JRPG Basic Golems

Within the setting, golems fill the role of giant robots, mecha, built minions, malevolent constructs, and even adventure locations. The golem wars serve as a landmark setting element, which can be incorporated in a number of different ways depending on the particular campaign. Golems will also be the basis of at least two upgrade classes, the golem crafter and golem knight. They will likely interface with spell crystals and mana somehow, though I haven’t totally worked out those game systems yet. The “JRPG Basic” project now has a real name: Gravity Sinister.


Golems

Golems are constructs fuelled by magical energy. They have dramatically different forms and powers based on the materials used for their manufacture and the skills of their creator. The first golems were originally created by mages as servants. As the art form of creating golems developed, it became more specialized, requiring practitioners to dedicate their entire attention to the crafting of magical automatons, to the exclusion of other kinds of magic. Such mages became known as golem crafters.

The use of golems spread as their power was discovered. This led to the creation of golem armies, used by wizard lords to conquer vast swaths of land. The destruction wrought by these powerful constructs in service of war was great, toppling kings and forging empires. However, the real danger posed by golems came later, as many living mages lost control of their automaton servants, their will usurped by the spirits of long-dead arch-mages. What ended the tyranny of the golem kings is unknown, but in the wake of the golem wars, creation of golems has become anathema and is looked upon with great fear. Golem crafters thus rarely advertise their skills. Many ancient golems still moulder (or lurk) in unexplored ruins.

There are several different types of golem.

Puppets

The first golems were simple, mindless constructs which could be directed by mages to do specific tasks. They had minimal intelligence, and usually required continual magical attention, like remote controlled robots. Despite this limitation, some puppet golems can be immensely powerful. Puppet golems are still created, but due to the stigma attached to golem creation, they are usually disguised.

Hosts

The next evolution of golems was as spirit prisons. Golem crafters learned how to prepare a mechanical body so that it could be inhabited by a spirit. The conjuration and binding of this spirit was an elaborate process. Wise mages learned how to strip most of the individuality from the bound spirit, leaving a pliable, but still intelligent, core. Host golems do not require continual direction, but are still mentally inflexible and lack initiative. Hosts continue to follow their programming for eternity if they outlast their creator, which many do.

Haunts

The golem shell is an animate, motive creation, with will supplied by some external source, such as a mage. However, as essentially platforms for consciousness, golems are also susceptible to other influences, as was learned when the first banished lich spirit figured out that a golem was a perfect foothold in the material world. Though undead mages are the greatest of such spirits, kept alive by pure force of malevolent will, other unquiet incorporeal undead can also occupy incorrectly created (or damaged) golems. Such undead spirit possessed golems are called haunts, and often become slowly twisted to reflect the nature of the undead spirit, such as the bony skeletomaton, haunts possessed by spirits so old they have lost all but the most basic will, or the ravenous, golems possessed by hungry ghosts which seek unending gluttony, despite being unable to digest mortal remains or ever truly derive sustenance from eating. Some powerful haunts have strange necromantic powers, such as the ability to animate corpses or summon other undead spirits.

Feral Golems

Most sophisticated golems that remain have become feral, either through hatred of humanity for past servitude, insanity from long entrapment in ancient ruins, or corruption by demonic entities. Sages speculate that the strange energies released by meteorfall have contributed to the aberrant behavior of unchained golems. Some feral golems are engines of destruction, attempting to reduce anything in their path to ash, while others are more devious, hunting conscious beings for their own, inscrutable purposes. All are extremely dangerous. The component parts of feral golems can still be quite valuable to a skilled golem crafter though, so despite the danger, they are still sought out be the reckless and greedy.

Carapace Golems

Once the creation of more autonomous golems was forbidden, the golem crafters turned their considerable intelligence toward other ends, and carapace golems were born. These golems require a pilot and can do nothing without a conscious driver. Special seals are built into carapaces so that they can only be operated by a particular individual, limiting the danger and creating a special caste of attuned operators. They are similar in some ways to the earliest puppet golems, but do not require magic on the part of their operator to control. Instead, they bond mentally with their users and augment their capabilities. The nature of this connection varies from carapace to carapace. In some cases, the carapace provides little more than an adaptable exoskeleton, but other carapaces interface directly with the nervous system of the pilot, providing access to golem vision and other magical senses. There are stories of pilots becoming lost in their carapaces, fusing with the magical construct, and transforming into a new, hybrid form of biomagical life. Carapace golems are the only form of golems that are not generally considered forbidden, and some golem knights are greatly admired for their skill and bravery.

Husks

Husks are golems which retain some of their motive force, but have become otherwise alienated from most of reality. Previous programming has been lost or warped, and if they were ever once conscious, that intelligence has been buried or destroyed. Husks are rarely dangerous, but often have strange fixations, such as arranging rocks in piles, staring at waterfalls, copying the motions of animals, or building intricate structures for unknown purposes. They rarely acknowledge or interact with anything living. Some husks have become integrated into the natural world, such as the great pollenating husks, which serve as a vital part of the mobile forest ecosystem.

Moving Fortresses

Huge, moving war machines were the pinacle of golem creation during the golem wars. Most were destroyed or sealed away by those fearful of their terrible power. Despite their great complexity and power, the basic design of a moving fortress is similar to a carapace, though often requiring many mages and pilots to coordinate the actions of such a titanic construct. There are also stories of moving fortresses possessed by demons, or attaining autonomy through their own complexity. Golem crafters still argue about whether such things are actually possible, or just legends spread by those that fear the use of golem craft.

