Showing posts with label Homebrew. Show all posts
Showing posts with label Homebrew. Show all posts

Sunday, 9 April 2017

One Man And His Dice #5: There's A Rat In The Kitchen

When we last left Erik, he had just uncovered the location of what he believed to be the Orcish lair. Hidden by dense woodland, and concealed inside a cave to the north of one of the villages that they had raided; the only clue that this may be the place that he had been searching for was one grim totem left at the caves mouth as a warning to any would be trespassers.

Not so easily deterred by such warnings however, Erik makes ready his gear for the task ahead. Taking out his flint and steel, he ignites his torch and casts the piercing light into the gloom beyond the cave mouth; revealing the top of a rough cut stone staircase. Taking a firm grip of his axe with his free hand, Erik takes one last breathe of fresh forest air into his lungs before stepping over the threshold.

Referring to the map for this adventure I see that Erik will find a room at the foot of this flight of stairs; and like all but one of the rooms in this dungeon, its contents will be randomly generated using a couple of simple charts. Rolling some dice and comparing the results to these charts, I discover that the room I am about to enter is currently being used as a larder; and that I will encounter a monster there. Further rolling reveals that this will be a lone Giant Rat.

A rat in the larder I think. That makes sense. It was likely drawn there by the food. I then flicked through the pages of the adventure looking to see if there was any description for the larder, and it's contents. There wasn't. Looking again however, I did find a note near the charts explaining that the room descriptions were more of a cosmetic thing, and had no impact on play.

That's fine I thought, but as I had committed myself to the idea of there being food in the larder I decided to envoke the rule of simplicity and serendipity (as per the rulebook). In situations like this my instinct is to just wing it, and after mulling it over, 1D6 provisions seemed like a fair amount of food to place in the larder given its size. So I rolled a single dice, and got a 5.

Sorted! Splash in a few pieces of set dressing (a wooden table, and a couple of shelves), and the scene is set.

Back to the action. Unsure of what to expect, Erik descends the stairs into the murk and the gloom, ever watchful for guards and booby traps. He is only a few feet from the foot of the stairs, when an audible scratching catches his attention. Pausing for a moment, Erik pans across the room with his torch. Seconds pass like minutes as the tension slows the passage of time for him, and then he sees it. Reared up on its hind quarters in the corner of the room is possibly one of the largest rats Erik has ever seen. Easily the size of an adult pig, and with teeth comparable to daggers.

Startled by Eriks intrusion, and the sudden illumination of his torch the rodent bolts towards him. Possibly fleeing for stairs behind him. Possibly going for Erik. Erik just doesn't know, and Erik isn't willing to risk mutilation to find out. As it charges Erik, the rat bounds off of its powerful back legs through the air, lunging towards him. Adrenaline courses through his veins as he brings his axe down heavily into the leaping rats neck with one mighty swing, landing a fatal blow. The rats body flying limp and lifeless one way, and a spray of its jugular juices the other as Erik's axe parts the air.

Combat is over no sooner than it began.

Now alone in the room, Erik takes the opportunity and time to fully take in his new surroundings. Working by torchlight, he takes a quick inventory. Other than table and shelves that were immediately apparent, Erik sees a shoddy looking door in the far corner of the room; and beneath the table, a long wooden crate covered poorly by an old dirty cloth. He also takes a closer look at the food which does appear safe to eat, if massively unappealing to him.

Upon further inspection, Erik finds a heavy iron padlock on the crate. A sure indicator that there is something of value inside, but Erik is no locksmith. In trying to decide what he should do he realises that the best course of action is probably to leave it here for now. He could easily smash the crate open with a few deft swings of his axe he thinks, but the noise might attract some unwanted attention; and he reasons if someone locked it, then someone must have the key.

Seeing little else of interest in this room, Erik approaches the shoddy wooden door; ravaged by age, rot and damp ready to continue his adventure..

Before he does though, I decided at this point I decided that a couple of house rules were in order. One for trying to eat something you probably shouldn't (in this case, Orcish cuisine), and one for smashing open chests.

For the food I decided that a medium (4+) Hardiness ability test would be sufficient. If the character makes it, then they manage to keep the food down with no ill effects. If they fail the test however, they are gripped by vomiting and painful stomach cramps. They lose 1 Vitality and it is as if they had not eaten anything at all. A character can never die from this effect though, so if they have only 1 Vitality remaining, they do not lose it; but they still become violently ill.

When it comes to smashing open a lock, the player needs to make a Strength ability test equal to the Lock Picking ability test +1, as well as having something appropriate to smash the lock with; such as an axe, a mace, a hammer or, a heavy rock. So in the instance of the long crate above, Erik would need to make a medium (4+) Strength ability test to destroy the lock, as the original Lock Picking ability test would have been successful on a 3+.

