Converting original D&D and Mystara monsters

Cleon

Adventurer
Whew, have to agree with you there. Let's allow less ..explicit.. activities as you suggest. As for charm, I'm inclined to make it that charmed, dominated, suggested, otherwise mind-influenced targets don't generate any resonance, just to take it off the table. In other words, it has to be a pure Cha or Diplomacy or whatever check.
I did wonder about removing charm-type effects from the table, but the original ability description not only says charm spells are compatible, but they give a substantial (5 point) bonus to the check.

That led me to think we needed to keep enchantment spells as an option somehow.

OK, for the reverse-engineering, maybe we should aim for points a bit higher than Reveling gets. Something like partner's Cha score plus the amount the caprine's check exceeds the DC plus a flat bonus for role-playing (perhaps) plus maybe +1 per HD that the partner has in excess of the caprine. Does that work, or is it too much?
Let's review how the potential resonance numbers look first.

We want the caprine to be able to accumulate enough resonance to be able to use the highest grade power (sound of death, but we don't want it to be too easy.

The current Resonance Abilities Table caps off at 101+ points, but we can always tweak the numbers:

Resonance Abilities Table
Resonance
Score

Abilities
1-5
6-10
11-20
21-40
41-70
71-100
101+
ferocity, morale
damper, taunt
cause/remove fear,
charm, sleep
mask, summon fairy folk
killer cheese, vitalize
covet, march to war

sound of death

For resonance striking methods, we have:

Cavorting: 1d6 points (3.5)
Music: success level of DC 10 Cha or DC 15 Perform.
Imbibing: success level of DC 10 Con or DC 15 Concentration.
Dancing: success level of DC 10 Dex or DC 15 Tumble/Perform.
Reveling: Highest success level of a Music/Imbibing/Dancing roll plus 5 for 2 successes or 10 for 3 successes.

A somewhat high level caprine (12th level?) could easily have, say, +20 in their resonance skills' of Perform, Tumble et cetera, especially if they used masterwork items, or magic like the heroism spell, a circlet of persuasion or their Empowerment ability.

That's an average roll of 30-31, so they would generally get about 16-17 points from each of the three single-skill methods and, maybe 22 points from Revelling.

Call it 75 points as a typical total resonance value, just enough to use covet and march to war.

If they can get 26+ from "Consorting" the caprine would have the 101+ resonance needed to access the highest level power.

That's easily achievable - indeed likely - if we use the formula you proposed: With 16+ or so from the skill success plus maybe 15 or more from the ability plus other modifiers the total is likely to be 30+.

Hmm… that feels a little too high.

How about we make it use the ability modifier of the partner rather than the raw score? The original used the Charisma "bonus" after all.

I'm also thinking we could expand the check to use either the partner's Constitution, Dexterity or Charisma modifiers (whichever is higher) for the bonus. Since we're generalizing this into other forms of passionate interactions we don't have to restrict it to Charisma only.
 

freyar

Extradimensional Explorer
I say we should forget the table --- we don't have to follow the original too strictly in our update.

I can go with partner's Con/Dex/Cha bonus plus skill success plus maybe roleplaying and HD bonus if you like.
 

Cleon

Adventurer
I say we should forget the table --- we don't have to follow the original too strictly in our update.

I can go with partner's Con/Dex/Cha bonus plus skill success plus maybe roleplaying and HD bonus if you like.
How about we have the caprine and the partner both make skill/ability checks and use the higher result? Maybe with a bonus if both succeed?

This is supposed to be a cooperative effort, after all.
 

freyar

Extradimensional Explorer
How about we have the caprine and the partner both make skill/ability checks and use the higher result? Maybe with a bonus if both succeed?

This is supposed to be a cooperative effort, after all.
I do like that. Maybe +5 if both succeed? That probably gets us to something like 20-25 notes based on your calculations above. Does that work?
 

Cleon

Adventurer
I do like that. Maybe +5 if both succeed? That probably gets us to something like 20-25 notes based on your calculations above. Does that work?
That works for me.

I'm wondering about changing the name from "Consorting". Maybe "Partnering" would work?

