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Monday, April 20, 2009

[RPG] Ability and Critical Tests-

(c) Copyright 2009 Kyrinn S. Eis

Ability and Critical Tests-

Procedure-

Both of these Tests require adding the final value to a d20 roll, with a Target# of 20.
While perfect success is sometimes required, often, less than 100% is good enough to narrowly perform a task.

Informing the Referee of the amount by which the Test failed or suceeded by (T# 20), allows her to quickly determine the actual outcome, rather than always being a flat yes/no process.

Further, heed the counter-intuitive wisdom: Less rolling makes those rolls more important and the game more exciting. Rolling for every impromptu Listen, Str Test, etc., slows the game, and sets a precident for another roll later on.
However, rolling dice engages the players, and removing their ability to interact with their character's success (even when failure accompanies the risk), robs them of game-role autonomy -- they stop being a player in a game, and instead become an actor in a play.


Ability Tests-

Simply use the associated Ability Score modifier, and add the Experience value (1/2 Level, round down).
Unlike Critical Tests, Ability Tests naturally improve as the character progresses.

To use d% with Ability Tests (optional) multiply the modifier by 5 to determine the percent bonus.


Critical Tests-
  • Lifeforce : Cha (+8)
  • Health : Con (+8)
  • Vigilance : Wis (+7)
  • 'Concentration': Str (+7)
  • Experience :(.5 L) (+7)
  • Reflexes : Dex (+4)
  • Control : Int (+4)
(+6) Single Save #

The base numbers are then modified by the Ability Score modifier (only), and any pertinent Ethnic or Species Critical Test bonuses.
Purchasing increases to a given CT is the only way their scores increase.
---

I'm not happy with the Paralysis replacement, Concentration, as it is keyed to Str. My original tag for it was Courage, but then I looked at the core-class CTs and Fighters had a -1 to Courage.
I then cycled through a few and ended up with the very imperfect 'Concentration'.

I am enlisting you to (please) help me solve this issue, as I have exhausted my current batch of ideas.
Thanks.

Thursday, April 16, 2009

[RPG] Exploration and Adventuring, Part 2-

(c) Copyright 2009 Kyrinn S. Eis

Falling-

* 5' - 10' 1d4
* 1d6+1 per 10' beyond, to a maximum of 32d6+1d4+32
* Sloping ground x1/2 damage
* Soft ground x2/3 damage
* Snow, Sand, Dense Vegetation x1/3 damage


Lift-Shafts-

(Int + Wis + Cha) feet per Round ascending
Twice that if descending.

Base (33% + 5% per +1 of Int, Wis, and Cha each) to operate. Open Locks % may be added to the attempt. Failure to activate the Lift-Shaft results in a Fall.


Vision-

* Torches throw useful light out in a 25' radius, and burn for 1d4+2 Turns. If used as a club, while not burning, it does 1-2 points of damage, plus the characters bonuses. If used while burning, increase damage to 1d4 plus bonuses, with damage beyond Armour spreading at a rate of 1 + 1 per 3 Rounds, if not extinguished.

* Lanterns are more delicate, but much longer burning light sources, fed by a resevoir of fuel. If thrown or dropped, there is a base 60% chance that a fire 5' in radius spills out from point of contact. This fire does 1d6 points of damage, and spreads twice as fast as torch-fire.

* Light-wands are artifice of the contemporary era of Urutsk, and contain enough power to operate continuously for up to 24 hours, or many times that if for only a few minutes at a time. Focused beam out to 25' with (1.32x length)- wide cone. [RF: 0; +50%; 150]
* Greater Light Wands are capable of adjusting the colour and intensity of the light, with a 33' focused beam, and (1.17x length) in width. [RF: 1; +40%; 300]
* Greater Light Wands of Detection have the same characteristics as the Greater variety, with these additional abilities: +4 bonus to detect invisible or illusions in a 33* arc, out to a range of 15'. It is also capable of tracing a visible line from the wand to a distant object, no further than 1/2-mile in open terrain and no weather. [RF: 2; +30%; 2,700]


Hearing-

Urutsk's atmosphere is thinner than earth's, and as a result, sound transmits less and a shorter distance. This has an overall effect in that many predators are of the Ambush variety. However, Listen % are not affected, already factoring in the atmosphere.