Should the player fail however, the noise attracts a wandering monster as is appropriate to the environment they are in (probably Orcs in Erik's case).

I think we'll leave it there for now. There is still rather a lot to write up from yesterday's session, but as this post is already pretty sizable, it's probably better to break it up a little.

Tune into One Man And His Dice next time, where we'll be continuing our adventure through the Dungeon Of The Orc Boss, and finding out what's behind the door.

Tuesday, 28 March 2017

SCRAWL: Starting Equipment

In my last SCRAWL related post, I went the whole hog in terms of recreating the basic classes found in the rulebook, in such a way that the new classes that I am working on can be introduced; without undermining the work and effort that has been put into this great little system.

Whilst I am quite happy with these new classes generally speaking, one area I feel that I need to review on reflection is the starting equipment that I allocated to each of these classes.

I really like the idea of each class having a different load out, based on their background.. But I think I can do better than my initial effort. Much better.

For a start, some classes had no gold; which is a bit of problem. Even if it's only a handful of coins, characters do need some gold to start off with. Especially given that I also neglected to give any of the classes any provisions or torches! At this rate, a character could starve to death before the adventure's even begun. A definite oversight that I need to look into.

The special items I created also seem a little overpowered, but classes having their own unique tools is still really appealing. So whilst I may scale them back, I may also create something comparable for each of the other new classes to balance things out. Maybe a holy symbol for the cleric, something to ease spell casting for the mage.. Stuff that defines the archetype whilst staying true to the classical roleplaying roots of the system.

Other than those few points however, I think these new classes are good to go!

Sunday, 26 March 2017

SCRAWL: Revised Classes

Following on from my recent post, I have been hard at work today on the variant classes required to create a balanced game; ready in anticipation for the new classes that I am also currently working on.

Whilst I initially started by simply weighing up and reallocating the abilities in order to create the variant classes, I soon found myself tempted to alter their starting equipment too. Even going so far as to create a few new pieces of gear, that I feel really help some of these revised classes fulfill their intended remits.

So here they are, the Cleric, Mage, Ranger, Rogue, Troubador, and Warrior.

Cleric

The cleric has spent most of their formative years in intense religious and academic study; learning the lore and traditions surrounding their faith. This doesn't mean the cleric is a book worm by any stretch of imagination however, being an able combatant with a mace; their holy orders weapon of choice, and symbolic of good smiting evil.

Abilities

Demon Lore
Inspiration
Languages
Priest Magic
Religion
Resist Magic
Undead Lore

Equipment
Mace
1-2 Healing Salve / Holy Water

Mage

A scholar of the arcane arts, few can match the might of a capable wizard. Magic literally courses through their veins. With more tricks up their sleeve than the average warrior can swing a sword at, only a fool would count a wizard out before their time.. And they are well known to be long lived!

Abilities

Demon Lore
Languages
Magic Lore
Plant Lore
Resist Magic
Wizard Magic

Equipment

Staff
1-2 Potion of Clarity / Potion of Curing

Ranger

Rangers make their homes in the woods and on the plains, amongst the hills and on the glade. Rangers are the quintessential outdoors men, often only returning to civilisation when they find themselves in the need of things that they cannot forage or forge for themselves from their surroundings. Which is rare!

Abilities

Animal Lore
Climbing
Hardiness
Pathfinding
Plant Lore
Survival
Swimming

Equipment

10 Gold Pieces
Bow / Axe
Dagger / Sling
Desert Clothes
Furs
Grapple
Rope
Waterskin

Travel Pack - This is a specialist item perfected by generations of rangers who have dedicated their lives to self-sufficiency. By making optimal use space, and distributing weight evenly this item allows the ranger to carry much more equipment. Ideal for those carrying all their worldly possessions where ever they go!

The pack does not add to encumbrance, but allows the wearer to transport six additional points of encumbrance. Cost 15 Gold Pieces (but very few rangers are willing to part with one).

Rogue

Many are slow to trust rogues.. And is it any wonder with the dazzling array of ways they can find of relieving you of your hard won gold? Not all rogues are bad though. Some are just ambitious, looking for the next big score. The next seemingly impossible heist that will test their skill and cunning. Rogues are daredevils by nature.. So it's a good job they're lucky!

Abilities

Deception
Disarming
Lock Picking
Luck
Perception

Equipment

5 Gold Pieces
Dagger
Thieves Tools - A length of leather containing all the tools of the trade that a rogue needs to go about their business, which rolls up to the size of a small scroll - for easy concealment.

The tools are designed to be lightweight, so do not add to encumbrance; and allow a free re-roll in  Disarming or Lock Picking ability test. Cost 50 Gold Pieces, and can only be purchased under the counter from less reputable retailers.