How's this for a first rough draft:

Partnering: Caprines of 6 or higher Hit Dice can perform this resonance striking method. The caprine and another willing intelligent creature spend at least 1d4+4 hours performing a task together. The precise task is unimportant, provided both partners passionately dedicate themselves to it. Traditional caprines prefer to use partnering to enjoy "a night of heaven" with their partner, but a solid game of chess or discussion of poetry or architecture can generate just as many resonance notes. Both partners must make a DC 20 skill check against the same Craft, Knowledge or Performance skill. If either partner succeeds, the caprine gains resonance equal to 1 plus the amount by which the highest result exceeds the DC. If both partners succeed at the skill check the caprine gains a bonus of 10 resonance points. Note that partnering cannot be used to manufacture items or affect other creatures – the partners are enjoying themselves too much to produce anything useful.
 

Cleon

Adventurer
Both partners must make a DC 20 skill check against the same Craft, Knowledge or Performance skill. If either partner succeeds, the caprine gains resonance equal to 1 plus the amount by which the highest result exceeds the DC. If both partners succeed at the skill check the caprine gains a bonus of 10 resonance points.
I made it DC 20 and a +10 bonus instead of the +5 you proposes since I thought this "highest level" version should be a bit trickier to perform but the higher bonus means they get the same range of resonance points if successful.
 

freyar

Extradimensional Explorer
That's pretty good, but reveling looks a bit stronger than this since you get the highest of 3 checks. What about that suggested role-playing bonus of a few notes?
 

freyar

Extradimensional Explorer
Does +5 work for you?

Partnering: Caprines of 6 or higher Hit Dice can perform this resonance striking method. The caprine and another willing intelligent creature spend at least 1d4+4 hours performing a task together. The precise task is unimportant, provided both partners passionately dedicate themselves to it. Traditional caprines prefer to use partnering to enjoy "a night of heaven" with their partner, but a solid game of chess or discussion of poetry or architecture can generate just as many resonance notes. Both partners must make a DC 20 skill check against the same Craft, Knowledge or Performance skill. If either partner succeeds, the caprine gains resonance equal to 1 plus the amount by which the highest result exceeds the DC. If both partners succeed at the skill check the caprine gains a bonus of 10 resonance points. The DM also has the discretion to award 5 bonus resonance notes for role playing on the part of the caprine's or partner's player. Note that partnering cannot be used to manufacture items or affect other creatures – the partners are enjoying themselves too much to produce anything useful.
 

Cleon

Adventurer
Does +5 work for you?

Partnering: Caprines of 6 or higher Hit Dice can perform this resonance striking method. The caprine and another willing intelligent creature spend at least 1d4+4 hours performing a task together. The precise task is unimportant, provided both partners passionately dedicate themselves to it. Traditional caprines prefer to use partnering to enjoy "a night of heaven" with their partner, but a solid game of chess or discussion of poetry or architecture can generate just as many resonance notes. Both partners must make a DC 20 skill check against the same Craft, Knowledge or Performance skill. If either partner succeeds, the caprine gains resonance equal to 1 plus the amount by which the highest result exceeds the DC. If both partners succeed at the skill check the caprine gains a bonus of 10 resonance points. The DM also has the discretion to award 5 bonus resonance notes for role playing on the part of the caprine's or partner's player. Note that partnering cannot be used to manufacture items or affect other creatures – the partners are enjoying themselves too much to produce anything useful.
I was thinking more of a range, leaving the exact figure up to the DM.

Something like "between 1 and 10 bonus resonance points (typically 5)"
 

freyar

Extradimensional Explorer
Sounds fine to me!

I guess we're on to the resonance abilities now. Looks like we can just use spells for cause fear, remove fear, charm person (or monster), sleep, probably the summon, and maybe some others. Sound good to you?
 

Cleon

Adventurer
Sounds fine to me!
Updating the Resonance Working Draft.

I guess we're on to the resonance abilities now. Looks like we can just use spells for cause fear, remove fear, charm person (or monster), sleep, probably the summon, and maybe some others. Sound good to you?
The charm works more like a Bard's fascinate ability than the spell, but the fear and sleep abilities are pretty much like the spells.

