Showing posts with label Gear and Equipment. Show all posts
Showing posts with label Gear and Equipment. Show all posts

Wednesday, October 31, 2012

Shrelft the Pilgrim Peddler

So, I'm finally running games again. We ran a session of Dawn of Worlds a few weeks ago and played some S&W last Friday. I'm really enjoying gaming.

We didn't get a lot done, which is fine. We rolled up some new characters, discussed keeping track of time better (we all agreed that using a Gregorian calendar would be easiest and the players decided to start on January 1; we don't have years yet), played out a visit by Shrelft the Pilgrim Peddler and then they had a run-in with a Lindwurm.

But let's talk about Shrelft the Pilgrim Peddler, since there's been some interest expressed in him. I've refrained from sharing him before now because the majority of his inventory is from the Arduin Grimoires (specifically Grimoires IV, V, VI and VII), but I figure I can share the parts of Shrelft that I came up with and a few examples of his inventory so that you can have Shrelft show up in your games too, if you want.

Here's how I've described Shrelft for myself:

Shrelft shows up at the PC's home base occasionally, selling minor magical items and dungeoneering gear that is pretty much unavailable elsewhere. Shrelft will show up in a particular session on a roll of 1 on a d6. No one knows much about Shrelft, especially concerning where he obtains his wares. When asked about his sources, Shreflt only smiles, and those who try to follow him always lose him around a corner, over a hill or behind a tree; Shrelft also ceases to visit those PCs until a 2 is rolled on 2d6 (roll once per session), at which point Shreflt has apparently forgiven the PCs and will resume his normal schedule.

I then list 20 magical alchemical items for purchase. I usually roll a d20 three or four times to determine what Shrelft is selling today, and d4 for each item to determine how many he has for sale. The four Grimoires I mentioned have a lot more than 19 alchemical items, but I decided that, until the PCs get richer (switching to using the ACKS method of dungeon stocking will make that happen more quickly, it's looking like) there's no point in teasing them with anything that costs more than 1000 silver (I'm using a silver standard).

Some examples:

Saethryth's Salve (500sp): A thick green paste that smells of mint and fish. Applied to a freshly cut body part, even a head, it will keep that part alive and viable for up to a week. If the part is bound to a fresh wound within that week, it will grow a healthy connection. (This is, I think, the only item I didn't get from the Arduin Grimoires. It's a favorite with my players, understandably. It's probably under-priced, but that's OK.)

Sigestamundo's Silver Screamers/ “Banshee Stones” (105sp): The size and weight of steel marbles and silver colored, when sharply struck, they ignite and take off in random and crazy flight patterns, trailing sparks and grey metallic smoke while screaming and wailing. They fly for 1d8 seconds but take flight again once they hit something. They last for 20 minutes.

Zartan's Outfire Fog (330sp): Comes inside sealed glass containers, which hold enough fog to fill an area of 100 cubic meters. The fog is heavier than air and puts out all mundane fire in one second and all magic fire in three seconds. The fog dissipates in one minute, after which magical fires return.

Zorn's Instant Armor (250sp): Small grey cubes with a red button on one side. When the button is pressed, it unfolds into a simple shield which lasts for 1d100 minutes before crumbling away.

Lalamaluna's Liquid of Lasting Luminescence (25sp): This yellow-gold liquid glows brightly for 20 years after its manufacture; anything soaked in it will also glow, provided the liquid, which is water-soluble, is not washed away.

Thursday, September 27, 2012

Magic-User Master Spell Book Contents

Independent Magic-Users apprentice with a master who is unaffiliated with any of the large magical organizations. Most of the mechanics for such Magic-Users are in an earlier post, but this post deals with important information about the master that was not included in the previous post: level, intelligence and the contents of the master's spell book.

Master's Intelligence: 2d4+10 (12-18)
Master's Level: 2d8+4 (6-20)

Spell Book Contents

First Level Spells:
Determine spell quota by dividing INT by two (round up). This is the number of first level spells the Master's spell book will contain.

Automatically include Read Magic. Count Read Magic as the first spell towards reaching the quota (unless it is a zero-level spell in your system).

If your first level spells are divided into Offensive, Defensive and Miscellaneous spells, roll on each table in turn to select spells until the number of spells is met. Re-roll spells that are selected more than once.

If they are not divided into separate lists, roll to select spells until you have reached the quota. Re-roll spells that are selected more than once.

Second Level Spells and Higher:
Subtract one from the spell quota of the previous spell level and roll on spell list until quota is met, re-rolling spells that are selected more than once. Repeat for each spell level until the maximum spell level for the Master's level is reached or quota is lowered to zero.

Example 1:
For this first example, we'll use the LotFP (Deluxe) spell lists and Magic-User class. Note that LotFP doesn't divide first level spells into three separate lists of offensive, defensive and miscellaneous spells. Also, note that while this master is able to cast up to ninth level spells, she's only actually acquired spells up to sixth level. I'm rolling a d20 for each of these spell lists, since each of the LotFP spell lists I'm rolling on have 20 spells (higher-level spell lists have less).

