Friday, May 21, 2010

New Dragon Age Spells

Here are a few spells I've written up for DARPG. I haven't had time to playtest any of them yet, but I figured I might as well post them, since they are more or less done. I like the spell selection in the Player's Guide well enough, but I feel it's a little on the thin side, and I personally like having more options when it comes to magical spells in my RPG's.

Some of them are pretty obviously converted D&D spells, but then, several DARPG spells have some similarity to D&D spells, which makes sense given Bioware's game design pedigree.

Charming Voice
School: Spirit
Spell Type: Enhancement
Mana Cost: 3
Casting Time: 1 Minute
TN: 11
Test: Willpower (Self Discipline) vs. Spellpower
Charm Voice allows the caster to influence the minds of a number of targets equal to what they roll on their Dragon Die while casting the spell. If the spell is successful, the caster gains a +2 bonus to communication tests with the targets, plus an additional +1 for every 2 Mana Points spent on top of the cost of the spell, unless they successfully make a Willpower (Self Discipline) test against your spellpower.
The effect lasts for a number of rounds equal to your Magic score.
Note that only intelligent targets can be affected. Animals and darkspawn don’t have any sense of reason close to that of mortals, so Charming Visage simply does not work on them.

Cloak of Shadows
School: Spirit
Spell Type: Enhancement
Mana Cost: 3
Casting Time: 1 Minute
TN: 11
Test: None
You cloak yourself in darkness, adding your Magic score to any Dexterity (Stealth) tests you make for the next hour, as well as a +2 to your Defense.

Sleep
School: Spirit
Spell Type: Attack
Mana Cost: 5
Casting Time: Major Action
TN: 12
Test: Willpower (Self Discipline) vs. Spellpower
Choose a number of targets equal to what you rolled on your Dragon Die to cast this spell. Those targets make a Willpower (Self Discipline) test against your Spellpower, with a +1 bonus to their roll. If they succeed, nothing happens. If they fail, they fall asleep for 1d6 turns, and lose their actions. For each round they are sleeping, they may make a Willpower (Self Discipline) test against your spellpower to wake up. Being attacked or moved will immediately wake a target up.

Fear
School: Entropy
Spell Type: Attack
Mana Cost: 4
Casting Time: Major Action
TN: 12
Test: Willpower (Morale) vs. Spellpower
You emit a horrid, throaty howl, called up from the darkest places of the Fade. The very sound of it fills your foes with pure dread. Any enemies you are currently in combat with must make a Willpower (Morale) test against your Spellpower or be routed.

Illusory Images
School: Creation
Spell Type: Utility
Mana Cost: 3
Casting Time: Major Action
TN: 11
Test: None
You create a number of swirling illusory copies of yourself equal to what you rolled on your Dragon Die to cast this spell, rounded up to create an even number (you and your copies). When being attacked, the GM will randomly determine if your attacker hits you or one of your copies.
When a copy is attacked, it disappears in a cloud of smoke.

Lashing Winds
School: Primal
Spell Type: Attack
Mana Cost: 3
Casting Time: Major Action
TN: 12
Test: Constitution (Stamina) vs. Spellpower
You assault your foe with the fury of the storm. If your target makes a Constitution (Stamina) test against your Spellpower, they only take damage. If they fail, they lose their next turn in addition to taking damage. They take 1d6 + Magic damage from this spell.

Spectral Chains
School: Entropy
Spell Type: Attack
Mana Cost: 3
Casting Time: Major Action
TN: 12
Test: Constitution (Stamina)
You wrap your target in magical chains, rooting him to the floor, unless they make a Constitution (Stamina) test against your spellpower.. For a number of turns equal to what you rolled on your Dragon Die, your target can’t make any move actions (Move, Run, or Charge), nor can they use the Skirmish or Seize the Initiative stunts. They can still take actions, such as attacking and readying weapons.

Wednesday, May 19, 2010

Some Swords & Wizardry House-Rules

I love Swords & Wizardry to death, but I do have some house rules for it. Here's what I currently do with the rules when I run it.

Section 1: Ability Scores

Personally, I prefer the Ability Score modifiers as presented in B/X D&D. As such, here’s my chart.

Score

Modifier

3

-3

4-5

-2

6-8

-1

9-12

0

13-15

+1

16-17

+2

18

+3

Section 2: The Thief

I know some gamers don’t like including Thieves in S&W, or in OD&D. I kinda like them. I like having a class that’s not devoted to spells or swords, and if that means having specialskills that allow players to disarm traps and pick locks, hey, why not? I’ve kitbashed my own Thief class together from the several ones I’ve seen online.

Hit Dice: d6

Prime Requisite: Dexterity 13+ (5% XP bonus)

Attacks as: Cleric

Weapons: Thieves may use any one-handed weapon, as well as bows

Armor: Thieves can wear only leather armor

Starting at 1st level, thieves have access to a special suite of skills. Other characters may attempt to use these skills, but they may only use the base chance for success. Further, only thieves may use their ability score modifiers with the skills. A levels 3, 5, 7 and 9, thieves get 3 skill points to distribute amongst their skills. For every time a skill point is distributed into a skill, the base chance to succeed is improved by 1. No skill can be rated better than 5+. A thief with a skill of 5+ is considered to have utterly mastered that skill.

To attempt using a thief skill, a player rolls 1d20 and adds the appropriate modifiers. If the number rolled is equal to or greater than their rating in the skill being used, they succeed.

When attacking an enemy from behind, or an enemy that has not acted yet or is unaware, a thief gets +3 to-hit and deals maximum damage.

Level

Experience

Hit Dice

Saving Throw

Skill Points

1

0

1

14

5

2

1,500

2

13

-

3

3,500

3

12

+3

4

6,500

4

11

-

5

14,00

5

10

+3

6

30,000

6

9

-

7

60,000

7

8

+3

8

110,000

8

7

-

9

165,000

9

6

+3

10

225,000

+2 hp

5

-

11

290,000

+4 hp

4

-

12

360,000

+6 hp

4

-

13

430,000

+8 hp

4

-

14

500,000

+10 hp

4

-

15

570,000

+12 hp

4

-

16

640,000

+14 hp

4

-

17

710,000

+16 hp

4

-

18

780,000

+18 hp

4

-

19

850,000

+20 hp

4

-

20

920,000

+22 hp

4

-

21+

+70,000

+2 hp/level

4

-

Thief Skills

Hide in

Shadows

Move

Silently

Pick

Pockets

Disable

Traps

Climb

Walls

Hear

Noise

17+

19+

16+

19+

10+

10+

Skills

Ability Modifier

Hide in Shadows

DEX

Move Silently

DEX

Pick Pockets

DEX

Disable Traps

DEX

Climb Walls

STR

Hear Noise

WIS


Section 3: Hit Points

I don't like having all HD as d6+x. As such, here's what I have for each class' Hit Die...

Class

Hit Die

Fighting-Man

d8

Cleric

d6

Magic-User

d4

Thief

d6

Further, I give 1st level characters max HP, because there's nothing more bothersome than rolling up a Fighting-Man and only having 1 HP.


Section 4: Magic

Magic-Users cast spells using Magic Points. Magic-Users have a number of Magic Points equal to 2 plus their Intelligence bonus. At each new level, they gain more Magic Points equal to their Intelligence bonus.

Magic-User spells cost a number of Magic Points equal to their level.

Otherwise, the rules of casting and knowing spells are the same, with one more exception; Magic-Users know a number of 1st level spells at character creation equal to 1 plus their Intelligence bonus.