Before we go into the individual exploits, we'd better come up with a paragraph as to how a caprine releases a resonance ability. I think it'd be a standard action that requires the use of a focus (the caprine's "chosen instrument"). We should also say how a caprine "chooses" an instrument and if/how it can be replaced if lost, broken or destroyed.

For convenience, I'll repeat the original text:

From Goatmen of Kavaja (Bruce Heard, 2012)

The total accumulated resonance determines what abilities are available to a caprine. Only one day's worth of resonance can be accumulated at any time. Abilities can only be used once and require the use of a caprine's flute or other chosen instrument. Unused abilities remain available until the caprine begins a new day's work (frolicking, playing music, etc), which resets the process. What day to accumulate resonance remains at the player's discretion. Unspent abilities cannot be saved for later use when the caprine starts accumulating new harmonics. The powers described below cannot be empowered unless indicated otherwise. Some require a caprine to play music for more than a round. If it sustains from an attack. The caprine's music is interrupted and its effect ends.

* Resonance Abilities Table *

Charm: non-associated members within a 40' radius must save versus spell or be charmed and sit entranced while the caprine keeps on playing. The effect lasts as long as the caprine plays. (BECMI only*)

Covet: all within a 40' radius desire something or someone in the caprine's presence. A saving throw vs spells negates the effect. Those who fail become obsessed with acquiring the indicated object or gaining the company of the indicated person. How they approach the issue depends entirely on their intelligence (no mass suicides). The effect lasts one day per level of the caprine.

Damper: negates an attack relying on sound, such as the song of harpies, fear-instilling roars, etc. It also soothes shriekers and keeps them silent. (BECMI only*)

Fear/Remove Fear: similar to the clerical spell except it covers a 40' radius. Fear lasts for 1 round/level of the caster. Can be empowered.

Ferocity: +1 bonus to hit to companions within hearing range, or +10 bonus to a War Machine unit's BFR. The caprine needs to play his instrument for one round for dungeon encounters, or for the duration of a battle for War Machine encounters. (BECMI only*)

Killer Cheese: the caprine needs a vat or bucket of milk of any kind. His music turns it to cheese. Although its taste and consistency are outstanding, it begins to exude concentrated fumes 1d4+1 round after it is made. Its smell is strong enough to be detected within 200' in a dungeon, or within a mile outdoors, possibly attracting monsters.

Fumes are highly inflammable (unless the cheese is consumed) and, if within 10' of an exposed source of fire, the cheese explodes, inflicting 1d6 points of battering damage per level of the caprine. Unexploded cheese may be cut into chunks, as many as one creamy morsel per level of the caster or any combination thereof, and handled in anyway the caprine or his companions desire. Can be empowered.

March to War: causes 4 HD-worth of creatures per level of the caprine, and within a 40' radius, to fade into the ethereal plane along with the caprine. Unwilling creatures may save vs. spells to avoid the effect.

The effect lasts as long as the caprine keeps playing his music, after which everyone reappears in the Prime Plane. Anyone straying more than 40' from the caprine immediately reappears. While in the ethereal, the caprine may march as he plays. A successful attack will cause him to stop playing his music. Can be empowered.

Mask: alters the caprine's facial traits, voice, and body to appear as a human or elf (or half-elf for AD&D). Facial traits cannot be those of an existing PC or NPC, but can be recreated multiple times to impersonate the same character. The caprine's abilities are unchanged and the alteration lasts one night or 1d4+4 hours.

Morale: +1 bonus to retainers, allied NPCs, or +10 Morale to a War Machine unit. The caprine needs to play for one round for dungeon encounters, or for the duration of a battle for a War Machine encounter. (BECMI only*)

Sleep: as the sleep spell. Cannot be empowered.

Sound of Death: as long as the caprine keeps playing his heart-wrenching cacophony without being interrupted, all foes within 40' suffer damage equivalent to 10% of their total hit points per round (no save). It is a difficult and demanding dissonant tune tapping into the caprine's own life force, reducing his hit points 1d4 each round. If he does not play all ten rounds of the tune, the caprine permanently loses a point of Constitution. If he does complete it, the ethereal harmony is disturbed and no other abilities are therefore available until the caprine starts accumulating resonance once more.

