Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Wednesday, November 30, 2022

[Palladium] Exceptional Attributes House Rule

I've been in the mood to play some Palladium Fantasy lately.  Like many of you, the first thing I'm doing is looking at potential house rules for any game I'm going to play. I'm not opposed to the use of exceptional attributes in the game, but I've always wanted to tweak the rule.  Instead of a roll of 16-18 granting a guaranteed D6 bonus to the attribute score, I've always wanted to change it to a possibility of a bonus. I've tinkered with several different ways to do this but until I recently posted at The Ruins of Murkhill about it I hadn't been happy with the ideas I previously attempted to use.  Thanks to The Perilous Dreamer for suggesting the modification to my original idea.  The house rule is detailed below.

Exceptional Attributes: A roll of 16-18 during attribute generation grants the possibility of an exceptional attribute.  A roll of 16 gives a 10% chance, a roll of 17 gives a 25% chance, and a roll of 18 gives a 50% chance of an exceptional attribute.  If the exceptional attribute roll is successful, you roll another D6 and add the score to the previously generated score.  

I think that will work.  It's easy to implement and it makes the exceptional attributes more rare and truly exceptional.  I haven't tested it out in play yet, but it sounds reasonable.  I may look at the attribute table in general to see if it needs to be modified as well.  Have you done anything like this with Palladium? Did it work? Any suggestions?


Monday, January 5, 2015

Perilous Journeys: Ideas On New Magic Items

With the recent posting I have done about the Perilous Journeys Fantasy Role-Playing Game I have had a few ideas here and there for some personal additions to the game.  These are far from complete but I wanted to post them up to preserve the ideas.  The main point is to get the idea down so I can use it later.  


Blanket of Rejuvenation          VII
When a character uses this blanket for rest then Health is recovered at 30% of its normal rating per day assuming a full 8 hours of rest in a safe location.  If not, then health is restored at a rate of 10% per four hours of rest with 4 being the minimum required for health restoration.

Boots of Water Walking          VI
The wearer is able to walk on water for a short distance or a short period of time.  Probably limited uses per day.

Cloak of Invisibility          ?
When the wearer draws the hood over their head and gives the command word, they will turn invisible for a limited amount of time.  Limit the number of uses per day.  Maybe throw in adding to thievery, stealth, or something similar.

Dust of Sleep          V
When the user sprinkles this or blows it in the victim's face, the victim will go to sleep for 2 rounds.  Limit the amount of doses in a bag.

Key of Entrance          VIII or IX?
This is a normal looking key that will actually open up any mundane lock that it is used for.  Upon insertion, the key must lay still so it can adjust to the lock.  The simpler the lock, the faster it is to open.  More complex locks will require more time.

Spectacles of Comprehension          VII
Using this normal looking set of eyeglasses will allow the reader to read any writing they come across in their own language.  Put a time limit and a daily usage on it.


As I previously mentioned, this is all a work in progress and is not complete yet.  More later...
  

Saturday, July 12, 2014

A 5E Hit Die House Rule Idea



I have finished reading through the 5E Basic Rules I had printed out at Office Depot.  Although I was very skeptical before the release of any 5E product, I am very happy that my initial suspicions were unfounded.  I am looking forward to getting the Starter Set in several days and I have been coming up with ideas for adventures when I get a home campaign up and running. 
 
This is the first Wizards edition of D&D that I want to play by the book.  The course of D&D has been righted with this release and I am very much looking forward to getting the PHB.  I had originally intended to wait until I evaluated the Starter Set and played a few sessions but I am enjoying the Basic Rules enough that I am ready to dive in.
 
I am in no rush to get started on a big list of house rules.  I have not even played a session yet.  It seems like a pretty solid rule set and I do not want to go messing around with it before I give the rules as written a good workout.  That does not mean I have no ideas for any house rules at all.  I do, in fact, have an idea or two that I may implement in the future to see how well they work in actual play.

