Monday, July 30, 2012

5th Edition fighter update

I know I said my next post would be about sanity, but I saw something today that bothered me. As I was browsing facebook this afternoon, I saw that the D&D Next team will be beefing up the fighter class due to playtester complaints that the fighter is a little too plain-Jane. Mike Mearls solution is an added mechanic called "Combat Superiority", an extra dice roll that you add to combat related actions for a little boost in power.  

"Combat superiority represents a fighter’s combat skill. On a fighter’s turn, the player receives a number of dice to represent that fighter’s skill at arms. For example, a 1st-level fighter might allow a player to use 1d4 and a 5th-level one could provide 2d6. A player can choose to spend these dice in a number of ways, depending on his or her character’s fighting style. The default combat superiority option that all fighters can use allows the player to spend the dice as bonus damage on a successful weapon attack. " 


Does that sound a little too much like DCC RPG's luck burning and attack die mechanic to you guys? And, supposedly this new mechanic will take away from something I somewhat praised, the "Themes" and "Background" mechanic. I liked how they worked and the archetypes in my game work similarly. 

Personally, I don't like rolling more dice than I should, and historically in versions 3.x and up modifiers spiral out of control. The fact that a player can add 2d6 to even damage at level 5 is ridiculous to me. It creates superhero characters that deal exorbitant amounts of damage. While static modifiers only grant a certain chance to be better at something, that doesn't mean it is a broken or poor mechanic. A fighter with an attack bonus of +3 and +3 for STR bonus may only have a 30% greater chance of damaging an opponent, but it is still better than say a magician with +0 to +1. D&D is largely a game of chance, you can tell because of the dice n' stuff.

Mike DOES mention that it could be used to perform feats of offensive and defensive awesomeness, but so far I've been neither swayed or impressed, I'll stick to Dorms and Dragons.

Sunday, July 29, 2012

Idea?

So I was not intending to write blog posts on Sunday, but I was struck with an idea so here it goes:  I had originally intended for races to have no bonuses that made them different. The only differences were going to be solely cultural, each race based on a specific culture or blend of cultures. NOW, I'm thinking about giving each race some kind of mechanic that would grant them advantage. Insanity in Hsif, blood lust in Dvergar, and maybe an added race. I'm interested in a rat-folk halfling variant BUT, it doesn't exactly fit with my campaign. Lots of decisions. But I do like the advantage mechanics.

Friday, July 27, 2012

Rules: Magic Mechanics

MAGIC
Dorms and Dragons uses a fatigue-based spell casting system with pre-memorized spells and a casting check. A magician can only have memorized a number of spells equal to their INT mod + a number based on level. Remembering the correct incantations and hand gestures when casting a spell requires a casting check with a margin of failure equal to 20 – INT. So, for example, a magician with an INT of 16 would have a 4 in 20 chance of failing at casting a spell. When casting, a player will roll 1d20 and, if the roll meet or exceeds the casting check the spell goes off. Spells that fail do not cause exhaustion, only spells that are successful.  Each spell causes fatigue for the caster, draining spell level x 2 HP. If a magician’s HP is drained to 0, the magician is exhausted and faints for 1d4 rounds, awakening with 1d3 HP recovered. If the drain from a spell causes the magician to drop below 0 HP, they will likewise faint and take 1d4 sanity damage. A good way to mark the ebb and flow of a magician’s HP is to use counters.

When learning a new spell, apply the same casting check formula but add the spell level to the target number.   Learning spells outside a magicians list increases the learning check by +1 per spell level and cost 1d3 additional HP drain to cast. A caster must always have their spell book to memorize spells at the beginning of the day. The magician can switch spells later, though, by spending 1 round x spell level each to rememorize new spells.


SCROLLS
Scrolls and most enchanted items don’t drain HP. PCs capable of using magic items and who are literate can use 1st level scrolls. Magicians can use any scroll, regardless of color

RESEARCH & ASSISTANTS
When learning spells or formulae, a magician or alchemist can do research in a library worth 1000 go to add 1d4 to their comprehension check. For every 1000 go pieces in value, increase the die size by 1 Research assistants can be hired for 50 go each to add a cumulative +1 to the roll, at a maximum of 5.


