Thursday, January 10, 2013

Taming The Dreaded Door

Doors get an awful lot of attention in D&D. They do present a barrier at the threshold to what lies beyond of course but the handling of doors in the original game is a bit...boring and really shapes the game in an odd way. All doors stick shut requiring a roll to force open if not pegged so as to stay open and all monsters can pass such "stuck" doors without challenge.

I'm not going to promote equal treatment of pcs and monsters here, what am doing is pointing out the ever present stuck door is boring and a play barrier. Such stuck doors should be a feature of a dungeon or dungeon level not everywhere.

Unstick those doors let PCs walk on thru when not barred or locked. It increases mobility and makes it easier to trick players with door traps once they get a little careless.

Tuesday, January 8, 2013

The Game is About Exploring

D&D and it's cousins are about exploring. One must explore to find out what/who you have to kill if they can't be conned out of their loot.

Sure there's lots of rules about combat even in the original rules which has monster as mostly lists of combat stats, that's becasue the game wouldn't be as much fun if we spent half an hour shouting "I Killed the Balrog","No you didn't ","Yes I did"...







Monday, January 7, 2013

Mog House Combat rules

Here are my collected House Combat Rules for MOG.

Burning Hit Points: are here

Critical Hits: Any attack roll of 20 that could hit on a roll of 18 or better is a critical.
On melee attacks add the attackers STR to the damage.
On ranged attack add the attackers DEX to the damage.
On Magical attacks with hit rolls add the attackers CHA to the damage.
Some targets will not suffer criticals from some attacks.

At Zero HP a combatant is incapacitated and may be revived. They will revive by themselves in 1-12 hours. Any healing magic revives.
A combatant must roll on the Table of Woe when they are reduced to their level or lower in negative HP. Additional wounds suffered while at negative HP total modify the roll on the Table of Woe.

Binding Wounds. If one has clean bandages on hand they may spend an entire turn binding wounds to regain one Hit Die in Hit Points.

Initiative: We are using rolling round robin initiative. Players take turns rolling initiative each round moving left from DM or starting with a point man declared by players, personal mods are applied to the roll (going into a fight with a clumsy oaf on your side can be a bad thing)
We are also using a weapon speed factor. If the initiative score for a round is under the WSF of your weapon in hand you attack with -4 to hit. If drawing a weapon in a round (and attacking) subtract the WSF from your chance of hitting additionally.

Parrying: High DEX does not constantly improve AC, a combatant may choose to parry/dodge to gain a benefit of high dexterity but in doing so they loose access to their normal attacks in a round.
Missile weapons may be parried at any range with a shield. You may only dodge range attacks made from long range or dodge any attack if you have partial cover.
DEX
3...... parry +1 to AC
4-6.... parry +2 to AC
7-14...parry +3 to AC
15-17...parry +4 to AC
18-20...parry +5 to AC
21+.... parry +6 to AC

Turtling: if one has a medium or large shield they may hide behind their shield gaining their parry bonus to AC and +2 additional points. Fighters lose the riposte when turtling. You can protect a buddy with a large shield.

Fighting with a weapon in each hand: changes the attack roll to a d16 for primary hand and d12 for off hand.  (Note no crits are being scored here)

Shields May be Splintered.  Sacrifice your shield to ignore up to your STR score in damage from an attack in a round. (borrowed from elsewhere)

Helms may be split: A character may sacrifice a helmet just as shields above but a d6 roll is required. on a 5 or more the damage is blocked. On a die roll of 1 you've been knocked out. Magical helmets apply their bonus to the roll.

Sundering Arms: you can destroy an opponents weapons. Make an attack roll with a d16, on a hit roll a d6. On a 1 drop your weapon. On a 4 or more your opponent must save or their weapon is destroyed. If their weapon is magical with a higher bonus...oops your weapon is broken instead. This same rule is used for attacking tentacles or other monster parts.

Ranged Attack Rolls: short range attack rolls are made with a normal d20 roll, medium range with d16, and long range with d12.

Spell Casting and initiative:
Most spells go off at 1/2 initiative count. ex: if initiative for the round is 9 the spell goes off on count 4. Spells with multiple rounds to cast go off at end of round.
If a caster is damaged before the spell goes off the spell can't be cast this round.






Fighters, Hunters, and Assassins

The warrior types for Mog include the Fighter, Hunter, and the Assassin.

Fighter 
Hit Dice: 1d12 per level (+3 at 1st level)
Attack Bonus: +2 at 1st level, increase by +1 each even level. (+2 at 1st to +11 at 18th)
Weapons: Any, 1st three fights with a new or rusty weapon are made with 1d16.
Armor: Any
Parry Bonus: Fighters with a Dex of 13 or higher get a +1 bonus to Ac when Parrying.
Sweep the Rabble: A fighter may divide damage among any number of adjacent opponents with less then 2 HD. This is of decided benefit when burning HP.
Additional Attacks: Fighters may get an additional attack at 6th,12th and 18th level.
Riposte: A fighter gets an immediate extra attack against any foe that rolls a 1 to hit them in melee combat. At 9th level they may riposte against any foe that rolls a 1 or 2.  The Riposte is made immediately but may still suffer situational penalties.

