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Thursday, October 14, 2010
Elfs for Mazes and Minotaurs
Check the October 17th post for a revised Elf class. This is just a place-holder for the comments now.
Labels:
elves,
house rules,
mazes and minotaurs,
old school rpg,
wilderlands
Wednesday, October 13, 2010
Dwarfs for Mazes and Minotaurs
Here's my version of Dwarfs for the Wilderlands. Please let me know what you think. I'm not sure if it's balanced against the other classes or not, though I think it's pretty close.
DWARFS
Primary Attributes: Might and Will
Gender: All Dwarf adventurers are male.
Basic Hits: 12
Battle Might: Dwarfs add their Might mod to their damage when using their dwarven melee weapons.
Dwarf Toughness: Dwarfs add their Will modifier to their EDC against melee attacks.
Magic Resistant: Dwarfs add +1 to their Mystic Fortitude.
Slow Runner: Dwarfs have a base movement of 40’ per combat round.
Weapon of Choice: Any dwarven weapon (treat as barbarian weapons). Most Dwarfs prefer axes.
Level Benefits: Each level beyond the first gives a Dwarf +4 Hits, +1 to Luck and +2 to Might, Will or Skill (player’s choice).
Possessions: Dwarven weapon, dagger, helmet, breastplate, and 3D6 x 100 silver pieces.
Labels:
dwarves,
house rules,
mazes and minotaurs,
old school rpg,
wilderlands
Tuesday, October 12, 2010
Mazes, Minotaurs, and the Wilderlands
I'm thinking that the Wilderlands might be a good place to use for the M&M game. The setting is pretty uncivilized compared to many other fantasy worlds, and it has a big minotaur maze and Amazons already included. The hardest part will be porting stuff in. I don't know if anyone has made classes for elfs or dwarfs yet, but I might take a shot at making my own.
I can definitely see the CSIO as a Greek City State, with some fantasy touches. Not sure if I'd leave Viridistan as Greek, or maybe make it Persian or even Stygian. Lots of stuff to think about. If anyone else has already done this, feel free to post a link.
I can definitely see the CSIO as a Greek City State, with some fantasy touches. Not sure if I'd leave Viridistan as Greek, or maybe make it Persian or even Stygian. Lots of stuff to think about. If anyone else has already done this, feel free to post a link.
Sunday, October 10, 2010
Spears in Mazes & Minotaurs Update
Apparently, reach had been in the first edition of M&M (I didn't know this was a 2nd edition). They removed it due to the rule being too complicated and wanting combat to be more cinematic. The current system allows the hero with the sword to still have a good shot at beating the guy with a spear.
The Spearman class does get a couple benefits when using a spear (Will mod adds to initiative, bonus to Defense), so it works out for them. Other classes wielding a spear use it as a normal weapon, with no extra benefits. This ends up being simpler than my suggested house rule, allowing Spearmen to kick ass with their chosen weapon while keeping a mythic flavor in the game.
The Spearman class does get a couple benefits when using a spear (Will mod adds to initiative, bonus to Defense), so it works out for them. Other classes wielding a spear use it as a normal weapon, with no extra benefits. This ends up being simpler than my suggested house rule, allowing Spearmen to kick ass with their chosen weapon while keeping a mythic flavor in the game.
Spears in Mazes & Minotaurs
I was thinking of making a reach rule for M&M. Currently, all melee weapons strike in the same phase of the combat round. One possible fix for reach:
During the first round where two opponents are closing on each other, the guy with the spear gets to attack first. On subsequent rounds, while the two are engaged in close combat, the guy without a spear gets to attack first, because the spear is too unwieldy for close quarters.
This might end up making the game too complicated, but it seems more realistic.
During the first round where two opponents are closing on each other, the guy with the spear gets to attack first. On subsequent rounds, while the two are engaged in close combat, the guy without a spear gets to attack first, because the spear is too unwieldy for close quarters.
This might end up making the game too complicated, but it seems more realistic.
Saturday, October 9, 2010
Combat Rounds
Just going over the Mazes and Minotaurs combat round, after some clarifications on their Yahoo Group. I think this might provide some interesting house rules for some DMs who might want to import this into their D&D game:
The combat round:
1) Decision - Everyone declares what they will do. If you change your attack after this phase, you lose it, though you can still move. (House Rule: Slowest Initiative declares first, fastest Initiative declares last).
2) Missile Attack (bows, slings, javelins, thrown knives). Attacks occur in Initiative order.
3) Movement (tactical movement, full movement, retreat...).
4) Melee Attack - Armed (swords, spears, barbarian weapons, daggers, staves, monsters' natural weapons). Attacks occur in Initiative order.
5) Melee Attack - Unarmed (pugilism, wrestling). Attacks occur in Initiative order.
6) Spell effects (all spells declared during the Decision phase occur). House Rule: Spells occur in Initiative order.
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Some of the House Rules listed will likely be addressed on the group list soon, as they just came up. In any case, I think it presents some interesting options. This order makes the actual range matter during a fight, unlike standard D&D rounds, where the archer is at a disadvantage if the melee guy is a bit faster and in charge range.