Adventurer class

Talysman had this idea about universal first level, the core of which is that all PCs start with the capabilities of first level in all four main classes. That is, a first level character is sort of like a multi-class character that can use all weapons and armor, can prepare one spell, can turn undead as a first level cleric, and can use all thief abilities as a first level thief. However, when advancing, the player must choose a class. Characters never lose those first level abilities, but must choose which set of abilities improve (by advancing in a particular class).

Here is my take on a similar idea, called the adventurer class, which is meant to be the only class available. Yes, this does defeat the underlying idea of class, but that’s okay. It’s a way to play “classless” D&D without actually changing the rules much. This class is probably slightly more powerful than most classes, but definitely weaker than the B/X elf, and maybe weaker than the traditional cleric. If only this class was available, I would use the fighter XP chart (because it is the easiest to remember), but if in mixed company (such as FLAILSNAILS) it would probably make  sense to use the magic-user progression (for balance).

In a certain light, this adventurer class looks like another take on the thief. It could be played in many different ways, depending on the ability scores and choice of equipment. I think it would work well for a swords & sorcery setting. A martial (but stealthy) Conan type would be easy to construct, as would an agile failed wizard’s apprentice (like the Mouser), or a doomed swordsman warlock (Elric). A character with good physical stats would lean toward the fighter archetype, whereas one with high intelligence will be better at magic (due to the intelligence check scroll magic system).

The skill point system is designed so that only one skill choice is needed per level. It still allows individualization, choice, and progress, without the problems and complexity introduced by character builds and optimization.

Intelligence checks for magic use is intended to introduce some uncertainty into sorcery without requiring a heavy mechanical system. Also, given that magic must be found, it avoids the information overload potential of the magic-user class. Most sorcery being consumable (scrolls) avoids the power inflation problems of magic in a campaign (for those of us that enjoy the creative problem solving encouraged by low power campaigns).

The adventurer does not have the cleric’s turning ability, but can accomplish cleric functions with scrolls of protection, holy water, and healing potions.


  • Hit die: 1d6 per level up to level 9, +1 per level above 9
  • Attack: as fighter (+1 per HD if using attack bonus)
  • Save: as fighter
  • Weapons & armor: any (though armor penalizes skills)
  • Scroll magic
  • Adventuring skills

The adventurer uses the skill system created for the JRPG Basic game. Basic skills (climb, listen, search, and stealth) begin at 1 in 6. Expert skills (devices, locks, and steal) begin at 0 in 6. The force skill is 1+STR in 6 and may not be improved. Adventurers gain 1 skill point at first level which may be allocated to any of the basic or expert skills. Another such point is gained every time an adventurer gains a level. No skill may be raised above 5 in 6. Medium (chain) armor penalizes skills other than force by 1. Heavy (plate) armor penalizes skills other than force by 2.

Adventurers have the ability to cast spells from scrolls. To do so, an adventurer must make a successful intelligence check (1d20 less than or equal to the intelligence score). On failure, the scroll is not consumed, and the magic may be attempted again later. Adventurers may also use all magic items.

At first level, and when gaining a level, an adventurer gains +1 to the ability score of the player’s choice (max 18).

JRPG Basic white magic spells level 1

mage avatar

I’m a black mage! Deal.

Here are the first ten white magic spells. I will probably expand the descriptive text slightly in the final version, but I want to maintain concision. I’m not sure exactly what the best way to present the requirement for spell check rolls (which are, recall, 1d20 +level +WIS, for white spells). On the one hand, I don’t want to clutter up all the spells with boilerplate like spell check WIS vs. magic defense, as I think it is obvious from the context. On the other hand, I do want the intent to be clear.

And yeah, that’s a black mage picture to the right, on a post about white magic. I don’t have a good white mage image to use that isn’t “borrowed.”


White Magic Spells Level 1

  1. Absorb
  2. Barrier
  3. Courage
  4. Cure
  5. Endure
  6. Gust
  7. Light
  8. Repel
  9. Restore
  10. Seal

Absorb

Properties: interrupt, ranged.

Spell contest to cancel all damage from a single target elemental spell, which need not be targeting the caster of absorb. Gain one temporary mana if the targeted spell is successfully absorbed.

Barrier

Properties: ranged, sustain.

Make a spell check (versus an enemy’s attack roll) to deflects mundane missiles directed toward the target of barrier. Mundane missiles include arrows, sling bullets, spears or snow balls, but not boulders. This effect works as an interrupt, but unlike most interrupts does not count toward the standard one interrupt per round limitation.

Courage

Properties: allies, sustain.

Dispel magical fear in all nearby allies. If sustained, grants a continuing +2 bonus to morale and saving throws versus fear.

Cure

Properties: ranged.

Target regains 1 HD +WIS HP. Deals 2d6 +WIS damage if cast against an undead target (half damage on miss).

Endure

Properties: ranged, sustain.

Choose an element. Target gains +1 to saving throws against that element and damage reduction equal to the caster’s WIS to damage of the chosen elemental type.

Gust

Properties: ranged.

Conjure a powerful blast or single target vortex of wind. This wind is strong enough to knock over a charging horse. Vortex will do damage to a flying creature (damage-2d6, half damage on miss). On a hit, the vortex will also knock the flying creature out of the sky.

Light

Properties: light, sustain.

Magical light radiates from the crystal. This light illuminates as a torch and wards against creatures of shadow.

Repel

Properties: area, sustain.

Spell check +WIS versus magic defense forces any affected undead to retreat from the caster. If sustained, any undead affected will retreat before the caster (though they may still fight in melee). The caster must spend another point of mana and make another spell check if more undead are encountered, thought the previous repel effect is maintained.

Restore

Properties: touch.

A medium sized mundane object may be mended or restored to working order. Restore will knit together a cut rope, straighten a bent sword, or repair a broken vase. Restore does not allow a new object to be created from disparate parts.

