Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Saturday, June 5, 2021

[DragonRaid] Character Creation

I had planned on doing a step by step walkthrough of Character Creation for DragonRaid game.  I posted on The Ruins of Murkhill forums as a first draft to doing a post here.  I discovered that the process of LightRaider creation does not allow many choices.  I am not making any claims that you cannot create and interesting or worthwhile character.  I am just pointing out that there are very few choices to be made during the process.  

LightRaider creation is basically a marathon session of rolling a d10 and writing down the results on a LightRaider Worksheet.   This is done for all of the Character Strengths and most of the Physical Attributes.  The remaining statistics are figured by taking different Character Strengths or Physical Attributes and adding them together then dividing by a set number.  The only areas that offer you a choice of options are Weapon Abilities and Optional Character Abilities; there are 14 Weapon Abilities and you can pick 3 while there are 11 Optional Character Abilities and you can also pick 3 of those.  

Rather than make a new post about character creation here I will just reproduce my other posts below.

This is going to be a step by step walk through of character creation for the DragonRaid game.  Characters in DragonRaid are known as LightRaiders.  It may be surprising to know that the chapter on character creation in the rulebook is barely more than a page long.  This is probably where the LightRaider Worksheet comes in handy with all the formulas on it.  In addition to those two items I opened the bag of StarLots (d10s) included in the box.  So it begins...

STEP 1 - Character Strengths
Each character has 9 attributes that are determined by rolling d10 for the rating in each; higher is better.  I got:

(LO) Love = 10
(JO) Joy = 5
(PE) Peace = 10
(PA) Patience = 1
(KI) Kindness = 8
(GO) Goodness = 2
(FA) Faithfulness = 2
(GE) Gentleness = 4
(SC) Self-Control = 10

STEP 2 - Physical Attributes
Physical Vitality (PV) is determined by adding Character Strengths and dividing by 2.
*It takes a minimum of 19 to be a LightRaider.*

(PV) Physical Vitality = 26

Strength and Agility are determined by rolling a StarLot

(ST) Strength = 3
(AG) Agility = 10

STEP 3 - Character Abilities
These 8 abilities are determined by taking a various number of the previously determined ratings and figuring the average score.  For instance, Listening is determined by PE x2 + PA + SC = total / 4

(CO) Courage = 5
(LIS) Listening = 7
(EN) Endurance = 5
(QM) Quiet Move =6
(HO) Hope = 4
(VIS) Vision = 2
(KN) Knowledge = 2
(WIS) Wisdom = 7

STEP 4 - Armor
Like the Bible verse says to put on the "full armor of God"...

(BT) Belt of Truth = KN = 2
(BR) Breastplate of Righteousness = GO = 2
(SF) Shield of Fate = all character strengths/9 = 5
(HS) Helmet of Salvation = HO = 4
(SS) Sword of the Spirit = 1 (automatic)
(BGP) Boots of the Gospel of Peace = (LO+JO+PE+GO+FA)/5 = 5

STEP 5 - Weapon Abilities
All LightRaiders have Solo Battle = PE + EN + COx2 = total/4

(SB) Solo Battle = 6

Pick 3 more from a list of 14

Dagger = (CO+SC+SB+AG)/4 = 7
Sling = (HO+CO+SC)/3 = 6
Sword = (CO+EN+SB+AG)/4 = 6

At this point, the LightRaider Worksheet must be turned over to complete calculations.

STEP 6 - Defensive Abilities
All LightRaiders have the following three Defensive Abilities.

(EE) Evade Enemy = (PE+PA+SC)/3 = 7
(RFI) Recover From Injury = (HOx3+CO+EN)/5 = 4
(RT) Resist Torture = (JO+FAx2+SC+HO+CO+EN)/7 = 4

STEP 7 - Optional Character Abilities
Pick 3 from a list of 11 possibilities.

(CLS) Climb Skillfully = (JO+PE+PA+SCx2+EN+CO)/7 = 6
(SE) Sense Evil = (GOx2+KN+CO)/4 = 2
(TE) Track Enemy = (JO+PA+SC)/3 = 5

At this point, the LightRaider Worksheet is completely filled out.  The next step should be transferring the numbers to the LightRaider Character Sheet.