* Identifying the direction and estimating distance is (15% +15% per +1 Int or Wis)
* Identifying by sound (10% +10% per +1 Int or Wis)
* Fighting by sound (+1, +1 per Int or Wis; replaces Str or Dex)

Stone or metal corridors magnify sounds, and angles distort them, lowering the Threshold by -10.
Dense vegetation or other baffling material muffles and increases the Hearing Threshold by +10.


Other Senses-

Tactile/Balance features extend to greater awareness of temperature, air-flow, grade of slope, approximate distance underground, etc.
A character's base chance is (15% +15 per +1 Int or Wis), with Yirinn and Western Isles Vrun individuals receiving a +15% to to the attempt.


Ambush and Surprise-

Ambush is when one group deliberately hides in order to inflict Surprise upon another group, for the purpose of gaining un-opposed actions. Ambushes have a base (33% +15% per 10' distant) chance of success, and increase the detection Threshold by a like total %.
If successful, the Ambushing group gains two full Rounds of action against those in the ambushed group who were Surprised. Those who were alerted to the Ambush, are able to act on the second Round as normal.

Surprise results in complete loss of 1 Round's actions.


Traps in Theory and Practise-

Once a Trap has been noticed, the player's solution is always preferred over a simple roll. Deliberately triggering a trap in the hopes of avoiding party damage is assumed to be easier than difficult, and the characters who make effort to do this systematically ought to be afforded more leniency than the party that blithely treads the halls of the Ancients.

If one desires to revert to dicing for success, the base is (33%, with +15% per +1 of Int), with an additional +5% if the character is Yirinn. Naturally, any %s in Remove Traps are added into the d% roll.

If an attempt to securely-trigger the trap is failed, no further attempts by the character in question can correct their course, and the trap is now primed to activate upon the next action to manipulate it, resulting in a +50 to the Target (i.e., 150).

Unless otherwise noted, Traps act as Ambushes if successful, and secondary circumstances may affect Ambushed individuals.


Hunting and Scavenging-

Hunting, after hearing the character travel description, becomes a Referee-adjudicated Ambush attempt versus the prey's Hearing and Vision counter-tests. Unarmed prey are largely at the mercy of the hunter.

Animals offer variable nutrition: (d10 x # of Fight Dice)
Each 5 Lbs. of the slaughtered animal increases its Food Value by +1, with each serving to act as a day's-worth of eating. Smoking the meat preserves it for extended travel.

Scavenging is a time-consuming process that often results in minimal returns.
Each 1d6 Hours spent Scavenging in an average environment yields 1d4 Food Value.


Deprivations-

Should the Referee need help arbitrating the effects of gradual starvation, apply a penalty of -1 Dodge Point per day of no nourishment, beyond (Con + 2) days. This would then simulate the listlessness of a character under such conditions.

Dehydration is a far more serious condition, and can quickly kill the character. Each day beyond (Con + 2) days results in the character's unconsciousness, and overall danger of being negative in Dodge Points by the same amount. This then means that the second day of no water is as if the character were at 0 Dodge Points, as regards activity level.

Some Referees may desire a more epic or cinematic game. If this is the case, a function of the character's Pacing Level (one-half Level for Cinematic, or 1x Level as a + to these survival times).


Overland Movement-

** All of the following is only intended as a rough guide and an aide for the Referee **

Open Terrain covered per day of travel is equal to (6 x Walking Speed) Units.
Rougher terrain reduces this rate to varying degrees, and is adjudicated by the Referee, taking into account local weather in the area being traversed. Indeed, rain may impede normal speed over open ground, but up or down hills, or along ridges, may require Dex Tests to avoid a slide (1d6 - 1d4 points of damage per 10' of Slide).

* Jungle, Mountains, Swamp: -30 Units
* Desert, Forest, Hills: -20 Units
* Clear, Plains, Trail: -10 Units
* Road: -0 Units

Each unit is roughly equal to 1/10th of a mile.
Once the total is determined, the day's travels are complete, and rest is necessary.


Exhaustion & Fatigue-

Whatever the cause of Fatigue, once it exceeds the character's (Constitution + Str), the character is Exhausted, and will sleep for 2d4+4 hours, downwardly adjusted by Experience.

* If forced to act while Fatigued, all actions are penalised a like amount.
* If roused during Exhaustion, each Turn of activity saps 1 Constitution point. If reduced to 0, the character has died of Exhaustion.


