Thursday, January 31, 2013

The Luck Rubric (a DCC RPG Thing)

At the end of my DCC RPG sessions, I've been giving out the opportunity to earn luck. Basically, if you get a chance to earn luck, you just have to roll a d20 and beat your permanent score.

The rationale is that the gods watch the players and slip them luck when they put on a good show.

So here are some things that engender a chance each:
  • You burned luck this session (this is the most important one, I've found)
  • You are voted MVP for the session by a blind vote (my players keep nominating characters for some reason, and the sometimes vote for NPCs. Hurm.)
  • You have fulfilled a quest (sub-parts of a quest listed below; they overlap for one chance)
    • Cleared a dungeon
    • Retrieved a relic
    • Defeated an evil
    • Saved an NPC in distress
    • You did something important to the cosmic struggle between Law, Chaos and Neutrality (overlaps with quests though) 
  • You have role-played an insanity or curse to a notable degree
  • You have done something truly clever
  • You leveled up (and didn't already get bonus luck from a high level-up role that my house ruled leveling involves)
  • You did something that was obviously a bad idea and survived (Chaotics only)
  • You saved someone at risk of almost certain personal peril (Lawfuls and Neutrals only; combat maight not count)
  • Faithful obedience to a god or maybe a patron (leveling actions don't count)
  • Pleasing a powerful supernatural (fickleness not withstanding)
  • You do an in-character report on the last session
However, you might lose luck (as suggested by the core rules) if you  can't roll at or under your Luck score! To make matters worse, these are rolled with a d24. If your Luck score is 13, you fail automatically. Things that engender bad luck rolls:
  • Offending a devil, demon, or god
  • Betraying your alignment
  • Refusing a patron's edict
  • Not spending any luck this session (use it or lose it).
Edit: Finally, I am considering doing the Fate points thing, after a fashion. If you have a vice and the DM knows about it, they can offer you an additional chance to gain luck if you indulge in that vice. These kind of indulgences will have to be at dramatic junctures though...

Tuesday, January 29, 2013

A KIWF RPG update?

Well, basically. I am writing this to see how it sits with me. This is a change to the attack system. Previously it was written as roll 3d6s and hope to roll high. You can gander at the current draft of the rules by clicking the link on þe olde sidebar.

I think now I want to do it like this:
To attack, you choose an appropriate trait (usually, this will be your Prowess). And roll three dice, plus one for each hit die you still have, and for any combat combat dice (see below) or other bonuses. Each die that rolls at or under that trait's pips is a success. Your target rolls for a trait they want to defend with in the same manner. If the attacker's successes beats the defender's, they can roll a d6 for damage against that target. If the defender wins, they can do a counter attack (if the referee determines its possible) with one extra die and no chance for reprisal if they lose their attack.

Example:

Karl, level 1 healthy fighting man of Hen Ogledd, tries to bring his sword down on a dragon's head. He rolls 3d6, and 3d6 for his combat dice (coming below, patience!), and an ad hoc 1d6 for hitting a much huger target, and a 1d6 for his remaining hit dice. His pips are 3 and his results are 1, 2, 3, 4, 4, 4, 6,  and 1, which means he gets 4 successes. The dragon rolls 3d6 for its 4 pip Coordination to dodge the attacks, but its heavy armor rating reduces this by 2 dice. However, it has 8d6 to roll due to remaining hit dice. In total it rolls 9d6, getting a success for each one that rolls at or under those Coordination pips for a spread of 4, 4, 2, 6, 2, 5, 2, 3, 4 which is 8 successes. It turns out it is really stupid to fight a dragon with many times your hit dice.

But say Karl had 8 hit dice, and a die pool of 15d6. This time he may roll 11 successes. The dragon only rolls 7 successes. It takes 1d6 damage! Once armor gets worn away, this kind of thing will probably lose it a hit die or two and the dragon will be just that much weaker when it comes time for it to defend or attack again.

Other factors that affect the pool:
Combat dice. Each class has a certain amount of combat dice dependent on level that may be used for things like attacking or blocking. Where they can apply them is dependent on class. [idea source]

Ad hoc: The DM gives bonus dice depending on circumstances. This will hopeful encourage player creativity.

