Friday, September 13, 2013

Encumbrance Rules


So Tenkar asked what we do about encumbrance.
I've used this in BRP and if running D&D again, I'd port it to D&D in a sec.
You can carry as many Items as your STR score.
Item size is indicated on the chart below. A character can carry a number of ready to use Items equal to their Strength score. For every Item over the Strength score, reduce the character’s Move by 1. They also lose any Dex bonus to AC or missile weapons. Characters can carry up to 2 STR in Items.

Description
Light
1 handed
Medium
1 handed
Heavy
1 handed
Light
2 handed
Heavy
2 handed
Ancient weapon
Knife, brass knuckles
Short sword, machete, pistol
Sword,
Staff, greatsword
Polearm
Damage or damage reduction
D4
D6
D8 or 2D4
D10
D12 or 2D6
Modern weapon
Derringer
Pistol
Submachinegun
Rifle
Rocket launcher
Clothing example
Hat
Shirt or shoes
Greatcoat or suit of clothes
Diving suit or animal costume
Suit of armor
Encumbrance
1 Item
2 Items
3 Items
4 Items
5 Items
 Packing - If Items are packed away (i.e. not ready to use but requiring a minute or two to ready), they count as half size.
Coins & Bullets – For tiny objects such as old coins or bullets, a number of objects equal to the character’s Strength equals one Item.

30 Day Challenge Catch Up – 11, 12 & 13




Favorite Adventure You Ran

The only published scenario I have ever run faithfully is ‘The Hall of Risk’ for Stormbringer. Wish I still had a copy.

I tried some small D&D dungeons (forget which ones) but there was no spark. When I ran ‘Hall’, it was like lightning in a bottle.

‘Hall of Risk’ is a gonzo ‘special episode’ type of adventure that is far removed from the dungeon. Adventurers go to the gaming hall of Balo, Jester of Chaos, and play such games as craps, chess using themselves as pawns (about 15 years before Harry Potter did it), and some other things I disremember, for the chance of getting Chaos-tainted powers.


It was a laugh riot, a micro-dungeon that really hit the aesthetic of Moorcock’s Elric novels and allowed Stormbringer to step out of D&D’s shadow, which prior scenarios like ‘Tower of Ykrth Florn’ did not. It also showed me that my mind worked better with freeform mini-sandboxes, which basically describes the adventures I have successfully run since then.


Favorite Location

Which brings me to my next answer – NOT the dungeon. I don’t loathe dungeons, but I don’t run them well, so don’t often try. My mind works better grasping a whole gameworld or even multiverse loosely than trying to get the details right of a small locale like a dungeon. My players seem to enjoy when I do this, as do I, and I even enjoy playing in someone else’s dungeon. But I don’t usually run them. I am hankering to run B2 or White Plume Mountain just for the experience, but more drawn to sandboxes like Isle of Dread.

I even submitted an adventure to Chaosium back in the day that was kindly rejected by Lynn Willis. In it, players worked for a treacherous exiled Melnibonean nobleman aiming for the throne of Imryyr, and had to travel from Melnibone, to the Plane of Air, to the Shadow Realm, to World War Two Italy, and one or two others I forget to get materials needed. The scenario is lost to time, but when I read Rogue Mistress I thought how much better my adventure would have been.

Favorite Trap/Puzzle

I guess another reason I dislike running dungeons is that I feel old D&D traps are somewhat cheap or gimmicky. Roll or die. Lose three PCs on a chest with 30 copper coins in it. Fall in a pit. Yawn, isn’t this supposed to be a game/fun? Grimtooth’s traps were fun to read, but drew cries of ‘Unfair!’ when they mashed adventurers to a pulp with no real chance of escape.


I think for traps/puzzles to work (i.e. to add to the enjoyment of the game) they need to have two elements, namely 1) risk and 2) reward. And as the risk gets bigger, so should the reward. The pit in the 1st cave of B2 is basically roll or fall in, with no real reward and lots of risk. That’s lame.

Which takes me back to ‘Hall of Risk.’ It has both these elements, and players willingly risk their characters for the chance of a reward. In other words, the puzzle/trap of ‘Hall of Risk’ is a mini-game itself, and players who know the rewards will willingly throw themselves into it again and again. In D&D, the dungeon itself is a successful trap/puzzle itself, drawing adventurers who risk death for coin and experience. Where D&D sometimes falls down, in ALL editions from what I’ve seen, is posing arbitrary traps with little knowledge of what’s at stake and the chances of success.

Thursday, September 12, 2013

Quick Roll Character Tables for Older D&D



Quick Roll Character Tables
Want to roll a character all at once without having to look at the rulebook? Tired of players poring over the equipment & spell lists, or agonizing over which class to take? Need some NPCs in a jiffy? Have a late or lazy player that wants to jump in with a character quickly?

