Category Archives: Rules

Weapons Quick Reference

Here is a weapons quick reference PDF (see downloads page). Some properties are also keyed to training and mastery (as described in the recently posted warrior class). When I used these rules in person, I found it invaluable to have everything on a single, easy to reference piece of paper.

For ease of reference, I have also included the rules contained in the PDF below.

The properties here are simplified from my previous effort.

Mace (source)
Mace (source)

Weapons

WeaponPropertiesTrainedMastered
Clubbludgeon stun
Dagger throwableauto-hit after grapple
Spearreachthrowableinterposing
Stafftwo-handed, bludgeon+1 ACparry (melee)
WeaponPropertiesMastered
Short sword +2 attack in formation
Short bow +2 attack with aim
Slingunencumbering, versatile ammoN/A
WeaponPropertiesMastered
Axeminimum damage 2hits destroy an item
Mace, war hammerbludgeon, +2 vs. armor+4 vs. heavy armor
Long sword riposte
Pole armtwo-handed, reach, 2DTHinterposing
Two-handed swordtwo-handed, 2DTHriposte
Long bow volley

All weapons deal one die of damage. Attack rolls are penalized by four with untrained weapons. Mastered weapons deal an extra point of damage. Some weapon options only become available with training or mastery.

Weapon Properties

2DTH

Roll two dice for damage and take the highest result (2DTH stands for “2 Dice, Take Highest”).

Interposing

Opponents must make a saving throw to get past the weapon and make an attack. If this saving throw is failed, a die of damage is sustained.

Riposte

Enemies that miss the wielder with a melee strike and roll a natural five or less on the attack roll take a die of damage.

Stun

A successful hit requires the enemy to make a saving throw in addition to the standard damage inflicted. If that saving throw is failed, the enemy may not take an action during the next turn. Stuns are only effective against enemies of the same size or smaller than the weapon wielder.

Volley

Up to six shots (roll a die) may be taken in a single round, though the targets are determined randomly.

Crossbows

There are no penalties for using a crossbow without training. There are also no benefits gained from training or mastery. Given this ease of use, the crossbow is a weapon for the masses, and is renowned for its value against heavily armored troops. As such, crossbows are often controlled munitions, and will usually be forbidden to all other than those in official uniforms.

WeaponProperties
Crossbow+2 vs. armor, +4 vs. heavy armor, requires a round to reload

Spell dice

A magic resource and resolution system:

  • Magic-users get 2 + level six-sided spell dice.
  • Any number of spell dice may be used to cast a spell.
  • Casting a spell successfully requires rolling 7 + spell level or higher.
  • Any die that comes up 1 or 2 is removed from the pool.
  • All spell dice are recovered following a restful night of sleep.

This method is separate from the approach used for deciding which spells are available for casting and could be used with any spell preparation scheme, including the traditional complicated collection of level-based slots, or something simpler.

For example, a third level magic-user has 2 + 3 = 5 total spell dice. This magic user attempts to cast a second level spell, which has target number 7 + 2 = 9. Three spell dice are committed and rolled, yielding 2, 4, and 5, with a total result of 2 + 4 + 5 = 11, which is enough to cast the spell. One of the dice came up 2, however, and so is removed from the pool, leaving the magic-user with only four dice for future spells.

IMG_3751 2d6This would work with level-agnostic spells. Just treat every spell as level 1 (meaning the target number is a flat 8).

The scarcity of magic can easily be adjusted by changing the number range which removes dice from the pool (specified above as die results of 1 or 2).

Any number of other bonuses could be factored into the spell roll, but any math beyond the calculation of the initial target number (7 + spell level) will make the procedure for casting spells feel more cumbersome in terms of game mechanics.

The above rules are the minimum required to make the basic system work, but there are several other details which would add to the system.

Catastrophe & Empowerment

If the spell fails with a result that includes snake eyes (two or more 1s), the outcome is a magical catastrophe (with effect appropriate to the spell in question). If the spell succeeds with a result that includes boxcars (two or more 6s), the spell is cast with greater effect than normal (increased range, more enemies affected, extra damage, or something similar).