Hit Die
I think the Hit Die for Fighters (d10) and Clerics (d8) is perfect.  I think it makes sense that the Rogue and Wizard both use a smaller Hit Die than the Cleric and Fighter; they both use a d6.  I am thinking of changing the Hit Die for Rogues to a d6 and for Wizards to a d4 for no other reason than to fit my perception.  

Page 7 of the Basic Rules state that “…hit points define how tough your character is in combat and other dangerous situations.”  It makes more sense to me to have the Rogue less tough than the Cleric because the Cleric represents a type of warrior priest instead of a devout member of the clergy.  It makes sense for the Wizard to also be less tough than the Rogue and the other classes as well.  I wonder if a d4 is too low.  I did double check the B/X rules and both the Thief and Magic-User use a d4 for hit points.  Interesting.

Final Thoughts
Who knows if I will implement this change any time soon.  I can see a few things that I could start working on right now.  New races, classes, backgrounds, and trinkets come to mind pretty quickly.  I believe I will wait on most of these to see what is in the PHB.  Why duplicate something that is coming out in an official write up in a short while?  If I work on anything else it will probably be trinkets because that would be a small investment of time if something was duplicated.  Have any of you experimented with any house rules yet?  Do you have a new race, class, or a rules mod you would like to share?     
 

Friday, January 17, 2014

Adventures in Fantasy - What I Have Planned Next

Over at the Original D&D Discussion forums it was pointed out that I may be the only person producing stuff for Adventures in Fantasy. I never gave it much thought before he mentioned it but that's cool; maybe it will inspire some others that own the game to put something out there for interested people. I have produced a few resources so far but I have more that I am working on currently.  Consider this a list of what I have planned in the coming weeks.

Revised Character Record Sheet
I have a functional character sheet available for download right now.  There will be adjustments made to that sheet whenever it is deemed necessary through play experience.  I have an alternate sheet I am working on that includes the variable weapon damage table from the reference sheets.  Other than minor tweaks - something like an AiF logo - I suspect there will only be one big update of the character sheet.

Dragon Record Sheet
It is suggested that all Dragons should be generated before play since each one is unique in a range of 13 characteristics. This is simply a form to record all of the generation results and any other important notes for the Dragons used by the Referee.

Dragon Hoard Record Sheet
As each Dragon is unique, so is their hoard.  If there is not enough room for the hoard on the Dragon Record Sheet then I am going to do a separate hoard sheet.

House Rules
I am gathering notes for some proposed house rules as I make my way through the rules again.  I am hoping for a short list that would be easy to maintain.  I am shooting for something similar to "The Perrin Conventions" that was used by some groups for early D&D.

New Game
I have not ruled out the possibility of making a new game that is clearly inspired and influenced by AiF.  This new game would be designed in a similar fashion as comparing T&T to D&D.  Honestly, I feel the same way that Ken St. Andre did when he was reading the early D&D rules.  There is a lot of like about AiF but there is also a lot that makes me scratch my head.  Who knows?  Maybe I will...


Monday, April 15, 2013

M is for Methods of Ability Score Generation

M is for Methods of Ability Score Generation
I like to provide players with options and I have done so with 4 new methods to generate ability scores.  Some of these will be familiar while some will be new.  The only stipulation I have is that all of the players use the same method. 

2D6+6
The player rolls 2D6 and adds 6 to the result to obtain the score for each of their abilities.

4D6-L
The player rolls 4D6, drops the lowest die face, and totals the remaining 3 dice to generate the score for each of their abilities.

9D6x2
The player rolls 9D6 and splits the dice into groups of three to apply to Strength, Dexterity, & Constitution.  The player repeats this process for Intelligence, Wisdom, & Charisma.

18D6
The player rolls 18D6 and assigns 3 dice to each of the abilities to their choosing.