Simply roll 3d6 nine times and mark down the results! (Sorry, Blogger wouldn’t let me make it long sideways, so I’ve cut it in two and stacked it below)


3
4-5
6-8
1) STR
Feeble
Puny
Weak
2) CON
Sickly
Frail
Easily Winded
3) DEX
Lame
Clumsy
Inept
4) INT
Ignorant
Backward
Uneducated
5) WIS
Idiotic
Obtuse
Dull
6) CHA
Revolting
Unpleasant
Awkward
7a) BASIC
ALIGNMENT
NEUTRAL
LAWFUL
CHAOTIC
7b)ADVANCED
 ALIGNMENT
TRUE
NEUTRAL
LAWFUL
EVIL
NEUTRAL
EVIL
8) BASIC
CLASSES*
Cleric
Thief
Wizard




9-12
13-15
16-17
18
1) STR  Average
Muscled
Powerful
Herculean
2) CON  Average
Hardy
Tough
Indomitable
3) DEX  Average
Quick
Nimble
Fluid
4) INT  Average
Educated
Knowledgeable
Sage
5) WIS  Average
Insightful
Quick Witted
Genius
6) CHA  Average
Pleasant
Attractive
Mesmerizing
7a) NEUTRAL
LAWFUL
CHAOTIC
NEUTRAL
7b) CHAOTIC
GOOD
NEUTRAL
GOOD
CHAOTIC
EVIL
LAWFUL
GOOD
8) Fighter
Cleric
Thief
Wizard



3
4-5
6-8
9a) FIGHTER GEAR
Peasant tunic & breeches
Peasant tunic, breeches, rusty axe (- 1 to damage)
Peasant tunic, breeches, longsword
9b) THIEF
GEAR
Dirty rags
Dirty tunic, cloak & rusty short sword (- 1 to damage)
Dirty tunic, cloak, sack & short sword
9c) CLERIC
GEAR
Scratchy hairshirt & rope belt
Threadbare robe, rope belt, & improvised bludgeon (breaks on a roll of 1)
Threadbare robe, rope belt, cudgel, wooden holy symbol
9d) WIZARD
GEAR
Soiled robe, no spellbook
Threadbare robe & blank spellbook
Threadbare robe, , spellbook with 1 random spell, dagger




9-12
13-15
16-17
18
Good tunic, breeches, boots, backpack,  a day’s food, longsword, small shield or chainmail, 12 torches,
1-6 gold pieces
Good tunic, breeches, boots, backpack,  2 day’s food, longsword, small shield, leather armor, 20 torches, 10-60 gold pieces
Fine tunic, breeches, boots, backpack,  a week’s food, chainmail, shield, choice of weapon, lantern & oil, unsaddled riding horse, 20-120 gold pieces
Princely tunic, breeches, boots, backpack, 2 week’s food, choice of +1 weapon, normal armor, shield, riding boots, lantern & oil, backpack, 2 week’s food, a silver comb, saddled warhorse, & 100-600 gold pieces
Good tunic, cloak, soft shoes, thieves’ tools, sack, a day’s food, 50 ft of rope, 1-6 gold pieces
Good tunic, cloak, soft shoes, thieves’ tools, sack, 2 day’s food, 50 ft of rope, 10-60 gold pieces
Fine tunic, cloak, soft shoes, thieves’ tools, sack, 1 week’s food, choice of 2 weapons,  100 ft of rope & grappling hook, donkey, 20-120 gold pieces
Silk tunic, cloak, leather boots, choice of a +1 weapon or boots of sneaking, 1 normal weapon, normal leather armor, thieves’ tools, sack, 2 week’s food, 100 ft of rope & grappling hook, full wineskin, saddled riding horse, 100-600 gold pieces
Good robe, belt, sandals, 10 ft pole, sack, a sausage (1 day’s food), 1-6 gold pieces
Good robe, belt, sandals, 10 ft pole, sack, 2 sausages, 10-60 gold pieces
Fine robe, belt, sandals, 10 ft hooked pole, sack, 7 sausages & a wheel of cheese (1 week’s food), choice of weapon & armor, mule, 20-120 gold pieces
Ceremonial robes, mitre, daily cassock, boots, 20 ft extending hooked pole, choice of weapon, + 1 armor & normal shield, barrel of beer, horse & wagon, 100-600 gold pieces
Good robe, shoes,  backpack, 1day’s food,  a mirror, spellbook with 1 random spell, dagger, 1-6 gold pieces
Good robe, shoes,  backpack,  2 day’s food, spellbook with 1 spell of choice & 1 random spell, dagger, 10-60 gold pieces
Fine robe, pointy hat, pointy shoes,  spellbook with 2 random spells & 1 spell of choice, dagger, choice of weapon, 20-120 gold pieces, riding ostrich
Impressive wizarding robes, shoes & hat, spellbook with 2  spells of choice & 2 random spells, illustrated Kama Sutra, choice between + 1 dagger / ring of protection +1 / or minor bag of holding (up to 100 lbs), wand of continual light, horse & 2-man buggy, 100-600 gold pieces

* If you want to use demihumans, use 3 for Halfling, 14-15 for Elf, and 18 for Dwarf. Halflings get gear as a Thief, Elf gets hear as Wizard or Fighter (choose one), and Dwarf gets gear as Fighter.

EXAMPLE
Here is the first schmoe I rolled, ready for adventure!
STR 9 CON 9 DEX 8 INT 12 WIS 11 CHA 10
Chaotic or Neutral Evil (7)
Wizard (rolled an 8)
Good robe, shoes, backpack, 2 day’s food, spellbook with 1 spell of choice & 1 random spell, dagger, 10-60 gold pieces (lucky 13)
20 gp

Not too shabby. Well call him Kabra the Mystic and we’re ready to make our way in the world.