Summon Fairy Folk: the caprine summons a number of HD-worth of fairies or woodland beings equal or less than his own and friendly to him. Dryads cannot be summoned. Summoned fairy folk appear on the next round if in a pastoral setting, or 1d4+1 rounds later in any other environment. They remain 3 rounds +1 per level of the caprine during which they will help the caster in any way they can. Can be empowered.

Taunt: foes within a 40' radius must save vs spell or charge toward the caprine to interrupt his offending music. The caprine may keep on playing if more potential victims are expected to show up.

(*) Eliminate an ability for the AD&D game if it duplicates a Bard ability.​
 

freyar

Extradimensional Explorer
I'm for "standard action with use of a focus." But I don't think I'd take "chosen instrument" too "personally" for the caprine. I'd just let it be any instrument the caprine has Perform ranks in, rather like Bardic Music works for a Bard. How's that for you?
 

Cleon

Adventurer
I'm for "standard action with use of a focus." But I don't think I'd take "chosen instrument" too "personally" for the caprine. I'd just let it be any instrument the caprine has Perform ranks in, rather like Bardic Music works for a Bard. How's that for you?
Hmm… I guess I could go along with that. It does raise the issue that a caprine without Perform ranks in any instrument won't be able to use the ability, but that seems almost as unlikely as a Bard who doesn't put any SPs into Perform.

Shall we crib from the SRD's second paragraph on Bardic Music?

SRD said:
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
How's this:

Resonance Abilities:
Resonance abilities are activated by playing a musical instrument. The caprine must possess ranks in the Perform skill for the instrument and meet the minimum resonance score of the power (see Resonance Abilities Table, below). Caprines who do not have Perform skill ranks in at least one musical instrument are unable to use resonance abilities until they acquire the needed ranks.

Starting a resonance effect is a standard action. Some resonance abilities require concentration, which means the caprine must take a standard action each round to maintain the ability. Even while using resonance abilities that don’t require concentration, a caprine cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf caprine has a 20% chance to fail when attempting to use resonance abilities; a failed attempt counts against their usage limit.
 

freyar

Extradimensional Explorer
That's pretty good! But I forget, do these have a usage limit per day? Is there something about only being able to use each ability once until accumulating notes again? It's been a long time on these...
 

Cleon

Adventurer
That's pretty good! But I forget, do these have a usage limit per day? Is there something about only being able to use each ability once until accumulating notes again? It's been a long time on these...
The caprine can only use a resonance power once per accumulation. To use a power again it must start the resonance gathering process, which wipes out its current resonance notes (which means it loses use of any resonance powers it has gained but hasn't yet expended).

Here's the relevant passage in the working draft:

The caprine can use a given resonance ability (as listed in the Resonance Abilities Table below) as soon as its resonance score is high enough to qualify for it. Most resonance abilities do not interfere with a caprine's accumulation of resonance notes, so a caprine can use a resonance ability and then continue increasing its resonance score in order to access higher-ranking abilities. The sole exception is the sound of death ability, which prevents any further use of resonance abilities until the caprine resets its resonance score.

A resonance ability may only be used one time after it begins accumulating resonance notes. The resonance score persists until the caprine decides to accumulate a new day's resonance score. This resets the caprine's resonance score to zero, causing it to lose any unused abilities from its previous resonance score but allowing each resonance ability to be used once more.
 

freyar

Extradimensional Explorer
Right! OK, well, let's go with your draft on using the abilities.

I guess we should start with the lower level ones.
Ferocity: +1 bonus to hit to companions within hearing range, or +10 bonus to a War Machine unit's BFR. The caprine needs to play his instrument for one round for dungeon encounters, or for the duration of a battle for War Machine encounters. (BECMI only*)
I would say we leave out the War Machine stuff. Anyway, this is like a slightly lower-powered version of bless (just leave out the saving throw bonus), assuming we choose a duration. That is, IIRC that a round is the same. Maybe
Ferocity: If the caprine plays for one round, all its allies that can hear the playing gain a +1 morale bonus to attack rolls for 1 minute.
But you could change my mind on the duration.