Saturday, March 10, 2012

[Toldara] House Rules - Character Generation

After a long absence of too many years, I returned to role playing games with the release of D&D 3E.  One of the first things I did was start work on a campaign world, Toldara, for my own games.  With the release of 3.5, the rules bits of the setting had to be adjusted in a few areas.  Eventually, Pathfinder came out and I found myself tinkering with another 3.X iteration of the game.   

I enjoy playing the 3.X/Pathfinder versions of the game but I want less book keeping and rules referencing the older I get.  I have fiddled around with a few of the other games to see what they have to offer.  I like the idea of Microlite20 but I do want just a little more crunch than that; it is a great game regardless.  C&C may be "just right" but I need to purchase my own copy of the rules to make sure.  I have been looking at the retroclones to see which one catches my eye.  Of course, which ever game I decided on will include house rules and this is what I have decided on so far.   

Rules System
The Toldara campaign will be powered by the Basic Fantasy rules.  Following the link will take you to the downloads page that contains rules, supplements, adventures, and more.

Ability Score Generation
The generation of ability scores is done by rolling 9D6 and then splitting them up into sets of 3D6.  The three scores generated are then assigned to Strength, Dexterity, and Constitution.  Another 9D6 is rolled and then split up among Intelligence, Wisdom, and Charisma using the previous method.  After all of the scores are generated the racial modifiers are applied to the scores.  The rolls must be used on the abilities rolled for and can not be switched between groups.

Hit Points
All beginning first-level characters begin play with the maximum available hit points according to the appropriate hit die for the class and any modifiers gained from the Constitution score.

Races
All of the core Basic Fantasy races will be available for play plus the addition of the following:
  • The Gnome, Goblin, Half-Elf, Half-Orc (with appropriate changes), and Lizard Man (Slarn on Toldara) from the supplements on the download page. 
  • The AnshuKarnin, and Oranian races will need to be converted to the Basic Fantasy standard.
Classes
All of the core Basic Fantasy classes will be available for play plus the addition of the following:
  • The Assassin, Barbarian, Druid, Illusionist, Necromancer, Paladin, Ranger, Scout, and Sorcerer classes.


Of course, this is all a work in progress.  As play progresses, things may change further.



Friday, January 20, 2012

LEGO Heroica Dice

I have gotten my 5 year old son two of the LEGO Heroica sets recently.  Information about the rules and products can be found at the Heroica web site.  One of the coolest things about these sets is the included dice.  Of course, you have to assemble them before use and I believe that you can also buy other faces to put on the dice; that makes for complete customization. The dice are approximately twice as big as the standard dice found in most board games. 

Anyway, I just really dig these sets because it is a minimalistic version of fantasy adventure gaming rules that also encourage house ruling.  That got me to thinking about the dice.  I wonder what kind of tables or resolution systems could be designed around these special dice?  I may explore that in the future but I just wanted to point this out as food for thought.  If anyone has done this or knows of a site that has this information that I can mied for ideas, feel free to speak up!

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. 

------------------------------------------------
edited for clarity in method 1.








Monday, November 28, 2011

[Toldara] Half-Orc changes (new school version)

This is the original version of the changes to the Half-Orc race for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start. 

The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.



Half-Orc


I have previously mentioned the background changes to the Half-Orc race in this post.  The other changes are listed below.


HALF-ORC RACIAL TRAITS (in addition to the traits listed in core rulebook I)

  • +2 racial bonus on Intimidate checks.
  • Social Stigma: Half-Orcs have a – 2 penalty to Diplomacy checks and also receive no skill synergy bonuses related to Diplomacy checks.  
-------------------------- (end of open game content) -------------------------------------------------

Friday, November 25, 2011

[Toldara] Oranian (new school version)

This is the original version of the Oranian race entry for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start.  This was another contribution that Alex, my co-designer, made to the Toldara campaign.

The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.