Thursday, January 5, 2012

RIFTS: Generating Attributes & Exceptional Attributes

I dug out my copy of RIFTS: Ultimate Edition earlier and started flipping through it.  I should have known better because it always makes me want to start up a new RIFTS campaign.  I have been a long time Palladium fan and player so I am comfortable with the rules.  I do, however, have ideas for some changes to the rules.  I have given some thought to Attribute score inflation over the years and what would be the best way to avoid it. I came up with some complicated methods of attribute generation that would work but they turned out to be more trouble than they were worth.  This morning a possible answer just came to me out of nowhere while scanning through the color plate section of RUE.  

Standard Rules
Each of the attribute scores are generated by rolling 3D6.  If a score of 16, 17, or 18 then that attribute is considered exceptional and an additional 1D6 is rolled and added to the score.  If another 6 is rolled then an additional 1D6 is rolled and added to the score.  End of process.


My Issue
I like the possibility of rolling an exceptional attribute BUT I do not like the fact that it is impossible to generate a score of 16.  Once you roll a 16, the attribute is considered exceptional and will be added to.

Possible Solutions
I came up with several different methods that would be similar to the original rules, keep a possibility of an exceptional attribute on a roll of 16 - 18, and would not add a bunch of unnecessary complication to the rules.

Method 1: 3D6 Roll Again
This method generates scores by a roll of 3D6 and then roll 3D6 again if the total is 16, 17, or 18.  If you meet or beat your score, then the attribute is considered exceptional and you follow the standard rules from this point on. 

I think this method is okay but it makes the chances of getting an exceptional attribute more difficult with the higher score you roll.  I know many players will not like this and I am not so sure that I like it either.  

Method 2: 3D6 + 1D6 (different colors)
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:


*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 3.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 5.
(This additional D6 is the only additional roll that gets added to the attribute score.)

I like this method because you can generate scores of 16 - 18 that give you the possibility of an exceptional attribute.  Plus, the higher the score then the likelihood of an exceptional attribute increases.

Method 3: 3D6 + 1D6 (different colors) [take two]
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:

*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 5.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 3.
(This additional D6 is the only additional roll that gets added to the attribute score.)

This method is similar to method 2 and shares much of the same appeal to me.  I kind of like the fact that if you reverse the table then no one can generate an attribute score through rolling alone that is higher than 21.  This method may be the way to go.  

There are my thoughts on attribute scores and exceptional attributes under the Palladium Megaversal System rules.  I do not like method 1 but included it for completeness.  If anybody has any experience with altering this part of the Palladium rules, feel free to give me any input at all. 

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edited for clarity in method 1.








Saturday, December 31, 2011

A Peek at Perilous Journeys 2

A Question Answered
In my last post about Perilous Journeys, I wondered if there were any differences between the pdf and the print version of the rules.  The author, Jamie Hardy, has informed me that the only differences are the cover to the print version and the fixing of some typos and minor clarifications. Just an FYI for those interested.


Now, a look at the character creation process in Perilous Journeys...

Introduction
Two things caught my attention when reading the introduction of the character creation chapter of the rule book.  First, the beginning characters created with this system are not weaklings and the power level is one that is "appropriate... for characters that would be adventuring in a dangerous world".  Some might argue that the "OD&D feel" mentioned in the foreword of the rule book is not in agreement with this.  I disagree with that view.  The characters in both games just begin at a differing level of power.  Second, the rules ask each player to come up a somewhat fleshed out character concept before character creation begins. It is even pointed out that this concept should be more than just "warrior" or "thief" but should include details on personality, abilities, how the character was trained, etc.

The Character Creation Steps
There are 14 steps to creating a character in the Perilous Journeys rules.  Some of the steps are either optional or do not apply to every character due choices made in other steps.  It may sound like a lot of steps but - I am happy to say - the steps are clear without any confusion to the reader.  Unlike Lejendary Adventure, I am 100% confident that I understand the steps and can actually create a character.  In fact, I am tempted to once again pull out my Lejendary Adventures book to see if I can make any more sense of those rules.

Races
Players have 8 races to choose from in the Perilous Journeys rule book.  Four of the races - Dryad, Fomorian, Lurikeen, and Wild Elves - offer a wider variety of chooses for the player.  Some might be wondering why the Wild Elf is simply not listed as a sub-race of the Elf.  After a little examination, it is clear that the two races are quite different from each other.  A simple sub-race listing would not work in this case.

