Wednesday, January 31, 2018

More musings

So thinking more on alternate rulings for D&D, revert back to Holmes style  all weapons do a d6 damage, except those that are used hand and a half or two handed - the big weapons not as in the change in combat in 3rd edition with using two hands to wield a weapon ( removing shield usage) then the damage is 2d6.
In combat if we use the to hit roll as a to penetrate roll and instead of using dexterity  bonus / penalty to lower / raise Armour class ( depending on descending or ascending AC)  now it is used as an ability to negate that may points of damage ( the bonus from high dexterity ) from the damage roll as the target 'rolls with the blow' or tries to use their dexterity to minimise damage. Of course as always if you are hit there would be a minimum of 1 point per attack that penetrates the armour.   I don't think I would use this with the previous idea on hit points as this smells to much like power creep , producing super heroes level characters at low levels that I associate 3 and 3.5 editions with.

So next classes or as I would rename Professions. Each profession has abilities and knowledge s particular to that endeavor.  There are some baseline abilities and knowledge that are global - e.g.everyone can swing a weapon, but fighters , perhaps, either can place it well to hit more often or gain more attacks. Following are some examples of that which are global, and that which belongs to a particular Profession;

Global; Sneak, track, use a weapon, build a fire, climb, swim, ride a horse, row a boat, fish, forage/hunt, cook, knowledge on geography, languages, history, culture, engineering, building, crafting, etiquette, math, literacy, disguise

Fighter: use tactics or strategy in a fight, combat endurance, use almost anything as a weapon, size up the enemy, place an effective blow, have greater number of attacks, blind fighting, maintenance of weapons and armour

Ranger: identify animal types, identify plant types, particular  terrain survival,  animal husbandry, naturopathy, more effective hunting or foraging, identify tracks, more effective tracking, camouflage, weapon/armour maintenance

Thief: moving extra quietly, palm objects, pick pockets, bilk another, evaluate items, discern traps, discern security, more effective sneaking, quick attacks, weapon maintenance

Magic user/ Illusionist: use arcane spells, brew potions, magic magical items, knowledge on arcane subjects/items, literacy

Clerics: use divine magic, follow religious tenets, can benefits or bonuses to overcome opposing religion(s) from either /and their gods and religious order, create divine powered magic items, perform rituals, knowledge on religions, knowledge/belief on what comes after death, literacy

If including Paladins: a mix of Cleric and Fighter

If including Assassin: similar to a thief adding poison use and effective disguise

I have chosen not to include Monk as from the 1st edition  as they , for me at least, tend to be of a more oriental feel and my focus is on the more 'medieval' feeling of D&D.

Races: the would have specific physical and  cultural traits on top of the above listed, if they were from a race that was heavily involved in magic  or favored by a particular god they may have specialised abilities gifted to them through those vectors.
So I know it sounds like I have roughly summed up whats already in existance but my next step will be to quantify these more precisely and see what that looks like.. see you whenever Ive got round to that. Until then .. GAME ON!

Sunday, January 28, 2018


Glad to see I am keeping up with being consistent - consistent in not posting anything. Well lets change that.  Had a discussion with one of the players in the Traveller game about he is adapting his 0 ed D&D game. This led me to incorporate some of that and do some more tweaking of my own.  So here goes;
instead of gaining hit points each level a character starts with their CON plus one die per level. The Hit die per level can be magically healed , fast healed etc whatever takes your fancy. The Con hit points , when damaged can only be healed by rest (and possibly Naturopathy vectors).  Also the Hit die per level ( referred to now as Hero points) can be used to soak up damage, used to soak up points to gain a successful saving throw or skill roll - so the player now can use what was once thought of as a combat resource pool- and have a little more versatility in using this resource.
Any individual Npc would be treated as above, in any given 'hoard' roughly 80% would be treated as 1 hit point wonders and the rest given their hit die.  This was to emulate the hack and slash, mowing down of opponents, but still presenting the characters with challenge - now those 100+ group encounters from 1st ed Monster Manual will make more sense.  Have to try this out and see if it works - cheers for now and GAME ON!