Seal

Properties: sustain.

Magically lock a door or gate. The spell must be broken for the portal to be opened (picking a lock, forcing a door, or massive damage will not work).

Appendix NES

Because this post idea by Reynaldo is too good not to bandwagon, here are a list of the video games that have most influenced my tabletop RPGs. I don’t have nearly the knowledge of obscure games that Rey does, so most of these are probably not new to you.

I am not actually (and have never been) a very heavy video game player, and my attention span for video games has gotten shorter as I have gotten older. Video games have always been primarily of interest to me for tabletop gaming ideas rather than as independently valuable experiences. Partly because of that, I enjoy watching interesting games being played almost as much as actually playing them myself (is that strange?). I haven’t played any of these games within the past 10 years, so I’m going almost entirely from memory. I have ranked the games based on how much they have influenced me, not in terms of their quality.

A few honorable mentions that don’t quite make the final list: Mega Man, CastlevaniaGolden Axe, Diablo, Diablo 2, Final Fantasy XII, Shadow of the ColossusŌkamiMass Effect, Dragon Age: Origins. Those have all influenced my tabletop RPGs also, but not quite as much as those listed below.


11 – Tunnels of Doom. This may have been my first RPG, period. It ran on the TI-99/4A, which was kind of a proto-console, half pretending to be a full-featured computer as well. It is about as simple as a dungeon crawl game can be, but wandering around and finding magical fountains still fired my imagination.

Tunnels of Doom

Tunnels of Doom (image source)


10 – Resident Evil. I didn’t play this game much myself, mostly because it was hard and I wasn’t very good at it (particularly the manual aiming). Luckily, I had several friends who did like playing it, and so I got to watch it being played extensively. The mix of exploration and slow-burn survival horror was a huge influence on me. I specifically remember running an adventure centered on an inn that was taken over by plant-zombie doppelgängers that owed a large debt to RE 1. The more recent sequels seem to focus more on cut scenes and plot to the detriment of exploration and mood, which is unfortunate.

Resident Evil

Resident Evil (image source)


9 – The Legend of Zelda. The spareness of the original Zelda left a lot to the imagination. I still love the understated puzzles that don’t announce themselves as puzzles and the various ways to modify the environment (such as bombing the walls). It’s also a great example of open sandbox design with multiple areas available, though I don’t think I noticed that back then. I still have fond memories of the shiny gold NES cartridge.

The Legend of Zelda

The Legend of Zelda (image source)


8 – The Legend of Zelda: A Link to the Past. Probably the first game that started to get me interested in the possibilities of modal dungeons (for example, flooding or draining in order to gain access to new areas). The dark mirror world concept is something that I would like to work into a tabletop RPG, especially if it could be done in a more structural way than 4E’s Shadowfell (I’m thinking about needing to map various areas and maybe find entrances back and forth to shortcuts or access routes).

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past (image source)


7 – Shining Force. A characteristically JRPG mix of fantasy and weird technology. Has ways to upgrade character classes. Most notable is probably the grid-based combat system which runs full battles rather than the more common abstract group on group skirmishes as used by most other video game RPGs of the era. This series was the reason to own a Sega Genesis console.

Shining Force

Shining Force (image source)


6 – Final Fantasy VII. Amazing techno-magical setting realized with stunning painted backgrounds. Great atmosphere, with most of the expected Final Fantasy elements (summons, chocobos, airships, Cid, etc). FF VII walks up to the edge of seeming too modern (a problem for me in some of the later games in the series, such as X and XIII), but in the end seems to maintain a balance between technological and fantastical elements. The story gets somewhat lost in grandiosity by the end (I’m still not sure how all the parts are meant to connect), but that doesn’t take away from the tremendous aesthetic achievement of this game. The sense of brooding menace that the best sequences in this game evoke is probably what influenced me most. Something like limit breaks would be fun to incorporate into tabletop RPG classes.

Final Fantasy VII

Final Fantasy VII (image source)


5 – Final Fantasy IV. Probably the first video game I played that actually had a good story. Most of the characters are actually interesting. Also, you get to go to the moon. And transform a character from dark knight to paladin.

Final Fantasy IV

Final Fantasy IV (image source)


4 – Tomb Raider. The original Tomb Raider is almost my ideal dungeon crawl game, despite the lack of fantasy elements. The underground locations have an open, expansive feel and are an interesting mix of natural caverns and built complexes. Like A Link to the Past, many of the Tomb Raider puzzles also involve things like flooding areas or activating bridges. The separation of the look controls from the aim controls also made the game feel just as much about exploration as about killing enemies, which was rarely the focus (though there were a few boss monsters). I’ve been playing Tomb Raider 2013 recently, which is also an excellent game, though the experience feels more linear than TR 1 (despite the fact that TR 1 is, objectively speaking, probably more linear due to the level sequencing).

Tomb Raider

Tomb Raider (image source)


3 – Final Fantasy. The original. This is the first video game I remember beating. It has far more traditional fantasy elements than most of the later Final Fantasy games (more elves and dwarves, less mecha). In retrospect, it’s quite linear, with quest A leading to quest B, and rarely any choices even about the order in which to do things. Despite that, it’s still a great game, and has a simplistic though fascinating cosmology of elemental fiends, which has persisted in modified form through many of the later games in the series. I used my Nintendo Power strategy guides pretty much as D&D supplements (somehow).

Final Fantasy

Final Fantasy (image source)


2 – Dragon Warrior. An extremely simple game, but somehow so satisfying. Totally unique style without resorting to “metal” or spectacle. It has an almost pastoral feeling, while being legitimately difficult (and also somehow avoiding being frustrating) at most points.