Teamwork: If you help a friend, you roll dice equal to your remaining hit dice, compare it to a trait, and count your successes towards your ally's pool.

Fumbles: 3 ones is an auto loss of all successes, unless you also roll 3 sixes. Multiple groupings of 3 ones need equal triple sixes to neutralize them.

Crits: 3 sixes is a critical success, but the crit is neutralized if you also roll 3 ones unless you roll more triple sixes than triple ones. Improbable, but that's how it works. A crit can also be neutralized by a defender criting on their defense roll. A crit means you hit, and you roll an extra damage die for each point of the attack trait you have.

Soft Crit: rolling a triple of a 2, 3, 4, or 5 nets you an extra damage die for each point of your attack trait, as above, but you still need to actually hit. Soft crits don't count for anything if you are rolling a defense roll.

Let's go back to the 1HD Karl example:
Karl would get a soft-crit for his performance above if it had actually hit (for the three 4s in the 1, 2, 3, 4, 4, 4, 6,  and 1 spread). But say he got 3 sixes instead of 3 fours. Now he automatically hits the dragon and does 4d6 damage to the beast! Dragons are well armored, but still, that's gotta sting.

Now then, I'd like to consider how mutant dice could work as a module...

Thursday, December 20, 2012

Gold for XP Option: Martial Training

This post is to update the old Martial Training rules. See more carousing rules here.
She obviously trained to be a rockin' assassin.
As with all carousing checks (carousing being a catch-all phrase for spending your gold to gain experience points), you can roll with a specific goal in mind or a generalized goal of getting better. Whichever you choose, you are going to make a Luck check. Fumbling means you have to roll on the bad results side of the results table. If you choose generalized training and pass the DC 15 Luck check, you get to roll on the good results side.

Whatever your goal, your game Judge is encouraged to think about how long the goal should take and, in the case of specific goals, let you know before you roll.

Possible specific goals:
1. Learn technique x (quivering palm!). 2. Gain a favored enemy 3. Learn a craft 4. Work on a save type along the classic lines (i.e. magic device) 5. Gain a skill 6. Get a reputation 7. Learn the seven arts of seduction 8. Learn a fighting style 9. Purify the soul 10. Prove worth to/gain trust of someone 11. Gaining knowledge of poisons 12. Building resistance to something 13. Impress the girl/guy 14. Learn a very specific deeds die attack with one weapon (no bonus to hit or damage) if not already a warrior

Results table (roll against a DC15 with Luck or whatever ability your Judge dictates:

Luck check fumble results:

Successful (DC 15) Luck check results:

1:You suffer an accident and lose an eye. If you get this result again, you are simply scared somewhere.

2: Trained too hard. You gain two strength points but lose a point of stamina.

3:Your martial might has caught the attention of the gods. A monster will show up to challenge you to single combat soon.

4: You lose a hand, but now have a wicked hook and intimidation rolls are easier for you.

5: You accidentally kill your master! Now all his other pupils are after you.

6:Your master is killed and his secret technique scroll is stolen by a fellow pupil. Master begs you to hunt the dude down with his dying breath.

7: You are seduced by the master, and become a target for their enemies.

8: Your master is less wise than they appear. Only half-XP for this training action!

9: Master has convinced you that you need to do a legendary task before you can gain anymore XP.

10: Your skill angers your fellow pupils. They gang up and attack you one night at the dojo. +1 Stamina if you survive.

11: You are struck with a strange sickness cause by a poison of a jealous rival (-1d8 stamina until you find the antidote). The rival has absconded into a dungeon...

12: You undergo an irreversible procedure that hardens up your skin (puncturing and slashing weapons are -1d to damage you), but you weigh a lot now, and your speed goes down by 10'/round and your armor penalty is now 4 higher.

13: You accidentally create an evil Tulpa through too much meditation. It looks like you and is giving you a bad rep somewhere.

14: You are conscripted and dragged down to hell to train with devil armies for a year. After that you escape the underworld with 2x as much XP as you have now. Normal fire cannot harm you and you save at +1d against all flames. You reek of sulfur and a devil is tracking you down for desertion.