Oranians
Oranians are a bird-like race from the Oran Mountains. They are able to fly just as well as they can walk, in fact, flying is their preferred method of travel, as it is much faster. They love music and poetry. In fact, the best poets and musicians in the land are Oranians.
Personality: Oranians are poets and philosophers, musicians and knowledge seekers. Because of their ability to fly, they can travel easily to other lands. This has allowed them to hear the legends and histories of other races, as well as see their own culture. They have grown to love such interaction, always searching to learn more about something, whether it be the location of a mythical artifact, or the play time rituals of a human child. They often write songs or poetry about their findings. They are usually always cheerful, and are delighted to learn any tidbit of information.
Physical Discription: Oranians are tall and mostly humanoid in shape. They stand from 5 ½ to 7 feet tall, and usually weigh between 175 and 300 pounds. They are completely covered in feathers, except for their feet and hands, which are talons, and the top of their heads, which has something that can be called hair, though it resembles feathers as much as it does hair. They also have eagle-like wings on their backs, and generally have a wingspan equal to their height. Their heads are shaped more like a bird's head, than a human head, complete with a beak. Oranians who stick to their own race's clothing traditions wear elegant robes with golden support bars for structure and holes in the back for their wings. Their feathers come in all manner of colors, from the browns of a hawk, to the grays of a pigeon, to the rainbow colors of a parrot. They achieve adulthood at 50 years, and they have no known lifespan, as no Oranian has ever died of old age. Whether this is because they die of other causes before they are able to, or because they simply don't grow old is unknown. The oldest known Oranian was 986 years old.
Relations: Oranians make a point of getting along well with other races. They love to observe and learn about the culture of other races, and are more than happy to share their own culture. For the most part, they find the other races amusing, but they find all of them fascinating.
Alignment: Oranians tend strongly toward Good, and it is very rare to find an evil one. However, their are just as many that are Lawful as there are that are Chaotic.
Oranian Lands: Oranians make their homes in the averies of the Oran Mountains. They often go abroad into other lands for fun and adventure, but the Oran Mountains are the only place they feel comfortable calling home.
Religion: Oranians mostly worship the wind god, Metorlogis. However, some become so fascinated by other races, that they take on the religions of those races.
Language: The native language is Auran, the language of air-based creatures, but they also speak Elven, as most of their songs and poems are written in Elven.
Names: Oranians used to have names specific to their race, but they have been influenced by other races to the point that they no longer have any naming traditions of their own. Instead, they use the names and traditions of other races.
Adventurers: Oranians love to adventure. They are always looking for some bit of history or myth to unveil. They will almost always find a party to adventure with, and will try to pick one that is as varied in the races that make it up as possible, so that they may learn all they can. Also, there is no better material for writing poems and songs than a grand adventure.
ORANIAN RACIAL TRAITS
  • +2 Dexterity, +2 Wisdom, +2 Intelligence, -2 Strength, -2 Constitution: Oranians are agile, have excellent awareness due to their animal senses, and are quite smart due to their lust for knowledge. However, their hollow bones and unique body structure make them weak and frail.
  • Medium-size: As Medium-size creatures, Oranians have no special bonuses or penalties due to their size.
  • Oranian base land speed is 30 feet. Air speed is 80 feet (agile).
  • Eagle's Sight: Oranians have excellent eyesight. Because of this, they can see twice as far as other races can in the same conditions.
  • Low-light Vision: Oranians can see just as far in starlight, moonlight, torchlight, and similar conditions of poor illumination as they can in daylight. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonuses and Spot and Search checks. Their eyesight is so good that if they have line-of-sight to a secret door, they are entitled to a Search check as if they were actively searching for the door.
  • Unique Body-Type: Oranians have a unique body type that other races do not have (mostly because of the wings). For this reason, Oranians can only wear clothes and armor that is specifically made for them, whether it be custom made, or from a shop that sells Oranian goods. Such shops are not found just anywhere, and are usually just in large cities.
  • Automatic Languages: Common, Auran, and Elven. Bonus Languages: All except Halfling and Druid. Oranians learn the languages, as well as the cultures, of those they study. Only the super secret languages are unknown to them.
  • Favored Class: Bard. A multiclassed Oranian's bard class does not count when determining whether he suffers from an XP penalty for multiclassing. Writing songs and poems is what they do.
--------------------------------- ( end of open game content ) ----------------------------------------------------------

[Toldara] Karnin (new school version)

This is the original version of the Karnin race entry for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start.  This was the first contribution that Alex, my co-designer, made to the Toldara campaign.