Dragon Warrior

Dragon Warrior (image source)


1 – Final Fantasy VI. A perfect blend between the more traditional fantasy of earlier FF games and the technology of later games. Halfway through the game, there is an apocalypse followed by a whole new game. A coherent storyline, even to the end, with fantastic characters, which is something that got lost in many of the later games. Though Final Fantasy XII, for example (which is the most recent FF game that I have played through to the end), has beautiful settings and character designs, is there even one really interesting character? FF VI has plenty of fun mini games that don’t seem to take away from the main game (esper collection, the arena, unlocking secret characters). I still find some of the music from this game haunting, and I don’t think it’s because of nostalgia.

Final Fantasy VI

Final Fantasy VI (image source)

Torchbearer impressions

Torchbearer

Torchbearer cover image, by Peter Mullen

This is not a review! It is a haphazard collection of initial thoughts occasioned by a first read-through. I have no previous experience with other Burning Wheel branded games. I gather that Torchbearer is sort of like advanced Mouse Guard. I have a particular weakness for dungeon crawling, especially the kind built around resource management attrition and survival horror. It is for inspiration regarding game systems to facilitate this sort of play that I originally backed this project on Kickstarter. As far as I know, the game is not yet available to non-backers.

My first impression is that this is a complex game. There are a lot of moving parts, and several different kind of game resources (not even considering character resources, such as food and light), which players need to manage. Skills, wises, nature, goals, beliefs, instincts, fate points, persona points, spells, and the list goes on. That’s a lot of mechanism for a treasure hunting game. However, I will say that the complexity is systemic, not character-build oriented. That’s a positive for me. I don’t necessarily mind complex systems, though I don’t generally enjoy games which require consideration of a large number of options (feat selection being the main example of this kind of game design).

The most interesting aspect of the system to me is how the treasure hunting and conditions (afraid, injured, etc) interact with the recovery and resupply system (which happens at camp and at town). Some parts of this are heavily abstract where D&D is extremely concrete. For example, prices are settled in abstract resources, which treasure provides. Characters pay their bills when they leave town using a single roll (things like haggling are skill options that have their own risk and reward). How well a character recovers depends on accommodation quality in town (some options are on the streets, flophouse, and inn). Of course, the better recovery options increase the difficulty of the bill payment roll, making it more likely that the character will end up in debt.

The system of phases (which leads to sequences like: town, adventure, camp, adventure, town) also moves time forward in the game: after three adventure phases, there is a winter phase. I like the sense of actual change this provides. Too often, this sort of thing seems to be an either/or of perfect calendars (the Gygaxian STRICT TIME RECORDS MUST BE KEPT) or not giving a shit at all, which is unfortunate. There are a lot of ideas that could be borrowed in various ways here for trad games.

The camp system is basically a specialized random encounter system, and, shorn of the “check” mechanics, could easily be used in D&D (there are different event tables for camps with different danger levels and locations). I really like this, and my only complaint is that the event tables are relatively limited (I bet there would be repeats relatively quickly). The check system could also be replaced with a simple set of potential camp actions and some quantity of HP recovery (one hit die worth, perhaps?).

There is some great art, as should be unsurprising given the participation of artists like Russ Nicholson and Peter Mullen. I particularly like the troll picture (page 157), the gear chapter header image with the rats in darkness (page 37), and the splash page for the Dungeoneer’s Survival Guide section (page 57). The depiction of the example characters (reused throughout the illustrations in the manner of 3E “iconics”) is less interesting to me (as they are all pretty bland).

Some of the rules are decidedly non-diegetic. For example, every four turns you gain a condition (think of this sort of like a health track), the first being hungry and thirsty (which can be recovered from by eating, assuming you still have rations left). This track goes all the way up to injury and death, which can happen just by adventuring without resting. Another example. The party can’t make camp unless they have at least one “check” between them (checks are a meta-game resource). I imagine that this might be a bit jarring to players used to the “do anything” ethos of D&D (though many versions of D&D have their own list of similar non-diegetic rules, including weapon restrictions and the levelling system).

The magic is heavily inspired by classic D&D spells. Some examples:

  • Dance of the Fireflies (dancing lights)
  • Eldritch Darts (magic missile)
  • Lightness of Being (levitation)
  • Mystic Porter (floating disc)
  • Supernal Vision (detect magic)

And so forth. I really like the implementation of spell components. Rather than being required, they provide a casting bonus, meaning that players can trade GP and encumbrance slots for increased facility casting spells. The number of spells that can be cast per session is on par with traditional D&D, and you have to roll for them too, so I’m not sure exactly how that would play out in practice. I don’t necessarily mind magic being less accessible, but it is an interesting choice.

This is a dense game, and there is a lot more here to consider. I didn’t touch on most of the social mechanics (circles, which are used for connections in town, for example). Or the conflict rules, which involve aggregating character capabilities using teams in a manner that is quite unique (basically, the team as a whole takes an action with various characters adding dice based on how they contribute). I would really like to get a chance to play at least a few sessions by the book so that I can see the game systems in action.

JRPG Basic combat positioning

Black Mage

Black Mage (personal sketch)

Here is an abstract system for managing combat options that hopefully provides trade-offs regarding risk and effectiveness and interesting tactical choices. I think this system has intuitive guidelines for attempting things like breaking off from combat, or setting up a surprise attack, which are often somewhat hard to handle when not using tools like grids or other cumbersome procedures. These are only part of the combat rules. The initiative and turn taking procedures are still to come.

Many early JRPGs make a distinction between frontline and rear combatants. For now, I don’t think this distinction deserves separate positioning rules, as it can be handled by the intercept rules (a character that is protected by an interception is much like a “rear” combatant). It may be worthwhile to add more depth to reach weapons, though.