Master's Intelligence: [1,1] 12
Master's Level: [6,7] 17

Quota: (12 divided by two) 6
Maximum Spell Level: 9th (but we're not going to get there)

First Level Spells:
Read Magic (automatic)
[17] Sleep
[18] Spider Climb
[20] Ventriloquism
[6] Floating Disc
[4] Enlarge

Second Level Spells:
[9] Invisibility
[1] Audible Glamor
[12] Locate Object
[3] Continual Light
[15] Phantasmal Force

Third Level Spells:
[19] Suggestion
[12] Hold Person
[11] Haste
[20] Water Breathing

Fourth Level Spells:
[1] Charm Monster
[19] Wall of Ice
[15] Protection from Normal Weapons

Fifth Level Spells:
[3] Chaos
[16] Telekinesis

Sixth Level Spell:
[11] Legend Lore

Example 2:
For this second example, we'll use John's excellent Vancian spell lists, but only roll up the contents of the spell book through spell level two, since levels 3-6 work the same as level two. Note that John's spell lists count The Arcane Cypher (read magic) as a zero level spell and split the 30 first level spells into ten offensive, ten defensive and ten miscellaneous spells (so two rolls of "1" are fine, since they are rolls on different lists).

Zero Level Spell:
The Arcane Cypher (automatic)

First Level Spells (rolling 1d10):
[1] The Charm of Appersonation (Offensive) 
[1] The Apotropaic Circle (Defensive)
[10] Tenser's Floating Disc (Miscellaneous)
[4] The Importunate Insult (Offensive)
[6] The Howling Rune (Defensive)
[3] The Call to the Unseen Servant (Miscellaneous)

Second Level Spells (rolling 1d30):
[15] The Pattern of the Immanent Sublime
[20] The Spell of Barring and Broaching
[22] The Spell of the Imponderous Bounty
[9] Leomund's Escalatory Escape
[5] Hornung's Deleterious Deflector 

Friday, August 3, 2012

The DMG, Section by Section, Part 11: Armor, Armor Class and Weapons

Types of Armor and Encumbrance

Gary lists types of armor, including shields, along with how "bulky" they are (he doesn't explain what significance that has in this section, though a note on shields later on implies that it has something to do with encumbrance separate from weight), their weight (adjusted to take into account weight distribution and the armor's effect on mobility), the base movement rate of an individual wearing the armor and short explanations of each type of armor. Both price and AC are missing; I suspect that AC will probably be in another section of the DMG, but a quick skim of the combat section didn't turn anything up.

More interesting are the notes Gary follows this list up with. For example, if PCs don't wear helmets, 1/6 attacks against him are aimed for his AC 10 head; if the opponent is intelligent, then it's every 1/2. There was some discussion a few years back in the OSR about helmets, but I don't remember that harsh consequence for not wearing a helmet ever come up; on the one hand it makes great sense but on the other hand it's both very harsh, especially to characters who can't wear helmets, and it calls for an extra die roll for every attack against helmet-ed PCs.

Shields are only allowed to improve AC against the front and the left. Gary justifies large and small shields providing the same abstract amount of mechanical benefit because, while large shields protect more area at one time, they also cannot be moved around as easily as small shields and they fatigue the user. Gary does allow for an optional rule: large shields provide a +2 bonus against projectiles, instead of the standard +1.

Dexterity and Armor Class Bonus

Gary explains that any penalties to dexterity from wearing armor are already taken into account, so a high Dexterity always provides a bonus to AC…

Except for attacks from behind that the character can't see coming, large (siege weapon style) projectiles and certain magical attacks.

Weapon Types, "To Hit" Adjustment Note

Gary points out that the optional bonuses to weapons against certain types of armor are against certain types of armor and not against the armor classes themselves; that is, if a weapon is +1 against an armor with AC 7, the armor isn't +1 against a monster not wearing any armor but with a natural AC of 7. By the same token, the DM may give that weapon a +1 bonus against another monster with a natural AC of 5 which has natural armor resembling the type of armor the weapon gets a +1 bonus against.

Sunday, September 11, 2011

"Can't" vs. "Typically Won't": A Minor Semantic Quibble

One of the criticisms of Old School D&D, and all class-based RPGs, really, centers around how well class restrictions make sense. Why can't a thief carry a two-handed weapon, or a magic user use a short-sword or an axe? Will one of those characters really sit there and use nothing but their fists if they find themselves in a room with an orc, a restricted weapon and nothing else?

Another point that dovetails with this is how often monsters can use certain attacks; the classic example is dragons, which can only use their breath weapon every few rounds. That really clashes with my intuitive vision of dragons as not only capable of breathing limitless spouts of fire but as unpredictable in battle, at least from their enemies' points of view.  The last thing I want to be worrying about when running a battle with a dragon is having the dragon use it's breath weapon and a player exclaim, "OK, move in; he's got four rounds before he can breath fire again!"