The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.




Karnin
Karnin keep to themselves for the most part. They welcome visitors warmly, regardless of race. All they ask from visitors is to put aside their differences while in Karnin territory.
They see themselves as the rightful protectors of the wilderness and all those who live there. However, they consider the civilized world as part of the wilderness, as it is no more tamed to them than a beaver's dam, or a bear's cave. Cities and towns, to the Karnin, are nothing more than human shelters.
Personality: Karnin are honorable creatures, who value their personal and clan honor greatly. They can be a bit arrogant, especially when regarding their perceived Guardians of the Wildernesses duties, and often look down on members of other races as lesser beings. At the same time, they do not judge other races, as they cannot help their inferiority.
Karnin are not greedy, wanting only what they need. They prefer trade to currency, as currency seems to them like an unnecessary burden, however, they will use and accept currency when needed.
Karnin take their responsibilities seriously, real or perceived. If someone brakes the rules, the Karnin will ensure that justice is served. This is not to say that they impose their rules on others, except when the others are visitors in Karnin territory. They honor the laws of whatever town or other such community they happen to be in, but they enforce those laws as well. Karnin do not start wars, except with Anshus, who they have a great hatred for, but they will end them. If Orcs plan to raid a human settlement, the Karnin will stop them. However, if humans plan to slay a band of orc without proper reasons, the Karnin will stop the humans.
Physical Description: Karnin typically stand 6 to 7 feet tall while on the pads of their feet, and about 6 inches shorter while standing normally, the females being a bit shorter. They look like a cross between a human and a wolf. They are covered in fur that is usually a blueish gray, except for the fur on their chest and stomach, which is white, and some have white patches, usually over the shoulders or behind the ears. Other colors of fur are red, black, brown, black with brown patches, and white. Their faces have snouts, like that of a wolf, except that they are more broad. Karnin tend to have dark colored eyes, such as brown, but gray and even gold are not uncommon. Most Karnin wear little clothing, as their fur acts as much the same thing for the most part. However, the druids will often wear animal skin coats as a symbol of their position. Karnin stand upright and flat footed as humans do normally, but when they start to run, they run on the pads of their feet, like wolves.
Relations: Karnin get along well with everybody at first, but as one gets to know a Karnin, his true feelings are revealed. Karnin generally see other races as inferior, or as children needing their protection. However, these "Children" they see as their own, and take very good care of them, and even enjoy their company, even when they don't enjoy the company of the Karnin.
Alignments: Karnin are almost always Lawful Good, and usually to an annoying extreme. This is because those who are chaotic are usually exiled, and those who are evil are usually killed. Karnin believe strongly in their duties and convictions, and do not normally tolerate those within their race who don't.
Karnin Lands: Karnin live everywhere, and a different clan looks over each type of land.
Religion: The Karnin worship Galador, the God of Good, Lilithan, the Goddess of Law, and Calian, the Goddess of Nature.
Language: The Karnin language is fairly primitive, consisting mostly of growls, barks, howls, and roars. Very few people bother to learn Karninic, as all Karnin speak Common as well.
Names: Karnin are named at birth, much like humans, and also inherit their clan name. Their clan name is determined by which clan they were born to.
Male Names: Karnak, Fildar, Morthunk, Forgnik, Fido, Zefnar, Guroul
Female Names: Kiko, Fifi, Narkusa, Vikaga, Karnika, Lupinia
Clan Names: Grrahl (plains), Harul (mountains), Snouk (swamp), Tinkor (forest),
Paunti (desert), Blikarok (arctic/high altitude), Rulac (Ruling clan)
Adventurers: Karnin adventure, usually, as a way to prove themselves, either to themselves or to their clan. Those with a chaotic alignment are usually searching for their place after being exiled from their homes. Those with an evil alignment are usually out to destroy what the Karnin are trying to do.
KARNIN RACIAL TRAITS
  • +2 Constitution, -2 Dexterity: Karnin are tough, but their canine features get in the way of mobility.
  • Medium-size: As Medium-size creatures, Karnin have no special bonuses or penalties due to their size.
  • Karnin base land speed is 40 feet.
  • +2 to Listen checks: The Karnin have canine senses, and hear very well.
  • Scent(Ex): Karnin have the Scent ability as stated on page 10 in the Monster Manual. Karnin can smell things 30 feet off, 60 if upwind, 15 if downwind. Stronger scents double the range, and overpowering scents triple the range. A partial action can be taken to determine the direction of the smell. Karnin can track smells using Scent.
  • Frightful Presence(Ex): Karnin are man beasts that can be a frightful sight to behold when they choose. Rules for Frightful Presence on page 8 of core rulebook III.
  • +2 racial bonus on Animal Empathy & Wilderness Lore checks: Karnin do not only live in the wilds, they are a part of it.
  • Natural weaponry: Karnin have clawed fingers that can be used to inflict 1d4 damage.
  • Automatic Languages: Common & Karninic. Bonus Languages: Orc, Goblin, Draconic, Elven, Gnoll, & Sylvan. Smart Karnin know the languages of the local creatures.
  • Favored Class: Druid. A multiclassed Karnin's Druid class does not count when determining whether he suffers an XP penalty for multiclassing.  
-------------- ( end of open game content ) ------------------------------------------------

