Category Archives: Rules

AC by class AND level

Armor of Stefan Batory (source)

Armor of Stefan Batory (source)

In my recent post about magic-users and armor, there was one option for doing strict class-based AC (that is, all fighters have AC 3, all magic-users have AC 9, and so forth). One downside of that system is that other than gear with special enchantments it doesn’t allow for much in the way of advancement (which is a big part of what makes D&D work as a game).

Here’s another idea that works with OD&D hit dice to address that concern. Take the combined hit dice value (for example, HD 5+1 = 6) and subtract that from 9 (or add it to 10 if using ascending AC). That is the characters armor class (improved further by one if using a shield). This gives fighters the best AC, but also allows gradual progression. Following the same example, a character with 5+1 HD has an AC of 3 [16]. This is sort of the defensive equivalent of using hit dice as attack bonus. AC should also be capped, depending on the desired campaign power curve (if I was using this for Vaults of Pahvelorn, the best AC from hit dice would be 3, or 2 with a shield, because danger should always remain). Really, the term “AC” here becomes a bit vestigial; it’s really more of a defence stat, but continuing to call it AC probably helps from a UI perspective, given that it works exactly the same as AC.

If you wanted to preserve some mechanical effect from armor, maybe allow it to add a bonus to the death saving throw† (light = +1, medium = +2, and heavy = +3). This further reinforces the idea that HP is a mixture of elan and resolve, and that there are no potentially telling blows until HP have been exhausted. The downside of armor would be an encumbrance style penalty to ability checks, non-death saving throws, and escape rolls.


† Rather than deal with negative HP or have death occur at 0 HP automatically, I allow PCs to make a death save. If this is passed, the character is unconscious. If it is failed, the character is slain. This is one of my favorite house rules, and probably deserves its own post so that it can be linked to directly.

Magic-Users and armor

Brainstorming several different approaches. Goals: should provide interesting trade-offs while respecting the fictional logic.

  1. Chance of spell failure. Maybe N in 6 chance, where N is based on the armor heaviness (light = 1, medium = 2, heavy = 3). Problem: the rational course of action is to carry a suit of armor and put it on after all spells have been used. This is lame. Such an approach might even encourage annoying things like taking off armor to cast spells and then putting it back on (yes, this can be balanced with random encounter checks, but still lame).
  2. Wearing armor causes an armor penalty, equal to the type of the armor (where light = 1, medium = 2, and heavy = 3). This penalty applies to all physical checks (attack rolls, saves, ability checks, etc) and works much like the encumbrance penalty (and in fact is cumulative with it). This could be offset by a class-based armor skill (fighter = 3, thief = 1, magic-user = 0). Problem: while this would increase the game cost of magic-users wearing armor slightly (-3 to physical saving throws, escape rolls, and constitution checks associated with drowning are big deals), it doesn’t really impact casting spells at all. Further, one seeming corollary of this system is that zero level characters would probably have armor skill of 0, complicating the common case if consistency is maintained.
  3. Use a roll-to-cast system. I love this, but it’s also very invasive, and probably requires reworking many spells as well to do correctly. I would like a solution that supports the traditional Vancian system.
  4. Maybe magic-users just don’t get as much benefit from armor, but still take all of the downsides? Kind of like this. Magic-users could get AC 8 from leather, AC 7 from chain, and AC 6 from plate. Has promise, but is perhaps too complicated. Also, I don’t much like the corollary that magic-users have less skill with armor than standard zero level civilians. I prefer to think of all the character classes as somewhat competent adventurers; magic-users are not assumed to all be frail academics. I suppose zero level characters could also gain less benefit from armor, but that seems to introduce unattractive complications.
  5. Magic-users can wear armor, but only special enchanted armor (elven chain perhaps). This necessitates some justification for why magic-users can’t cast in normal armor (such as overly scientistic claptrap like how metal interferes with magic, which just invariably leads to subversion of the balance rule through creation of things like wooden or chitin armor). Also, it means that all “fully upgraded” magic-users must aspire to finding a suit of special armor (kind of like how cloaks and rings of protection are so critical in AD&D). Suboptimal.
  6. Learn to stop worrying and love magic-users in armor. I don’t mind this aesthetically. In fact, I quite like sorcerers in armor (picture by Stefan Poag), but it does seem wanting in terms of class balance (greatly decreasing the relative combat power of the fighter, specifically). That’s not the end of the world, especially as I have already improved the to-hit rolls of fighters in my current game.
  7. Provide compelling alternatives that compete with armor (such as robes). Combine with options 6, and maybe a increase the encumbrance cost of armor while not adding a full more physical penalties on top of the general encumbrance penalty. This is close to status quo, with the exception of explicitly legitimating magic-user armor use.
  8. Class-based AC. This has a certain attraction, especially if taken to the logical extreme where you literally say that fighters and clerics just have AC 3 no matter what they wear, thieves have AC 7, and magic-users have AC 9 (aside: clerics really should be the AC 5 class, but whatever). That solves the problem in one sweep, maintains both abstraction and balance, and makes armor only important as a kind of magic item or cosmetic affectation. That last bit is also maybe a problem though, as it does away with consequences of armor for things like drowning.