Each race entry is laid out in an easy to follow format.  First, there are some introductory remarks about the race that includes physical details.  Second, the generation of the Core Attributes is covered in detail in this section.  Players have two options here - a point based method or a points plus random rolls method; both methods seem viable but the choice of method is up to the GM.  Third, this section covers the selection of Abilities (commonly called skills in other games) for the character being generated.  Humans are free to choose anything but the non-human races have abilities that are excluded - they can never learn them - and others that are restricted - they can not begin play with these abilities.  Fourth, the race entries end with Racial Traits that are other capabilities such as immunity, special hearing, special vision, etc.

This is just a beginning post on character creation.  I am going to try to locate my Lejendary Adventures rule books so I can do a side by side examination for several sections of the two rule sets; explaining my problems with LA and any insights with PJ.  I feel that is the proper way to continue this look at Perilous Journeys.  If I am unable to locate my LA books then I will just continue examining the PJ rules alone.  More later...








Thursday, August 11, 2011

[House Rules] Alternate AD&D Ability Score Generation Methods

I promise I am returning to AiF posts soon...

I am somewhat fortunate to have a co-worker that is also a role-player.  We often discuss games at break or lunch.  During one of the recent coversations we discussed different methods for rolling ability scores during character creation in (A)D&D.  I thought the two methods we discussed could prove to be fun so I thought I would share.

18D6 & Split
Each player rolls 18D6 for the ability scores.  The player then splits them into 6 groups of 3D6 and chooses which score gets assigned to each ability. 

9D6 Physical, 9D6 Mental
Each player rolls 9D6 for the physical ability scores.  The player then splits the 9D6 into 3 groups of 3D6 and assigns each score to one of the physical abilities of strength, constitution, or dexterity.  Each player rolls 9D6 for the mental ability scores.  The player then splits the 9D6 into 3 groups of 3D6 and assigns each score to one of the mental abilities of intelligence, wisdom, or charisma.

Both of these methods give the player a little more control of the character creation process.  It should make it a little bit easier to qualify for some of the more difficult classes to qualify for in AD&D.  It just seemed like a fun change.  I'm going to give it a try sometime.

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edit 1 - fat fingers.

Friday, August 5, 2011

[Adventures in Fantasy] Book of Adventure Pt. 2

Quick Recap
I began exploring the Book of Adventure in my last post.  I didn't make it past the generation of the basic characteristic scores and was already confused. Here's what I know for sure:
  1. AiF characters have 7 basic characteristics; 5 standard and 2 optional.
  2. The standard characteristics are Strength, Dexterity, Intelligence, Charisma, and Health.
  3. Characteristic scores are generated on a 01-100 scale.
No problem with that at all. The confusion over the characteristics come from one simple fact.  The rules only list Stamina as an optional characteristic but states there are 2 optional characteristics.  Even after some more reading and digging around I can not find anything about another optional characteristic.  Hopefully, it will become apparent after reading the rest of the manuals. Now I will continue on with the rest of character creation.

Hit Points
Hit Points are determined by a simple math formula involving all 3 physical characteristics.  Oddly, Stamina is included in this formula even though it is an optional characteristic.  That seems counter intuitive and just bad rules design since an optional characteristic is used in a standard formula.  Adding to the confusion is the fact that Hit Points are not defined.  Sure, anybody with a little role-playing experience will know their purpose but this is supposed to be a beginners set of rules.

Social Status
Social Status is generated by two simple D100 rolls cross-referenced on a result table that determines the yearly income, rank, and position; characters can range from serf and on up to King! There are a few basic guidelines concerning social structure but not much detail.  It is interesting that these rules enable play from the lowest to highest social positions in society.

Starting Age
A chart is rolled against to determine a character's starting age and the effect on the basic characteristics.  The effects of aging, sicknes, and the chances of natural death are also covered in this section. 

Funds & Equipment
At this point, the starting funds are generated for the character.  Each character basically given one year's income according to their social rank plus a little extra.  The rules also state on page 7 that the price list of items is "below" but does not actually start until page 16.