[Toldara] Anshu (new school version)

This is the original version of the Anshu race entry for the Toldara campaign.  Of course, it was written in the format of the "third edition of the world's most famous fantasy role-playing game".  This will be updated with a Pathfinder and a Microlite20 version in the future but this is a good start.  I think the traits are pretty decent as far as design but the descriptive text in some of the entries could probably use some work.


The following information is considered 100% Open Game Content.  The use of such material is governed by the Open Game License.


Anshu
Anshus are renowned for their abilities to hunt and track in the woods. Human armies typically have atleast one Anshu scout. Anshus are fairly strict traditionalists and believe their homelands will provide most of their needs. Anshus are typically slow to form bonds with outsiders but when they do, have proven to be steadfast allies. Upon betrayal or when their homelands are threatened, anshus have proven to be just as powerful adversaries.
Personality: Anshus are never quick to make any decision concerning others; slow to judge or trust outsiders. Those that gain the trust and friendship of an Anshu have gained a faithful companion. Anshus have a deep respect for tradition and generally oppose random change.
Physical Description: Anshus typically stand between 5 and 6 feet tall weighing from 125 to 175 pounds with a generally slim, athletic build. Their features are basically feline with fur that is often brown or yellow in color and even a tail. Anshus reach maturity at the age of 14 years and can live to be 90 years of age.
Relations: Anshus have been in a centuries long war with the Karnins. There are periods of peace between them but the truces are uneasy at best. Eventually, the hostilities seem to be always be triggered again. Anshus share a deep mutual respect of nature with the Elves and often trade goods with them. Anshus get along well with Humans except when they get greedy and try to expand into their lands.
Alignments: Anshus are usually lawful, and they tend toward neutral. Adventuring anshus may not fit the typical mold of anshun society.
Anshu Lands: Although Anshus can be found in most places, the largest anshu populations are typically located in the forests and plains.
Religion: The chief diety of the Anshus is Kitta, the Den Mother. She is the origin of all anshus in the world. They also revere numerous smaller gods in charge of such things as the seasons, hunting, food, etc.
Language: Anshus communicate with each other by a somewhat primitive language consisting of various feline like sounds. Many anshus have learned common as well. Most other races can not seem to master the anshu language.
Names: Anshus have three names. The first name is given at birth by the parents, the second name comes from the tribe, and the third name is awarded by the tribe elders based on the greatest aptitude or accomplishment of the individual.
Adventurers: Most anshus that travel outside of their lands do so to avenge some wrong committed against their people or to help curb the influence of evil in the world.
ANSHU RACIAL TRAITS
  • +2 Dexterity, -2 Consitution: Anshus are quick and agile to compensate for being somewhat frail.
  • Medium-Size: As Medium-size creatures, anshus have no special bonuses or penalties due to their size.
  • Anshu base land speed is 40 feet.
  • Low-Light Vision: Anshus can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and dress in these conditions.
  • Natural Weaponry: Anshus have clawed fingers that can be used to inflict 1D4 damage.
  • +2 racial bonus on Balance, Climb, and Tumble checks: Anshus are surefooted and agile.
  • +2 racial bonus on Animal Empathy and Wilderness Lore checks: Anshus do not only live in the wilds, they are a part of it.
  • +2 racial bonus on Listen checks: Anshus have keen ears.
  • Automatic Languages: Common and Anshunti. Bonus Languages: Dwarven, Elven, Gnome, Goblic, and Orc. Smart Anshus learn the languages of their friends and enemies.
  • Favored Class: Ranger. A multiclassed Anshu's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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Sunday, October 2, 2011