Environmental Exposure-

Wintry weather deposits snow in inches per hour, making travel through such storms or areas recently struck by them much more difficult and dangerous than normal for the terrain.
Ice patches on hard surfaces raise the Target on Technical Skills such as Move Silently and Hide, as well as Climb Walls.
Hiking up slopes, or even stairs to a time-lost temple, now in the glacial north, can prove dangerous in the extreme, with the better of Dex Test, Climb Walls, or Reflex Critical Test being used to determine if safe passage is secured. Walking down the same, would use the next-best of the three, to simulate its increased danger.

Movement through Snow is an additional -10 Units per 3".
Snow falls at 1d12" per hour, rolled per hour, for 2d6 Hours. If the result is 10-12, the snow continues for another 2d6 Hours, with an 11-12 indicating more of the same, and only on the third roll of a 12 does the snow continue unabated.

Protected Exposure to cold air saps 1 DP per 12 Hours of exposure. Raw Exposure to cold air saps 1 DP per (Constitution Score) minutes. Immersion in cold water saps 1 Constitution point from the score, per Round. Exposure to cold water and then cold air is measured against the current, debilitated Constitution Score.

Desert Heat and Sand operates more or less the same...
* Heat: -1 DP per 6 Hours
* Bare Heat: 1 DP per Turn
* Fire: 1d, increasing by Die-type each Round of continued exposure
* Blast or Lava: -1 Constitution point and 5 DP per Round


Swimming and Drowning-

As long as the character's Encumbrance is less than (5x Strength), it is treading water. Beyond this limit, and the character is beginning to drown.
Each Round of Drowning results in (1d8 - 1d4) points of Critical Damage (as if automatically in the Negatives), per Round. When the Lethal Threshold (Constitution Score + Str mod.) is exceeded, the character has drown, and died.

Stormy waters and cold waters each subtract 1x from the (5x Strength, 4x, 3x) test.


Water's Surface Travel-

Water vessels are discussed in their own section.
Travel by water permits fifty-percent more travel-time per day, and if qualified crew are operating the craft, it is capable of 24 hour travel, weather permitting.

97-00 'Black Weather' x2**
86-96 x1 1/2*
71-85 x1 1/3
41-70 Average Winds x1
26-40 x2/3
14-25 x1/2
06-13 x1/3
01-05 No wind, no movement by sail

*= The craft suffers 1d6 points of structural damage per hour under these strong winds and waves.
**= The craft suffers 2d6 points of structural damage per hour under these strong winds and battering waves.

The direction of the wind is emulated by rolling 1d12, read as a clock (with 12 being the same direction as the prow of the ship), and originates in that area and moves toward the opposite side of the clock-face.

[RPG] Six Sample Hexes-

(c) Copyright 2009 Kyrinn S. Eis

This is a sample of the big-hex (3 mi. or larger) detail that makes Wilderlands of High Fantasy-esque micro-detail and imagination-jogging easily possible with just a handful of die rolls per hex. A computer version would likely be a simple thing to produce, provided one knew what one were doing.


1). Scout Lodge-
1-N-: Rough - 100% Concealment + 1d8 Armour
2-NE: Ruins - Water Works, conservation station
3-SE: Wetlands - Stilt Dwelling for 3+ persons, 100% types III-I loot
4-S-: Settlement - Warehouse, occupied, guarded, nothing of use
5-SW: Rough - Nothing
6-NW: Grassland - Nothing

2). Hathon's Trading Post-
1-N-: Wetlands - 18 miles of nothing
2-NE: Rough - Nothing
3-SE: Wetlands - River community of 140 (77 adults); rude disposition
4-S-: Wetlands - Dwelling for 3+ persons, 100% types III-I loot
5-SW: Wetlands - Island dwelling for 2- persons, 30% III-I loot
6-NW: Grassland - Outlying defence post

3). The Witchwoods and the Black House on the Floss-
1-N-: Woods - 40% Concealment
2-NE: Rough - 60% Concealment
3-SE: Ruins - Library (Popular Titles)
4-S-: Grassland - Nothing
5-SW: Settlement - Dwelling 2- persons, recently used, +60% Type III-I loot
6-NW: Ruins - Library (High Literature and Criticism)

