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

Tuesday, April 8, 2014

Return to the SKLD: Who needs classes?

Two years ago I whipped up a 'lite' version of D&D which I called SKLD! (or Skald) which stands for Search, Kill, Loot, Drink! I've play tested it couple of times but haven't had the opportunity to use it in a regular game. I've been thinking of trying to make some improvements on it it and revise it, so I've decided to write a few blog posts examining certain key features.If you'd like to download a copy you can get a copy from google docs or mediafire

One of my main inspirations for these rules was Searchers of the Unknown.  SotU uses classless system.  In the basic original game, everyone is a human adventurer.  All the differences between characters are determined by their equipment.  On the surface is seems overly simplistic, but the more I thought about it, I found that it had a certain charm.  To me, it's the perfect way to achieve the OSR Murderhobo vibe.  Everyone is just a dude, nothing special at all.  The characters develop based on their actions and the equipment they collect. Certainly there are limitations to this sort of system, namely in the magic department, but there are fairly simple ways to work around this.  

For SKLD, I decided that there should be different races available to the players, and that the characters should have have the 6 standard ability scores (SotU does not use any ability scores, everyone is assumed to be totally average). Ability scores seem too iconic to me, as do the the standard demi-human races, so I had to keep those in SKLD. The one mistake that I may have made is not making the demi-humans significantly different from the humans.  I have given them the standard racial special abilities, and some ability score modifiers, but I may need to do some more with them.  I used the standard B/X ability score modifiers, which range from a -3 to a +3, but I'm thinking of changing this to -2 to +2 system (thanks to Courtney from Hack & Slash). 

One of the important aspects of SotU is that the Armor Class is more important than ever.  AC directly affects movement rate and initiative. In SKLD, I've expanded this concept so that AC also affects a character's chances of pulling off special maneuvers, or using magic.  In this way I feel that AC really lives up to the term armor CLASS, and is not just a physical defense rating.  In effect, the Armor Classes are the character classes in SotU and SKLD. 

Next time, I'm going to talk about a magic system without magic-users.



Tuesday, June 12, 2012

Basic D&D Next


My other hobby, music, has been keeping me really really busy. I recorded an album a couple weeks ago, and now I'm working on mixing it. I've also been practicing a lot with my second band, as we have a series of shows booked for June. While I haven't had the time to post recently, I've been keeping up with the blogs I'm following.  Seems like there's been some renewed discussion surrounding D&D next/5e now that they are doing the open playtests.  I read a lot of things pro and con, and some details about the rules, but I haven't read
them personally.  I think the success of this edition will have a lot less to do with the rules and more to do with how they package and market it.

The one thing I take away from OSR blogosphere is a renewed respect for the Moldvay D&D Basic set.  The Basic and Expert rules were a fairly complete game if you have a good DM. I wasn't really a fan of the other sets that comprise the BECMI/Rules Cyclopedia, I instead moved to AD&D.  Of course as the 2 games weren't 100% compatible I felt a little confused. That's been a recurring problem with the D&D franchise; a basic game that isn't compatible with the Advanced or normal version.

While planning the release of D&D next/5e, WotC should plan to launch a boxed, basic version of the game that is 100% compatible with the full version.  For between $30 and $50, they could put together a box similar to the Pathfinder box set. Then they can leverage Hasbro's power to get these sets on the shelves at big retailers like Wal-Mart and Target.  I'm seeing Carcassonne and Settlers of Catan there, so why not D&D.  My first basic set was a gift from my grandmother.  I'd like to see more people get into the hobby in a similar manner.  That won't happen unless you have a complete and easy to understand game in 1 package that can be easily purchased from normal retailers.

Tuesday, May 22, 2012

Random Dungeon Generator!

I got my Random Dungeon Generator in the mail yesterday.  It looks gorgeous. I can't wait to frame the thing and put it on the wall at work.  This might become the basis of a lunchtime game with my SKLD house rules.

Friday, April 27, 2012

New house rules!

The first draft for my house rules are finally done.  I've just been so busy with other stuff I haven't had a chance to focus on them.  I've also changed the name from "Delvers of the Deep" to "Search, Kill, Loot, Drink" or SKLD, which turned out to be a cool acronym. You can download a copy from google docs here or via mediafire here.