[Old Gaming Notebook] Overview

I imagine that many role-players have a notebook, or notebooks, that they keep all sorts of information stored. I always liked to use a 5 subject spiral notebook.  The information I included in these notebooks were D&D characters, game ideas, setting notes, house rules, and other assorted ideas; sometimes, I would include other non-gaming stuff in them also.  Of course, with the advent of computers I have pretty much migrated any gaming stuff I do to folders on my laptop.  I ran across one of my old gaming notebooks recently.  It was probably the most recent of the notebooks.  Anyway, let's take a look at the contents of this notebook.

Board Games
I have had several ideas that I would like to turn into board games but I have never actually completed the design of one of them.  I had ideas for 3 board games written in this notebook.

Army Men: This would probably more accurately be described as a war game instead of a board game.  I spent 8 years in the Army and I remember playing with those old plastic Army men out in the sandbox growing up.  I wanted to do a simple set of rules for fighting out battles with these figures because the mass of armies would be easy to purchased and assemble due to low costs.

Auto Arena: I was a big fan of Car Wars by Steve Jackson Games.  When it went out of print I was not happy.  My rules were misplaced years ago.  I started on an attempt to do a new version of vehicle combat rules.  It would share some similarities with Car Wars such as being set in the future and have fighting cars but it would also be different.  Auto Arena would be set up like NASCAR in a league format.  The drivers would go to different cities throughout the season and compete in an ultimate demolition derby type event.  Instead of just ramming, the drivers would also have guns and other equipment to use in the event.  The arenas at each location would be different in layout and makeup.

Dungeon Crawl: This would be a board game for when you were just in the mood to pick up and play.  It would be more detailed than the old DUNGEON board game from TSR but less complicated than D&D.

Role-Playing Games
I began playing D&D in 1980 with the Holmes Basic set.  Shortly after I began playing I started having ideas for games of my own.  I have designed several role-playing games but these three are subjects that I never finished.

A World In Ruins: Gamma World was probably the 3rd RPG I purchased.  I always enjoyed the game but I also wanted a grittier version of the setting.

Old School Role-Playing: This was actually planned as a series of games.  The first planned game was to be Old School Role-Playing: Fantasy Rules.  The inspiration for these rules were the games that followed after D&D early in the hobby.  Basically, the fantasy rules would be similar to D&D but include more options, more rules, and more crunch just as the early competitors did.

To The Stars...: This was to be inspired by the science fiction of the '50's and '60's films.  Of course, that means flying saucers, little green men, ray guns, and everything else.  I still think this could be a fun game to do.

House Rules
I also had various notes written down about house rule ideas for several games.

