Showing posts with label chargen. Show all posts
Showing posts with label chargen. Show all posts

Thursday, March 1, 2012

Adventurer: New experience rules

The issue of experience in traveller is always difficult and often (cough, cough) contentuous.  To some extent, I think it reflects different genre styles.  The wellspring fiction of traveller does tend to value continuity more than the wellspring  fiction of Swords and sorcery as it was in the day. What a character is capable of  is a big part of that.  Intrerestingly, experience (from a character viewpoint) is one of the unchangingly simple elements of an FRP:  score points, go up.  SF seems determined to real it up by worrying in depth about training and etc., generally resulting in obscure or byzantine ways to improve characters.  Plus, what one tracks isn't experience points (easy) but compliance with the training program -which is a pain (ask any HR or manager).

 I know classic traveller has a way to improve characters, and if one reads it, it isn't the complicated or glacially slow  process it is often clamed to be.  And it isn't a constant process, one just makes some decisions, rolls some dice, and them waits until one has to roll again.   But the fact that after 30+ years it is still overlooked and misunderstood tells me that there is a problem.

So, in porting the traveller ethos to the Original RPG mindset, we run smack into that.  So, I've tried to devide an experience system that is front loaded (no tracking compliance) and simple; and yet a bit more than 1gp =1xp.  This is the new default experience system I'm proposing.  Comments and questions are solicited !

Plus, my own feeling is that I'll accept more power creeep in a fantasy setting than in a SciFi setting, where it seems more muchkinly. No idea why, really, just my gut reaction.




Regardless, experience seems to be one of the two  big style issues that differentiate traveller from Many Another Fantasy RPG (tm)

Increasing everything else (skills and characteristics): Simple Method

Assume that the campaign is broken into sessions, episodes and epics. Sessions are when you sit down and play; episodes are sessions that make up a specific story arc or chapter. Several chapters are an epic –or a chapter can be free standing. The intent is to allow players to advance something every three to five related sessions –so for a monster story arc, have several smaller ones, as that is where players will advance.

At the end of each session, if the player was present and has at least tried, each character gains one skill point. Ending a successful Epic or story arc gains a bonus equal to the episodes (sessions) involved. Note that one-offs or side quests don’t count for the bonus. Wildly successful, helpful or genre consistent play should also be given a bonus.

Unconnected or side sessions are just that; the players can get general experience, but not the bonus for completing an arc, and cannot spend them until an arc is completed.

After each chapter, during immediately subsequent session, a player can opt to improve one existing skill by spending skill points equal to the new level, and them rolling greater than the new level on 2d6. Extra skill points can be added at this point to increase the roll.
  • If the roll succeeds, the points are expended and the skill increased by one.
  • If the roll fails, no skill is gained, but the points remain; the player may spend one point to attempt to increase a different skill, repeating while points remain or until successful.
Only one skill may be improved per chapter, and only by one level, but the player may try several skills until successful. Note too that advancement can only occur immediately after a chapter. If desired, points may be saved for the next chapter resolution, but cannot be spent until then.
Instead of increasing an existing skill, a player may automatically gain a new skill at level 1 by spending 3 points. This too can only occur once, for one skill, per chapter.

Any physical stat can be increased by treating it as a skill equal to ½ the value of the stat.

Increasing characteristics may only improve the characters undamaged characteristics; also, the player must be in good health with regard to the stat in question.

A characteristic that has been reduced by ageing cannot be further increased



Wednesday, October 13, 2010

Bricks and Basilisks, the RPG : some more. Ecce Minifig.

So, for today, we have my late lunchbreak and part of the ongoing Bricks and Basilisks RPG
part 1: Ecce Minifig.  

 
Ecce, Minifig
Intro and character types.

 
The first step in any RPG, other than ignoring the required “what is roleplaying” polemic (and I’ve done that for you) is creating your character.
B&B concentrates on the fantasy/castle/knights and dragons aspect of roleplaying and bricks; later I'll work on the pulp/modern/SciFi stuff. Needless to say, it will use an entirely different character creation.
This, however, is how you set up a minifig character for B&B. Remember.  This is not aminiature representing a person -you are playing an actual brick minifig. Read the earlier B&B post for details, or if you dont know about minifigs.  Go on and do it now.  Really, you'll thank me for it when you become a minifig obsessed collecter, although your disposable time and cash won't thank me, no, not at all.  Bwaaa ha haaaa !

