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General RPG Rules Discussion[WAS CALLED "Pathfinder/OGL/D20 GAMES"] Discuss the rules of Pathfinder, d20 Modern and any other game except D&D, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, and the like.
I've started work on "Raven Crowking's Fantasy Game", a varient engine built off of the SRD and other OGC materials. It is intended to be all-or-nearly-all OGC, and will be available for free from my website when completed.
The main goals I have are:
easy to run sandbox games
easy to rule/stat on the fly
easy to use/adapt materials from other systems, including all versions of the world's most popular frpg
easy to create both high-level and low-level characters
flexible without sacrificing playability
lower fantasy, less wahoo than 3.5/4e
Previews are up now on my website (RPG Design page) for
Normal Men
Gnomes
Shaking It Off
Level Plan
All of the races are currently written, and I am working on the classes now. The combat engine is mostly finished. Previews of the same will be appearing periodically over the next few months, until the Alpha Playtest appears.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
Extra Shield Defence: When using a shield, the fighter gains an additional Armour Class bonus equal to +1 for three fighter levels he possesses (rounded down).
Forceful Blows: When using a two-handed melee weapon, the fighter adds double his Strength bonus to the damage done. This is in addition to the normal +2 damage bonus for using a melee weapon with two hands.
Formation Fighting: When fighting in a military formation, the fighter gains a +2 bonus to his Armour Class. In addition, he gains a bonus to his attack rolls equal to +1 for every three fighter levels he possesses (rounded down). These bonuses only apply when the fighter is on a battlefield with at least a dozen other friendly warriors, or at least three other friendly fighters.
Mounted Archery: The fighter no longer takes the standard –4 penalty to attack rolls when using a missile weapon from the back of a moving mount.
Mounted Combat: When using a melee weapon from atop a mount, the fighter does an additional +1 point of damage per three fighter levels he possesses (rounded down).
Off-Hand Weapon Defence: When fighting with two weapons, the fighter gains a +1 bonus to AC, as though he were using a shield. In addition, he can use his off-hand weapon as though it were a shield in conjunction with the Extra Shield Defence, Riven Shield Defence, and Shield Other combat skill bonuses.
Parry & Riposte: When fighting with a single one-handed weapon, the fighter gains a +1 bonus to AC, as though he were using a shield. In addition, he can use his weapon as though it were a shield in conjunction with the Extra Shield Defence, Riven Shield Defence, and Shield Other combat skill bonuses.
Rapid Shot: When using a missile weapon other than a crossbow (or similar), the fighter gains one extra attack per three fighter levels he possesses (rounded down). Using this combat skill bonus costs one reaction.
Reactive Attack: At the end of any given turn, the fighter may spend unused reactions to make additional attacks, to a maximum of one extra attack per three fighter levels he possesses (rounded down).
Riven Shield Defence: As a reaction, the fighter may catch any one attack on his shield, declaring it riven. The shield is thereafter destroyed and useless. Using this defence reduces the damage taken to half (rounded down). If the shield grants a magical bonus to Armour Class, it absorbs all damage when it is riven.
Shield Other: As a reaction, the fighter may grant a +2 bonus to Armour Class to any adjacent creature against any attacks from a selected opponent until the fighter’s next turn. In addition, the fighter may use the Riven Shield Defence (if he has that combat skill bonus) to defend another rather than himself. The fighter must have a shield ready to use this combat skill bonus.
Unarmoured Dodge: When not wearing armour, the fighter gains an Armour Class bonus equal to +1 per three fighter levels he possesses (rounded down).
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
As I'm doing something akin to this for my own personal use, I'll definitely keep an eye on what you are doing.
Thanks for sharing!
__________________ The Warlock
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How many mysteries? 1001...
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Unite Against Stupidity...Chipper Shredders for a Better Tomorrow - Where Euthenasia and Recycling Meet http://www.cafepress.com/csfabt
-------------------------------------------------
Friends Lists: No, thank you. If you are my friend, I know it and you know it. I don't feel the need to have a codified list of the people I know.
As I'm doing something akin to this for my own personal use, I'll definitely keep an eye on what you are doing.
Thanks for sharing!
You're welcome.