As the number of dice recruited rises, so does the chance of rolling either snake eyes or boxcars. This is thematically appropriate, given the idea of drawing on more unstable power at once. The chance of either extreme result is 1 in 36 (approximately 2.7%) for two dice, 16 in 216 (approximately 7.4%) for three dice, 171 in 1296 (approximately 13%) for four dice, and chances continue to increase. ★

Using Life Energy

When spell dice resources are depleted, magic-users can also draw on their own life essence to fuel spells. Life energy dice may be used, but they deal damage to the magic-user whether or not the spell is successful. The number of life energy dice usable at one time may not exceed the magic-user level. Care should be taken with this option based on the availability of healing, as any effect that can restore HP can also be used to power spells, and healers may become spell batteries. Life energy dice are always expended when used.

Encumbrance

It would be reasonable to apply armor penalties to any spell roll total if armor is not restricted by class. Similarly with encumbrance penalties if encumbrance is tracked.


This is a mutation of a system described by Courtney. The major changes are that there is no fivefold results table (allowing the system to be used without any lookups) and here higher spell level makes spells harder to cast successfully whereas Courtney’s system makes casting high level spells more likely to exhaust dice. I have also been informed that Courtney has simplified the results from fivefold to threefold:

  • 1-5: spell goes off at the end of the round, lose the spell.
  • 6-8: spell goes off at the end of the round.
  • 9-12: spell goes off instantly.

It is also an example of concentric game design (the first five points are necessary while everything else is supplementary).

★ This is a binomial distribution. Probabilities can be found in the rightmost column of this spreadsheet. Thanks to Joshua M. for assistance.


2013-11-02 Edit

Corrected paragraph comparing this to Courtney’s system, as I misread how he applied modifiers, and added info about how he changed the results table after seeing it in play.

Based on discussion here and here, I am concerned that an unlucky first-level magic-user might not be able to get off any spells successfully before exhausting all the dice (this would happen about 15% of the time, assuming that life energy is not used, according to Ian B.’s numbers, if any die that comes up 1 or 2 is always removed from the pool). That’s no good. This could be somewhat mitigated by starting off beginning magic-users with more than 2d6 base spell dice. However, I think a better solution would be to only exhaust dice on either successfully casting a spell or failing with a catastrophe. That way, any given spell casting would not be guaranteed, but magic-users would not expend dice without also producing some sort of effect (either good or bad).

Warrior class

Like the rogue and sorcerer classes, this warrior class is designed around the trichotomy of untrained, trained, and mastered. For warriors, these concepts are applied to weapons, armor, and shields. Similar to the other two classes in this line of development, the warrior uses the high rationalized hit dice progression and hit dice dice as attack bonus.

One improvement option is chosen each time a character gains a level. A character must have training in something before mastery.

This post completes a three-fold division of adventuring types. As discussed previously, the structural difference between the main classes is combat/renewable resource (fighter), combat/consumable resource (magic-user), utility/renewable resource (thief), and utility/consumable resource (magic-user). This scheme implements that structure by making warriors the only class that gets better at using weapons (renewable combat resources), rogues the only class that gets better at using skills (renewable utility resources), and sorcerers the only class that gets better at using spells (consumable combat & utility resources). It is also worth noting that the split is not complete, as all classes increase to some degree in hit dice, which gives sorcerers and rogues some minimal development in renewable combat resources, though much less than the warrior.

As you might suspect, I have thought about how classes might gain cross-class training. For example, how do you handle a sorcerer wishing to gain training in a sword or a warrior wishing to gain training in a spell? The approach I favor is simple, but must wait for a future post.


Warrior

Initial training:

  • Four weapons from any weapons list.
  • Light armor, heavy armor, and shields.

Improvement options: weapon training, weapon mastery, heavy armor mastery, shield mastery.

Weapons

  • Simple: dagger, staff, spear, club
  • Light: short sword, bow, sling
  • Heavy: long sword, mace, axe, pole-arm, longbow, 2H sword

Untrained Weapons

Attack rolls are penalized by four with untrained weapons.

Trained Weapons

Attack rolls are not penalized when wielding trained weapons. Training also often unlocks weapon-specific options (for example, daggers may only be thrown by characters with dagger training).

Mastered Weapons

Mastered weapons deal an extra point of damage. Mastery also optionally allows special weapon properties to be used (such as the long bow’s volley attack).

