Tuesday, December 31, 2024

Additional Abilities for Thieves and their Ilk

Additional abilities for Burglars, Thieves, Rogues, Assassins, Thugs, and Waghalters.

Skim off the Top

Members of the underworld can't keep their hands off loot.  Characters of the burglar class automatically get %1 per level of coin and non-precious stones loot collected by the party before any shares or divisions are calculated.  This represents their penchant for being the first with their hands in the sack, lifting of small amounts of coins during sorting, and intentional miscalculations during the actual division of shares ("one for you, two for me").

Burglars gain experience points for any of the above skimming activities as they would for any other treasure.

Hidden knife

When searched or apprehended a burglar can keep a small knife secreted on their person, unless completely disrobed or magical means of detection are used.

No honor among thieves

Burglars are paranoid. By secreting treasures away in remote or hidden locations known to no others, they can gain the benefit of experience points without a return to civilization. This can be a chest buried underground or even a sack in an old dead tree, but it must be a secret known only to the burglar. If the treasure is stolen, any experience points garnered are immediately lost.

Sunday, December 8, 2024

Experimental Counterspelling

Inspired by Beyond Vancian Magic: Skills for the Magic-User, here are my completely untested ideas for using Counterspells.



This is intended for a class and level type adventure game, where spells use slots or similar resource-based preparation.  If you need to roll a die to successfully cast a spell, this would probably have to get modified futher.

  1. Casting spells works as normal unless they are actively being countered.
  2. As their action, either by detection or declaration, a magician must decide to attempt to actively counter a spell. This does not take the place of a saving throw or similar mechanism, but rather reflects an opposing magician using their magical skills the prevent the attacker's spell from taking effect.
  3. Caster rolls 1d6 + Caster Level + Spell Level cast (if their spell is being actively countered).
  4. Counterer spends their round and rolls 1d6 + Caster level + (optionally) Spell Level of a prepared spell they wish to sacrifice to strengthen the attempt.
  5. Result:
    1. Caster higher: the spell takes effect as normal.
    2. Counterer equal or higher: spell is blocked, but is not lost. Another attempt to cast it can be made in subsequent rounds or later in the day.

If a spell is sacrificed to strength the counterspelling, it is lost regardless of whether the counterspell is successful or not.  It may not be the optimal use of resources, but requires the decision of "how badly do I want to block that fireball?".

Not sure if the math is too random or not random enough.  I may need to do some excel math-ing. Two casters of the same level, each casting and sacrificing a 1st level spell would be a 50/50 roll.

Why do defenders lose the spell if they attempt a counterspell, but not the attackers?  I'm still a little on the fence about this. If the defender doesn't actually lose the spell, the only thing they're sacrificing is their action.  In that scenario there is no decision to make - always "allocate" your highest level spell, since you don't lose it.

I also don't want to bork the attackers too easily and have you lose one of your few spells for the day just because someone gets a lucky roll, which is why my inclination is to say the attacker does not lose their spell if it is countered, and could try again the next round. Spells are a limited resource, so I'd feel bummed if my 1st level wizard lost his only Sleep spell because I rolled a 5 and the goblin sorcerer rolled a 6. If the goblin doesn't lose a spell he's not sacrificing anything. There's no decision to make beyond "spend my action and give it a try".

I don't know if I like the perpetual stalemate where the caster is countered, can try again the next round with the same spell, ad infinitum, but I think (so far from theorizing in my head) that the defender has a chance, but the attacker has the advantage.  As the counterspeller - you're holding off on the attack, making rolls, and hoping another party member can neutralize the caster permanently in the meantime.

In my (similarly experimental) Salutations ruleset, each class has a couple of "class skills" they can put points into at each level, similar to how some games handle Thief Skills.  I can imagine a counterspell class skill you can put points into to also modify that roll, and maybe an offensive equivalent to keep the counterspelling in check.

Saturday, November 30, 2024

Random campaign idea

You've just cleared the Moathouse near Hommlet.  In gratitude (and in fear over the potential of evil cults in the area) the Viscount of Verbobonc knights you and grants you the Moat House and lands 3 miles in each direction as your fiefdom.

If I was really developing this, I would introduce the Viscount's Cousin, who's ancestor originally built the moathouse.  He vastly prefers his townhouse in Verbobonc and has no interest in living in the "rustic glory" of your new fiefdom.


He does however share with you an architectural sketch of the original moat house construction, pointing out a trap door to stairs under what is now the north wall and offers fine payment and glory for any relics of his family that can be retrieved.


Friday, November 29, 2024

Randomize the Encounter Area

 

Some work in progress tables I'm using to generate more interesting (or at least diverse) areas for encounters.  The reaction table, distance and motivations are pretty standard. Working to expand the rest.

Distance

2d6 x 10 Distance: feet/yards


Cover


Roll 2d6:

2 Cover:       Monster - hard

3 Cover:       Monster - soft 

4 Cover:       Left (of PCs) - hard

5 Cover:       Left (of PCs) - soft

6-8 Cover:       None

9 Cover:       Right (of PCs) - soft

10 Cover:       Right (of PCs) - hard

11 Cover:       PCs - soft

12 Cover:       PCs - hard


Elevation

Roll 2d6:

2-3      Elevation:   Monster higher

4     Elevation:   Center higher

5      Elevation:   Left higher

6-8      Elevation:   Elevation level

9      Elevation:   Center lower

10      Elevation:   Right higher

11-12    Elevation:   Character higher


Visibility


Roll 2d6:

2-4     Visibility: Obscured (Mist, Smoke, Foliage)

5-12     Visibility: Clear


Reaction

2    Reaction:    Immediate Attack

3-5 Reaction:    Hostile - Possible Attack

6-8 Reaction:    Uncertain or Confused

9-11 Reaction:    No Attack - Leaves or Considers Offers

12 Reaction:    Enthusiastic Friendship


Motivation

Roll 2d6:

2 Motivation:  Lost or escaping

3-4 Motivation:  Overcoming obstacle

5-6 Motivation:  Resting

7 Motivation:  Seeking food/shelter

9-10 Motivation:  Searching for lost person or item

11 Motivation:  Guarding or near lair

12 Motivation:  Fleeing encounter







Silver Standard Equipment List

This is obviously not done yet.  There's some more obvios miscellaneous gear to add and the services needs costs.  I want to break out the weapons a little beyond small/hand/great categories without going overboard and differentiate some of the unusual armor types.  If I wait for this to be complete before I share it, I probably never will.