Tomorrow, Wisdom and Sanity!

Thursday, July 26, 2012

Rules: Combat #3


The final post about combat covers modifiers, optional combat maneuvers, weapons and armor restrictions, and different fighting styles. Weapon damage in Dorms and Dragons is variable, with a chart listed in the combat section of the core rules. Tomorrow, a post about the magic system used in Dorms and Dragons and my email correspondences with fellow blogger and tinkerer Gavin Norman at The City of Iron

COMBAT MODIFIERS

Stunned/Prone - +4 to hit, no DEX or shield AC bonus
Sleeping – Can be struck for maximum damage with no to-hit roll
Back/Flank Attack - +2 to hit, no DEX or Shield AC bonus
Concealed- Obscured ¼ (+1 AC) ½ (+2 AC) ¾ (+3 AC) 9/10 (+4 AC)
Covered- Physically shielded ¼ (+2 AC) ½ (+4 AC) ¾ (+7 AC) 9/10 (+10 AC)

COMBAT MANEUVERS
Combat maneuvers are major actions that can replace a normal melee attack. Maneuvers are normal unmodified attacks that carry special effects. Bonuses to hit can be added for talents and training. There are four different combat maneuvers with effects for each:
Trip – On success, enemy is prone. One cannot trip an enemy with more than two legs, or that flies

Disarm – On success, an enemy’s weapon is thrown one position away, requiring a major action to retrieve

Sunder – With a -2 to hit, success damages a foe’s armor -1D3 AC. Foe must wear armor for damage and a proper weapon must be used

Feint – Used to move behind or past an enemy, allowing for a back attack next round, or to escape by running away. +1 vs. giant sized enemies.

SUBDUAL DAMAGE
Damage from a melee attack may be halved to deal subdual damage that incapacitates foes at 0 HP for 1d4 turns Unarmed attacks deal 1d2+STR subdual damage.

WEAPON RESTRICTIONS
Each class has restrictions on which weapons they can use effectively due to their training. Weapons unusable by a class incur a -3 penalty to hit.

WEAPON RULES

Two weapon fighting- With 13+ DEX, one can use two weapons. When a successful attack is made, damage can be re-rolled with the second weapon, the second being the final result. Two weapons fighting is modified by DEX to-hit and STR for damage.

Two handed weapon- Two handed weapons deal an additional +1 damage but ties for initiative are lost.

Sword & Board- Shield bearers can try and block damage once per round. When incoming damage is dealt, roll to block, if the defender’s roll is greater, than incoming damage, it is negated. Magical shields increase die size for blocking.

Long weapon – Characters wielding ling weapons are able to attack from the second rank, hit mounted fighters, and win ties for initiative

Blunt weapon – Blunt weapons strike at a +1 to-hit vs. armored opponents and skeletons and are capable of sunder 

Piercing weapon – On a critical hit, piercing weapons add 1d4 extra damage.

CALCULATING ARMOR CLASS
Every character has a base armor class of 10 before modifiers are added. To calculate one’s armor class (AC) start with base 10 then add modifiers for DEX, armor, and/or a shield, taking into account penalties from low DEX, and the max DEX bonus for medium and heavy armors. Magic items and spells that grant bonuses to AC do not stack, only incurring the benefit of the most effective item. So an amulet of protection +1 would not stack with a ring of protection +3 to grant +4 to AC, only the ring would count. 


ARMOR RESTRICTIONS 
Each class has certain armor restrictions, and armor that is unusable by the class costs double encumbrance and grants no bonus for DEX.

DAMAGED ARMOR
Armor damaged from sundering can be repaired back to perfection for half the armor’s base cost. 




Wednesday, July 25, 2012

Rules: Combat #2


Day two of combat rules, this time with my take on critical hits and fumbles, mounted combat, surprise, initiative, and BUM BUM BUUUUM Advantage and Disadvantage. After reading through and getting a little play out of the playtest document of DnD Next, I can say that Advantage Disadvantage intrigues me BUT the math never conforms with the results. Mechanically, it is a +5 or -5 bonus. I do like that. If I can refresh any memories, the Dorms and Dragon' everything system is based off a difficulty of 15+/- with sliding modifier range. A +/-5 modifier sounds great and easy to me. But I changed the Advantage/Disadvantage mechanic because the results never fit with the math during play; you are still rolling d20s and you are still getting vastly different numbers. This way you are GUARANTEED a +/-1d4 (5% to 20% modifier either way) instead of TAKE A BAD NUMBER. Let me know what you guys think!