Crossbows

Are considered as trained for all characters, have a further bonus against armored targets, require a round to reload, may not be mastered, and are controlled munitions (any character not in a lord’s uniform carrying one will have it confiscated at the very least, and likely expelled from town or thrown into prison).

Armor & Shields

  • Light armor: leather (AC +2)
  • Heavy armor: chain (AC +4), plate (AC +6)

Armor Penalties

Wearing armor imposes two kinds of penalties on characters, a general physical penalty and a skill penalty. The general physical penalty applies to attack rolls, physical saving throws, and physical ability checks. This penalty depends on armor type (leather = -1, chain = -2, plate = -3), and is cumulative with any penalty from encumbrance.

Skills that require general agility (climb, stealth, and steal) are penalized by 1 if wearing chain armor and 2 if wearing plate armor. Skills are not penalized by leather armor.

Armor Training

There are two kinds of armor training, light and heavy. Light armor training applies to leather and similar armors, while heavy armor training applies to chain and plate armors. Having training in armor removes the physical penalty but does not remove the skill penalty. A character must be trained in light armor before being trained in heavy armor.

Heavy Armor Mastery

Characters with heavy armor mastery gain +1 AC when using exceptional armor, and decreases the skill penalty by 1. Exceptional heavy armor must be purchased at great expense (exact cost should vary based on available materials and labor, but ten times normal cost would be a reasonable baseline). Further, rare materials may be required for the crafting.

No benefit is gained from mastering light armor.

Untrained Shield Use

Untrained shield users gain +1 AC, but only when they focus on using the shield to the exclusion of all else.

Shield Training

Characters with shield training gain +1 AC when using a shield in combat.

Shield Mastery

Characters with shield mastery gain +2 AC when using a shield in combat.

OD&D FLAILSNAILS

Recently I have been thinking that it might be fun to try running some FLAILSNAILS games using my interpretation of 3 LBB OD&D as a base. Were any players interested in such adventuring, here is how I might run it.

  1. Ability scores do not provide bonuses, other than +1 to missile attacks from dexterity scores of 13 or higher and +1 HP per hit die for constitution scores of 15 or higher.
  2. Magic weapons do not add modifiers to attack or damage, though some monsters can only be damaged by enchanted weapons.
  3. The best AC is 2. It should be obvious whether a given visitor counts as unarmored (AC 9), lightly armored (AC 7), moderately armored (AC 5), or heavily armored (AC 3). Shields grant another further bonus of one.
  4. A per-session HP total using OD&D hit dice should be rolled. OD&D hit dice only use six-sided dice, with bonuses for partial steps (for example, a second level magic-user gets 1d6+1 HP).
  5. Death & dying is handled as a saving throw at zero HP, with success indicating unconsciousness and failure indicating death (there are no negative HP).

Other than the HP totals, none of these considerations should require any real work. For example, an AD&D paladin in full plate with a magic sword and shield would be AC 2, deal 1d6 “magic” damage with the sword, and use the fighter’s attack matrix values.

Enemy numbers follow the same rules (limited range of ACs, hit dice using six-sided dice, etc). Even dragons have no better AC than 2.

I generally have PCs re-roll HP per session to represent recovery, so rolling hit dice is something everyone does at the beginning of the session.

Some magic items may function slightly differently. For example, in my interpretation, continual light enchantments cannot be placed on objects. These would need to be handled on an ad hoc basis.

A summary of OD&D ability scores can be found here.

Pahvelorn initiative

Back in June, I discussed potential rules for what happens when magic-users wear armor. I ended up settling on a d6-based individual initiative system, which makes armor increase the chances of spells being disturbed by penalizing initiative. I have been using this for the past three or four months now, and it has worked out well, though we still sometimes forget to enforce the declare spells step. From here on out though: if the initiative die has been thrown, but no spell has been declared, no spell will be cast! This is, of course, true for NPCs as well.

The procedure is as follows.