It's short, only 8 pages so far.  It isn't a full set of rules; it requires that you have some version of D&D to refer to.  I used Moldvay basic, but it should work with just about anything.  I'm going to start playtesting ASAP, and I'll make updates to the rules based on what happens in testing and feedback I might get elsewhere.  I don't want the rules to get much longer than they already are, but I'm sure that there needs to be some additional material and explanation in them.

Parts I like:  I like how magic items work.  I posted about that a few weeks ago, and I stuck with that system.  I think it allows for the use of magic in the game, but makes it more rare. I'm also fairly happy with the combat rules, though I really need the playtesting to see how the injury rules work out.

Parts I'm not happy with yet: I'm not satisfied with the races yet. I think the elf may be overpowered. I should probably include rules for some more races, but I'd rather leave that to other people.  I'm not so sure how I feel about skills.  The stealth and physical stunts are directly from Searchers of the Unknown, but I'd like to include something similar to encompass other sorts of actions.  Some sort of First-Aid rules are probably needed. I know how I will handle the deficiencies int he rules when I use them in my game; I'll just make a ruling and make a note of it.  My worry is that these rulings won't translate well into actual rules.  But maybe that's part of the magic of Old School gaming.  Certain characters in certain situations are going to be treated differently than other characters in similar situations because no 2 characters are exactly the same and neither are the situations.

Wednesday, April 11, 2012

Sneak Peak: Magic Rules

So my house rules are taking longer than planned, mostly because I got free tickets for concert on Monday and went to see John Carter last night.  I still have to nail down the details of the combat system.  While I'm working on that, I'd thought I'd give a quick preview of how I am handling magic.  I still want to add some rules for divine magic, mostly focused around turning.  But here's what I have so far.


Magical Items
As the PCs are not spell casters, the use of magical items becomes of vital importance. These rules contain no information on spells or magical items, so the GM will have to reference a copy of some existing “old school” rules.

Class restricted items: The PCs able to freely use all magical items that are normally restricted to warrior and rogue type classes in other games, as well as those items that have no class restrictions, such as potions. This means that no checks are required to use these items. For items that are restricted to use by other classes (normally wizard and priestly classes) a magic item use check must be made.  The player must roll a 5 or better on a d6, modified by the following:
Magic Item Use Check Modifiers

Per level of the spell effect*
-2
Per level of the PC
+1
Intelligence
-3 to +3
Character is an Elf
+2
Character is a Dwarf*
-2
No armor worn
0
Light Armor
-1
Medium Armor
-2
Heavy Armor
-3
Notes: The level of the spell effect is the level of the spell that is being cast.  This does not take into account any sort of “caster level”  A wand of magic missiles is thus a -2, as magic missile is a level 1 spell, no matter how many missiles are fired. For items with effects that do not have a direct correlation with a spell, the modifier is left up to the GM! Remember that Dwarves can ignore the -2 to their check if the item is Dwarven made.

Bad Mojo: If the result of a magic item use check is a 2 or less, and the player rolled a natural 1, then the spell has a negative effect!  This exact result is up to the GM.

Quick Magic item rules: If you want to speed things up and avoid dice rolls you can use the following rules. Humans in no armor can use Wizard items, and humans in up to light armor can use Priest items. Elves up to light armor can use Wizard items. Dwarves and Halflings can’t use class restricted items (unless they are specifically made for Dwarves or Halflings!)

Saturday, April 7, 2012

Delvers of the Deep?

I'm hard at work on my set of house rules.  It looks like they are going to be under 8 pages long, but it is taking a bit more time that I expected as certain aspects require a more thought and explanation than I had planed for.  The biggest obstacle so far has been creating a set of simple critical hit rules that won't slow down gameplay. Currently I'm leaning towards a basic and an advanced system that you can choose from.  The basic system does not require a lot of record keeping, but doesn't give any detail to the injuries sustained. This has more of a wargame feel.  The more advanced system gives detailed descriptions of the injuries, and creates the possibility for permanent effects (loss of a ability point, blindness, limited movement etc).  However this requires more record keeping, and slows down combat. This system feels a lot more like Rolemaster or WFRP. I'm going to have to playtest these to see what works best. Hopefully I'll have a rough draft of the rules finished tomorrow or Monday, and I'll post a link to them when that happens.