Troubador

Troubadors are the great performers, imortalising the heroic deeds of themselves and others in song and verse.. For a small fee. However, when times are tight troubador will often take to the road, performing for anyone who can spare a few coins.

Abilities

Insight
Inspiration
Magic Lore
Performing

Equipment

5 Gold Pieces
Dagger
Musical Instrument - What would a troubador be without a musical instrument to aid them in their performance?.. Broke most likely. The musical instrument, and the troubadors ability to play it is key to being able to draw a crowd, and keeping that crowd. Otherwise they'd just be like every other patron of the tavern, singing loudly after a few ales.

A musical instrument allows the troubador a free re-roll on any Inspiration or Performing ability test, costs two points of encumbrance to carry, and costs 50 Gold Pieces to replace.

Warrior

Mighty and fearless, warriors have carved out a trade in putting boot to ass, for gold and for glory. Warriors take many forms across the land, from the militia member defending their homeland, to the royal guards defending royalty in the best armor money can buy. So when choosing to take up the mantle of the warrior, there really is no end to the possibilities of where that career may take you.

Abilities

Climbing
Dodging
Hardiness
Melee combat
Ranged combat
Running
Strength
Weaponskill

Equipment

25 Gold Pieces
Any two weapons
Light Armor / Light Shield

And there we have it. These are only the first drafts, but I don't think they're too bad. Even if I do say so myself. If anyone has any feedback, or ideas for improving on these though, please feel free to drop a comment below. I'm all ears.

Saturday, 25 March 2017

SCRAWL: New & Alternate Character Classes

I like SCRAWL. I like SCRAWL a lot.

This won't come as much of a surprise to anyone whose been following my recent, One Man And His Dice postings; where I have been playing through a short wilderness adventure; crafted on the fly; as a prelude to the first official SCRAWL dungeon - Dungeon of the Orc Boss.

So far it's been a blast, and I really have to give a shout out to Stuart Lloyd, who not only made this enjoyment possible by creating SCRAWL; but who is also a stand up guy.

As well as playing SCRAWL, I've also been chatting with Stuart about my ideas for other things that I'd like to introduce to the system. One of which has been new classes, and he has been very supportive.

Whilst homebrewing for roleplaying games is nothing new to me, I always take the approach that I want to do it right. This means learning the system, and learning what makes it tick. As the way I see it, anyone with an imagination can create something for an RPG. A new class, a new race, a new spell.. But to do it right, you have to consider a few things.

Balance against existing material  is one such thing.

For example, I could create a new spell that instantly kills a monster. But should I?

On the one hand there is nothing like it in the game, so there is a gap in the market so to speak; and it would probably appeal to players. Which is also a plus. However, in terms of balance, it'd be a nightmare! To the point where it might actually damage, even destroy the game. Nobody wants that!

Adding new classes is no difference.I had to ask myself Would adding this class, make another class unplayable? Do other classes render this class moot? Am I going to break the game?

After a lot of thinking I concluded that the best course of action was probably to redesign the existing classes; under new names; so as to absolutely ensure balance with the new classes.. But wouldn't that render the existing classes moot? Haven't I just broken my own rule?

Not at all!

SCRAWL is all about the players choice, and the player can choose to either version of the character class. For example, if you decide that you want to play as one of my new classes, but then in a later adventure you'd like to play say, a Bard. You can.

Whilst I'll be creating a character class based upon the Bard (the Troubadour), the Bard will still exist. The supplement isn't about replacing anything; it's about offering the player more choices they may want.

So, without further ado, here's what I plan to create...

Revised Classes

Cleric - A revised version of the Priest.
Mage - A revision of the Wizard class.
Ranger - The alternative to the Traveller.
Rogue - Based upon the Trickster.
Troubadour - An all singing, all dancing alternative to the Bard.
Warrior - The alternative option for those looking to play a Fighter.

New Classes

Alchemist - A variant on the Wizard, who will be able to concoct a wide variety of potions and prepare other chemical compounds such as poisons and acids.
Barbarian - The archetypal warrior of the wilds, capable of flying into a berserk rage.
Druid - A priest of nature.
Mage-Hunter - A member of a secretive religious order that believes that all problems in the world stem from the misuse of magic. Like Priests, Mage-Hunters have access to a small array of spells which they believe to be tools given to them by their patrons to save humanity from itself.
Martial Artist - Masters of unarmed combat, with incredible discipline.
Necromancer - Priests capable of raising and communing with the dead.
Paladin - Stalwart warriors for their cause, capable of some minor magical feats.
War Dancer - Warriors and performers that blur the line between martial technique and artistic talent.

These are very much all still in the planning stage, and with time the list may grow or shrink as ideas either come to me or, become unworkable.

That's where we're at for now though. Stay tuned for further developments, and more exciting adventures in SCRAWL!