Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Thursday, 8 January 2015

5e D&D Dwimmermount Session 1 - tomb robbers and Orcs

Last night we had our inaugural Dwimmermount 5e D&D session at the Hackney Area Tabletop Enthusiasts club in Bethnal Green. The first couple of hours were spent in character generation, and since I’d already presented the group with some background material and talked through some of the questions that naturally arise it went relatively quickly. Two players took the option of rolling their stats in order, and received an extra +1 to their highest stat of choice, while the others took the rolling and assigning route. I strongly dislike point buys for this kind of D&D, as it sets a strong gamerist, adversarial tone from the outset. The players should neither be in competition with each other so having unequal characters shouldn't matter, nor should they be overly concerned about the game rules.

The two in-order characters are Zoilus, a Hyperborean barbarian of vast strength and magnificent charisma and Flandar, a sturdy gnome Warlock. The other characters created are Brother Spenzar, a capable Typhonite Cleric, Bittersalt the elven fighter noted for her strength and nimbleness, Errol, a rugged dwarven fighter and Calphis the wizard of dubious heritage.

I decided that I would start the game ‘in media res’ with the players already in the Dwimmermount dungeon. My reasoning was that an entire session without any action might not engage with all the players, and it allows them to gently define their characters rather than having to talk about their backstory immediately. This however was slightly forestalled by their interest in the Areonite doors that guard the dungeon, and if it was possible to remove and sell them. A sign of things to come I suspect, and some of the characters nailing their motivations to the wall early.

They then made their way down into the dungeon proper, and although they spotted recent tracks in the centuries old dust, some proceeded cautiously while others enter the first room, a hall of statues, nonchalantly. Including the exit to the dungeon five doors marked exits from the hall, while six statues, five male and one single strikingly handsome female lined the walls. Brother Spenzar immediately recognised the male statues as defiled representations of the Thulian gods Caint, Dorn, Mavors, Tenen and Typhon. The heads of theses had been replaced by that of the stern, and bearded face of the man-become-god Turms Termax, a great magician who had become a god on the day of his execution and then ruled from Dwimmermount with his hordes of beastmen and demons.

While the party further examined the room Brother Spenzar became incensed by the desecration of the statue of Typhon and cast down the head in anger, producing an unnaturally loud crash.

I had wondered if I should force a combat, using wandering monsters, but this event meant that what happened next was by the players own hand.

A crossbow bolt struck the cleric in back, as the door to north was flung open and a party of 5 orcs attacked from the moulding reception room beyond. A huge and chainmail clad orc lead the beastman and orcs are already tough in 5e, so these five managed to put down both Errol the dwarven fighter and Zoilus the barbarian, but took vicious wounds in response. The combined attacks of Bittersalt and the magical attacks from Spenzar, Flandar and Calphis managed to overcome the weakened orcs however. Brother Spenzar stabilised the dying dwarf and barbarian, but he lacked the spells to actually cure them. However 5e provides significant natural healing by resting for an hour so at the end of the session the party was well restored.

In all fairness I think that the party did as well as it did because it has three fighters, all of whom dealt large (10+)  amounts of damage when they struck and they're good at hitting things. However having two character go to zero hit points could be unsustainable, although the ability to regain so many hit points between encounters does start to mean you get into the wilderness encounter situation of early editions. Something I may have to think on, and perhaps limit the ability to heal between long rests.

I very much enjoyed DMing the game. I'm lucky to have a well intentioned, amusing and intelligent group of players who so far seem to pull together as players, if not characters. I'm annoyed I didn't take any pictures at all of the group playing, and will endeavour to take some next time. Edit : Thankfully one of my players did take these snaps.
         



Friday, 25 July 2014

5e D&D Lost Mines Of Phandelver part one

Last night I ran the first session of The Lost Mines Of Phandelver, which is the adventure that comes with the 5th edition Dungeons & Dragons Starter Set. TLDR; It was a huge amount of fun and the rules were fluid and natural.

We played at HATE VI, my gaming groups club nights, at The Blacksmith And The Toffeemaker pub in Angel, London, UK. It was a boardgames night rather than a full-on wargaming and boardgaming event. Playing in a pub, even in the back room comes with advantages and disadvantages : beer vs noise. I think overall the beer won out, but at times I had to raise my voice, and it was clear once or twice that the party was struggling to communicate. However the venue is central, does good provisions and had a big table.