As you can see, my thoughts are all over the place. Anyone else have any good ideas or suggestions?

Edit: added option 8 based on Guy F.’s comment on Google Plus.

Weapons Revisited

Update: I recommend using the slightly simpler approach to this same basic idea described in the Weapons Quick Reference post.

Image by Piranesi (source)
Image by Piranesi (source)

I started work compiling various blog posts into a Vaults of Pahvelorn Player’s Guide, and the very first thing I decided to look at was my old weapon properties post. This is one of those topics that I think would really benefit from the accessibility of being included in a player’s document, because despite being designed mostly as bonuses, in play we still often forget many of the weapon features. One of my ongoing personal design goals is to make weapon choice just as interesting as spell choice, without relying primarily on variable damage dice (which promotes an overly numerical approach that I find lacks interesting trade-offs).

Of course, rather than just copying the old rules into the document and moving on, I immediately start to significantly revise them. Since I wrote the original version, I have been exposed to Apocalypse World and Dungeon World, which both take approaches to weaponry that have influenced me substantially. I think weapon tags are a wonderfully efficient way to remember the various features, and while yes you need to read the definitions once, it seems like once you know that dangerous-1 means backfire on a natural roll of 1, you are unlikely to ever need to look that up again. I think this version below is much improved over the original, and many of the rules have also been simplified (for example, riposte just automatically deals damage to attackers that miss and roll poorly rather than requiring another attack roll).


Weapon damage is 1d6 by default. Some weapons have additional benefits, as described below.

WeaponProperties
Axemelee, damage: re-roll 1, shield-smasher
Daggermelee, quickdraw, throwable, range-2, concealable, grapple
Macemelee, penetrating-2
Swordmelee, quickdraw, riposte
Two-handed swordmelee, two-handed, damage: 2d6 take highest
Pole armmelee, two-handed, interposing, damage: 2d6 take highest, reach, awkward-2
Quarterstaffmelee, two-handed, parry (melee)
Spearmelee, throwable, range-3, interposing, reach
Javelinmelee, throwable, range-5
Clubmelee
Shieldarmor-1, parry (missile), damage: 1d3
Bowmissile, two-handed, range-7, reload-0
Crossbowmissile, two-handed, penetrating-2, range-6, reload-1
Slingconcealable, missile, insignificant, missile, range-4, reload-0, versatile ammo
Oilbombdangerous-1, flaming, immolating, penetrating-2, range-1, reload-1, unreliable-3
Powderbombarea, damage: 2d6 take highest, dangerous-1, flaming, range-1, unreliable-3
PropertyEffects
Areano attack roll, all enemies in area of effect take damage, save for half
Armor-N+N armor class
Awkward-N-N attack if not used at reach
Concealableeasy to hide in standard clothing (will not be noticed without a search)
Damagedamage inflicted is modified as stated
Dangerous-Nbackfires (damages wielder) on natural rolls of N or less
Flamingdeals fire damage and flammable targets must save or be lit up
Grapplefuture attacks auto-hit if a dexterity/strength contest is won
Immolatingsave or ignite, continuing damage, additional save per round
Insignificantdoes not count as an item for encumbrance purposes
Interposingmelee enemies must save to attack wielder, and on failure take damage
Meleemay only be used when engaged in melee (essentially, range-0)
Missilerequires ammunition
Parry (type)save to deflect one attack per round that hits (limited to type, if given)
Penetrating-N+N attack versus targets with armor
Range-Nweapons of higher range afford a free attack round as enemy closes
Reload-Ntakes N rounds to reload (reload-0 fires every round)
Ripostedeal damage if enemy misses and rolls 5 or less
Shield-smasherdefender with shield must save or have their shield destroyed
Two-handedrequires both hands to use effectively
Quickdrawmay ready and attack in the same round
Unreliable-Ndoes not function on rolls of N or less (overridden by dangerous)
Versatile ammomay use any small hard object (coin, rock) as ammo