The combat round:
1) Decision - Everyone declares what they will do. If you change your attack after this phase, you lose it, though you can still move. (House Rule: Slowest Initiative declares first, fastest Initiative declares last).
2) Missile Attack (bows, slings, javelins, thrown knives). Attacks occur in Initiative order.
3) Movement (tactical movement, full movement, retreat...).
4) Melee Attack - Armed (swords, spears, barbarian weapons, daggers, staves, monsters' natural weapons). Attacks occur in Initiative order.
5) Melee Attack - Unarmed (pugilism, wrestling). Attacks occur in Initiative order.
6) Spell effects (all spells declared during the Decision phase occur). House Rule: Spells occur in Initiative order.
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Some of the House Rules listed will likely be addressed on the group list soon, as they just came up. In any case, I think it presents some interesting options. This order makes the actual range matter during a fight, unlike standard D&D rounds, where the archer is at a disadvantage if the melee guy is a bit faster and in charge range.
Thursday, October 7, 2010
Using pdf's at the game table
Over at RPGNet, I made an off remark that "who would want to run a game from a pdf?". Naturally enough, a fair number of people got offended and said I'm some kind of luddite and that pdf gaming is the future. I understand economically that many game producers have to go pdf-only, or maybe have a print-on-demand option (I have had only good experiences with Lulu).
But I can't imagine bringing a laptop to the table to run a game. Maybe it would be easier for those who have an iPad, but I don't. And I'd be terrified that someone would spill a soda on my machine. Computers aren't cheap. And trying to look up rules on a computer screen, to me, would take too long. And I'd probably end up with a headache after trying to read too much. Maybe bookmarking helps a bit, but for me, pdfs will never replace real books.
But I can't imagine bringing a laptop to the table to run a game. Maybe it would be easier for those who have an iPad, but I don't. And I'd be terrified that someone would spill a soda on my machine. Computers aren't cheap. And trying to look up rules on a computer screen, to me, would take too long. And I'd probably end up with a headache after trying to read too much. Maybe bookmarking helps a bit, but for me, pdfs will never replace real books.
Wednesday, October 6, 2010
Basic Fantasy RPG House Rules
Some of these ideas are borrowed and modified from other bloggers, but I'm incorporating them for my games.
BFRPG House Rules
Clerics
Clerics do NOT Turn Undead.
Divine Protection: Clerics gain a +1 to all saves vs. effects caused by undead (mummy rot, fear, etc). They also can make a saving throw vs. death ray against level drain attacks (with the +1 bonus).
Fighters
Fighter Professions: Fighters choose one profession during character creation and gain the associated ability. They gain an additional profession at levels 10 and 20.
Archer: The Archer is a skilled bowman, and gains +1 to hit with ranged weapons.
Duelist: Duelists score a critical hit on a natural roll of 20, unless only a 20 will hit their foe. Critical hits automatically do maximum weapon damage.
Noble: Nobles gain a +1 bonus to henchmen loyalty and may have an additional 1d3 followers.
Pugilist: Pugilists cause 1d6 damage with unarmed strikes and have a +1 AC bonus while unarmored. They may make two unarmed attacks per round starting at level 10.
Scout: Scouts gain a +1 bonus to avoid surprise.
Soldier: Soldiers gain a +2 AC bonus from shields, instead of the normal +1.
Warrior: Warriors get one attack per level each turn against foes of one hit dice or less.
Weapon Master: Weapon masters may choose one melee weapon to master. They gain a +1 bonus to hit with this weapon type.
Mages
Minor Magic: Magic-Users can cast minor "everyday/non-combat" magic at will. Attempting something abusive fails automatically. Usable once per round if no other action taken. Abusive uses include pickpocket attempts, combat effects, etc.
Some examples:
· Light a candle or pipe with a flame from the finger tip.
· Dust things – at first level a minor magic spell might be needed for each shelf or piece of furniture, while at third level a single spell might dust a room and at sixth level the magic-user's entire three story tower.
· Tie or untie a knot.
Wizard Blast: A Magic-User can shoot a blast of magic energy once per round. They must roll to hit target normally.
Damage: 1d4 Range: short 60, medium 120, long 180.
Wizard Blast is usable once per round if no other action taken and requires pointing at the target. The visible effects can be fire, ice, or whatever the Magic-User desires (this effect does not affect damage, it only adds color to the ability).
Thieves
Use d6 for HD.
Thieves use the alternate thief skill advancement table.
Mazes and Minotaurs
Got my books this morning. They came out very well, though it ended up costing me $46.00. In any case, I'm pretty happy with the results. I personally can't read long pdf's, so getting them printed is my only real option. And I wouldn't even try to run a game from a pdf. Computers are way too distracting at the game table (not to mention the threat of spilled sodas).
Tuesday, October 5, 2010
Goodman Games upcoming Old-School game
Apparently, it's going to use funny dice (d5, d16, and d24), in addition to the standard D&D dice. I think this is a big mistake. Unless the game comes in a box set with dice included, I am probably going to pass on this. I want a good game that doesn't require me and my friends to go out and buy dice that we won't use for anything else. I know the game is still in the playtest stage, so I'm really hoping they drop the dice requirements. It will really cut down on the number of potential players.
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