I may formalize some of the terms that are currently handled more descriptively. For example, I was thinking of calling casting spells or firing missile weapons while engaged in melee a perilous action, but I also don’t want to fall into the trap of legalism.

Rules for cover at ranged position will probably also be added later (which may end up just being a simple AC bonus, as is probably familiar from other games).


Tactical Positioning

The relationship of combatants to each other in battle is managed by abstract positions. These postions determine the combat options available and restrict movement in certain ways.

Combat positions include ranged, melee, and concealed.

The lists of actions provided should not be considered comprehensive. Anything may be attempted. The referee should adjudicate the outcome using the action examples given as a guideline and call for ability checks, contests, or saving throws as necessary. Particular class abilities or skills may provide additional options, such as a thief’s ability to use the steal skill. See the relevant ability description for details.

In general, attempting anything other than attacking in melee should probably be subject to a saving throw to avoid damage (following the example of firing a missile weapon while in melee), though more latitude is reasonable for combatants in ranged position.

Ranged

Combats begin with hostile participants in ranged position relative to each other.

Ranged attacks may be targeted against specific ranged enemies, but targets are determined randomly if firing into a melee.

Characters in ranged position are drawn into melee if attacked by a melee combatant using a melee attack. Not all characters in ranged position are necessarily subject to melee attacks, however. For example, a combatant on a balcony above a room, firing arrows down into the room, is not subject to most melee attacks, and thus cannot be drawn into the melee barring special circumstances.

Common ranged actions:

  • Use a ranged weapon against a specific target not in melee
  • Fire into melee (determine target randomly)
  • Charge into melee and attack
  • Hold action in preparation for an intercept
  • Flee current combat, assuming there is an escape route
  • Attempt to hide using the stealth skill

Melee

Melee includes all characters in a limited, abstract space attempting to physically harm each other. Exact positioning is not tracked. Ebb and flow is assumed as combatants jockey for advantage and defend themselves.

A melee attack against a character outside of melee that is not intercepted draws the target into melee, whether or not the attack was successful. Characters in melee may retreat from the melee to ranged position as an action.

Area effects, such as some spells, target entire melees, which includes all combatants participating in the melee.

Ranged weapon attacks may not be made against specific targets in a melee. Instead, the target is determined randomly and then resolved as normal (attack roll and so forth). This abstraction represents the chaos of battle. Random targeting does not apply to ranged spells with individual targets, however. For example, a black mage may target a specific melee combatant with the shock spell.

Characters that use ranged attacks or cast spells while in melee must succeed in a dexterity saving throw or take 1d6 points of damage.

Common melee actions:

  • Make a melee attack against an enemy in the same melee
  • Engage someone at range to draw them into the melee
  • Retreat from the melee to ranged position
  • Make a ranged attack or cast a spell (this involves extra danger)

Concealed

Concealed characters may take an action with surprise and may not be the target of individua effects. Concealed characters may, however, still be affected by some area effects, depending on the nature of the effect and how the character is hiding.

Characters at ranged position may attempt to hide. This requires a stealth check. If the check is successful, the character becomes concealed.

Concealment is not always an option. This is dictated by the environment.

Some effects allow the detection of concealed characters (such as spells of the heightened senses of some creatures).

Fleeing

Fleeing from combat is only possible from ranged position. Characters in melee must first retreat to ranged position (this is an action). When in ranged position, a character may spend an action to leave the combat, assuming there is an escape route. Any character at range is drawn into melee if subject to a melee attack (whether or not the attack hits). Melee attacks may be intercepted by other characters or effects, allowing retreat. See pursuit for handling situations where enemies attempt to give chase.

Multiple Melees

Most of the time, a single melee area is sufficient to represent an armed struggle. However, there are cases which require the consideration of multiple melees, such as an adventuring party being attacked from both sides in a hallway. Large open spaces may also sometimes demand the use of multiple melee zones which could potentially merge and divide based on game world circumstances. The melee/ranged abstraction is meant to structure combat in a way that logically represents the chaos and risk of armed struggle, and may be adjusted on an ad hoc basis as needed by the referee.

JRPG Basic Black Magic Spells Level 1

Though the power of spells is roughly proportional to their level, I have attempted to distinguish the utility of the various spells such that low level spells retain utility. For example, while the inferno spell is unarguably more powerful than the blaze spell (doing 3d6 +INT damage to all creatures in a melee), the blaze spell remains useful if, for example, there are friendlies in that melee (as blaze allows one to target a specific enemy, even though it only does 2d6 +INT damage).

One sustained effect may be maintained while the mage continues to cast other spells. So, for example, on turn 1 a black mage could cast electrify to boost the damage output of a frontline combatant’s weapon, and then keep that effect going (without need to spend more mana) while casting blaze to directly damage an enemy at range on turn 2. If the mage wanted to cast weakness (another spell that requires sustaining) on turn 3 against another enemy, however, the electrify effect would end.

Though it is not explicitly spelled out in each spell description, any offensive spell that targets an enemy directly requires a spell check (1d20 +level +INT versus target magic defense). Some spells have reduced effect (rather than no effect), on a miss though (this is indicated by the half property). For example, spells like blaze, frost, and shock always do some damage, unless the target is totally immune to the damage type. (The half property needs a better name.)

I know that the spells are probably overly focused on combat currently, but I plan on adding more utility spells as well.


Black Magic Spells Level 1

  1. Blaze
  2. Charm
  3. Chill
  4. Slow
  5. Darkness
  6. Electrify
  7. Frost
  8. Ignite
  9. Shock
  10. Weakness

Blaze

Properties: damage-2d6, fire, half, ranged.