This weekend is Canadian Thanksgiving, so I'll be stuffing myself with bird, but next week I'll be posting the RCFG fighter (and possibly the barbarian) on my web page.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
• Cut Through the Rabble: When facing foes of 1 Hit Die or less, a fighter is allowed one attack per fighter level he possesses. When facing mixed foes, some of which allow extra attacks and some of which do not, the fighter can take his primary attack(s) on any creature, but is limited as to which creature(s) he can make his extra attacks on. A character with 2 or more fighter levels can automatically tell when he is allowed extra attacks, and against which foes he can make those attacks (the GM must inform the fighter’s player).
• Skilled at Arms I: A fighter is always considered to be Trained with any non-exotic weapon held in his primary hand. In addition, if a fighter chooses, he may spend weapon skill ranks in specific manoeuvres rather than in (or in addition to) spending them on weapon skills. Doing so gives the fighter a bonus when performing that manoeuvre, regardless of the weapon used. For example, a fighter who spends 2 ranks in the “trip” manoeuvre gains a +2 bonus to any trip attempts, regardless of the weapon used.
• Combat Style Bonus I: A 2nd level fighter is allowed to choose one combat style bonus.
• Skilled at Arms II: A 3rd level fighter is considered Trained with any weapon at all times. This is true regardless of which hand the weapon is held in, or the type of weapon it is.
• Combat Style Bonus II: A 4th level fighter is allowed to choose one combat style bonus.
• Band of Brothers: A 6th level fighter attracts a body of warriors who follow him fanatically (base morale 12). So long as the fighter maintains their equipment, and pays for their upkeep (generally 3 gp each per month, plus expenditures that arise in the game), they obey the fighter without question. These warriors may be taken on adventures, or may be used to protect the fighter’s home base, or some may be used for each purpose, or any other purpose the fighter devises.
The fighter gains one 4th level NM warrior, 2d6 3rd level NM warriors, 6d6 2nd level NM warriors, and 10d6 1st level NM warriors. Each warrior comes equipped with leather armour, shield, and spear. The fighter may outfit them as he likes, by giving them additional equipment.
• Second Wind I: A 6th level fighter can call upon reserve energy to keep going. The fighter can get a “second wind” once per day, gaining temporary hit points equal to 1d10 + the character’s fighter level. Thus, a 6th level fighter gains 1d10+6 temporary hit points, and a 10th level fighter gains 1d10+10 temporary hit points. These hit points last for one minute (10 turns) plus one minute per fighter level. And any damage the fighter receives during this period are taken from his temporary hit points first. At the end of this time period, any remaining temporary hit points are lost.
If a fighter is reduced to 0 or fewer hit points, but a second wind would result in a hit point total of 1 or higher, the fighter may use this ability (if available) as a reaction. The temporary hit points so gained do not constitute actual healing, however, and at the end of the second wind they disappear as normal – possibly leaving the fighter unconscious or dead.
• Combat Style Bonus III: An 8th level fighter is allowed to choose one combat style bonus.
• Lord of the Domain: A 10th level fighter who has established a domain automatically attracts NPCs willing to serve under his banner.
The fighter gains one 6th level NM warrior, 2d6 4th level NM warriors, 4d6 3rd level NM warriors, 8d6 2nd level NM warriors, and 10d10 1st level NM warriors. Each warrior comes equipped with leather armour, shield, and spear. The fighter may outfit them as he likes, by giving them additional equipment. These warriors are in addition to those gained by Band of Brothers at 6th level, and require the same upkeep.
In addition to warriors, the fighter gains a number of other normal men sufficient to establish a village (generally 1d6 x 100 normal men who act as farmers, miners, fishermen, or whatever is normal to the area where the fighter’s domain is established). The fighter gains a sum equal to 1d6 sp x the number of villagers each month, representing rent, taxes, tolls, and other proceeds from commerce in his domain.
A fighter who takes good care of his domain will find that his domain grows beyond what is herein indicated, and that the amount he gains from his domain grows with it.
• Combat Style Bonus IV: A 12th level fighter is allowed to choose one combat style bonus.
• Combat Style Bonus V: A 15th level fighter is allowed to choose one combat style bonus.
• Second Wind II: At 15th level, a fighter is allowed to use his second wind (gained at 6th level) twice a day. In addition, when he does so, half of the temporary hit points (rounded up) represent real healing, and do not disappear at the end of the duration. This cannot cause the fighter to have more hit points than his maximum once the second wind is over, however.