 
Overview

 
  1. Decide if your character is going to be a fighter or a person. A fighter hits stuff and shoots stuff, and wears armor and rides horses and dragons and spiked rotating saw blade battle chariots and the like. People do either other specialized stuff, or not much of anything. People can include, Townsfolk,wizards, rogues, (non-martial) children, healers, and the the like. Everyone can fight, but fighters are better at it. A fighter minifig needs a torso with some kind of armor printed on it. Everything else is up for grabs if you are a person. Pick out head, hair and legs that you like. People can choose any kind of hat not specific to fighters or wizards. Note: a hat is different from a helmet. A helmet has an armor value, a hat does not.
    1. If you choose fighter, you are finished with this step; go to choosing skills, you lucky dog…..
    2. If you choose to be a  person, you have some choices, you lucky dog. keep reading.
    3. If you are a person, choose what type of you are
      • Townsfolk/Townie
      • Wizard
      • Rogue
  2. Pick skills
  3. Pick equipment, steeds and companions as available.
  4. Go forth and adventure…



 
Incomplete list of People still favoring skirmish-style play
People can come in a variety of types: for now, this means wizards, townsfolk and, oh heck, yeah call them , rogues. These descriptions are currently brief, but will be filled out with more of those, whattayacallem rules, discussing why these distinctions matter.

Wizards have to have the beard piece, (but a beard printed on his head will do in a pinch), or wear a wizard appropriate hat. Note that females can be wizards by virtue of either an add-on beard, or a hat. Most prefer the hat, but hey, it's a very accepting world. Wizards have a base move of 10.
  • A mage can only carry a dagger or staff .
  • Only a wizard may take the skills Magician, Necromancer or Summoner.
  • A mage may discard a  staff, wand, cape, cowl, hood or hat to absorb one hit (each).
  • A mage may make a power attack if at punching range (see details).


From the movement and ciombat sections, here for clarity while this is being written
Wizards activate as normal figures, but require an extra activation point be allocated for each item or spell used in any given turn. A character wizard may be unactivated for movement and still cast a spell, if activation points are assigned for that purpose. Note that there are consequences when a mage is not activated (if a non player) or not activated for movement (if a character).
Magic spells require activation points to cast over and above activating the wizardy type.; this can be accomplished by expending gems. Potions and scrolls are single use and only require the user to be activated.

 
Rogues (sigh.. Gary called ‘em thieves thieves, dagnabbit !) A rogue should have one of the sly or smug expressions, but, as they are rogues, they might decide to blend in with townsfolk. A rogue should have one of : a mysterious hood or cowl, a smirk or knowing grin, a cape, a knit cap or dashing forest man style robin hood hat. Pirate hats and bandannas are good too. The point is that they need to be identifiable for the players. If you point it out ahead of time, alls well.  Rogues have a base move of 12.
  • Only a rogue can take the skill Unobtrusiveness.
  • They can use two daggers, or a weapon and a dagger to add a +2 to their CR. They may discard a weapon to block a hit.
  • If they have access to the uber-cool custom rapier, they can count it as a 2-Handed weapon.
  • They gain a +1 when attacking at throwing or punching range.Townies

 
Townsfolk (or Townies) do stuff. They wear medieval clothing, carry stuff, make stuff, grow stuff, sell stuff, build stuff drive or ride things, and generally dive for cover when it hits ye fanne. Thus, townies mainly exist as speedbumps and capture flags for the other minifigs. They can use any non weapon or armor gear other than the hat and beard of a wizard. Townies have a base mobvement of 8.
  • If they carry a tool, they are at +2 for any things that they do that can reasonably use the tool for. Some vague guidelines are listed in the skills section, but don't sweat it too much.
  • Townies can’t use armor, but can discard a hat to cancel one hit, and a tool to cancel another.
  • Townies also have the option of taking a knockout at the end of any combat round.  
  • They can use most weapons, but at seriously reduced efficiency.
Note that these limits are overruled by any skills that they may choose. Generally non-character townies have one or two skills; characters have the standard allotment.