A jet of flame arcs toward a target.

Charm

Properties: psychic, ranged, sustain.

On hit, improves social reaction by one category. May be terminated as an interrupt to inflict 2d6 psychic damage.

Chill

Properties: ice, ranged, sustain.

Target weapon is suffused with bone chilling cold. This weapon inflicts magical ice damage and does +1 damage per hit. Liquid targets must save or freeze.

Darkness

Properties: area, shadow, sustain.

Area is plunged into inky darkness. In addition all light sources within the area are extinguished. Sight within the darkness is impossible.

Frost

Properties: damage-2d6, half, ice, ranged.

A blast of ice against a single target.

Ignite

Properties: fire, ranged, sustain.

Target weapon is wreathed with arcane fire. This weapon inflicts magical fire damage and does +1 damage per hit. Flammable targets must save or ignite. Weapon sheds light as a torch.

Shock

Properties: damage-2d6, half, lightning, ranged.

Lightning arcs from your fingers to strike a single target. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6) in a submerged environment.

Slow

Properties: sustain.

On successful spell check, target acts on initiative count 6.

Taint

Properties: poison, ranged, sustain.

Target weapon gains a sickly aura of poisonous corruption. This weapon inflicts magical poison damage and does +1 damage per hit. Any creature hit by a weapon enchanted with taint must save or become poisoned.

Weakness

Properties: ranged, sustain.

Target takes 1d6 damage and an ongoing -2 penalty to all physical rolls.

JRPG Basic Spell Properties

Much like with weapons, there are some common aspects of spells that can be factored out into properties. In so doing, we can make spell descriptions more concise, and also create other game relationships, such as the oppositional nature of ice and fire spells, or light and shadow spells (I plan on making these oppositional natures part of a basic counter-spell system, in addition to being useful for damaging enemies with certain vulnerabilities).

Some of these properties reference aspects of the abstract tactical positioning system (such as the area property), which will be more fully explained in a separate post.


Spell Properties

Acid

Inflicts acid damage. Save or cause permanent disfigurement, to either sufaces or creatures. Weakens a breakable object subject to acid (such as a door with metal hinges); +2 to future force checks against affected objects.

Allies

Effects all allies that could be reached by a ranged effect.

Area

Affects all creatures in one skirmish melee (the size of a large room). Does not distinguish friendlies from enemies.

Chain

For each hit, allows another target to be selected within the same melee (which requires a further spell check). Think chain lightning, arcing between multiple targets. The first miss terminates the effect.

Damage-N

Inflicts N +INT damage on hit.

Fire

Inflicts fire damage. Flammable objects, such as flasks of oil or bombs, must save or ignite.

Half

Spell still inflicts half damage (or half effect, which should be clear contextually) on a miss.

Ice

Inflicts cold damage. Liquids affected must save or freeze. On successful save, targets still take a -1 physical penalty to actions on their next turn due to the slowing. May be used to create treacherous ice in combination with water.

Interrupt

May be cast out of turn. No more than one interrupt spell can be cast per round by a given spell caster.

Lightning

Inflicts lightning damage. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6 area) in a submerged environment.

Poison

Inflicts poison damage.

Psychic

Only works against creatures with a mind or consciousness. If the spell inflicts damage, the damage is psychic, and has no physical manifestation. Generates aura that can be perceived by psychically attuned creatures. On a miss, psychic targets may take a free counterattack as an interrupt. Targets with animal intelligence or lower take half damage on a hit and no damage on a miss if the spell also has the half property.

Ranged

Equivalent in range to a missile weapon. Requires line of sight.

Self

May only affect the caster.

Shadow

The antithesis of light.

Sustain

Spell effect may be sustained indefinitely after the initial mana cast is paid, as long as the caster remains conscious and does not cast another spell with the sustain property.

Touch

Requires touching the target (this is an unarmed melee attack if the target is unwilling).

On the Non-Player Character

On the Non-Player Character

On the Non-Player Character

Courtney Cambell, of the Hack & Slash blog, recently released a supplement for handling NPCs and social interactions, DM3 On the Non-Player Character. It contains many useful tools. Here is a discussion of some of them and a consideration of the product as a whole.

The form factor is a 62 page saddle-stapled paperback booklet. This is a good size, due to its convenience and portability. Using this format also means that the PDF renders nicely on a tablet without zooming. The book is divided into sections on the core social encounter system, persistent relationships (“agents”), creating NPCs (with numerous tables), and a social combat system built around subdual damage. The focus is on game systems that interact with player choices, such as what NPCs want, what they can offer PCs, and what specific interactions trigger various results. Less emphasis is placed on general motivation, though there are some tools for integrating personality traits into the design of NPCs.

A quick note on the price. Courtney has decided to set his price high relative to current market rates, around $30 for the print version and $20 for the PDF. I suspect this will cause perturbation in some individuals. Niche RPG supplements are not necessities, however, so I don’t think Courtney has any obligation to price competitively. Personally, I think supporting thoughtful hobby publishing is worth paying the premium. I’ve also gotten lots of use out of his other supplements, which are available for free, on treasure and trap design, not to mention his blog, and this feels like a nice way to give back and also get something useful in return.

The core of the social interaction system should be familiar to players of traditional D&D. The referee makes a 2d6 roll, modified by PC charisma and circumstances, to determine NPC reactions. The DM3 version of this system has PCs continue to make 2d6 rolls for every social action attempted. The initial roll determines the basic disposition (which imposes a modifier to the following social action rolls) and the number of social actions the PCs may take before the NPC ends the encounter. This differs from the system in the original Basic line: “Don’t roll more than three times. If by the third roll the monster hasn’t achieved a roll of 10 or better, it will decide to attack or leave” (Rules Cyclopedia, page 93).