  1. Declare any spells
  2. Each player rolls 1d6 (including the referee)
  3. Subtract 1 for a dexterity of 13+
  4. Add armor penalty (see below)
  5. Referee counts up (so lower is better), and players act in turn
  • Armor category: heavy (plate) = 3, medium (chain) = 2, light (leather) = 1
  • Armor skill: fighter = 3, cleric = 2, thief = 1, magic-user = 0
  • Armor penalty = armor category – armor skill, minimum 0

That is a complicated way of saying that if you are wearing more armor than your class uses normally, you take an initiative penalty equal to the difference.

Magic-users or clerics casting a spell must chant and gesture, and are thus natural targets. If the character is disturbed before the spell resolves, the spell is interrupted, and a saving throw must be made or the spell is lost.

All retainers (or NPCs being controlled by a player) act on that player’s initiative number, and most of the time all hostiles act on the referee’s initiative number (though occasionally the referee may use multiple initiative dice for different groups of NPCs).

Armor penalty also applies to physical ability checks, physical saving throws, thief abilities, and other similar rolls. For example, even outside of combat, a magic-user wearing heavy armor will take a -3 penalty to attack rolls, strength checks, saving throws versus dragon breath, and so forth.

If a thief “wins initiative” (that is, acts before all hostiles), the option to hide in shadows while in melee is available (requiring the standard thief skill check). This allows thieves to then either retreat without chance of pursuit or take actions in future rounds with surprise (including backstabs). Thieves may always attempt to hide in shadows when not in melee.

Any character that has not yet taken a turn and is not casting a spell may attempt to intercept an attack directed at another character, as long as the action makes sense in terms of fictional positioning. Fighters may attempt one intercept per round without sacrificing their standard action. Retainers that have been directed to defend may need to pass a morale check before they will attempt an intercept, depending on the situation. Succeeding in an intercept attempt requires making an attack roll and hitting a better AC than the attacker (this is essentially a contested attack roll).

The formal hide in shadows rule is new. The intercept rule has been active for a while, but is one that we tend to forget about. It is worth remembering though, because it makes fighters and hired bodyguards more useful.

Magical defense

I first mentioned this idea on Google Plus as a spell shield. The idea is a defensive analogue to the recently posted maleficence rule.


Any prepared spell may be expended to protect one person per sorcerer level from the effects of one spell. A decision to use magical defense must be made before damage or saving throw dice are rolled. For example, a second level sorcerer may expend a prepared spell in order to protect two characters from some hostile magic.

This rule makes prepared spells function somewhat like magic hit points, as a potential buffer, and means that sorcerers can absorb a magical assault for a party in much the same way that warriors can serve as physical defenders. It also supports the classic wizard’s duel without requiring a separate mini-game.

The magical defense rules may be used with traditional levelled Vancian magic. In this case, the number of people that can be protected is equal to the level of the spell expended.

Sorcerer class

This sorcerer class was designed around the level-agnostic spells, and uses the same trichotomy of untrained, trained, and mastered that is behind the recently posted rogue class, but applied to spells rather than skills. It will most likely be included as an optional rule in Wonder & Wickedness.

Like the rogue, the sorcerer uses the standard fighter experience table, the low rationalized hit dice progression, and attack bonus is derived from hit dice. A table of simple weapons was included in the rogue post, so I see no need to duplicate it here.

It should be emphasized that only trained spells may be prepared in the traditional Vancian manner. Sorcerers begin with three trained spells and gain training in a new spell (or mastery of an already trained spell) with each level gained. Other spells may only be cast laboriously from magical texts, even by sorcerers. This is all explained in the training & mastery rules for spells, but is nonetheless worth emphasizing due to how it differs from the way most traditional fantasy role-playing games work.

Currently, I have untrained spells succeeding 50% of the time (4+ on 1d6), with a 1 in 6 chance of catastrophe. I also considered using a saving throw, with catastrophe on a natural 1, but am dissatisfied with that approach because high-level non-sorcerer classes would end up having a better chance at casting spells successfully than a low-level sorcerers, which does not feel right to me (despite how elegant it would be to use a saving throw). An intelligence check is another option, though standard roll-under would require catastrophe on natural 20, which I also don’t care for. I am still somewhat conflicted, but I believe the current d6 approach, though somewhat ad hoc, has the desired properties, and is not hard to remember. Obviously it would be easy to swap out the system used for casting untrained spells, and the only absolutely critical feature, from my point of view, is that it be possible for all classes to attempt, but somewhat dangerous.