Anyway, the players blind drew the characters, with only one swap. One player really wanted to play a cleric and the player with the Cleric was happy to change to the Noble Fighter. Naming took no time at all and we ended up with Tor Wightbane, a Folkhero Fighter, Imowen the Halfling Rogue, Zarrfron The Elven Wizard, Brookn The Tall who is the Dwarven Cleric and Lord Strakken the Noble Fighter. The party found their bond very rapidly too, Imowen had used to Tor to help smuggle when he was a dock hand. Brookn had sought to arrest the pair, but had had to join forces with the pair to fight off underdwellers in the cellar he’d cornered them in, and became friends since. Zarrfron had seen Imowen in a strange and cursed vision, so sought the halfling out, and finally Lord Strakken had need of specialists to help regain his wealth.
The adventurers assemble

Gundred, the NPC who acts as the PC’s hook was 2nd cousin to Brookn, so they party were only too glad to help and gain coin. On the road they efficiently dispatched the goblin raiders, although a wounded goblin did escape up the trail only to forgot his own snare trap, where the party found it hanging half-dead. After securing the oxen and cart, the group then set off up the trail and found the cave mouth that led to the lair of the Craig Maw goblins. I embellished here with a bit of purple prose as I found the initial description of the cave mouth a little dry. The party defeated the goblin guards, but took several wounds in the process and decided to take a short rest to heal a little more. Then the fun started.

They explored the cave mouth and had the dwarf use his darkvision to spot the wolves without drawing attention to themselves. The wizard, who’d had bad luck up to now cast a powerful sleep spell and sent two of the wolves to asleep, but a third in hiding ran out and attacked. After an epic battle in which two wolves were killed in single blows the group pushed on deeper into the wolf lair to find the chute that crawled up into the dark.

The dwarven cleric decide to use his climbing tools to ascend the chute, but then changed his mind, realising that hammering pitons into the cave wall would be very noisey. He fell slightly once, then reached the top and was able to see into the cave beyond, where two goblins, a wolf pet and something huge and furry sat upon a crude throne. Descending to tell the rest of the party, he slipped badly (rolling a 1) and fell. Taking enough damage to put him on 0 hp, the party realized he was dying so they desperately set about trying stabilize him. Thankfully they succeeded, but without his healing skills they carried him out of the cave and headed back to cart to rest overnight and revive him.
Failing from a great height!

Overall I thought the new rules are pretty effortless and fluid. I love the advantage/disadvantage system but hate that long rests completely heal characters as it removes any kind of attrition, especially in overland settings IMHO. Of course it’s D&D and an RPG so I can change what I don’t like, and so far there isn’t a lot of that at all.
 


Monday, 17 February 2014

GUMSHOE Dark Heresy Drives

Clearly on bit of a roll today, powered partially by a strangely meetingless day at work.

Drives in Trail Of Cthulhu are the things that keep you sane, or accelerate your descent in madness. Similarly in GDH, Drives represent the reasons you serve the Inquisition and drive you to follow it’s orders. Stability has renamed Faith, and as it goes down the further from the God-Emperor’s ways you fall. Here are some sample drives for the characters to select.

Adventure : Excitement, Danger and Travel
The wild thrill of hunting your prey, discovering ancient secrets and putting a bolt round in the mutant, the witch and the heretic cannot be matched by any other experience. You’ll gladly follow into the Eye Of Terror itself, if commanded to do so. Hell, one day you’ll give those orders yourself. It’s clear the Emperor has great plans ahead for you.

Antiquarianism : The Past Hides Many Secrets
There are many ages to mankind’s journey through history and in these ancient aeons many great secrets are lost. To uncover them, and bend their powers to your will is all that matters, and only with the blessing of the Inquisition can this work be done without fear of execution. There is a price to pay, but a price worth paying thrice if needs be.

Conscription : There Is No Choice But To Answer The Call
Sharp moments of fear and pain have replaced a life of drudgery and service. Twenty years is the tally, and then freedom of a kind others can only dream of, if the rumours are to be believed. In the mean time, keep your head down, volunteer for nothing, but do everything well enough to survive.