4). Ve'ender's Land (No Trespassing!)-
1-N-: Rough - Nothing
2-NE: Grassland - Nothing
3-SE: Grassland - Nothing
4-S-: Wetland - Island Dwelling 2- persons, animals likely, +30% Type III-I loot
5-SW: Ruins - Carriage Lot w. 1d10 vehicles, 30% ea. intact contents; +50% Type IV-I loot
6-NW: Settlement - Outlying defence post and wilderness, +5 to all Encounter rolls

5). The Outskirts-
1-N-: Rough - 70% Concealment
2-NE: Woods - Nothing
3-SE: Wetlands - Creek and Scrub on island, roll on Grassland if they follow
4-S-: Woods - 100% +1d6 Armour, Larder, 33% viable food, 1d6+4 servings, 1d6 miscreants 1 FD, lesser arms
5-SW: Ruins - Larder, 33% viable food, 1d6+4 servings, 1d6 miscreants 1 FD, lesser arms
6-NW: Ruins - Dwelling 3+ persons, +50% Type IV-I loot

6). Groveport on the Pale River-
1-N-: Ruins - Dwelling 2- persons, animals likely, +15% Type IV-I loot
2-NE: Settlement - Warehouse 90% occupied/guarded, 25% something useful
3-SE: Rough - 100% Concealment + 1d10 Armour
4-S-: Settlement - Outlying defence post, +5 all Encounter rolls
5-SW: Wetlands - 11 Miles of everglades: + 3 to all FIP each Hour until clear
6-NW: Wetlands - River Community: 131 Pop. 72 adult, Actively Violent (4) Disposition


The compass directions each indicate (clock-like, again) the face of the hex in question being detailed. Therefore, each feature rolled and noted is aligned within the hex relative to the face indicated by the direction. Using this method allows one to 'change the zoom factor' from perhaps as small a hex-size as 1 mile, to as large as perhaps 10 miles, provided the scope of each location within the hex is kept in mind relative to others. This means most when describing ruins and settlements.

Riverine communities and Ruins have a method for determining population, but the same or any other method can be applied to other Settlements. I simply trust the Referee to rely upon their own wits, having already been supplied two examples.

Wednesday, April 15, 2009

[RPG] Encounters by Environment-

(c) Copyright 2009 Kyrinn S. Eis

This is an early draft:

DESIGNING ADVENTURES-

Encounter Procedures-

I use d12 rolls to determine Frequency, Intensity, and Proximity (FIP). The higher the result, the likelier things will be encountered, the more powerful those things are, and how close they are to the characters.
Read the d12 as a clock-face when rolling for exact placement of the Encounter relative to the party in question. A 12 is directly in front, and 11 and 1 as being to adjacent forward locations, and 7, 6, and 5 as rear of the party, 9 left, 3 right, etc.

--Example:

I'm rolling Frequency, and see that the area the characters are in is +5 in that category. I get an adjusted 11, which is generally an Encounter for my games under most circumstances. Okay, an Encounter has been confirmed.

Ruins are also +5 to Intensity, making them much more likely to spawn powerful creatures and dwellers. I roll a 12, for a total of +17. This is something significantly more powerful than the characters, at least 5 Fight Dice greater than their highest, if not higher. Let's see how close it is to them.

The terrain imposes a -2 on Proximity, likely due to the sheer impassibility of much of the area. My roll is a 4, which is adjusted to 2 -- not very close at all.

Now, what does this information tell me as a Referee? Plenty.
I am free to choose which creature of that power-level, that makes sense for the terrain (ruins), and place it far enough away that I have time to blend its appearance into my descriptions (tracks or other evidence, sensory clues, etc.)


Rolling 2d6, using this same method, provides more uniform and average results, and specifically gives those discovering the encounter more distance, on average, before coming face-to-face with it, as it were.


Sd6
is a notation for rolling d6 twice, reading it serially, like d%. The range is 36 numbers running from 11-66, and only read up to 6, making the next number after 16, ...21, etc. If asked to roll #Sd6, simply add the Sd6 result together.