CRITICAL HITS OR FUMBLES
On a critical hit (20 on d20), damage is rolled twice with modifiers for STR applying once. Combat maneuver criticals double the effect. Critical fumbles (1 on d20) enact a mishap decided by the GM, usually disarming, self-wounding, etc.

ADVANTAGE & DISADVATAGE
If one has advantage or disadvantage on a check, attack, or saving throw, one rolls 1d4 and adds or subtracts it from their roll; add 1d4 for advantage, and subtract 1d4 for disadvantage If one has both advantage and disadvantage for any reason, the two cancel each other out. Certain conditions and circumstances may incite advantage or disadvantage, but GM ruling can grant either.

MOUNTED COMBAT
When fighting on a mount, the character cannot be attacked by ground soldiers, only ranged attacks or long weapons. Melee attacks must be made against the mount’s AC. If a mount is struck, a morale check is made. If the check fails, the mount is startled, and will take a round to calm before they can move again. Mounted combatants can perform a charge attack, increasing damage die size by one. Weapons set against a charge will always hit first and, if successful, cancel the charge. When performing a ranged attack from a mount, riders receive a -3 missile to-hit.

SURPRISE
Whenever there is a need to check for surprise, the GM rolls 1d6 for each monster and character. A 1-2 on d6 means the subject is surprised and can’t act for the first round. Initiative is rolled directly after surprise.

INITIATIVE
Initiative is rolled for each subject individually with a d10, adding modifiers for DEX and weapons. The numbers are then ordered from high to low, and denote the order characters can take actions during combat. Characters can hold their action to move lower on the initiative order list, and when all have acted, the round is over and the list repeats.

Tuesday, July 24, 2012

Rules: Combat #1

Dorms and Dragons is a labor of love that I praise for its streamlined modularity. I tried to take the more complex components of RPGs and  make simpler abstractions. Traditional combat forever vexed me because of it always had a vagueness that encouraged house-ruling, merely from a lack of understanding. My group couldn't figure out segmented combat, and miniatures just weren't for us.

Because of this, I developed the Dorms and Dragons combat system, a system based on a simple d10 initiative, a "three M round" and ranges based on abstract distances between 1 and 7.


COMBAT
A combat round is split into a Three M Round: Major Action, Minor Action, and Movement.  

Major Action- Major actions are any kind of action that take up a sufficient amount of time. Actions like an attack (melee or missile), a spell, potion or scroll use, or combat maneuvers done by a character, as well as getting up from being knocked down or retrieving your weapon when disarmed, constitute as major actions. Characters receive one Major action per round.

Minor Action- Any non-major action, like: lighting a torch, getting something from a pack, taking off a cloak, or talking. Characters receive a reasonable number per turn

Movement- Movement in combat is different than normal movement. Movement can come before or after a major action and major actions can be traded for one extra move.

Combatants are put in one of six combat positions on the battle field. Movement allows a character to move from one combat position to the next. Combat positions represent the abstract distance between two combatants. Most combat takes place in the first. 3 positions: Melee, Close, and Medium.

1-  Melee - Within striking range

2-  Close – 15ft. or less, within throwing range

3-  Medium - Up to 30 ft. Range of rally. -1 to-hit  with thrown weapons  

4-  Far - Up to 60ft. Range of crossbows and shortbow

5-  Long - up to 90ft. Range of longbow, -1 to far ranged

6-  Out of Encounter- Target may be seen but not heard.

MELEE & MISSILE ATTACKS
Combat is conducted by rolling a single d20 and adding Attack Bonus, weapon bonus [when applicable], as well as any modifiers To-Hit (TH) through the appropriate ability score. This sum must meet or exceed a defender’s Armor Class (AC)

Missile combat, or ranged combat, works just as melee combat but according to a range based on the weapon. If a missile weapon is fired farther than its range it suffers a -2 Missile To-Hit (MTH) penalty.