15:You suffer a training accident and die. You come back as a ghost and are able to manipulate your old gear; manipulating other things takes a DC15 INT check. Possessing people is possible if they can't make their saves. You are invisible in daylight and glow at night. If anyone uses "turn undead", you disappear.
Goals will be fulfilled first, the below is generic good results for people without goals.

If you roll a natural 20, you come out of the experience in such good shape that you have 10 extra luck to burn on any combat or damage rolls during the next adventure (once you burn them, they are gone, even if you are thief or halfling). No getting more temp luck when you have temp luck. Also, 25% more experience. Then check below.

1:Expert advice: You can re-roll a number failed checks equal to your intelligence modifier during the next adventure.

2: You gain a rep around the training grounds. Social interactions among your kind are easier for a while.

3: Extra credit: You gain training in a background that you can narratively justify and it will help you with appropriate skill checks.

4: You got groupies. They want to have your baby. You can have a baby. Or 1d3 of them.

5:You win the regionals!
People in town think you are awesome and offer you the first round free etc.

6: The master is impressed by you, grasshopper. He teaches a technique so secret that it disappears from your mind after using it. The next time you wanna attempt a death-touch, let the DM know.

7: Fists of iron. Brawling damage from you goes up a step on the die chain.

8: Reinforcements: You make a good friend that will show up sometime when you call for it to lend a hand in combat or pass 1d3 checks for you.

9: A legend is born: You are the chosen one! You may perform Lay on of Hands once per day per level without possibility of angering the gods.

10: You are entrusted with a magical item of your master's.

11: You learn the ghost touch technique and can punch ghosts for 1d8 damage.

12: You get really skilled with a ranged weapon. Roll 1d24 when you attack with it.

13: Name a trick. You know it and can do it consistently.

14: You slay your father in a cave and his helmet has your head in it?! +1d to fear saves.

15: Secret of wuxia-flight: You can jump about 20 feet and balance on trees or even bounce off water.

16: Lock mastery: You get a free success on any one lock per session.

17: Trap sense: you will get +1d to find/disable trap checks that the Judge secretly rolls behind his screen like a proper Judge should.

18: Calvary to the rescue: Once, when you are in trouble in an applicable area, a cavalry of creatures you befriended during your training will ride up to join your side of the fray. This result can be checked for again after it is unlocked.

Shoutouts go to +Nathan Hill, +Jeremy Murphy+Brendan S and +Andy Hauge for giving me a couple ideas.

Carcosa-style Rituals for Female Necromancers

So I was given a Secret Santacore assignment: "A series of hideous Carcosa-style dark necromantic rituals designed for a female necromancer."

G+ is a pretty volatile environment for gender issues, so after getting my assignment, I cautiously asked g+: "Hey, uh, what are some things that girls can do that guys can't? Please don't hit me." Based on that, and a few fun hours reviewing Carcosa again, I came up with these rituals.

If you print them into a PDF off google docs they look real slick. And hey, I brought Rlim Shaikorth, the White Worm from Clark Ashton Smith's mythos into your game at no extra cost.


Here's a teaser to tantalize you into clicking through:
The serpent-men, originators of sorcery on Carcossa, learned many ways to use human females in their dark rituals. Eventually these rituals were somehow learned by and perverted to the use of human females themselves, who hold a unique appeal to many entities for their ever so slight symbolic relevance to fecundity.

The following rituals are, for the most part, only available to those of biologically female physiology and body functions. Like the vast majority of rituals, they are distasteful, dangerous, and powerful.
You have to go here to see my crappy illustrations for it though. 

Thursday, November 29, 2012

Green Chaelonian



DCCRPG stats for a monster I first talked about here.

Green Chael: Init +3; Atk Mind blast +3 area (save or 1d6+5 and -1d to hit till next round) or slam +8 melee (dmg 1d8+5; on crit: save or be turned into a book folio); AC 15; HD 6d8; MV 25’ or climb 20’; Act 2d20; SP can rewrite history with a DC15 Will save once per turn, changes that would affect the PCs can be resisted with a DC 5 will save; SV Fort +6, Ref +0, Will +7; AL L.