Each further social action is resolved as one of several options. There are 18 different “moves” provided, including options such as converse, question, and threaten. All of these have game weight. Some of the options provided are surprisingly specific, such as drink, which indicates an offer of alcohol. Players can either state their move directly in game terms (“I intimidate the NPC”) or describe actions and rely on the referee to interpret which move is attempted. Each move includes a target number for the 2d6 roll, potential modifiers, potential results, and so forth. The number of options is a bit overwhelming, and the differences between the various moves also adds to the complexity. Luckily, there is a nice one-page summary table near the back of the book. Any referee that wanted to use this system as written would need a copy of this chart at hand, at least for a while. There are also four possible “stances” that PCs can take which may interact with NPC personalities. The stances are neutral, hostile, friendly, and obsequious.

I haven’t tried to run an encounter using all the options, but I suspect that I would want to simplify them schematically somewhat (perhaps into friendly, neutral, and hostile acts, sort of like the stance categories) and generalize the target numbers so that I wouldn’t need to constantly reference a table. The specifics do create some interesting possibilities though, such as the ability to convert NPCs using the (somewhat awkwardly named) pray action (which plugs into the bond system, discussed below). So I think there would be some value in using the whole, baroque mechanism. Obviously, some parts of the system could be combined with improvisation, so this is not an either/or.

I do think that using the codified system to its full potential would require some practice. It is important to note that it is not necessary for players to master this list of moves in order to engage with NPCs, but if they don’t the referee will need to be able to translate diegetic PC actions into social moves. Might this introduce an element of system mastery into this part of the game? That is, would a player that studied the moves carefully and understood the underlying system more comprehensively have an advantage over a casual player? Perhaps, though a reasonable and attentive referee should be able to mediate between the player and the rules well enough to avoid that issue (in the same way that a referee might need to know when to apply the rules for a contested ability check or bull rush during combat even if the player does not invoke the rules directly). This issue probably deserves more attention, especially given Courtney’s position against “fiction first” (that is, diegetic or game world focused) player interfaces, but that is a subject for another post.

DM3 distinguishes between NPCs that are are strangers and NPCs that are known, which are called “agents.” This terminology is not my favorite (“agent” has so many other meanings), but I suppose you have to call them something. Persistent NPC state relative to PCs is measured by a bond number, which is the core of the persistent relationship, mechanically. This is a brilliant system, and is probably my favorite part of the overall framework. Every interaction has a chance of converting a normal NPC into an agent, or increasing the bond of an NPC that is already an agent. Bonds can represent anything from employee to rival, and there are several custom social action moves that work specifically with bonds, including gift and seduce (which is used for any conscious attempt to improve a bond, not just sexual seduction). I could easily imagine collecting bonds on a PC’s character sheet, which would be an interesting way of letting a character develop mechanically outside of the standard level/power and gear tracks that D&D characters usually follow. I woud probably add a house rule to periodically decrease bonds with neglected friends (you never call, you never write!).

Creating an NPC requires noting down a few stats, but not the stats you might expect (strength, dexterity, HP, etc). Instead, they are a few numbers that interact with the social actions and stances (and by default, of course they are all zero, so you only need to specify the interesting differences). This format looks very friendly to simple stat blocks, especially compared to the walls of text that are the usual presentation of NPC motivations. This method for recording the important (gameable) parts of NPCs is quite elegant. It also includes locks for keeping track of how a given NPC reacts to specific types of interaction. I could see using this record format almost unmodified, and it might be adaptable to other, abstract entities such as towns, organizations, or other aggregate bodies. NPC locks probably deserve clues as well, just like traps or hidden features in a dungeon, to help make sure that players can gain access to the interesting potentialities available, but the most efficient format for such clues probably requires more experimentation. A huge volume of tabular data is also provided to serve as imagination fuel for quickly creating a memorable NPC.

A social combat system is included that makes use of hit points and subdual damage. This doesn’t really fit into the way I usually run games, but I can see how it might be useful to others. It requires many calculations that look like 10 + Wisdom OR Morale + 1/2 hit die (+4 if Animal Intelligence). You also need to track at least five different kinds of damage separately (damage types include fear and confusion) which each have different effects and effect thresholds. It looks like it would work if you don’t mind shuffling the numbers (at base, it’s still pretty much just subdual damage), but I think it’s more complexity than I want to handle in play. This subsystem is not necessary to the other systems presented in DM3, however.

There are a few ad hoc rules that could probably be better handled with a core mechanic. For example, monsters (that is, unintelligible NPCs) that get the “freeze” result have a 20% chance to attack and an 80% chance to flee. Am I ever going to remember that during play? Nope. Am I going to spend the time to look it up during play? Highly unlikely. The few fiddly bits like this can be easily ignored though, without affecting the basic integrity of the system. There are also some references to other unexplained house rules that don’t really detract from the work as a whole, but do stick out. For example, what are alchemists, jesters, and swashbucklers? None of those are standard classes, but they are mentioned alongside fighters, magic-users and other, more traditional classes. The fivefold encounter area categorization scheme from DM2 is also referenced (empty, treasure, special, trick, and trap) without much explanation. Some extra text to explain these references would be helpful, or even just a footnote mentioning the external work. Otherwise, it feels a bit like an excerpt from a larger work.

The NPC modifiers to stances make me think that something like a general “temperament” score would be useful for monsters or NPCs. I don’t think I have ever seen anything like such a stat in a game before. It is not exactly the same thing as morale, which is more about confidence. My first attempt at such a stat would probably just be a modifier to the initial reaction roll. For example, something like a wolverine (or other nasty critter), might have something like a default temperament of -4, making it much more difficult for the initial reaction to be positive. Why isn’t there something like this already? It seems so obvious. Maybe this is something that is expected to be a situational modifier, but to me it seems like such a thing should depend on the nature of the creature or NPC (some creatures or people are just naturally prickly).