Fighters

 Fighters are a bit different from people (yeah, big surprise there). Fighters are identified by printed armor on their torso, which gives them a base CR of +1 for all fighting at any range.  Only fighters may take the veteran or warrior skills.
  • The printed armor (on the torso, remember?) blocks one hit. Note this by putting a one stud plate (aka a pip or bump) on the figures head. Thereafter, it no longer stops hits, although a fighter always retains the +1 CR bonus.
  • A fighter can use two handed weapons (big axes, big swords, and charging lance) to gain a +2 CR instead of +1, and score TWO hits. Note that unless a skill says otherwise, this precludes a shield or second weapon. A charging lance attack does two hits if the wielder is mounted and has moved at least 6 pips.
  •  A fighter can use a two part helmet to increase CR by +2 and block two hits. A two part helmet includes any helmet with a visor OR plume OR a stud attachment. When hit once, remove the piece (plume or visor of any type) or add a stud to it. After another hit, it is removed.
  •  A fighter adds +1 to hits when rolling a natural six in HTH combat. Real goreheads can have this double the number of hits instead. Watch out for the guy with the zweihander !
  •  A horse ridden by a fighter may charge, adding 1d6 to its unmodified (do not subtract armor) move, but it must be in a straight line. The rider must attack any figure that the horse would collide with, at the maximum range of his weapon or the foot minifigs weapon, whichever is greater. If the foot figure is broken or knocked out, the rider may continue, if not, the rider stops at the maximum range of the foot minifigs weapon.

 Next up:  skills !

Tuesday, October 5, 2010

AN UPDATE FOR ADVENTURER ! Beta 2.0 starting posting.

Now, as I noted, finished stuff is cool, and in fact, getting things to that stage, thru the last 10%, is often half the work. I've tried not to start other projects until I have a second Beta -so why the Bricks & Basilisks post yesterday ? cause I have the version 2 Beta done with the exception of some new wilderness/dungeon stuff; I gave myself a present and blasted out the minifig rules in the last post which have been swimming around my head for years. Then, I forgot to post the Adventurer rules. Theres a lesson there, I bet, but I'm not sure what it is.......

The point of this, is this: I'll be posting the new version in parts for a few days, and as I get the last part done, an ombibus edition. Heres the first part I want people to look at, and hopefully comment on: The magic rules and system. I've also posted the current version of the chargen and stuff rules for context -although the earlier beta should be good enough (not much change in section 1), althought I moved the equiptment section up)

And, Oh yeah. ART ! How completely unneccessary from an old school traveller viewpoint !

1: CHARACTERS AND KIT !

2: SORCERORS AND SPELLS !

Go ye forth, download and comment unto me, prithee !

(UPDATE:  Links disabled.  check latest posts for current version)

Three of us makes a conspiracy: the (current) traveller fantasy hacks. !

Thanks to Rob at Bat in the Attic for his unsolicited but very welcome progress report on my version of the Fantasy Traveller Hack : Adventurer.

Before I say more, it has reminded me that I've been remiss about posting the other site/people working on the same idea.  So, without further ado,

In addition to my own take on the subject (Book 9 : Adventurer) there are  two others  in current development: Wanderer: by GerallKahla of Strange Glyphs  and Adventurer: by Nathan at Platonic Solid . Check em out, we all have different approaches and are all in different stages of development; but all are cool . Well, the other two for sure are cool...mine ?  Check it out yerself. 

Mercator: by Paul Elliott and Aldreth  (direct to PDF link) by Nigel Hodge are finished versions, (WOOOT ! YAY ! )from pre Mongoose SRD days (1994 in one case). Both are excellent and both are inspirations for my current work.


Also, there are two more which I only have old versions of.: Glass and Gold , a partially filled outline, (author unclear), and Fantasy Traveller Careers by doc_mystery (actually, pretty much finished given it's title and remit).

We've all got different takes on what it should look like, and frankly, that's cool.     The above versions are just the ones I know of, and are well worth checking out. I almost certainly have missed some, so please shout out if I have !