Monday, November 26, 2012

d12 Table: Funny NPC Voices/Mannerisms

I'm too lazy to make a proper table, but mix and match characteristics on the right with names on the left. Roll 2 d12s if you want. Hey, I linked to a bunch of funny YouTube videos for them all.

1: Michael Cain Falling asleep
2: Dr. Girlfriend Wants to one-up everyone
3: Eccentric English Aristocrat Wants to be punished
4: Sean Connery Tells Yo Mama jokes
5:James Earl Jones Is holding in Gas
6: Christopher Walken Is impatient
7: Street Urchin (go deeper for an adult) Is sycophantic
8: Sara Silverman Sneering
9: Hugh Grant Spaces Out
10: Gollum Thinks everything is quaint
11: Jeremy Irons/Christopher Lloyd Out of breath
12: Orson Wells Sometimes burst into song

Tuesday, October 30, 2012

Revisiting Gold for XP

In my games, I don't like the idea of characters leveling up on the spot. They need to take some time somewhere and do something productive towards their idiom. I call such actions Carousing Checks for simplicity, but they are actually quite disparate actions. They cost money to do properly. Thus, in my campaigns, experience points comes only from gold spent on Carousing Checks.
Basically, there are a few different Carousing Checks I have come up with:
  • Carousing as in epic partying (Conan, Fafhrd, etc. idiom)
  • Researching arcane, esoteric, or alchemical mysteries (wizard, librarian, etc. idiom)
  • Martial Training (ninja, fighter, ranger, specialist etc. idiom)
  • Sacrificing gold towards a god, ancestor, spirit, or demi-human clan hoard (cleric, demi-human, anybody idiom)
  • Establishing a keep (anyone)
  • Vision quests (psions, shamans)
Luck plays a role in all these checks, as we play the DCCRPG. Thus, when you roll a carousing check, you are going to add in your Luck modifier, be it good or bad. If the carousing check comes up as a 15 or better, you get to roll on a good bonus effects table. If you get a 1, you have to roll on a bad side effects table. Each kind of carousing check has it's own table.
If you are carousing with a specific goal in mind, you can skip the table when rolling a 15 or higher and opt for that goal instead (the DM may set a DC of 20 for very hard things, or refuse things beyond your level and background). I'll give some sample goals for each kind of carousing:
  • Carousing via parties: gain the eye of a fair lady, get some crucial gossip, case a joint, get rumors for a quest of your design
  • Research: figuring out the magical properties of an object, researching how to kill a legendary monster, creating a potion, doing a ritual, creating a spell, communicating with demons, get rumors for a quest of your design
  • Martial Training: learning the quivering palm technique, gaining knowledge of poisons, building resistance to something, get rumors for a quest of your design, get some martial followers
  • Sacrifice: Appeasing a ghost, establishing a congregation, cleansing a tainted site, ascertaining the will of the gods (get a quest), find a magic steed
  • Establishing: Building a new wing, gaining a library, ensorcelling/creating/hiring guardians
  • Visions: Learning a mystery, communing with spirits, unlocking a riddle, get rumors for a quest of your design 
How does one distinguish a carousing goal from a regular goal? By resources (gold) and time spent to do so. Each of the carousing actions takes hours if not days to accomplish, and time is another factor the GM can use to curb abuse of the system. Of course, the more frequently one carouses, the more frequently they may roll a 1, so a player who carouses every day is living on the edge...

Fighters get 10% again on training actions, and Thieves and halflings get 15% again on carousing. If you invite your leveled team-mates to a carousing action, they get 10% the experience you do, but they have to roll a Luck check to see if they fumble (no good results are possible if you are a hanger-on).

Another 10% to any PCs who've completed a quest or slain a boss-monster since they last caroused. So this is another reason to save up between parties.

Gold needed to be spent to level:
1st lvl @ 100 gill
2nd lvl @ 900 gill
3rd lvl @ 4,000 gill
4th lvl @ 6000 gill
5th lvl @ 10,000 gill
6th lvl @ 15,000 gill
7th lvl @ 21,000 gill
8th lvl @ 28,000 gill
9th lvl @ 36,000 gill
10th lvl @ 45,000 gill plus a quest to placate or overthrow the ever-jealous gods