Morale: +1 bonus to retainers, allied NPCs, or +10 Morale to a War Machine unit. The caprine needs to play for one round for dungeon encounters, or for the duration of a battle for a War Machine encounter. (BECMI only*)
This looks similar, but maybe it's a bonus on saves vs fear?
 

Cleon

Adventurer
Right! OK, well, let's go with your draft on using the abilities.

I guess we should start with the lower level ones.

I would say we leave out the War Machine stuff. Anyway, this is like a slightly lower-powered version of bless (just leave out the saving throw bonus), assuming we choose a duration.
I agree the War Machine stuff is surplus to requirements.

To me it looks more like a lower-powered version of the 3E Bard's Inspire Courage ability than bless:

SRD said:
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
That is, IIRC that a round is the same. Maybe Ferocity: If the caprine plays for one round, all its allies that can hear the playing gain a +1 morale bonus to attack rolls for 1 minute. But you could change my mind on the duration.
The text says it can last for the duration of a War Machine battle so long as the caprine keeps on playing his or her instrument, so I'd use a tweak of the Bardic inspiration "The effect lasts for as long as the ally hears the bard sing" text.

Maybe:

Ferocity: A caprine with a resonance score of 1 or more can use music to inspire ferocity in its allies (not including itself), improving their combat abilities. To be affected, an ally must be able to hear the caprine play a musical instrument. The effect lasts for as long as the ally hears the caprine's music. An affected ally receives a +1 morale bonus on attack rolls. Ferocity is a mind-affecting ability.

This looks similar, but maybe it's a bonus on saves vs fear?
Some earlier versions of D&D had morale systems to determine if/when NPC characters like henchman and monsters lost their taste for battle and wanted to flee/surrender. The AD&D 2E used a d20 scale and the BECMI rules used 2d6. Thus +1 morale actually makes a significant difference, since it's the difference between 7-or-less and 8-or-less on 2d6 for an "average morale" NPC.

In 3E terms I'll agree to making it a bonus to saves vs. fear. Maybe +2 so it's actually slightly useful?

How about:

Morale: A caprine with a resonance score of 1 or more can use music to inspire bravery in its allies (not including itself), improving their morale. To be affected, an ally must be able to hear the caprine play a musical instrument. The effect lasts for as long as the ally hears the caprine's music. An affected ally receives a +2 morale bonus on saving throws against fear effects. Ferocity is a mind-affecting ability.

I'd be game to tweak the above so the Ferocity boosts attack AND damage and the Morale boost saves vs. fear AND charm effects like the bard ability do.

I'll have to check my old rulebooks, but I think the old versions of the Bard only gave courage bonuses to hit and fear saves with their "Battle Inspiration" and not damage and charm. If that's a 3E addition I'd be inclined to cut the caprine some slack and give it the boost as well.
 

Cleon

Adventurer
I'll have to check my old rulebooks, but I think the old versions of the Bard only gave courage bonuses to hit and fear saves with their "Battle Inspiration" and not damage and charm. If that's a 3E addition I'd be inclined to cut the caprine some slack and give it the boost as well.
Yup, I was right. The original 1E Player's Handbook Bard (1978) has:

The bard's poetic ability raises the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1. Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will do neither. The effects last for 1 complete turn. Note that while engaged in this activity, the bard can engage in melee combat but not in any singing or spell casting.​

I thought the Bard was a high-level option for the thief in the Companion Set and Rules Cyclopedia, but the only reference I could find in the RC was on the AD&D to D&D conversion guidelines. Apart from that, I found outlines for a BECMI Bard Class in a The Voyage of the Princess Ark article in Dragon Magazine #177. It's only half a column of text and is basically a Thief with no backstab/pickpocket ability but with a 1/day multifunction charm ability bolted on. The relevant section is:

The bard may use his charm ability to affect Morale (either a +2 bonus to his companions, or a -2 to his opponents), or their eagerness to fight (+1 to hit for his companions, or -1 to hit for his opponents). These effects are automatic after three rounds (no save).​

That's suspiciously similar to the caprine's ability. Since the Princess Ark and the Goatfolk are both the work of Bruce Heard that might not be a coincidence.
 

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