• Skilled at Arms III: At 15th level, a fighter is so skilled in the use of weapons that he can continue to develop weapon skill ranks beyond the normal maximum of (Level + 3) ranks. For every 1,000 XP spent, the fighter may purchase another skill rank in any weapon skill or combat manoeuvre. There is no maximum to the ranks he may purchase.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
Humans are the default character race. As all players are human, this is the race that requires the least description. The great strengths of humans, compared to the other PC races, is that they are versatile, adaptable, and learn quickly. Their greatest weakness is their relatively short lifespan. To many of the longer-lived races, human lifetimes seem like shooting stars that flame brightly before they are gone.
The average human male stands at about six feet tall and weighs about 175 pounds. Humans have an average lifespan of 75 years.
RCFG assumes a human-centric world, in which humans are both the most numerous and the most powerful (in terms of politics and land area controlled) of the PC races.
Human personalities vary considerably. Humans can be extremely altruistic, or extremely cruel, with most falling somewhere in the middle.
Humans gain all of the following:
• 10% bonus to earned Experience Points.
• Humans may reroll any one ability score, using 3d6, and take the new or original result, whichever is better.
• 4 bonus skill points at 1st level, and 2 bonus skill points at every level thereafter.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
The monster book for RCFG is going to be called "The Big Book of Monsters". Each monster will be described using the following format. Please note that there is a listing for "Frequency" and a listing for "Morale". Again, this is a sandbox thing -- a return to Gygaxian naturalism, if you would.
Monster Name
(Size & Type)
Movement:
Armour Class:
Initiative Bonus:
Hit Dice:
Attacks:
Damage:
Special Attacks:
Special Defences:
Special Qualities:
Saves: Fort , Perc , Prow , Reas , Refl , Will .
Ability Scores: S , I , W , D , C , Ch .
Morale:
Habitat:
Frequency:
No. Appearing:
Skills:
Treasure Type:
XP Value:
The "Short Form" for monster stats is:
Monster Name (Size, Type): Mv ; AC ; Init ; HD ; Att (Dam); SA ; SD ; SQ ; SV (Fort , Perc , Prow , Reas , Refl , Will ); ML ; XP . Skills: .
Only relevant skills are listed in the short form (which honestly should have been the norm in the 3e paradigm). Note that the full statblock includes Ability Scores, because there are some attacks that can target these, but the short form statblock doesn't, because the odds of the GM needed this information is too darn small.
If I missed any really cool, OGC monsters, please point me to them. My goal is (1) iconic and (2) useful. I'd be happy to consider making TBBoM I larger than it is currently slated to be.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
As it does in Basic Fantasy: 2d6; roll higher than Morale and the creature flees/surrenders (as appropriate). Modifiers can alter the Morale roll, so it is possible (though not likely) that fanatical morale (12) can break down under stress.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
You can now download Raven Crowking's Fantasy Game Preiview #1 from the RPG Design page on my website.
This preview contains:
* Ability scores. A bit different from what you might be used to, in that every ability is linked to a save, and I changed the bonus spell progression.
* Races. All the basic races are included.
* Levelling. XP table and how to gain levels. Important note: No feats (but see sidebar).
* Classes. Included are the Barbarian, Bard, and Cleric.
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
* Classes. Included are the Barbarian, Bard, and Cleric.
Feedback would be greatly appreciated.
Hmm.....either you are borrowing some of my ideas, we use the same books for inspiration or great minds really do think alike! The barbarian looks a bit like like the Tale Barbarian Advanced Class.
Hmm.....either you are borrowing some of my ideas, we use the same books for inspiration or great minds really do think alike! The barbarian looks a bit like like the Tale Barbarian Advanced Class.
Really? I'm not familiar with the Tale Barbarian Advanced Class.
Either great minds think alike, or fools seldom differ......?
My basic method was to assume that all classes get a level feature at certain spots. Then I decided how much weight spellcasting had, and either gave some minor features (instead of major) or dropped features to increase balance. You've seen the fighter preview, I assume. For barbarian level abilities, I just wrote whatever seemed to make sense, while trying to avoid stepping on the toes of the fighter.