Hunter
Hit Dice: 1d8 per level (+1 at 1st level)
Attack Bonus +1 at 1st level, increasing by +1 every 3rd level (+1 a 1st to +7 at 18th)
Weapons: Any 3 weapons. Gain a new weapon at 2nd and every 4 levels afterward.
Armor: light and medium , also shields
Skills: At 1st level Hunters are Skilled at Tracking and Sneaking
Swift Feet:  at 4th,10th, and 16th level a Hunter increases speed by 10' a round when on foot and unencumbered or on a trained mount.
Sure Shot: If a hunter spends an entire round aiming at prey they have a % chance equal to level of getting a critical hit on any attack roll.

Assassin
Hit Dice: 1d10 (+2 at 1st level)
Attack Bonus: +1 at 1st level, increasing by +1 every 3rd level (+1 at 1st to +7 at 18th)
Weapons: Any 4 weapons. Gain a new weapon each level.
Armor: Any Light or Medium.
Skills: At 1st Level Assassins are Skilled at Sneaking,Climbing, and Hiding
Back Stab: Whenever attacking from surprise, or from behind on a man-like foe the Assassin does additional damage: +1d6 at levels 1-2/+2d6 at levels 3-8/+3d6 at levels 9-17/+4d6 at 18th level
Unarmed Strikes:  The Assassin is a living weapon they may strike withotu weapons and still inflcit telling damage. 1d4 at level 1-2/ 1d6 at levels 3-6/ 1d8 at levels 7-12/ 1d10 at levels 13-17/ 1d12 at 18th level. Some creatures are dangerous to strike with unarmed attacks.
Additional Attacks: Assassins may get an additional attack at 6th,12th and 18th level.










Burning Hit Points

Here is a simple variant to burn abstract Hit Points in melee combat I'll be using in my Undercity of Mog campaign.

A PC/NPC/Monster may sacrifice HP to inflict extra HP on a foe. Before damage ir or the to hit roll is rolled the combatant should announce they are burning HP so as to inflict more damage on a foe on a one to one ratio (if the attack hits).
These burnt hp reflect fatigue, stress, minor nicks, bumps, and scratches suffered while belaboring an opponent in combat. The character burning HP loses them if the attack misses or hits but the target only suffers the additional damage on a hit roll.

No Ac adjustments no change in the to hit chance the player knows exactly what they risk and are putting on the table.

A limit of 3hp per level is suggested for Fighters and 2hp per level for all other classes/monsters. Fighters, Assassins, and Monsters can burn hp into the negatives if they start with a positive hp total... this is of course very dangerous but also provides an opportunity for a defiant dying blow of sorts.

Saturday, December 22, 2012

Undercity of Mog

Campaign ideas evolve as you develop, at least they do from time to time. I was working up a megadungeon environment for Mog when I realized: duh, use the lost river kingdom idea.
So two , yup two campaign ideas in one.

The 20 question style overview is being reworked of course. Having a vast underground ancient metropolis underfoot will hopefully keep players involved and provide a dungeon big enough to come back to time and time again.

Now with something like an undercity there can be vast wild areas, populated neighborhoods, and strongholds. The occupants look look like they are going to be a mix of classic D&D monsters, mutant future freaks,  labyrinth lord lovecraftian supplement, and David Bohman's beastiary for the dismal depths/blighted beyond. A slightly wacky and eclectic mix that will hopefully work to make the campaign a little different from my last one.

Treasures are getting the unique magic item approach from Pars Fortuna along with alien relics and ancient high tech gadgets. Coins are going to be an odd mix of metals and coin types with a mix of coins from different lands and times.

So I'm going to have a swords and sorcery surface world atop a vast megalopolis buried ages past full of unspeakable horrors from beyond, degenerate fey, ancient warmachines and dwellers in the darkness.

Only thing is... how does one map the ruins of something the size of megacity one ?



Tuesday, December 11, 2012

The Real World and Gaming

Recent blog posts elsewhere have got me thinking where is the line in games and history? Wargaming has taken mankind at it worst and made a game of it, there's lots of strong psychological reasons for this and at it's core we like to play with that which intrigues us. Is there a line of good taste?

Are games about slave trading, pogroms, persecution, running a whore house, and drug dealing over the line? If they are how about all the ugliness of war?

After lot's of reflection I think it's really a personal issue. Bithcing at other folks because their personal lines are drawn differently than your own is probably not the best idea but when one puts words down they should be ready for how other read them.

I myself started a project a while back based on real history that was certainly straying far into fantasy. At first blush the idea of post apocalyptic WW-I sounded great ground for sci-fi RPG but the more research I did the more I grew uncomfortable with the idea. While striving for detail to make the setting feel more authentic I became uneasy with the idea. Learning more about the people on both sides of the war made it impossible for me to trivialize the loss and horror of WW-I for me. It was my decision not to finish the project not conversations with other or outraged snerds, just a personal decision about a line I wouldn't cross.

Do I think others shouldn't produce historical wargames or WW-I based games in particular, of course not. After learning more I myself couldn't trivialize the horror of that war with goofy science and mutant trench warfare. It turned out I discovered a personal line I couldn't cross but I can't imagine I'd rail against others who may choose to do so (most of the time).

We play for diversion, entertainment, to come to grips with some aspect of reality, to hone particular skills. What will do the above for each of us is a different thing. We don't all have to agree with what others find entertaining and need not remain silent about it but gaming horrors and travesties isn't wrong we just have to respect each others personal lines.