Further Notes

  • “Mace” includes warhammer and military pick.
  • Wielding two weapons (where one is not a shield) grants +1 to the attack roll (credit to Philotomy).
  • A flask of oil may be used to coat a weapon and then ignited to give a metal weapon the flaming property (likewise, arrows). This is a reload-1 type operation. On attack rolls of 5 or less, the fire goes out. Such flaming weapons will also go out after one exploration turn (or after combat).
  • Target of a grapple may spend an action to attempt to free themselves (this is another dexterity/strength contest).
  • Ranges: bomb < dagger < spear < sling < javelin < crossbow < bow
  • Ranges are not measures, but are only used in relative comparisons.
  • Shooting or throwing into melee: determine target randomly.
  • Crushing/bludgeoning damage is sometimes important (skeletons, living statues, and so forth), but I decided that this is probably clear enough contextually, and thus doesn’t require a property (Google Plus discussion). I may change my mind on this, though.
  • A strength/dexterity contest means: both contestants roll either a strength or dexterity check (their choice). This is a less than or equal to d20 check, and the one that makes it by the most wins the contest (ties go to the defender).
  • I kind of want to add a great axe and maul (two-handed varieties of the axe and mace), but that would probably necessitate giving the two-handed sword an added benefit, and I haven’t been able to think of anything that I like.

Thanks to Robert G. on Google Plus for suggesting the property name interposing.

For ease of future reference: G+ threads on flaming oil: here and here (and Philotomy).

Barbarians of the ruined colonies

Hercules (source)

Image by John Singer Sargent (source)

Castle Pahvelorn was once the mightiest stronghold on the edge of the western colonial frontier. Before the giants were driven back and Pahvelorn was built, the old kingdoms settled colonies on the coast of the Mirnilask Gulf, which lies to the east of Zorfath and Shem Nabar. Several generations ago, those colonies were overrun by savage warriors that swept down from the southeastern hills. The warriors fought fearlessly, and drove of interlopers from their colonies back to the sea, plundering the wealth of the colonies before retreating to the hills from which they came.

Some of their warriors still venture forth from their clans in the hills. Here is a class for their raiders. Hit dice, saving throws, attack, XP progression, and weapons as fighter. See below regarding armor.

When making a death saving throw in response to being reduced to 0 HP from combat, barbarians roll two dice and take the highest result.

A barbarian gains a rage point when the character:

  • Scores a hit on an enemy in combat
  • Takes damage during combat
  • Rolls a natural 20 on an attack roll
  • Slays an enemy in combat

These conditions are cumulative, so slaying an enemy with a natural attack roll of 20 gains 3 rage points.

Rage points may be spent to:

  • Add +1 to an attack roll
  • Add +1 to a damage roll
  • Add +1 to a saving throw
  • Improve AC by 1 (no better than 2 [17])
  • Improve a nearby companion’s AC by 1 (no better than 2 [17])
  • Save to shrug off damage from a mundane missile
  • Decrease damage taken by 1

Points must be spent for bonuses before dice are rolled. At the end of combat, all rage points are lost. AC improvements last until the end of combat. Companion AC improvements are only active when the barbarian is nearby. No more than six rage points can be spent at once on any given type of bonus.

Barbarians must make a successful saving throw (use most favorable number) to disengage from combat (this save is penalized by the current number of rage points).

Barbarians are deeply suspicious of the dark arts, and gain no rage points if in possession of enchanted objects that are not fetishes from their own homeland. This suspicion is connected to ideas of personal, spiritual purity and does not extend to travelling companions (though barbarians may be contemptuous of the unclean and strange habits of the civilized).

Additionally, no rage points are gained if the barbarian is wearing any armor (though shields are allowed). If not wearing armor, barbarians gain a bonus to AC equal to their HD (for these purposes, treat 1+1 as 2). For example, an unarmored barbarian with 3 HD has an AC of 6 [13].

Barbarians also often have misunderstandings with civilized people, and thus take a -2 reaction penalty. This includes loyalty and morale checks for civilized retainers (though close associates will come to understand and trust the barbarian over the course of successful adventures). Thanks to those that participated on Google Plus in the discussion about this aspect of the barbarian class.