Combat consists of a combination of Actions and Reactions. Your Init roll determines the number of Actions you get per round and when you get them; your level/HD is the number of Reactions you get per round, which may be used whenever triggered. You may have any number of Free Reactions, which may be used whenever triggered.
You can use an Action, for example, for active defense, allowing you to use a weapon skill or save instead of AC to defend yourself. Or you can use an Action to attack, cast a spell, whatever. Adjusting position, rolling a save, making an AoO, etc., are all Reactions. An Action can be used to gain additional Reactions.
RC
EDIT: Inspiration for the Barbarian was primarily the REH stories, with a smattering of ERB. Of course, I wanted higher-level characters to gain temporal power as well as intrinsic power, which is why Chieftian, War Chieftian, and Summon the Horde appeared. A 15th level barbarian can do better than a 15th level fighter in terms of summoning the horde, but the fighter always has his warriors to back him up.
I picture Conan as a multiclass barbarian/fighter/rogue, and Tarzan as a multiclass barbarian/fighter/ranger, using the rules for RCFG.
It was specifically important to me to make a combat system where a Tarzan could leap on the back of a lion, grab hold, and stab with a knife....without using minis. Likewise, many things can be opposed by more than one save, so that a character being bullrushed can try to side-step (Reflexes) or meet the attacker with brute force (Prowess).
EDIT to the EDIT: Of course, if you have any OGC ideas that you think might be useful, I'll be happy to look at them and credit you for them if used. As you might note from the appended OGL, I used Pathfinder and Basic Fantasy already in devising these rules (specifically, in devising the XP table).
EDIT to the EDIT to the EDIT: Has anyone other than Reveille and The_Warlock looked at this stuff? I would really, really like some commentary, because it is harder to see the flaws in one's own work than it is in the work of others. C'mon, and poke the holes in my ideas here!
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
I just had a quick look through. It seems as though your design direction and my own (currently) are pretty much at weird angles or so. Hence, my perspective on this probably isn't going to me much use to you!
But ah well, why not eh?
There were a few rather minor editing issues, but well, I can't remember them right now, and besides, this is not a finished product. Big deal!
For the most part, I like the races - they're nicely flavoured, yet don't appear to overly restrict a potential player. However, I would suggest -2 Int (or even Wis, if it had to be) for Orcs, rather than -2 Cha, given how Cha translates to Willpower, among other things, in your rules. They just didn't strike me as more weak-willed than the norm, or less intimidating, f'rex. And Dwarves being able to choose Wizard kinda grated, in the context you've created/recreated of race->class restrictions (as in, total bans, not level limits.) But then, I suppose my 'classic Dwarf' is just different to yours, and that's obviously quite OK.
I found the spellcasting progression odd, though no doubt you have your reasons, and yes, I'd love to hear them! A whole new power level of spells every class level, then after 7 or however many of these, that's it, with just some additional spells per day, and really rather few class abilities at that stage as well. The Cleric's progression was particularly glaring, I thought: 15th level (the absolute maximum; 'Epic') yields no more spells [known] than 8th-9th, depending on stats. That's a long time, a hell of a lot of XP, and two significant 'ranks' (Name and Epic, IIRC) without gaining any new powers of the primary priestly variety (i.e., Divine Magics.)
Hm. I should give it a more thorough reading. Still, you did ask. . .
I just had a quick look through. It seems as though your design direction and my own (currently) are pretty much at weird angles or so. Hence, my perspective on this probably isn't going to me much use to you!
But ah well, why not eh?
Why not indeed!
Quote:
For the most part, I like the races - they're nicely flavoured, yet don't appear to overly restrict a potential player. However, I would suggest -2 Int (or even Wis, if it had to be) for Orcs, rather than -2 Cha, given how Cha translates to Willpower, among other things, in your rules. They just didn't strike me as more weak-willed than the norm, or less intimidating, f'rex. And Dwarves being able to choose Wizard kinda grated, in the context you've created/recreated of race->class restrictions (as in, total bans, not level limits.) But then, I suppose my 'classic Dwarf' is just different to yours, and that's obviously quite OK.
Thank you.
As far as half-orcs go, I was thinking of the following (and let me know if you find my reasoning sound):
1. In RCFG, so long as you don't have a Cha penalty, you can use Str for Intimidate.
2. The Classic Source of half-orcs seems to have weak-willed orcs and half-orcs.
3. Classic Play Modules seems to assume that humans can get the leadership position in orcish societies. Particularly, human wizards. This also, btw, gives an alternative to rape for half-orc origins.