Saturday, January 28, 2017

One Shot

Howdy everyone, another longgggggggggggggggg spell between posts. Anyways here's a little something we tried out  superheroing under a Travelleresque rule set...

Sunday, April 24, 2016

To hit or to miss...

Hi all just a thought I had today.  As most people are aware , in many systems the armour class system is to allow more heavily armoured individuals to not be as damaged as others.  The common term was 'to hit'.  What if we change that up to 'to penetrate'.  Now all the arguements about the systems where heavier armour doesnt make you harder to hit, but harder to be penetrated and thereby damaged not such an issue... thoughts?

Friday, April 1, 2016

Been a while (again)...

Hi there, just started a Classic Traveller game based on the 1977 LBB's. Trying to follow these rules as closely as possible. Only house ruling I have had so far is for the future in gaining new skills - where it says 4 years substitute 1 year.  Also changing the title of Scout to Traveller/Wanderer and swapping out Scout ship for contacts/debts on the mustering out table.  The players seem to be enjoying the game way out past human centric civilization and having to deal with the 'alien' one.

Wednesday, December 16, 2015


And so it looks like the KAAtooM game is suffering from lack of players, time of the year/ different commitments et al... never mind.  This got me thinking and reading ... Oh oh I hear my players! lol.  So anyway I was reading a post on Google + - yes it can be helpful- about the reading list of D&D, the Appendix N and how the blogger was considering the stories lying therein were about ready formed people, not ones who trudched through various 'level' and had mostly formed character traits etc etc etc.  This sounds a lot like another game I enjoy, namely Traveller.  With this in mind I bent my ear to trying and fleshing out a system, using 1st ed as its base that reflected a more 'fully formed' character to start with, without it being some ridiculous high level , munckin, monty hall cast member. Along the way as changes happened some other interesting things came to light, which I'll get to at that time

So we start the game with what ever generation system you favour ( this will have an impact as will be obvious soon) we favoured 4d6 remove one dice.  Then place your stats where you want in order: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.  So far nothing unusual here. Choose race ( most of the stories represented a human centric world but if the Dm is cool go for whatever races you want) and class - any class for the 1st Ed players book appears doable in this system we dont use thief as anyone can use these skills if they purchase them. Again nothing out of the ordinary here except for the theif situation.

Next we start with the change.  The first 3 stats become the characters hit points, with an 'HP' pool of what adjustment the Constitution would give from the table in the players book. Next, if playing an arcane or divine magic using class figure your spell pool - these are used as the power behind you casting spells.  Each  point equates to powering a spell of that level e.g 1 pt  = 1st level, 3 pts = 3rd level and so on. So it is Charisma + 1/2 (round down) Wisdom for divine and Constitution + 1/2 (round down) Intelligence for arcane. Next total the characters intelligence + 1/2 (round down) Wisdom score for the Skill / ability pool to buy these. Also a caster can choose to purchase extra spells on a point for level basis, 1st level = 1 pt, 4th level = 4 points. Skills are bought from the skill table below. Abilities are listed under the respective class table.  To gain a higher ability the character has to  have the preceeding ability as a prerequisite and then go forth, adventure, find treasure etc to pay for training to gain the new ability as well as invest time in learning - this is a slight tweak on exsisting training rules in the DMG but to me it is now more of a reason to do it as opposed to it  being an optional part of the game - the character has to go out and get stuff to profit, put themselves at risk etc. Anyway onward... the character recieves any beginning abilities from the class ability table and then can decide what abilities they want to buy  (remembering they have to have the previous ability to be able to have and use the later abilities on their table.). After this the spell using characters are assigned beginning spells (usually 4) in consultation with the DM - I use the spell table in the DMG- they can buy spells with any left over points or keep a few to use in game to speed up skill or ability aquisition ( e.g. halving time and therefore cost of training- using this to fill in any gaps they might not have considered while building their character.) as well.
Lastly Money is rolled , equipment bought etc.  An option is to roll on the magic tables in the back of the DMG for parties starting above first level ( I have set probabilities based on Lv3-5 (based on a 1d3 roll).  Then you're ready to rumble.  There are other rules governing how to use spells or roll for skill outcomes  and some variations on that will be next;