Monstrous armor

Source: Wikipedia

Source: Wikipedia

Wyvern-scale armor. Heavy armor, AC 3 [16]. When properly worked by a knowledgable armorer, wyvern-scale armor is amazingly light. So light, in fact, that it both floats and does not add to encumbrance. Maintaining the armor in fighting condition requires careful and continuous oiling and care, though no special or expensive oils are required. If wyvern-scale armor is not oiled for more than a week, it becomes brittle and begins to fall apart (this process cannot be halted or reversed; the armor is ruined). It is assumed that knowledgeable PCs will maintain their wyvern-scale armor adequately, and this downside will only manifest if the armor is lost or the PC is trapped away from maintenance materials for an extended period of time. When freshly made, wyvern-scale also has a very distinct aroma, undetectable by most humans, but clear to many animals and beasts, making achieving surprise more difficult in some circumstances (the scent may be perceived as either terrifying or aggressive, depending on the creature in question). After proper aging, the scent is said to dissipate, but experts estimate that such an aging processes requires the better part of 1000 years. Crafting cost & time: 1000 GP and 1d6 weeks, assuming access to a knowledgable craftsperson. One wyvern yields the materials for 1-2 suits.

Purple worm leather. Light armor, AC 7 [12]. One part of the dermis of the giant violet worm can be made into effective, flexible, and durable light armor. The armor, if properly made, remains partially alive (though its method of sustenance is unknown), and it slowly leeches alchemical compounds into the wearers body, granting a +2 bonus to saving throws versus poison after the armor has been worn regularly for at least one week. The wearer’s eyes and tongue also slowly take on a purple hue at this time. The armor feels slightly warm to the touch. The worm skin is too bulky to combine effectively with other forms of armor (such as plate + worm skin) but can be worked into heavy rain-capes or coats for those that seek only the poison resistance and cosmetic effects. The poison resistance does not persist when the armor is removed (sages suggest that the skin must release some further compound in response to poison). Most skins result in a vaguely tigerlike pattern of alternating brown and vibrant purple, and the color does not dull with age. Purple worm leather can be killed. Assume the armor needs to make a save versus death if the wearer is reduced to 0 HP by trauma (use the wearer’s save number). It will also mend itself naturally. Crafting cost & time: 100 GP and 1 week. One worm provides materials for a number of garments equal to its hit dice.

Purple Acid Blast

Source: Wikipedia

Source: Wikipedia

Spell, Magic-User 2

Open an extradimensional rift to the acid seas of Erankzix. This causes a blast of violet, sparkling acid. If targetting a single creature directly, this does 3d6 damage, save for half. The 3 dice may also be distributed between several clustered targets (for example, two dice to one target, one die to another). Will weaken most physical objects if cast on them directly, providing a bonus to open doors or similar checks. The acid itself phases slowly back to Erankzix within one exploration turn, leaving a worthless residue of purple dust laced with mica. The acid is resisted by glass, rock, and organic bone.

Wardrobe malfunction

At the tail end of this encumbrance system, Logan Knight included this bonus optional rule, called wardrobe malfunction:

If you are hit in combat you can choose to sacrifice a Significant Item or other piece of equipment before damage is rolled. If you can explain how the attack removed or destroyed that item instead of injuring you, it happened.

As he writes, it’s like shields will be splintered, but for everyone. Personally, I don’t care for shields will be splintered (for a number of reasons that are not relevant to the purpose of this post), but this did give me an idea for a variant wardrobe malfunction rule.

In my game, there are no negative HP. Rather, when reduced to zero HP, a saving throw is required, with failure indicating death and success indicating unconsciousness. Rather than make unconsciousness always the cost of success, there could be a chance of an item taking the brunt of the almost fatal blow, allowing the character to remain conscious at 1 HP. This chance could be 50/50 (potentially requiring another die roll) or maybe occur on a natural saving throw roll of something like 19 or 20 (10% chance seems about right for this).

This does add a little bit of complication to a rule that I value primarily for its lethal simplicity. And such complications pave the way to death and dismemberment charts (which, to be clear, I also enjoy using sometimes). That said, the variation added by this additional potential outcome (lose a randomly determined item but stay conscious) might be worth a slight increase in complexity.

Another stunt system

Jeremy D. recently posted this simple and elegant stunt system based on the DCC deed die but intended for use with traditional rules. The basic idea is that attack rolls are made with d16 + class hit die (assuming B/X style variable hit dice), and a pre-declared stunt is successful if the hit die comes up 4 or greater and the attack roll is high enough to hit. This gives fighters (d8 hit die) roughly a 62% (4 or higher on a d8) chance of pulling off a stunt, given a high enough modified attack roll. Magic-users (d4 hit die) have a 25% chance (4 or higher on a d4). What’s the trade-off? If the stunt fails, the attack misses, even if the number would have been high enough to hit had a stunt not been attempted.