Cruelty : Punishment Keeps The Weak In Line
The universe is cruel, and only those prepared to inflict cruelty prosper. The Inquisition knows this truth, and it’s methods are many and frightful. Learn, hold your temper, grow within its structure and butcher those who get in your way. Hurt those who do not, so they will know what it means to cross you.

Curiosity : The Universe Has More Things In It Than Are Known To Mankind
How old are the detestable Eldar? What is the bubbling language of Trinary? Do all planets have cores of minable iron? Why do Plasma Guns explode so often? How can mere words summon fell beings, and what are those words? A curious mind is dangerous mind, but a little less so in the Inquisition, so play the game and hide in plain sight.

Devotion : My Lord Inquisitor Is My Saviour
Once you was lost, but now you are saved. The grace and goodness of your Lord Inquisitor knows no bounds, and you’d gladly throw yourself in front of a melta blast to save your master. Be alert to dangers that threaten your Lord, there are traitors everywhere and in every guise.

Duty : Stand Between Mankind And Extinction
It’s simple, the universe is inimical to human life, and the Inquisition represent the best chance to prevent mass extinction. Serve, be wary and root out the alien. Humanity must survive by any means necessary, and nothing and no-one is beyond sacrifice to secure our future.

Faith : Faith In The God-Emperor
The God-Emperor is the divine being, and the Inquisition are his watchful eyes and hoary breath. To serve Him is to reach the pinnacle of work, and to serve Him hard and thanklessly in the Inquisition is to impose the noblest sacrifice on oneself. Never falter, never question, never disobey shall be your mantra and you shield against the wicked, the xenos and the impure.
Fate : Fate Brought You Before The Gaze Of The Inquisition
You always knew you would receive the summons. You know not why you are needed, what machinations lie behind your selection but here you are and everything will unfold before you. Great powers are at work, weaving their webs about you. You must be wary, and spot those that seek to cut your thread before you can realise your fate.

Fear : Fear Of The Inquisition
Caught. Execution, or worse awaited, but unexpectedly an offer came. Serve or die. When you realised it was from the Inquisition you knew it might as well be serve and die. But for now you’ll follow orders, and maybe you’ll get through it if you can prove to be useful enough to someone, somewhere with that damned seal.
Greed : The Cups Of Those Who Follow Are Ever Full
There are no hungry Inquisitors. While some may tread the path of austerity, it is a false penance, and you know that the vaults of the Ordos are filled with Thrones uncountable. So provide your services well, and strike bargains that lead to gain for you and your Inquisitor. One day you’ll see that repaid and never know that gnawing fear again.

Power : The Inquisition Is A Power In The Universe
The Inquisition can command the greatest warriors in the universe. With a word they can bring an end to an entire planet. Mutants fall before them, witches are made impotent by them and even Daemons fear them. Nothing matches that, and nothing will stop you from wielding that power yourself. You know it’ll be a hard road, a vicious road but by building your power bases early, with guile and brutality in equal measure will be your route to immortality.

Vengeance : It Will Not Be Swift, But It Will Be Vengeance
You’ve been wronged, maybe by your very family, maybe by wicked, maybe by the alien. Right now you have no means of satisfaction but the Inquisition is powerful and abrupt. Though the path to vengeance will be long, you’ll bring that power to bare on your foes and teach them to regret their actions against you.

Wednesday, 12 February 2014

GUMSHOE Dark Heresy

In The Grim Darkness Of The Far Future There Is Only Heresy.
While not a straight conversion GUMSHOE Dark Heresy is based on the original game, particularly around background and occupation suggestions. As GUMSHOE is a points based character system there are no enforced classes though, and players are free to imagine their own backgrounds if they wish. Characters spend points to gain access to class abilities. For example to gain augmentation, the character must buy points in Tech Priest. The starting power level is akin to Trail Of Cthulhu, in that the characters are talented but still starting out. The game will also feature troupe style play, like Ars Magica, where each player also has one or more secondary support characters, mostly likely more combat based. This is not to say that investigators, the primary characters, shouldn’t take combat skills, there is danger in every corner of the 40K universe, but when needed the investigators can call in combat retinue. 