Terrain Generator: d12
1). Rough
2). Ruins
3). Settlement
4). Woods
5). Grassland
6). Wetlands
7). Grassland
8). Wetlands
9). Grassland
10). Woods
11). Ruins
12). Rough


* Grassland: +2 to Frequency| +0 to Intensity| -4 to Proximity
:: Short or tall grasses, wide open or dotted with ground cover and copse of trees, generally good visibility. Whatever concealment that may be present is most likely to be dense scrub or light woods before it is any sort of Ancient landscaping or structural elements, as demonstrated in the following tables. If nothing is indicated, then the flat, relatively featurelessness persists unabated throughout the area of 3d8 miles. The land supports many useful herbs and berries, and small game is often plentiful (+45%) for both hunting and trapping. However, it must be remembered that grasslands and any other open areas regardless of climate, are corridors for the movement of creatures, and with large numbers of herbivores and omnivores come the carnivorous predators. Nighttime is especially likely (+5 overall Frequency) for curious omnivores and carnivores to roam into human/humanoid areas looking for an easy meal.
:: Roll d12: 1-9). Nothing, 10+). Concealment
:: Roll d12: 1-10). #x5% concealment, 11). 55% +1d4 Armour, 12). 60% +1d6 Armour
:: 11-12). Roll d12:
1). Outlying defence post and the wilderness around it, +5 to all Encounter rolls
2). Cache: 1). Junk| 2). Data II| 3). Devices| 4). Data IV| 5). Arms/Armour| 6). Anything Referee determines
3). Warehouse, 15% occupied, 1d6 miscreants 1-3 FD, comparable arms
4). |
5). |
6-7). } Roll on Ruins, now overgrown
8). |
9). |
10). Shady Watering Hole 90% Frequency, + 3 Intensity, + 5 Proximity, animals 90% of encounters
11). Warehouses have a 10% chance of being occupied and guarded, and a 2% chance of finding something useful
12). Outlying defence post and the wilderness around it, +3 to all Encounter rolls


* Rough: -2 to Frequency| +2 to Intensity| +1 to Proximity
:: Anything from a rocky mound to flattened debris as fits the other terrain around it. If adjacent to Ruins, then these are the outskirts comprised of sundered warehouses and factories, etc. If in the wilds, it is most likely (01-95%) simply a rock formation or at most, a mound of earth. Burrowing and rock-crevace creatures will be most prevalent, including both serpents and stinging/biting arthropods (scorpions and spiders). Flying creatures often fight over the right to roost upon the highest points of rough terrain, whether a rocky crag,
or a toppled monument. Rough terrain can also be boggy, or littered with dangerous elements, or a very narrow path through a dangerous environment, such as a rope-bridge across lava.
:: Roll d12: 1-6). Nothing, 7+). Concealment
:: Roll d12: 1-10). #x10% concealment, 11). 100% +1d8 Armour, 12). 100% +1d10 Armour


* Ruins: +5 to Frequency| +5 to Intensity| -2 to Proximity
:: Can consist of any large structural debris either from complete structures or those under construction at the time of the destruction. Roll 5Sd6+133 prior-Population to understand scope of the immediate location you are describing. Many other sorts of locations (factories, offices, drink halls, public eating, parks, etc.) are to be described as surrounding these locations, and may (must) be fleshed out in similar terms as you continue to run scenarios or encounters in these locales. As Referee, you must adequately describe the destruction's effects (toppled towers scattered across broad roads and into former mansions, flooded streets and sink holes, animal occupation of ruins and unexpected nesting sites with subsequent peculiar terrain in territorial disputes). Imagine a city you have visited or seen, and think of two thousand years of disrepair, of no significant number of humans to affect the place, as well as the reclamation of nature in the form of creeping vines, trees uprooting the pavement and plazas, and quarters frequented by all manner of animals, as well as monsters and brigands, travellers, and other explorers. The most famous ruin in an area is often used as a rallying point for organised exploration, and in these cases (often), the ruins serve as the basis of a new settlement.
:: Type of location: Roll 1d12
1). Outlying barrens of ruins and the wilderness around it, +2 to all Encounter rolls
2). Store: 1). Junk| 2). Data III| 3). Devices| 4). Data V| 5). Arms/Armour| 6). Anything Referee determines
3). Market Larder/Food Distribution Centre, 33% viable food, 1d6+4 servings, 1d6 miscreants 1 FD, lesser arms
4). Carriage Lot with 1d10 vehicles, 30% ea. intact contents; +50% Type IV-I loot
5). Dwelling for 2 or fewer persons, animals dwelling in rooms likely, +15% Type IV-I loot
6-7). Dwelling for 3 or more persons, +50% Type IV-I loot
8). Dwelling for 2 or fewer persons, recently used by humanoids for shelter, +30% Type IV-I loot
9). Library full of knowledge and a world of mystery, animals dwelling likely, most likely herbivore
10). Water Works is a prize if it could be restarted, general encounters on site
11). Warehouses have a 45% chance of being intact, and a general 5% chance of finding something useful
12). Outlying barrens of ruins and the wilderness around it, +2 to all Encounter rolls


