A hobby-gaming blog where I can post play-reports, house rules, rants, and whatever else I feel like.
Friday, September 10, 2010
S&W- The Save Skill System
Friday, September 3, 2010
Dragon Age: Battle Standards
Thanks to college, my free time is pretty limited, but for some reason, having a large workload in front of me tends to inspire me to get more fun stuff done then when I have nothing to do (hence the lack of posting those posts I claimed I was going to post).
Tuesday, August 31, 2010
Bestiary of Thedas- Basilisk
Friday, July 23, 2010
New HeroQuest Heroes
The Witch Hunter
Stats:
· Attack: 2
· Defend: 2
· BP: 7
· MP: 3
· Starting Weapon: Shortsword, Pistol
Witch Hunter’s Pistol: Witch Hunters have a revolver with six shots. Each shot is represented by a Bullet Token. A player can spend a Bullet Token as an Action to fire the revolver.
The Pistol: 4 Attack dice, Range 8.
The Mercenary
Stats:
· Attack: 2
· Defend: 2
· BP: 7
· MP: 3
· Starting Weapon: Shortsword
Gold-Greed: When drawing treasure, the Mercenary can draw twice, discarding one.
The Grail Knight
Stats: As Elf
Chivalry: A Grail Knight may spend a Mind Point to make a Defense roll for an ally he is adjacent to.
The Cleric
Stats: As Elf
Clerical Magic
Clerics know 4 Divine Spells. They have 6 Spell Tokens. To cast a spell, a player spends a Spell Token as an Action.
· Cure Wounds: This spell may be cast on any one Hero, including yourself. The angels smile upon you, and restore up to 4 lost Body Points. You can never be healed for more BP than you start with.
· Deathbane: All Undead monsters in the same room you are in (that you can see) take 1 BP of damage.
· Guidance: When you cast this spell, choose an ally. They can make an action immediately after you cast this spell.
· Guardian Angel: Choose an ally. They get a re-roll token. At any time they may spend that token to re-roll a failed dice roll. Note that if the character does not spend the re-roll token within 6 turns, they lose it.
The Elven Wardancer
Stats: As Dwarf
· You may attack diagonally.
· If you have a second one-handed weapon, you may attack twice.
· You may not wear chainmail or platemail.
The Duelist
Stats: As Dwarf
Duelists may not wear chainmail or platemail. They can’t use two-handed weapons.
Duelists have 4 Skill Tokens. To use a Duelist Skill, a player spends a Skill Token.
· Lunge: You roll an extra movement die, but you must move towards a foe.
· Parry: You may roll your Attack in place of your Defense dice when being attacked.
· Riposte: When an enemy attacks you, you get a free attack against them after they roll.
The Thief
Stats
· Attack 2
· Defend 2
· BP 5
· MP 4
· Starting Weapon: Shortsword
· Starting Armor: None
· Starting Equipment: Tool Kit
Thief Skills
· Trap Breaker: When disabling traps, roll twice and choose the better result.
· Dodge: You can spend a Mind Point to re-roll Defense
Thursday, July 22, 2010
Incoming Articles
Wednesday, June 9, 2010
And Now For Something Completely Different
Friday, June 4, 2010
Lack of Posts
Friday, May 21, 2010
New Dragon Age Spells
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.
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
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.