to the concept presented here :)
I have toned it down a little and put only “easy” to rule maneveurs (no choking holds/locking parry ecc)

Kung Fu (Hard-Soft style)

Kung Fu is an ancient martial arts learned in dojo, monastery and from traveling masters. Renowed in the area are the Dojo of Master Fei-Lon (in the big city, double the cost, need to convince the master himself to be a worthy student), on the mountain nearby there is the isolated Monastery of Shang-Ki a lesser deity of the zone (LN, fight honoraubly, perfect yourself, protect the weak) where student will be accepted if the swear to follow the teaching of Shang-Ki. A renowed if strange teacher is the (in)famous Jack Lee a peerless master (Fighter 11th + all 10 lesson of this school) but with a strange curse (must get drunk each day before sunset) so while he is an incomparable fighter it’s quite complex to follow him… to be accepted as his student you must drink with him….

Lessons

  1. My body is a weapon: you can combat without weapons whit no penalty, your attack (kick, punch , knee) do 1d6 damage
  2. defense: in combat you have AC 8 [11]
  3. expertise of attack: you can do 3/2 kung fu attack each round
  4. expertise of defense: you have AC 7 [12]
  5. mastery of attack: you can do 2/1 attack
  6. mastery of defense: you have AC 6 [13]
  7. Iron Fist (attack does 1d8 damage)
  8. Flying Kick (need a running start only attack does 3d6 damage. if attack fail fall prone)
  9. Iron Skin AC 5 [14]
  10. Missile deflection (make save to deflect missiles – arrows, bolt, sling stone ecc)

* the idea is that you can take this lesson by paying 10% XP needed for your actual level, there is also a time requirement (1 week for each lesson level, 1 week for the 1st, 2 for the 2nd and so on), a money cost (I would go for 1000 gp/lesson levels at least) and a level requirements (level must be greater than lesson level)