As far as dwarves go, I too grew up with the no-wizard dwarves of yore, but the Norse and Germanic sources seem to differ. Heck, so do a lot of classic fantasy authors and fairy tales. Even Tolkein has Thorin cast spells in The Hobbit.
Of course, I did include a notation that GMs can change these things, which I think is an important reminder in a RPG. (Or I intended to, and will in the final version).
Quote:
I found the spellcasting progression odd, though no doubt you have your reasons, and yes, I'd love to hear them! A whole new power level of spells every class level, then after 7 or however many of these, that's it, with just some additional spells per day, and really rather few class abilities at that stage as well. The Cleric's progression was particularly glaring, I thought: 15th level (the absolute maximum; 'Epic') yields no more spells [known] than 8th-9th, depending on stats. That's a long time, a hell of a lot of XP, and two significant 'ranks' (Name and Epic, IIRC) without gaining any new powers of the primary priestly variety (i.e., Divine Magics.)
My reasoning here is three-fold.
(1) The primary aim is to maximize play in the 3rd-8th level range, which is the range that I find most appealing. So, characters are designed to rocket to 3rd (faster progression) and then slow down. Characters of 10-15th level are intended to be rare, and powerful predominantly because of temporal power (as opposed to personal power). This is, in part, so that design work done in a sandbox remains valid throughout all play levels. Of course, as noted, such a character can accumulate personal power by switching out a class ability for a feat.
(2) I don't want casters to overshadow martial types, but I do want them to be able to cast.
(3) I want to encourage multiclassing, so that the "epic" abilities are more rare within the campaign world. A cleric with "Voice of Command", or a barbarian who can "Summon the Horde" should be a rare thing indeed.
Quote:
Hm. I should give it a more thorough reading. Still, you did ask. . .
Yes, I did. And I thank you for your commentary!
Do my responses make sense to you? Or are there things you think I should rethink?
"I do not believe that hobbyists and casual players should be continually barraged with new rules, new systems, and new drains on their purses." - Gary Gygax, 1979
I am REMISS! I've been plowing through a simplified magic item creation system in my own game designing the past week and haven't had a chance to look at the new link.
I'll hopefully give it a gander this coming weekend...
__________________ The Warlock
-------------------------------------------------
How many mysteries? 1001...
-------------------------------------------------
Unite Against Stupidity...Chipper Shredders for a Better Tomorrow - Where Euthenasia and Recycling Meet http://www.cafepress.com/csfabt
-------------------------------------------------
Friends Lists: No, thank you. If you are my friend, I know it and you know it. I don't feel the need to have a codified list of the people I know.
1. In RCFG, so long as you don't have a Cha penalty, you can use Str for Intimidate.
Ah. Gotcha. Either I missed that memo, or yeah, it wasn't there anyhow. That - now - makes perfect sense. And the rest, well, it's purely preference, and that's cool.
And yes, alternatives to the most obvious [typical] basis for half-orcs' existence can't be too bad a thing.
Quote:
As far as dwarves go, I too grew up with the no-wizard dwarves of yore, but the Norse and Germanic sources seem to differ. Heck, so do a lot of classic fantasy authors and fairy tales. Even Tolkein has Thorin cast spells in The Hobbit.
Oh sure, and that's fair enough. It's a 'gut feeling' thing, little more. And again, preference.
Quote:
I don't want casters to overshadow martial types, but I do want them to be able to cast.
Honestly, it looks to me - inasmuch as I'm assuming certain other things about the system that I can't possibly know yet (like the spells themselves, say) - like casters will overshadow them, big time. If they're gaining spell levels twice as rapidly as in, say, D&D 3e and several earlier editions at least, and martial types don't appear to have anything much (or at all) over their 'ancestors'. . . hm. What am I not seeing here? Your game mechanics have tended to make too much sense for this to be quite that simple, I know. So. . .?
Re: rethinking your designs, like I said, I just have my preferences, in most of these cases. If there was anything that leapt out as potentially 'broken', as far as I can see at the moment, it would be the spellcasting progression, especially when looked at alongside the martial class(es?).