DM3 contains lots of food for thought and a tightly focused, comprehensive system for resolving social interactions impartially. I am definitely going to use some form of the bond system, though I likely will modify it to be a scale that stretches from enmity to friendship rather than multiple possible tracks each with a single magnitude. The NPC locks are an excellent way to include NPC depth in a way that is instantly relevant to what PCs do in the game. Even if you don’t agree with Courtney’s dictum that NPCs must be designed, slightly simplified versions of some of these rules could greatly assist in running impartial NPC encounters based on player skill. Just considering the issues covered systematically is quite valuable, as there are very few other discussions of the higher level design issues involved in social encounters.

You can buy DM3 in paperback or PDF. Courtney’s original publication announcement is here. There are also some related free downloads, such as the personality traits and NPC record sheets.

JRPG basic magic

Here is the core of the magic system. Spell crystals alone function sort of like scrolls (consumed when used, no mana cost), or they can be inserted into foci for repeated use (such use requires mana). I think this creates an interesting and diegetic magic economy while not compromising either simplicity or flexibility. They system for sustaining spells also reigns in the complexity of stacked effects without artificially limiting the power of spells. Right now, I see black and white mages starting with a wand (focus) and 3 crystals of 1 mana spells and red mages starting with a wand and 2 crystals of 1 mana spells.


Magic

Magic is the ability to use the power of mana to reshape reality. On its own, however, mana is raw potentiality. It is dangerous and overwhelming. Only some character classes, notably mages, have the ability to use magic.

Types of Magic

Magic comes in two varieties, black and white. Black magic is mostly destructive and offensive, while white magic is mostly supportive and defensive. The two types of magic are different enough that they require different skills to master. Black mages can only cast black magic and white mages can only cast white magic. Red mages learn how to manipulate both kinds of magic, but this generality comes at the cost of specialization.

Spell Crystals

In order to focus and tame the dangerous power of magic, mages have learned how to encode spells in special, alchemically prepared crystals.

Spell crystals may be used directly to cast the spell contained. No external mana is required, as the spell draws upon the mana originally used to encode the spell, but using a spell crystal in this way consumes it. In other words, when using spell crystals directly, spells may be cast “for free,” but this uses up the crystal, leaving only a worthless, burned out husk.

Spell crystals are considered insignificant items for purposes of encumbrance.

Creating Spell Crystals

Mages can manufacture copies of any spell crystal they have access to, though the process requires expensive material components (50 GP per point of mana spell cost) and takes a full town turn. Sometimes special components, such as unrefined meteor crystals, may be used in place of purchased alchemical reagents for spell crystal creation.

Foci

Spell crystals, on their own, are consumed when used. However, with the help of a focus, mages can use spell crystals multiple times. Foci allow a mage to supply the mana required for spell casting themselves rather than drawing on the inherent mana infused in the spell pattern. Most foci are wands or staves, as something about that shape helps facilitate the channeling of mana. Each focus may hold one spell crystal. Traditionally, all apprentices of the three primary mage orders are given a wand (that is, first level mages begin with one wand focus). Each focus carried is encumbering. Special foci exist that can add benefits to the casting of certain spells. For example, a particular magical staff might add extra damage to fire spells that are cast using it as a focus.

Modifying Foci

Attaching a spell crystal to or removing a spell crystal from a focus is a complicated and delicate procedure, and may only be done during town turns. Any number of foci may be modified (within reason), however, and this does not consume an entire town turn.

Mana

Mages often need to draw on their own personal mana to cast spells, such as when using a focus.

Recovering Mana

A character’s mana is replenished following a night of restful sleep. Certain items (such as mana potions) or spells (such as the black magic spell leech) may allow limited mana recovery between rests.

Temporary Mana

Some items or effects may provide temporary mana. This mana functions like normal mana, but should be tracked separately, and evaporates after combat or one exploration turn.

Casting Spells

To cast a spell, a character must have the ability to use the type of magic in question (black or white) and either consume a spell crystal or spend mana to cast a spell through a focus. No magic is possible without spell crystals.

Magic Defense

PCs use wisdom saving throws to determine their magic defense, but most NPCs have a static magic defense (10 by default).

Spell Checks

Offensive spells require a spell check to determine their effectiveness. Mechanically, this is an intelligence check opposed against the magic defense of any targets.

Spell check: 1d20 +level +INT vs. magic defense

This functions sort of like an attack roll, but for mages, though there are a few important differences, the biggest being that spells that “miss” can sometimes still affect the target, though in a lesser manner. For example, spells with the save-half property still inflict half damage on a miss. For spells with multiple targets (such as area effect spells that affect an entire melee), roll once and compare that roll to each target’s magic defense score to determine the outcome.

Add INT to damage done by spells (to the whole damage, not to each die). For example, a black magician with INT +2 does 2d6+2 damage with a blaze spell.

Sustained Spells

Some spells have effects that persist. Only one persistent effect may be maintained by a mage at any given time; sustaining a spell does not consume any additional mana beyond the initial cost. If another spell with the sustain property is cast, the previous sustained effect ends. Instantaneous spells (that is, any spell that does not have the sustain property) may be cast while sustaining a spell. For example, a black mage that is sustaining the fly spell may cast a shock spell from the air, but if they cast a darkness or invisibility spell (both of which also require sustaining), then the fly spell will end. Sustained spells also end if the caster becomes unconscious.