* Settlement: +7 to Frequency| +3-5 to Intensity| +3 Proximity
:: From the tents of nomadic Dokirin and old world Yirinn, to ancient metropoli -- seats to dozens of empires.
:: Type of location: Roll 1d12
1). Outlying defence post and the wilderness around it, +5 to all Encounter rolls
2). Store: 1). Junk| 2). Data II| 3). Devices| 4). Data IV| 5). Arms/Armour| 6). Anything Referee determines
3). Market Larder/Food Distribution Centre, 33% charity, 1d4 servings, 1d4 miscreants 1 FD, lesser arms
4). Personal Transport Sales Lot and Merchant; Bicycles to Beasts of Burden
5). Dwelling for 2 or fewer persons, animals dwelling in rooms likely, +30% Type III-I loot
6-7). Dwelling for 3 or more persons, +100% Type III-I loot
8). Dwelling for 2 or fewer persons, recently used by humanoids for shelter, +60% Type III-I loot
9). Library full of knowledge and a world of mystery, guarded and well staffed by knowledgeable scribes
10). Bath House and Public Tap
11). Warehouses have a 90% chance of being occupied and guarded, and a 25% chance of finding something useful
12). Outlying defence post and the wilderness around it, +5 to all Encounter rolls


* Wetlands: +4 to Frequency| +1 to Intensity| -2 to Proximity
:: Wetlands are incredibly diverse ecosystems. Plants found therein include: cypress, ferns, lichens, mangrove, mosses, rushes, sedges, black spruce, tamarack, water lilies, gum, among others. Wetlands are rife with foetid amphibians of every conceivable sort, powerful and resourceful mammal and marsupial predators and opportunists, highly intelligent and specialised birds, and tenacious and often ferocious fur-bearing insectoids and reptiles, alike. Small, biting insects are ubiquitous beyond all consternation.
:: Type of location: Roll 1d12
1). Island Dwelling for 2 or fewer persons, animals dwelling in rooms likely, +30% Type III-I loot
2). Dwelling for 3 or more persons, +100% Type III-I loot
3). River Community: Sd6 Population 67% adult, roll d12 for Disposition: 12 = Best, 1 = Worst
4). Creek and Woods on an island of solid ground, roll on Woods if they get in deep
5). Lake: 33% Encounter at +1 to all FIP, roll 1d10: 1-8). Small, 9). Large, 10). V. Large Lake
6-7). 3d8 Miles of everglades: + 3 to all FIP each Hour until clear
8). Lake: 67% Encounter at +0 to all FIP, roll 1d10: 1-6). Small, 7-9). Large, 10). V. Large Lake
9). Creek and Scrub on an island of solid ground, roll on Grassland if they follow
10). River Community: 3Sd6 Population 55% adult, roll 2d6 for Disposition: 11-12 = Best, 2 = Worst
11). Stilt Dwelling for 3 or more persons, +100% Type III-I loot
12). Houseboat for 2 or fewer persons, recently used by human(oid)s for shelter, +10% Type IV-I loot


* Woods: +5 to Frequency| +2 to Intensity| +3 to Proximity
:: Woodland is a low-density of trees, with an open habitat, allowing only limited shade. Ground cover may include shrubs and seeding plants (and grasses). Shrubland may form under drier conditions or during early stages of vegetative succession. A Forest is a higher density of trees with thick, shaded canopy which replaces shrubs with ferns and mosses, as well as increased fungal growth and lichens. Many sorts of creatures, intelligent and otherwise, find a great bounty within woodlands areas, and so the breadth of encounter types should be exercised.
:: Type of location: Roll 1d12
:: 1-6). Nothing, 7+). Concealment
:: 7+ Roll d12: 1-10). #x10% concealment, 11). 100% +1d6 Armour, 12). 100% +1d8 Armour
:: 11-12). Roll d12:
1). Outlying defence post and the wilderness around it, +5 to all Encounter rolls
2). Cache: 1). Junk| 2). Data II| 3). Devices| 4). Data IV| 5). Arms/Armour| 6). Anything Referee determines
3). Warehouse, 15% occupied, 2d4 miscreants 2-5 FD, comparable arms, some of these are hidden in reserve
4). |
5). |
6-7). } Roll on Ruins, now enveloped by the woods, -2 on all FIP rolls
8). |
9). |
10). Ritual Grove shelter 10% daylight Frequency, 33% night Frequency and 1d4 Clerics 2d6 Fighters 3d8 faithful
11). Warehouses have a 8% chance of being occupied and guarded, and a 23% chance of finding something useful
12). Outlying defence post and the wilderness around it, +3 to all Encounter rolls