AD&D: Ideas about a new Ability Score generation method, a Hit Points variant idea, and a note that a racial bonus of +1 allows a score of 19.


D&D 3E: A breakdown of the racial traits listing in the race entries so custom races could be matched to the official entries.


RIFTS: Ideas on a low attribute table for the Palladium Megaversal system.

Risk: Submarine rules for the RISK board game.

I will post this information her soon...








Sunday, August 21, 2011

[Adventures in Fantasy] Book of House Rules Pt. 1

Some Basic Ideas...
While I am going through the AiF rule books, I have been taking notes on what I would do differently or what I think needs to be clarified.  I plan on assembling these ideas into a fourth rule book for AiF, the Book of House Rules. Yeah, I know it's not the most intriguing of titles but it does fit the naming scheme of the other books and it does get the idea across.  Here are some of the ideas I have so far:

Artwork
I am not an artist by any stretch of the imagination.  I do, however, know several guys with extraordinary art skills.  I would like to get a cover image and a few illustrations in a similar manner as the existing AiF artwork.

Player Races
Upon reading the rules, it is apparent that AiF is a humanocentric game.  There's nothing wrong with that but I thought it would be nice to open up some more options.  I am not going to include stats for non-human races but include different varieties of humans.  For instance, maybe one type of human is stronger while another is more agile and so on.  Just providing mor eoptions based on the existing framework.

Basic Characteristics
The goal in this area is simple - clear up any confusion over the number of characteristics and the characteristics themselves.  The existing rules are not clear and need some work.  I would also drop the idea of optional characteristics; use them all because an optional characteristic is used in figuring Hit Points already. 

The Rest
At the end, I will have house rules covering sections of all 3 rule books.  I am attempting to stick to the following guidelines when developing these house rules:
  •  No changes just for change's sake - In other words, only change what needs changing.
  • Clean up and clarify - most of the house rules will just clarify and reinforce the existing rules.
That should do it for now.  As I stated previously, I believe AiF is a decent enough game but I think it was released before a proper edit was completed.  A cleaned up, consistent, and clarified version of Arneson and Snider's rules should offer plenty of role-playing goodness.

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.

Sunday, August 7, 2011

[House Rules] AD&D Ability Scores

I am taking a break from my Adventures in Fantasy posts to do this real quick.

Note: The following better suits the detailed approach of AD&D instead of the looser approach of D&D.

I like to tinker with the rules of the various games I play.  The game I have probably house ruled more than any other is AD&D.  I have always wanted to look into expanding the list of abilities but I have never given it a serious effort.  I think it could work.  I honestly do not know if it would be worth the effort but I think it might be worth a look.  Since there are 3 physical and 3 mental abilities with a total of 6 abilities I would want to maintain the same sort of balance when adding the new abilities. I would suggest adding 2 abilities to the core six of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.

Agility (AGL): Agility would represent something like total body control and also set the modifier for AC.  This would mean Dexterity now represents hand to eye coordination and actions requiring fine manipulation.  Some of the thief skills would now be affected by Agility and some by Dexterity.

Composure (COM): Composure would represent something like mental endurance, coping with stress, and the ability to persevere in the face of terror; similar to Sanity from Call of Cthulhu.

I'm sure that both of these abilities could be added and put to good use.  Composure could be fun to mess with but it could also be done with a saving throw.  I have always thought there should be a split between Dexterity and Agility. I'm not quite so sure it would be worth the effort.  Honestly, I would not want to worry about figuring one or more additional ability scores when using an "official" module or resource.  This is just one of those ideas that cross my mind from time to time but I have never acted upon it.  Maybe one of these days I will.  On the other hand, in my older age with limited free time I would rather play than try to decipher a bunch of unnecessary house rules.  Not that I am opposed to house rules - I plan on sharing some of mine in this blog - but let's use them where they are needed.

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edit 1 - fat fingers.
edit 2 - fixed some awkward wording.