There Is Only The Emperor, And He Is Our Shield And Protector.
The sanity and stability rules will be used from Trail Of Cthulhu, however Sanity is called Faith, and is a measure of how far from the emperors light the character has fallen. There are of course many ways that a character may descend, towards Chaos, towards rebellion, towards The Greater Good, towards selfish corruption, or towards inhumanity. Pillars Of Stability, that which helps you keep your faith, will come from the reasons behind your dedication to the inquisition, and can range from pious belief to utter self-interest. It might be that you’re a naive believer in His Divine Light, you may rationalise that only the Inquisition stands between mankind and the darkness of the void, it might be utter devotion to your lord inquisitor that keeps you sane or it might be you see power and righteousness trickles down to you through service.  

Big Guns Never Tire.
The gun-crunch and combat rules will mainly come for Ashen Stars. Further action elements can be discovered in Essoterrorists 2.0 and and Night’s Black Agents. Ship to ship combat, and design, as and when we need them will also come from Ashen Stars. Characters spend points to access more powerful weapons and armour than basic equipment. However while they can loose these items situationally, you get them back between acts. Likewise found items are yours only until the end of the current adventure unless you buy them with points.

The Flesh Is Weak.
Biomechanical augmentation can provide special abilities from Mutant City Blues. These tend to be things that enhance senses and provide beyond human-normal capabilities. However these enhancements reduce Faith as the character becomes less and less human. 

And When You Gaze Long Into The Warp The Warp Also Gazes Into You.
Psychic powers also come from Mutant City Blues and from a greater range. Psykers use the Quaid diagram in much the same way as intend in the MCB rules and gain the drawbacks of psychosis when they cross power boundaries. Some MCB powers are not available as psychic powers however. There is also always the danger of the perils of the warp.

Many Are The Faces Of The Enemy, And Many Are The Hands Which Do Its Work.
Investigative abilities are the main stay of the characters and much of the game will be driven by their application. This means that characters will get a separate pool of points to spend on investigative skills. 

Tuesday, 26 March 2013

Using AD&D for 3rd age Middle Earth roleplaying – a quick and dirty guide.

A short collection of thoughts on running a Middle Earth campaign using AD&D rules.

Character creation
  • There are no clerics, except for elven magic-user/clerics, who are restricted to magic-user weapons and armour usage, but may also wield longswords, shortswords and bows.
  • Pure magic-users, illusionists and druids must be human and derive their powers from the same source, given to them by the Valar and is spiritual in nature. They are nominally lead by the 5 Istari Wizards (Saruman, Gandalf, Radagast, Morinehtar and Rómestámo ) who train all types by tend to favour certain classes, Saruman favouring magic-users, Gandalf favouring magic-users and druids, Radagast favouring druids, Morinehtar favouring magic-users and illusionists and Rómestámo favouring illusionists.  There is no magic-missile spell!
  • There are no gnomes or paladins.
  • Half-elves are considered High-men and half-elves are usually elves.
  • Half-orcs are considered Uruk-hai, evil by all other races, and maybe challenging to play unless the party are in league with Sauron or Saruman. 
Bestiary
  • Goblins, hobgoblins, orcs, bugbears and ogres are all types of goblins and orcs.
  • Undead of all types. Nazghul are fighter/magic-user spectres.
  • Will'o'wisps.
  • Wyvern's without stings are fell beasts.
  • Giant spiders of various sizes. Shelob being one of the largest.
  • Hill giants are trolls.
  • Stone giants.
  • Balor demons are Balrogs. Other demons are hinted at throughout the books.
  • Were-creatures.
  • Dire wolves are worgs.
  • Treants are ents. They can be used for evil or angry tree spirits.
  • Faerie spirits are related to Tom Bombadil, and can be dryads, nymphs etc,.
  • Creatures like carrion crawlers are hinted in the dark caverns of the world, and should be used as singular entities.
  • The watcher in water could giant squid or even a hydra aka cold drake.
  • Dragons and dragon like giant lizards.
Magic items
  • These should mainly be arms and armour, often of elven manufacture and all individually named.
  • Avoid very D&D themed miscellaneous items. 
  • Herbs, properly harvested and applied can count as healing spells of various sorts.  Rangers, druids and elves are able to recognise such herbs on a % roll of 5x their level.