Sorcerer

Initial training:

Improvement options: spell training, spell mastery.

Spells

  • Untrained: from book, 1 day, uncertain success, possible catastrophe.
  • Trained: may be prepared, expended when cast.
  • Mastered: double duration, 50% chance not expended when cast.

Untrained Spells

Characters with no magical training, including those other than sorcerers, can still attempt sorcery, assuming access to a book with the appropriate spell. This takes a full day of feverish application, and succeeds only 50% of the time (four or higher on a six-sided die). Further, calling upon magic without training is dangerous, and if this roll is a 1, the spell fails in some disastrous and potentially dangerous (even deadly) manner, as appropriate to the spell in question.

Trained Spells

Trained spells may be prepared for use later, though they are expended when cast and must be re-prepared before they can be cast again. Spell preparation requires access to the spell in textual form. Trained spells may be prepared after a restful night of sleep in a place of safety.

Mastered Spells

Mastered spells have double duration, may be prepared without need of a spell book (though sufficient rest is still required), and only have a 50% chance of being expended when cast.

Rogue class

Here is a draft of a new rogue class I developed recently. It uses the Gravity Sinister skills, though skill improvement is simplified into categories of untrained, trained, and mastered (which translate into chances of success on a six-sided die).

One improvement option is chosen each time a character gains a level. A character must have training in something before mastery.

Regarding experience tables, my inclination recently has been to use the fighter progression for everyone. The rogue uses the medium rationalized hit dice progression, and attack bonus is also derived from hit dice.

The omission of a separate sneak attack or backstab ability is intentional. I am thinking that surprise attacks are probably better handled independent of class in terms of effect (an extra die of damage seems reasonable), and the stealth skill grants rogues a better chance of setting up a surprise attack in any case. A separate backstab-type skill also focuses too much on damage per round type calculations for my taste.

Rules for simple and light weapons are also included with streamlined weapon properties for ease of reference at the bottom of the post.


Rogue

Initial training:

  • Two weapons from the simple or light weapons lists.
  • Light armor.
  • Three skills.

Improvement options: skill training, skill mastery.

Skills

Skills are divided into basic and expert categories:

  • Basic skills: Climb, Listen, Search, Stealth
  • Expert skills: Devices, Locks, Steal

Skills that require general agility (climb, stealth, and steal) are penalized by one if wearing chain armor and two if wearing plate armor. Using a skill often takes some time and thus may require spending an exploration turn in focused application.

The climb skill allows allows the climbing of surfaces such as rough walls. Climbing a rope or ladder does not require a skill check. There is a penalty of one when attempting to climb smooth surfaces and a penalty of two when attempting to climb slippery surfaces. Climbing gear imparts a bonus of one on climb checks.

The devices skill can be used to disable or manipulate small mechanical traps and mechanisms. Failure does not trigger traps.

The steal skill allows something to be taken without being noticed. Steal can even be used in melee. On failure, the attempt is not noticed but the desired item is not acquired. Items held directly by others may be stolen, but this may not be done secretly.

Consider adding more expert skills if they fit your campaign. Some possibilities include tracking, poison-craft, herbalism, leadership, and chirurgy.

Untrained Skills

The chance of success when using an untrained basic skill is 1 in 6 for characters of any class. There is no chance of success when attempting an expert skill if untrained.

Trained Skills

The chance of success when using a trained skills is 3 in 6.

Mastered Skills

The chance of success when using a mastered skills is 5 in 6.

Weapons

Simple Weapons
Weapon Properties Trained Mastered
Club bludgeon stun
Dagger throwable auto-hit after grapple
Spear reach throwable interposing
Staff two-handed, bludgeon +1 AC parry (melee)
Light Weapons
Weapon Properties Mastered
Short sword   +2 attack in formation
Short bow   +2 attack with aim
Sling unencumbering,
versatile ammo
N/A

More Necromancy Spells

Here we have a healing spell (that also allows stealing youth), a method of speaking with the dead inspired by Book 11 of the Odyssey, and a way for sorcerers to collect souls.

Also, Wonder & Wickedness now has a full complement of 8 spells per category, for 56 in total.