Critters would then be listed in an index under the environments they most frequent.

Tuesday, April 14, 2009

[RPG] The Thief-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

Here we have the fourth of four classes identified as Iconic in the D&D games:

Thief-

Fight Die: d4
[1st: 100]

Proficiencies-
Armours:
* Light
* Medium
[400]

Arms:
* Simple
* Martial
* (Exotic, each individually)
[300]

Attack Bonus: +1
[300]

Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +6 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +5 (+1 +100)
[-200]

Technical Skills-
* 2740 for (7) Skills at listed %
* 178 for Stealth Attack
-------------------------------
3818 @ 1st-Level

With these four classes statted-out for the Point-Design, the question now becomes:

'What do I do with players who want characters that go over the 3k limit?'

Obviously there are at least two solutions, namely, allow them to 'pay-off' the overages before advancing; or, to provide players with under-cost characters additional DXP to enhance their characters.

But, I'd like to suggest that adventuring parties for many years have successfully operated on un-balanced synergy between the plain-jane fighter and the zealous but un-initiated clerics, aided by the sapper-skills of the highly trained thief, not to mention the artillery officers, the magic-users.
Once the XPs begin rolling in, the lower-cost fighter will advance more quickly, unless s/he begins to add-on non-textbook abilities, followed by the thief, cleric, and distantly by the magic-user. That, many old-timers will tell you, is natural balance.

My reason for creating the Point-Design system for an Old School Emulator (OSE) was to avoid the ever-increasing specialised NPC and Specialist classes, each with their own XP progressions, and new, difficult to adjudicate powers that could easily prevent an otherwise reasonable character from being permitted into a more standard 'btb' game.
Virually any ability from published back-in-the-day sources, or those of the retro/simulacra games of today can easily be modeled in the Point-Design system, even if it requires a change of view.

I hope this preview has served to pique interests and allay fears.

Monday, April 13, 2009

[RPG] The Cleric-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

The third of the three I have statted-out.

Cleric-

Fight Die: d6
[1st: 140]

Proficiencies-
Armours:
* Light
* Medium
* Heavy
[700]
Shields
[60]

Arms:
* Club
* Hammer
* Mace
* Maul
* Sling
* Staff
* Warhammer
[100]=Purchased as 'Simple' but with thematic restriction.

Attack Bonus: +1
[300]

Critical Tests-
* Lifeforce : +9 (+1 +100)
* Health : +9 (+1 +100)
* Vigilance : +8 (+1 +100)
* Concentration : +6 (-1 -100)
* Experience : +6 (-1 -100)
* Reflexes : +4
* Control : +5 (+1 +100)
[200]

Turn Undead
[300]+
[195] for 1st-Level

Magical Research
[300]
-------------------------------

2295 @ 1st-Level
(5006 with 1 1st-Level Spell)

[RPG] The Magic-User-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

If there are accounting errors, please let me know.
Thanks.

Magic-User-

Fight Die: d4
[1st: 100]

Proficiencies-
Armours:
-none-
[0]

Arms:
* Club
* Dagger
* Staff
[60]

Attack Bonus: +1
[300]

Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +7 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +4 (+1 +100)

Magical Research
[300]

Caster Level: 1st
[1,500]

Access: Major Caster
[600]

Spell Level: 1st
[600]
(750 if 0-Level spells are used)

Spell Slots: 1 1st-Level
[11]
(38 if 3 0-Level slots + 1 1st-Level)

Known Spells: 2 + (Ability Mod.)
[0]
-------------------------------
3271 @ 1st-Level
(3448 with 0-Level Spells)

...Based on a 3000 point build...