The system is clean, but does require Zocchi dice, which is a downside. However, thinking about the trade-off gave me an idea for another system based on a similar principle. The basic idea is to gamble on two independent dice both coming up high. So why not make stunts require success on two attack roles rather than one? This would still represent a single action, but would be similar to roll twice, take the lowest (since both need to hit). The essential dynamic of fighters being most able to benefit from stunts would be preserved, because (assuming the same level) fighters will have the best chance of hitting. This also seems like it would be easy to communicate to players: just make two attack rolls; no new mechanics would need to be introduced.

Marching order and roles

Chaos party with marching order roles

Chaos party with marching order roles

Establishing a marching order in a videoconference game is a hassle. It always seems to take longer than it should, and then PCs in the middle or back are doing things which should often disturb the previous marching order, but practically speaking it’s just difficult to keep everything in mind along with everything else going on, such as describing the area, mapping on Twiddla, or checking off the passage of time.

Dungeon World has a formalized system for wilderness exploration which requires characters to take on different roles, the Undertake a Perilous Journey move. Specifically, characters can take on the trailblazer, scout, and quartermaster roles, which, respectively, improve speed, decrease the chance of being surprised, and decrease the number of rations consumed during the journey. Each PC that takes on one of those jobs makes the equivalent of a wisdom check (roll +WIS in DW parlance), and the result of that roll contributes to their given job.

A similar system could perhaps be used for abstracting marching order. Rather than worrying about exact order, just assign the key positions. Roles that I can think of are:

  • Scout: Assumed to travel beyond the light source, and report back periodically. Using a scout guarantees that the party will not be surprised from the front by visible dangers, though the scout risks being surprised.
  • Vanguard: protects the center of the group from melee. Up to two may take the vanguard role given 10′ hallways.
  • Second rank: may attack with reach weapons if the vanguard is in melee.
  • Torchbearer: you might want to double up on this role, as the light source is an obvious target for the minions of darkness.
  • Rearguard: function like the vanguard if the group is approached from behind.

So, rather than “give me a marching order,” instead: “who is scouting? who is vanguard?” And so forth. The actual order is not so important as long as the roles are filled. These roles can also carry some weight in more open spaces. For example, the vanguard could be assumed to intercept incoming melee combatants first, followed by the second rank, etc. PCs could of course override these default positions at any point, but I think a shared understanding about these roles might make abstract combat flow more smoothly, especially in games played over Google hangouts or similar technology.

I am also planning on including fields for these roles on my session record sheet. Such spaces could also double as session attendance (useful for things like handling treasure awards later).

Simple corruption

All magic-user spells are considered black magic. A magic-user has corruption equal to the highest level of magic-user spell that has been cast. Cast a second level spell, congratulations: you are now corruption-2. Make up some interesting (non-mechanical) external manifestation to represent each point of corruption (solid black eyes, snake tongue, whatever). Bonus points if this has some relation to the magic-user’s modus operandi (such as signature spells).

Corruption is:

  • Subtracted from all magical healing
  • A bonus to saving throws against chaos effects
  • Chance in 6 that the magic-user registers as “chaotic” for magical effects or turning
  • A bonus to armor class
  • Chance in 6 that the magic-user ignores non-magical damage
  • HD of terror released into the world upon the magic-user’s death

A point of corruption may be removed using remove curse (the magic-user gets a saving throw if this is not consensual).

Magic-users are “turned” as undead of equivalent hit dice and are prevented from casting while turned. Turned magic-users are not forced to flee (but they probably will if they are smart). Turned magic-users get a saving throw each round to end the turn. Magic-users subject to the D (“destroyed”) effect are not destroyed, but get no saving throws.

touched on this idea previously, but I think this current approach is much better.

Some other variations, courtesy of fine folks on Google Plus:

  1. “D” results are as hold person
  2. “You could make corruption juice explode out of the magic user’s orifices for damage” (Justin W.)
    [Editor: perhaps 1d6 damage per point of extra success on the turn roll?]
  3. Successful turning drains prepared spells (Duncan Y., James S.)
    [Editor: perhaps one spell per point of extra success on the turn roll?]
  4. As above, magic-user loses 2d6 spell levels worth of prepared spells, lower level spells affected first (Brock C.)

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