Education
There are 26 skills available for player characters.  The list seems pretty standard and includes language, horsemanship, weapons, crafts, and some trades.  If I recall correctly, most games of this time did not include a skill section so this part of the rules would prove valuable for players that like to "borrow" from other rules for their D&D games. Something that really sticks out to me in this section is learning the skills.  A character can learn them earlier than the required time needed, right at the time needed, or take longer than the time needed.  A nice little touch of realism and variety that does not use a cumbersome set of additional mechanics to simulate.

Impression So Far...
My only previous experience with AiF was just flipping through the rules occasionally.  It seemed like simply "D&D with a D100".  I thought it would be pretty close to D&D.  It is in some respects but it also follows the (O)D&D example of being unclear and disorganized.  AiF could use a good edit and reorganization of some of the sections to help clear up confusion.  I still think there is a "good game" lurking in these rules.

Next: The GM section of the Book of Adventure....

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edit 1 - spelling nazi.

Monday, August 1, 2011

[Adventures in Fantasy] Book of Adventure Pt. 1

Before doing any serious reading on a gaming product I usually flip through the pages to see what stands out and catches my eye.  Three things stood out in the Book of Adventure. First, there is no character sheet included in the book. Second, the ink on the pages is BLUE and can get somewhat irritating to your eyes. Third, this book has the player and game master rules together.

The Cover & Introduction
Both are fairly typical of similar products.  The cover art depicts a dragon resting on a treasure hoard with a spellbook under paw. The creature's attention is focused on four adventurers standing in the cave entrance in the background. It's not quite up to the Holmes Basic D&D cover in quality but it conveys the same type of  imagery.  The introduction has no groundbreaking thoughts included within.

Table of Contents
A glance at the table of contents makes it clear that this book contains information for the player as well as the game master.  It appears that the essential player information is contained on pages 1 to 19 while the remaining 38 pages are probably best suited for the game master.

Forward
The forward contains 3 interesting bits of information. First, the date is listed as "April, 1978"; neat information because it establishes historical context. Second, Arneson (I assume) shows his displeasure with further complexity in D&D by stating that after the release of the original system there was "added dozens of additional rules in a chaoticc jumble that buried the original structure under a garbage heap of contradictions and confusion".  Third, it is made clear that AiF was intended as a introductory set because there is mention of additional rules volumes such as Dragon Lore & Legend, Ritual Magic, The Races of the Faerry, World of Fantasy, and "more". As far as I know, none of these titles ever saw print.  It would be interesting to find out any concrete information about these titles.

The Player Character
The first chapter of the book stands at a sparse 7 pages and covers character generation.  The definition and generation of the basic characteristics are the first two subjects covered. Generation of the characteristic scores is pretty straightforward.  The rules state to roll 2 twenty-sided dice and generate a number from 01-100.  If I remember correctly, the twenty-sided dice available at the time were numbered 0-9 twice instead of 1 - 20. Of course, one could just roll two d10's and do the same thing today. My point is generation of the characteristics is pretty simple and easy to follow.  What isn't so clear to me is the list of characteristics.

Basic Game Player Characteristics
It would seem like a simple thing to list the characteristics that represent the physical and mental attributes of the player character.  It should be and a character sheet would actually solve this issue. I can say after several readings that I am still not sure of the characteristics.  The introductory paragraph in this section mentions "Strength, Intelligence, Charisma, Knowledge, Dexterity, Stamina..." while the list and explanations of the characteristics include Strength, Dexterity, Intelligence, Charisma, Stamina, and Health. Both lists are very similar but the second list omits Knowledge and adds Health.  No problem, knowledge might just be a reference to the skills a character knows, right? Maybe, but then there is little bit that adds to the confusion. After the generation method of the characteristics is described the next sentence reads "Do this for each of the five basic player characteristics and for the two optional characteristics if they are used".  That makes the total number of characteristics seven.  Neither list has seven characteristics. Plus, the only characteristic I can see that is listed as "optional" is Stamina so what is the other optional one?

Is Knowledge a characteristic?

Was it an editing mistake?

Does Knowledge just refer to a characters skills?

Anybody with any experience with AiF that can answer these questions?

It seems like an odd spot to get confused. I hope the rest of the rules are clearer than this. I'm stopping for the night so I can try to make some sense of this.

Next: character creation continued.