Thursday, 21 February 2013

Birthday AD&D game

As part of my birthday celebrations I'm running N1 Against The Cult Of The Reptile God [spoilers] for a group of about 8 players on Saturday from 12pm-6pm (ish). I've not run 1st edition AD&D in a very long time and want to use some of the improvements that have come along with later editions. On top of that 8 players can be slow, even in 1st ed, so I've streamlined the combat even further, particularly around initiative and player order. Effectively what happens now is the following:-
  • Optional surprise d6 roll based on class, with Thieves, Monks and Assassins being surprised on a 6+, Fighters, Paladins, Rangers, Clerics and Druids on a 5+ and Wizards and Illusionists being surprised on a 4+. Monsters such as Bugbears add to this roll. 
  • The initial roll is made by the player who's character is unsurprised and has the highest dexterity rolls d6 and adds their reaction adjustment, as do all the monsters in similar fashion. Which ever team scores highest goes before the whole of the other team.
  • Players take it in turns to do their move around the table. The starting player is the whoever is sitting closest to the DM's left or right, alternating left to right between each combat.
Other rules changes include positive Armour Class values, so that they are target values (e.g. Chainmail is normally AC 5, but is now AC 15 and therefore the base to-hit is 15+), spell mastery so that spellcasters can substitute their memorized spell with the spell they have chosen to master. (Often Cure Light Wounds or Magic Missile).

I've worked up a single page rules explanation cheat sheet with many of these based on the character sheet PDF, which can be downloaded here.  
 

Wednesday, 30 January 2013

Dungeons & Detectives

GUMSHOE-like rules for AD&D, which are far more rough and poorly thought out than the excellent Lorefinder. As I ponder running AD&D again for the first time in very many years I find the lack of a skill system, particularly knowledge and research skills, a bit daunting. Recent de-motivating experiences with skill rolls in the otherwise excellent Dark Heresy make me favour GUMSHOE style never roll points pools, and it’s a relatively simple idea. Player characters with a particular skill never need roll to receive information from the GM that pertain to that skill. Initially to an old-school gamer this might seem bizarre. Why not just read the wholegoddamn scenario out to the players, why don’t you? Gah.

But actually the art of figuring out things isn’t in the rolling of dice but knowing to ask the right question. And GUMSHOE adds an additional level of decision making, as you spend points if you believe there is more to known about a subject than just the base line given to you, and you have limited points.

So for example, until the Identify spell came along in Unearthed Arcana, it was difficult to know as a PC what magic items did and as a GM it was always a little awkward to manage them unless you were very meticulous. However, say we have a character called Thego the archeologist-duelist and who has 5 points in History. Upon finding what appears to be a magical sword he examines and, suspicious that there is more to meet than meets the eye about this weapons spends 3 points. The GM reveals that yes, the sword may well be the fabled Nailbiter, created by the ancient war-wizard Thanazdul for his henchman to battle against the Golem foes of his rival. The sword was past from father to son for many generations, as Thanazdul extended his life by necromatic means and retained the services of the henchman’s family. It was lost some 300 years ago, stolen by a band of Ogre mercenaries. The sword has a minor enchantment (+1) against most foes, but against Golems and constructs it is immensely destructive (+4).

The GM decided that the baseline (no spend) would reveal the sword is indeed unusually ancient, 1 point would have revealed the swords name, two points that it was created by Thanazdul and passed onto his henchman and that it was designed for use against specific foes and 3 points revealed that the foes were Golems and constructs. If Thego spent 4 points the extra point would have been wasted.

It’s important, vital in fact, that information that the players absolutely must have to continue the story can be revealed at the baseline. Further points can give more background and flavour in these cases but you shouldn’t hold up the flow because someone didn’t spend or have enough points.

Now that the points are spent, how do you refresh the pool? It’s between the GM and player to come up with interesting refresh opportunities, but Thego might for example spend the evening talking to a sage in a tavern or an afternoon in a old library and the next day wake with a refreshed pool.