Life Channel

The sorcerer transfers life energy (either youth or vigor) from one creature to another by touch (a saving throw per turn is provided for the non-consensual, though a successful save does not end the spell). If youth is transferred, the source ages one die worth of years per turn and the recipient regains one year of youth. If vigor is transferred, the source takes one die of damage (though only one point of damage is sustained if the source is the sorcerer, with no possibility of corruption) and the recipient 1) regains six hit points but is permanently changed somehow by the dark magic (such as a dim translucency of skin, an aversion by animals, or an emanation that causes small fires nearby to extinguish), 2-5) regains the number rolled worth of hit points, or 6) regains six plus another die worth of hit points.

Occult Consultation

The sorcerer must dig a pit two feet square, into which is poured wine, fragrant herbs, and the blood of a sacrifice slain with a bronze knife. A throng of ghosts is summoned by this ritual, which may be conversed with as desired for the duration of the spell, though truth is not compelled (specific ghosts may be called if the sorcerer has material remains, a possession that was once treasured by the deceased, or a true name). Following the consultation, if desired, the sorcerer may follow the ghosts in katabasis to the land of the dead (along with any number of willing companions), though an easy path of return is not guaranteed.

Soul Harvest

By the casting of this spell a sorcerer traps a disembodied soul (of HD less than or equal to the sorcerer’s level) within an unoccupied clay jar or flask which has been previously prepared (these vessels are significant for purposes of encumbrance). Souls on their way to the underworld or other final reward may be captured automatically, but free-willed souls (such as incorporeal undead) are permitted a saving throw. A soul may be freed in exchange for a favor from the ghost (standard negotiation procedures apply), traded as sorcerous currency, or consumed for temporary power (such as a bonus to a single roll or a die worth of temporary hit points).

Corot - Orpheus Leading Eurydice (source)

Corot – Orpheus Leading Eurydice (source)

Maleficence

Ciurlionis - Lightning (source)

Ciurlionis – Lightning (source)

Direct damage spells are much maligned, especially among those who are interested in elements of the game such as exploration and problem solving in addition to combat. Even within the category of attack sorcery, magic missile in particular is a rather lackluster spell in a number of different ways, especially for a low level traditional magic-user. It doesn’t seem effective enough (despite automatically hitting in most interpretations), because it only does something like 1d6+1 damage. The primary benefit provided is to have some way of damaging monsters with immunities to mundane weapons, but even then the damage is not likely to be enough to make a difference.

However, playing as a sorcerer, it is also true that it is quite pleasing to call conflagration down upon the heads of your enemies. There is the danger, though, that available attack magic will displace other interesting spells. Some approaches to this problems have been unlimited use attack cantrips or at-will magic (such as the ray of frost or cloud of daggers) in games like Pathfinder and 4E. This approach preserves the viability of more unique spells, but also makes magic too common for my tastes, and does not distinguish it enough from the methods employed by other classes. Instead, why not make the attack magic more powerful, but allow sorcerers to cast it in place of any prepared spell? This maintains both distinctiveness and resource constraints.

If you don’t go in for the idea of sorcerers being able to trade in prepared spells for default effects (because it goes against the preparation ethos of the class), you could also probably just make this a standard first level spell. Another variation, if you wanted the damage to scale with level, would be to use 2d6 + level rather than just 2d6 (intelligence bonus could also be incorporated here, if desired). Or, if using traditional ranked spells, make the bonus damage dependent upon the level of spell sacrificed rather than the sorcerer’s experience level.

Maleficence

Any prepared spell may be expended to conjure calamity, doing 2d6 damage (save for half) to all in a melee area or to a single enemy. Each sorcerer’s maleficence is unique and should be determined at the time of character creation by choice of a single additional descriptor (fire, lightning, shadow, cold, acid, and so forth), which can also cause secondary effects (igniting flammable objects, freezing a small pool, doing extra situational damage based on enemy weaknesses). When both damage dice come up 6, or if a natural 1 is rolled for the saving throw, the magic permanently disfigures the place or person afflicted (some examples include permafrost, an affinity for ghosts, a strange high pitched whining, the attention of a demon, a scar that senses the presence of the sorcerer).