Tentatively I am calling the rules "Delvers of the Deep" or DotD.

Saturday, March 31, 2012

Fresh meat

When I was first considering starting up a new game, I thought I was going to round up some old friends that have been active RPG players that hadn't played using any of the old rulesets recently.  The intention was to use OSRIC with some house rules and play some of the old TSR modules.  It now looks like my girlfriend and some of her friends are interested in playing, which changes everything.  From what I can tell they have never played D&D or any other tabletop RPG.

With all new players I've decided I'm going to have to use a more basic set of rules.  I'm probably going to use a heavily house ruled version of LL or B/X.  More importantly I'm going to have to decide upon a new adventure to run.  Originally I was going to run Caverns of Thracia.  For veteran players it seemed like a good challenge and a wonderful, classic dungeon that they probably were not familiar with.  However, after read several play reports online I realized just how deadly this module is, and I think I am going to need something a little easier for completely new players. Currently I'm leaning towards B2 or B1, with the possibility of T1 as I've been playing the computer version of that recently, so I'm more familiar with it.  I'm still going to stick to the OSR guns with this group, there will certainly be some deaths, but I don't want to totally steamroll them with a difficult 1st level adventure.

Wednesday, March 14, 2012

BattleSystem Skirmishes


We've all had this situation in our game.  A large party of players, possibly with some NPC help, gets into a fight with a large group of monsters. Suddenly book keeping becomes an issue.  Lots and lots of dice are being rolled.  What looks like a fun fight at first bogs down and takes far too long.  So how do you as a GM deal with battles that aren't full scale warfare, but are larger than your normal encounter?

Back in the early days of 2nd edition, we had BattleSystem Skirmishes.  Most of us remember the various versions of the BattleSystem mass combat rules, but BattleSystem Skirmishes was the less popular and now forgotten system that bridged the gap between RPG and tabletop wargame.  Skirmishes represents individual models on a 1:1 scale, as opposed to the 10:1 or some larger scale that is used in most wargames.  In this way it has more in common with today's pre-painted miniatures games like D&D minis and the Clix games.  As a wargame, it really wasn't all that interesting.  In fact, I don't recall anyone ever using it as such.  However, it did do one thing fairly well, and that was simplifying and speeding up combat for 2e AD&D.

Even though the book goes on and on about the rules of combat, and has good size list of monsters spells and magic items, we only really needed about 2 pages of the book.  Those pages provided charts and rules for converting 2e characters to Skirmishes rules, which actually turns out to be a very simple process.  Hit points and damage are now represented as hit dice or just "hits".  A 1 hit die create from 2e had 1 hit in skirmishes.  your standard weapon that would do a d8 damage in 2e did 1 hit.  Skirmishes used Thaco and armor class, just like 2e with just a few other modifiers. Other than that, you could just use all of the other standard rpg style rules. I loved this system, because it got rid of the damage roll, and weaker creatures were either alive or dead.  You no longer had to keep track of 20 kobolds that had taken wounds.  Even creatures with more hits could be tracked with a die or another simple marker (really tiny d6s were great for this).

Even though this was written with 2e in mind, it would work with any old version of D&D once you see how the conversion works.


Wednesday, February 22, 2012

My obsession with "lite" rules systems

I admit it.  I am obsessed with "lite" variations of D&D.  For anyone that has played the game extensively in any form, you don't need hundreds of pages of rules.  If you ignore spells, monsters and treasure, you only need a few pages of rules to play the game.  Even if you and some spells monsters and magical items, you can make a decent variant of the game in under 20 pages.  Some of my favorites so far include:

  1. Searchers of the Unknown
  2. Microlite20/ Microlite74
  3. Heroes of the Mythic Age.
These rules systems, and other like them are inspiring me to write my own variation and to keep it simple.  So many systems are overly burdened with rules that are rarely used.  Better to leave it out of the rules and let the GM make a ruling a later time if needed.