I think both of these objections can be dealt with by characterizing the character or monster in terms of "typically won't" instead of "can't." Sure, just about anyone, including a pasty, thin, physically inept weakling, can use an axe in combat without even basic training, and it really isn't a stretch to think that someone who's trained to use a longsword will be able to use a two-handed sword effectively. An out-of-shape magic user who's spent his whole life indoors studying, though, won't know the finer points of using a bearded axe to get past an enemy's shield, and also won't usually want to lug a weapon that weighs a few pounds around on long trips underground or across the wilderness. A thief, by the same token, will want to carry smaller weapons, as much of her job will involve being agile and not having long lengths of steel poking this way and that as she scrambles up a wall or squeezes through a window. She'll naturally prefer shorter weapons to longer ones. Both classes can use restricted weapons (though, and this is an important point, I don't let classes using restricted weapons do any more damage with them than their class weapons do, nor do I let them pack them with the intention to using them at the outset of an expedition), but choose not to unless there is an emergency. Not being able to have your magic user include a battle axe in his pack isn't so much a matter of physical impossibility, but a matter of what your magic user wants; he doesn't want to carry the axe, even if you want him to.

In much the same way, I imagine dragons (and other monsters with restrictions on how often they can use overwhelming weapons) as able to use their breath weapons as often as they want, but choosing not to. Why? Maybe they want to take stock of the battle and can't keep an eye on all those PCs and henchmen scurrying about when flame is bursting forth from their mouths. Maybe they're terribly arrogant about these things. Maybe there's some factor that makes them not want to use their breath weapon; maybe it's painful, or each use takes a day off their lives or something. The point is that what I'm willing to play as what a dragon will (at least usually) do in combats that I run should be what dragons choose to do, not what they are only able to do. It strips dragons of their magic and terror, in my opinion.

And if I ever catch wind that a player thinks that dragons only breath fire every few rounds, you can bet that the first dragon the party meets will breath fire for the first three or four straight combat rounds.

Saturday, April 9, 2011

Beginning Gear

Taichara asked some interesting questions about gear: "What gear, if any, is assumed in your games? … Does your campaign have "fast packs" or similar, to make kitting out new characters simpler? … Conversely, are there items of gear that are Very Strongly Recommended a character have on their person if at all possible?"

In my campaign we assume clothing and not much else. Magic-users buy their spell books. I do have each character roll on E.G. Palmer's "100 Item List of Random Objects for First Level PCs", though. Rogues are allowed to forfeit their random object for a lock-smith set instead.

We don't use fast packs for my Skype campaign; my players are really, really into choices and have made it clear that they don't want them. I have run, and plan to run in the future, one-shots and mini-campaigns (SoCal Mini Con IV, perhaps?), though, where spending much time at all buying starting equipment is really an over-investment in a PC. For those situations, inspired by Al's post on starting equipment, I worked out a three-step character-equipping system.

Step one is really simple. You've chosen your class and get something class related automatically. Magic Users get a spell book. Rogues get a lock-pick kit. Fighters and Dwarfs get either a two-handed weapon or a one-handed weapon and a shield. If I had clerics in my games, I'd give them a holy symbol. Elves get both what Fighters and Magic Users get, but they'll pay for it later.

Step two is choosing one of three Adventuring Packs. (If anyone can tell me how to put these in a table on blogger, I'd be immensely thankful.)

Pack 1
  • Backpack (holds 10 kg)
  • Trail Rations (2 days)
  • Hammer
  • 5 Iron Spikes
  • Rope (20 meters)
  • Grappling Hook
  • Empty Glass Phial

Pack 2
  • Backpack (holds 10 kg)
  • Flint and Steel
  • Lantern (burns .25 liter/hour)
  • Oil in 4 leather flasks (2 liters)
  • Crowbar
  • Small Steel Mirror
  • Manacles (with key)

Pack 3
  • Backpack (holds 10 kg)
  • Flint and Steel
  • 5 Torches (each last 1 hour)
  • Empty Sack (holds 30 kg)
  • Waterskin (holds 2 liters)
  • Ball of Twine (30 meters)
  • Healing Potion (heals 1d6)

Step three is for each player to choose three additional items, unless they are playing an Elf, in which case they only choose two, since the elf got an extra item in step one.

  • Healing Potion (heals 1d6)
  • Locksmith's Tools
  • Leather Armor (+2 to AC)
  • Helmet (+1 to AC)
  • 3 Meter Pole
  • Ranged One-Handed Weapon with 20 units of ammunition (1d6 damage)
  • Melee One-Handed Weapon (1d6 damage)
  • Shield (+1 to AC)

I recently switched to using (kind of) non-variable weapon damage. One of the nice things about that is that players can choose any weapon they want or can imagine, and I don't have to specify their options for them. They get unlimited freedom to flavor their characters however they like, while using a really simple system for dealing damage, which is pleasant whichever side of the screen you are on. Actually, that'd make a good next post…

As for Very Strongly Recommended items… my players have learned to bring along and use multiple 3 meter (10 foot) poles whenever they venture underground…