One final optional extra, specialization. PCs can specialize in a particular area. This means that they spend one less point, and 1 point clues or information become free, if the area is in their field of specialization, and is always available meaning they always know more than just the baseline.

Rules stuff...
1st level characters receive points based on their class.

Magic-users and Illusionists get 5 points at 1st level and gain an extra 1 point per 2 levels thereafter.

Thieves, Clerics, Druids, Paladins, Fighters, Rangers, Assassins and Monks get 4 points at 1st level and gain an extra 1 point per 3 levels.

Specializations cost 1 point to add to a skill and can only be taken once per 3 levels.

Example skills & specialization

History (ancient, local, regional, military, secret societies, religious, magic)
Magic (elemental, demonology, necromancy, illusion, alchemy, fae, planar, spells, divination)
Religion (pantheon, ancient, planar, history)
Nature (regional, fauna, flora, fae, peoples)
Dungeoneering ( monsters, peoples, underdark, caves, traps, regional )
Military (strategy and tactics, arms and armour, melee
Appraisal (art, jewelry, gems, magic items)

Monday, 14 January 2013

Alternative AD&D Character creation rules

If say, I was to run an old school game, like N1 Against The Cult Of The Reptile God, or something.

1. Choose between picking a class you are aiming for or rolling completely randomly.

If you roll randomly, roll 3D6 six times, and write them down in order against Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. Then roll a further 3d6 and if it’s higher than your best result replace it.

If you decide you are aiming for a particular class, from Fighter, Paladin, Ranger, Cleric, Druid, Wizard, Illusionist, Thief, Assassin or any of the racial multi-classes you should check the class requirements and then roll 3d6, assigning them to your stats once you have completed. If you failed to meet the requirements, you must pick another class entirely although it is likely to similar. You do not have to stick with the particular race you chose. E.g. if you wanted to play an Elven Fighter/Magic-User but you only got the stat rolls for a Fighter, you can play a Dwarf or Human fighter.

2. Roll on the relationships table, in secret, about the your characters relationship with the character of the player to the left of you. If you get a secret relationship, roll again to find a public relationship that covers the secret one. If you gain gold from the relationship table, make that in secret. You then discuss with the the story behind the relationship. This is repeated around the table, skipping the DM of course, until all player characters have a relationship. If you absolutely hate your relationship, you may re-roll once.

3. Choose a first name, last name, title or nom de plume, which may or may not be related to your relationship with another player.

4. Hit points at first level are always at least half you maximum, so when you roll for hit points if it’s less than half you just take the half value. e.g. 2 for Magic-Users, 3 for Thieves, 4 for Clerics and 5 for Fighters. Rangers however only get this rule on the first d8 they roll, not both so their minimum is also 5. Then add constitution bonuses after this.

Relationships table (d4 x 10 + d10)
Your character...


10Is the sibling of
12Is the lover of
13Is married to
14Is the parent of
15Is the uncle, aunt or cousin of
16Is the childhood friend of
17Is employed by the family to protect [+d10 g.p.]
18Is indebted to the family of
19Is a childhood friend of
20Is an old acquaintance of
21Is a firm friend of
22Competes for the love of a third person with
23Family’s have traditionally worked together
24Saved the life of
25Had their life saved by
26Worked together for a cruel lord with
27Was apprenticed to a cherished master with
28Was hired to guard [+d10 g.p]
29Was tasked with a quest together with
30Travelled together with and defended each other from slavers, monsters or bandits
31Shared a lucky find with [+d10 g.p., shared equally with]
32Owned a business with
33Escaped imprisonment with
34Escaped slavery with
35Were in the town militia with
36Were part of the same guard unit with
37Were part of the same hunting party with
38Had family members kidnapped by the same slavers, monsters or bandits as
39Were mentored together wiht
40Was a former enemies of, but who became friends with
41[Secret] Murdered a family member of
42[Secret] Is employed by a family member to watch [+d10 g.p.]
43[Secret] Is employed by the family to protect [+d10 g.p.]
44[Secret] Is in love with
45[Secret] Must prevent from fulfilling some prophecy
46[Secret] The illegitimate scion or first born sibling of
47[Secret] Prophesied to defeat some mighty enemy together
48[Secret] Holds a grudge against
49Your choice