If an attack is successful, the attacker rolls for damage and adds applicable modifiers. The damage is subtracted from the defender’s HP until dead or subdued  

Monday, July 23, 2012

Rules: Archetypes


ARCHETYPES
An archetype can be chosen in lieu of the starter talents. Archetypes require 13+ in the listed ability. Talents are gained again at every 4th level after an archetype is chosen.

Arcane Dabbler- (INT) Learn INT mod number of any 1st level spells, +1 extra spell every 2 levels

Beast Master (WIS) – Gain an animal companion at first level that advances with the character  

Berserker (CON) - (level/2) times per day a berserker gains +3 to-hit and damage for the duration of melee combat, and -2 to AC.  Exhausted afterwards, berserkers suffer -2 to rolls and AC until after 1 turn of rest

Defender (CON) – Defenders receive an extra +1 AC and, block with 1 die size larger using shields. Defenders can use their shield block to help a nearby ally

Drunken Master (STR) - When drunk, gain a +2 to-hit, damage, and AC but receive -3 to any other action.

ashshāshīn (DEX) Experts at assassination, hashshāshīn can create and employ poisons, as an alchemist, without risk of self poisoning

Healer (WIS) – Healers are experts in herbalism and can create healing formulae, as alchemists, with chymst kits

Kyudo Archer (WIS) – (level/2) times a day, a Kyudo archer adds their WIS modifier to missile-to-hit

Lurker (DEX) – Gain a +4 to-hit for back attacks, and double damage for surprise attacks. Surprise on 3 in 6 chance, must wear light armor

Mounted Warrior (DEX) – Mounted Warriors deal double damage when charging and suffer no penalty to- hit for ranged attacks while mounted

Reaper (STR) – All attacks are close calls, dealing STR mod. damage on misses

Skyclad (CON) – Use CON score as unarmored AC but receive no bonus from DEX

Spell Sword (CON) – Casters that can use medium weapons and armor, but add AC bonus to the casting check

Swashbuckler (DEX) – When wearing light armor, no shield, and using light weapon(s), swashbucklers gain a +2 to AC and use DEX modifier for to-hit rolls

Sunday, July 22, 2012

Rules: Talents


Talents were a little extra something I added because of the relatively average ability scores via the 15 point builds. These talents can also help a player create one of the traditional classes, a topic I'll post on after the "classes" section. Tomorrow I'll post an alternate to the talents selection called Archetypes. 

TALENTS
Characters receive 2 talents at first level and an extra talent every 4th level. Some talents may be re-selected every 4th level, and are marked with an asterisk

Alert- surprised only on 1 of d6
Armor Expert- -1 enc. for armor
Blind Fighter- only -2 fighting blind
Combat Expert- +2 to combat maneuvers
*Fleet- +1 to movement
*Hawk-eyed- +1 to search
*Hermetic- +1 concoction per day, per level
*Inspiring- +1 to hireling Morale
*Iron Minded- +1 to Mind saves
*Keen Eared- +1 to listen
*Lightning Reflexed- +1 reflex saves
Literate- Can read and write
*Mystic- +1 to casting checks
*Orator- +1 Rally per day per level
*Pad-footed- +1 to move quietly
Quick Learner- +1 skill XP
*Reflexive- +2 to initiative rolls
Resilient- -1 enc. for inventory
*Rock-gutted- +1 to Endurance saves
*Skilled- +1 to a single skill, can be chosen twice
Slayer- +1 damage/level vs. chosen foe
Studious- +1 starting spell (1st level)
Sturdy - +2 vs. forced marching
*Tongues - +1 extra language
Vital- +1 HP per level
*Weapon Specialist- +1 damage per level with a chosen weapon


Thursday, July 12, 2012

Progress

So yesterday my associate and I hacked through the rules and made some major formatting and consistency changes that helped the book out a lot. Still a lot of work to do with the whole project now that the changes have been made, but some clarity was added to the book to make it friendlier to a wider gaming community, not just people who have already played an RPG before. It was brought to my attention how many times I had actually played a game with a seasoned gamer, and the answer (Never) is what prompted me to make the book more beginner friendly. So I would say the book is now less complete than it was before, but it is definitely going to be a lot better.


