Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, January 7, 2015

A Peak at Perilous Journeys 7

This will be my last post covering the contents of the Perilous Journeys rule book; now I can concentrate on providing resources for the game.  I have discussed the sections covering character creation, professions, guilds, terminology, and other topics in previous posts.  That leaves only four sections that I have not covered: Gameplay, Appendix A: Advanced Combat, Appendix B: Creating and Modifying Professions, and Appendix D: Monster List. 

The Gameplay section covers all of the rules that basically tie everything else together.  Some of the topics include what the numbers mean, combat, movement, experience points and application, carrying capacity, encumbrance, and saving throws.  These sections are written just as clearly as the rest of the rules so everything can be easily implemented in play.  Also included in this section are optional rules such as Fate Points and Reputation.

Appendix A: Advanced Combat, similar to the guild rules, is a short section that has a larger impact than its size.  The simplest way to explain this section is that if you use it in your game then the warrior type characters will have something more to do than just swing an axe, sword, etc. every round of combat.  The rules describe a simple system of special moves that can be learned and used in combat.  Of course, the more skilled your character is in combat the more moves they can learn; any character can learn them, though.  It just makes sense for the warrior types to be more capable in this area.  The use of these special moves is regulated by an Endurance Pool.  An example of a special ability is presented below.

Disarm          Endurance: 6
The PC is able to attack a target is such a way as to cause the target to drop his weapon.  The target is allowed a save vs. Speed to avoid dropping the weapon.

The Advanced Combat section ends with a section covering Advanced Magic.  Rules are presented in this part to explain spellweaving and spell weaving.  Spell Weaving is producing an effect by mixing two or more spells together.  Spell Failure in Perilous Journeys could mean one of two things; the spell could fizzle out with the caster still using the Mana or an additional effect like double Mana loss, loss of memory, the spell’s effect is reverse, or more.

Appendix B: Creating and Modifying Professions discusses some guidelines for when a player desires to play a character type not covered in the rules.  The gist of this section is that it makes more sense to modify an existing part of the game to accommodate the player rather than making unnecessary additions.  That really makes a lot of sense if you think about it.  In essence, what is the difference between a Paladin and a Cavalier, a Thief and a Bandit, or any other similar professions?  If it can be simulated by swapping out one or two abilities then it should be, right?  I like this approach and I wish that some of the older games would take a similar approach instead of just adding an endless barrage or new material. That does not mean the rules disallow creating completely new professions at all.  The rules simply encourage that you ensure any new additions are truly unique and can not be handled by simply swapping a single ability or two.

The final section I have not covered, Appendix D: Monster List, provides statistics for 43 monsters; that number is deceptively small because several of the monsters have multiple sub-entries to illustrate the difference between common variety, leader, etc.  The entry on Dragonkind alone provides enough information for 45 different types when you take into account size, color (for Drakes), and element (for Dragons).  In addition to the Dragonkind category there are also categories for Humanoids (covering PC races, goblins, orcs, etc.), Spirits and Undead (covering ghouls, lich, skeleton, etc.), Netherbeings (covering demons, devils, oni, etc.), Large Monsters (covering ogres, giants, and trolls), and Insects and Animals (covering bear, snakes, tiger, etc.).  The entries typically cover the attributes, description, number encountered, combat, and treasure.  The only omissions I could see in the monster entries are monsters from classical myth such as centaurs, Minotaur, hydra, medusa, etc.  On the other hand, it is kind of refreshing not to see the same old monsters fleshed out for yet again fantasy game and I believe the Minotaur and medusa are both unique anyway.  The best way to deal with those two monsters might be in an adventure that showcases them and their background as part of the story.

Final Thoughts
I should have completed this read through of the Perilous Journeys rules a long time ago but I got side tracked.  I am glad that I picked it back up and continued on because I continue to be impressed by the rules.  They are easy to understand and put to use.  The rules accomplish the same things that many other games do but they accomplish it in far less pages and that is a good thing.  I hate giving a numerical rating to anything like this and this is not a review but I would definitely rate it as an “A” effort.  There is a lot to like in this slim volume and I look forward to seeing what comes about in the second edition.  I was given a sneak preview of some of the stuff and all I am going to say is that it looks like it just keeps getting better.  If you are interested in a new set of fantasy rules I highly recommend picking up Perilous Journeys.  

Friday, December 26, 2014

Simple DND

As I was browsing the internet the last few days I stumbled on to the Simple DND blog during my journeys. The tagline, "Reviving old D&D with a modern twist", really does a great job of explaining the effort in a nutshell.  If you like simpler rules or just want to check out an interesting take on the rules then visit the site.

Saturday, March 10, 2012

OPUS: One Page Universal System

In my wanderings on the old internet, I ran across the OPUS role-playing system.  It is supposed to print out with rules on one side of the paper and the character on the other.  It looks pretty smooth and adaptable to me.  For those interested in a quick playing, easy going go then I would suggest taking a look at it.  If you are interested, there is also a yahoo group focused on the game.

[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.



Thursday, March 8, 2012

When Is Enough, Enough?

In my post from yesterday I was curious about how much info should be included in a campaign document.  I made the post from my cell phone so it was really short and to the point.  I got a reply from Eldrad that instructed me to "just tell a good story".  I completely agree with this and think that is exactly what the goal should always be in a role playing campaign.  What I was actually looking for was just a little bit different.  What I would like is feedback about the following questions:

As a player, how much information about a campaign setting do you feel is the "right" amount for proper play and at what point does it become information overload?

As a game master, how much information about a campaign setting do you feel is the "proper" amount for getting the players into the game and at what point does it just become pointless details?

I am asking because I really want to start delving into the details of my campaign world but I am torn on what to include and what to leave out.  For instance, when it comes to religion in the campaign do people prefer just a simple list of gods with a few blurbs of information or do they want that information plus a breakdown of followers by race, area, worship centers, artifacts, etc.?  

Any and all opinions would be highly appreciated!