Skill table;
Wpn:User can use this weapon with a plus to hit as level bought
Wpn Specialisation ( gives user +1 to hit/dam and AC while using that weapon - only available to Fighters, Rangers and Paladins, only bought once for each weapon associated with it)
Weapon Focus (gives user +1 to hit or damage or AC while using the weapon - available to the other classes, only bought once for each weapon associated with it)
Armour:Soft, Semi Rigid, Rigid - Not applicable to Magic Users, and Druids are limited to natural armours of said type.
Armour: Shield, Armour:Padded, Armour: Leather usable by Magic users.
ID Plant Type
ID Animal Type
ID Pure water
Make Potions - usuable by spell users only
Make Scrolls- usable by spell users only
Make Enchanted item-usable by spell users only
Find remove traps
Open Locks
Pick pokets
Move silently
Hide in Shadows
Hear noise
Climb Walls
Read languages
Learn Alignment language
Mask mind
Self Induced Catalepsy
Tracking Skill

Abilities table;
1 Weapon spec
1 Weapon type
1 Armour type

1 Weapon type
Giant class damage
Tracking skill
Surprise adjustment
Post start;
Spell use: Divine druidic - limited to 3rd level spells
Spell use Divine arcane - limited to 2nd level spells

Spell use :Divine
Turn Undead / Command Undead

Spell use Divine (Druidic)
Speak one animal language
Pass through overgrown areas at normal speed and without trace/ Speak four animal language
Immunity from charm spells cast by woodland creatures/Speak four animal language
Change form/Speak four animal languages

 Paladin (In our games they are considered under a priest not fighter subclass as they are seen as the 'fighting' arm of the church)
1 Weapon
1 Armour
Detect Evil
+2 saving bonus
Immune to all forms of disease
Lay hands
Cure disease
Protection from evil 1" radius
Turn undead/Command undead
Call Warhorse
Holy Sword adjustments
Spell use : Divine

Magic User;
Spell Use:Arcane

Spell Use:Arcane(Illusions)

Gain movement1: add 5"
Open hand attach doing 1d6
Stunning ability
AC adjustment: -2 off AC
AC adjustment: -2 off AC
Gain Movement2: add 5"/Not subject to any disease
Open hand attacks: 2 pr round/Not subject to haste or slow spealls
Open hand attach damage = 2d6/Heal self
Ac adjustment: -2 off AC/resistance to charm etc spells
Gain Movement3; add 5"/Psionis resistance
Open hand attack: 3 pr round/ immune to poison
Open hand damage = 4d6/immune to geas and quests
AC adjustemnt: -4 off AC
Quivering palm.
As you can see I have chose not to do the table for theif or Assasin as we play that anyone can be these - its more a question of moral choice not profession, but if this choice does not sit well with you feel free to create your own tables.
Also if the text states restrictions on race or class then these have to be observed.  The attracting followrs or building strongholds stuff is left up to the character by role playing or announcing that is what they are wanting to do ( as well as having permissions to do so by those inpower re land) the heck does this work? (hopefully I'll complete this prior to the annual camping trip. See ya soon and until then....Game On!

Sunday, November 15, 2015

Social Contract

So resisted doing one of these but can see its worth in shortening down the conversation between GM/DM/Ref and Players (which ever side Im on)...

I'd have to say that this applies to me if I am in the PLayers role as well.
Anyway Keep Calm and Carry On!....