Tuesday, July 10, 2012

Work

A lot left work on with a new mechanic idea, but getting closer every day to completion. Working hard to get a .pdf up by August!


Also:


Open Gaming License, how the F does that work?

Monday, July 9, 2012

Rules: Ability Scores


So, ability scores in Dorms and Dragons were something I wanted to be realistic. I included three methods for ability score generation, but the one I prefer is the tiered point buy system. To remove herculean super hero characters,  I took most point-buy systems advice and create a 15 point build between the six tradition ability scores; STR, DEX, CON, INT, WIS, and CHA. Each score starts at the average of 10 and each point will raise or lower the score. The system is tiered so that every two points, the cost for the new score goes up by 1, like this:

Ability Score          Cost in Points to Buy the Score
        7                                        +4
        8                                        +2
        9                                        +1
       10                                       +0
       11                                        -1
       12                                        -2
       13                                        -3
       14                                        -5
       15                                        -7
       16                                        -10
       17                                        -13
       18                                        -17


With this system, having an 18 in one ability score really hurts your characters chances at being good at much else. Add that to the fact that there really isn't a dump stat, and balance becomes the word of the day.

Strength - (STR) strength is the measure of physical power a character has. It affects a character's ability to hit, their damage output, and the amount of equipment they can carry. 

Strength
Strength
Score
To-Hit Bonus
Damage Bonus
Extra Inventory
3
-4
-4
-7
4-5
-3
-3
-6/-5
6-7
-2
-2
-4/-3
8
-1
-1
-2
9-11
0
0
-1/+0/+1
12-13
+1
+1
+2/3
14-15
+2
+2
+4/5
16-17
+3
+3
+6/7
18
+4
+4
+8


Dexterity- (DEX) dexterity is the measure of a character's agility and coordination. It affects their ability to hit with missile weapons, armor class adjustment for evasion, initiative bonus, their reflex saves, and finesse based skills.

Dexterity
Dexterity
Score
Missile To-Hit
AC/Ref Bonus
Initiative Bonus
3
-4
-4
-3
4-5
-3
-3
-2
6-7
-2
-2
-1
8
-1
-1
+0
9-11
0
0
+0
12-13
+1
+1
+0
14-15
+2
+2
+1
16-17
+3
+3
+2
18
+4
+4
+3

Constitution- (CON) Constitution is a characters endurance and bodily health. A character's constitution modifies their HP gain per level as well as their body saves against poison, paralysis, and disease


Constitution
Constitution Score
HP/Body Save Bonus
3
-4
4-5
-3
6-7
-2
8
-1
9-11
+0
12-13
+1
14-15
+2
16-17
+3
18
+4

Intelligence- (INT) Intelligence is a characters capacity for learning, remembering, and critical thought. Intelligence increases the amount of skill XP one receives from completing a skill successfully and represents the number of extra languages a character can learn. Characters do not start with these extra languages, but it capable of learning them. Characters with an INT of 12 can read and write their own language.

Intelligence
Intelligence Score
Skill XP Modifier
Bonus Languages
3
-4
0
4-5
-3
0
6-7
-2
0
8
-1
0
9-11
+0
0
12-13
+1
+1
14-15
+2
+2
16-17
+3
+3
18
+4
+4


 Wisdom- (WIS) wisdom is a measure of a character's mental fortitude, sanity, and awareness of their surroundings. High wisdom grants bonuses to Mind saves against curses, insanity, and mind affecting magic.


Wisdom
Wisdom Score
WS Bonus
3
-4
4-5
-3
6-7
-2
8
-1
9-11
+0
12-13
+1
14-15
+2
16-17
+3
18
+4


Charisma- (CHA)- Charisma marks a characters force of personality, personal magnetism, influence, and ability to lead. A high charisma score allows characters to control more hirelings with the benefit of higher morale. Charisma also comes into play with reaction roles.



Charisma
Charisma
Score
Reaction Adjustment
Retainers
Retainer Morale
3
+2
1
4
4-5
+1
2
5
6-8
+1
3
6
9-12
0
4
7
13-15
-1
5
8
16-17
-1
6
9
18
-2
7
10