Showing posts with label Saving Throw. Show all posts
Showing posts with label Saving Throw. Show all posts

Thursday, February 22, 2024

Castles & Crusades: Saving Throws... Focusing On Death


In the earliest editions of D&D, death, along with poison was your best save.

In Castles & Crusades, the death save is a charisma save. 

Also under the purview of charisma are charm and fear

This has consequences.

For example, in C&C, half-orcs suffer a -2 penalty to their charisma stat, thus, they are less personable (of course) but also, more suspectable to death, charm, and fear than any other race. Does that make sense to you?

Also in C&C, bards have charisma as their prime stat. This makes sense for their profession, charming and all that, but, this also makes bards very resistant to fear and death, right up there with knights and paladins. Does that make sense to you?

So, in C&C, saving throws are based off your main stats. You have prime and secondary stats where you roll a 12 or higher for prime and an 18 or higher for secondary. Those are just the base numbers to which you add your level (unless you're stepping on another class's toes, such as a cleric trying to pick a lock) and your ability bonus. So, assuming average stats at 1st level, you're actually rolling over 11 and 17 respectively. Then you calculate in the challenge level, a spell -- the spell caster's level, a monster -- its hit die, for a trap it's the level of the trap setter, and so on. 

  • For example: A medusa is a 6HD creature. Here are what various PCs would have to roll (on a d20) to avoid petrification. This assumes an average wisdom score.
    • PC level 1, wisdom prime: 17
    • PC level 1, wisdom secondary: 23
    • PC level 5, wisdom prime: 13
    • PC level 5, wisdom secondary: 19
    • PC level 10, wisdom prime: 8
    • PC level 10, wisdom secondary: 14
    • PC level 15, wisdom prime: 3
    • PC level 15, wisdom secondary: 9
    • PC level 20, wisdom prime: -2
    • PC level 20, wisdom secondary: 4

Characters start with 2 primes and 4 secondaries, 1 prime from race, 1 prime from class. Humans are the exception getting 2 primes, thus starting with 3 (other races get other perks, dark-vision and such.)

Here are the C&C classes by prime stat...

  • STR: Fighter, Ranger
  • DEX: Rogue, Assassin
  • CON: Barbarian, Monk
  • INT: Illusionist, Wizard
  • WIS: Cleric, Druid
  • CHA: Bard, Knight, Paladin

Most, but not all, of a class's abilities will function off their prime stat. Class ability rolls are essentially saving throws. So, charisma is crucial for all of the bard's performance and influencing skills, likewise, charisma is crucial for the successful use of a knight's and paladin's battlefield leadership abilities.

Anyhow, bards, knights, and paladins are, by default of this system, the hardest to kill by death attack.   These classes are also the most resistant to fear and charm. Charm makes sense for bards and the other two make sense for knights and paladins, but all three classes  inherently have an advantage in situations specifically calling for death. Now, you can choose charisma as your second or third prime, but you're probably sacrificing some class abilities in doing so. 

Charm makes sense for charisma to some degree, but fear and death do not. Look at those around you, impersonable grouches are usually quite resistant to charm and those who think they're slick often fall prey to other slicksters. Of course, the smart-ass might say, impersonable grouches can be charismatic in their own way, but now we're muddying the waters.

Of the six abilities, the charisma saves make the least sense. This is probably a case of trying to spread the saves evenly among six stats so as to avoid the game having a dump stat. How better to give charisma some weight than by linking it to death? And this is not necessary. You see, charisma is the social save.

Should there even be a death save?

For example: Poison is damage (and pain.) When you're stung by an insect or bitten by a snake, the amount of damage you take depends on the strength of the poison/venom/toxin. If that particular beast (whatever it is) hits you, you've been poisoned. What exactly, are you then saving against? It's like you have a free, vague, parry maneuver to reverse reality, saying -- no, actually, I was not bitten. 

Larger animals with poisonous bites, due to their sheer size, also do damage with their bite/sting/claw. This is where modern versions of D&D might have it correct in the fact that they might state damage as 1d6 (+2d6 poison damage.) If you do not have the hit points to survive this, have you not then, by default, suffered a death attack?

Going back, death should not be linked to any one particular stat. Perhaps the only death save that should exist in any game should come into play if your hit points happen to fall to exactly zero and you are making a save every round to see if you fall negative and die. In such a case, you could argue for a con-based save or a will-based save (wisdom.)

Going back to C&C. I believe fear should be covered by wisdom. Charisma should only handle social interactions, bard stuff, the knight's/paladin's warlord stuff, the assassin's disguise ability, bribing a guard, etc. I would also shift confusion from wisdom to intelligence, with, charm and fear going to wisdom. This leaves charisma to dominate the social realm. 

So the abilities and their saves in C&C, rules as written are...

  • STR: Paralysis, Constriction
  • DEX: Breath Weapon, Traps 
  • CON: Energy Drain, Disease, Poison, 
  • INT: Arcane Magic, Illusions
  • WIS: Divine Magic, Confusion, Gaze, Petrification, Polymorph
  • CHA: Death Attack, Fear, Charm
My changes...
  • STR: Paralysis, Constriction
  • DEX: Breath Weapon, Traps 
  • CON: Energy Drain, Disease, Poison, Polymorph*
  • INT: Arcane Magic, Illusions, Confusion
  • WIS: Divine Magic, Gaze, Fear, Charm, Petrification
  • CHA: Loyalty, Morale, all things Social
*Polymorph was originally attached to wisdom, but I moved it to constitution because of its archaic ties to system shock. Though petrify/polymorph are also classically linked, petrification is usually caused by gaze attacks which seem to be, at their core, an assault upon your will, where as polymorph is battling the structure and health of your physical body.

Now those pesky half-orcs aren't so shit-on by fate. Not that their existence is pleasant.

As for death attacks (not counting death specifically linked to things like poison) the best way to handle this is to allow the PC to use their BEST saving throw. This way, death favors no single class and with saving throws scaling as the threat-level rises, success is no guarantee.

 And so it's full circle with death becoming your best save.

And if your best save can't save you, then to Hell with you!


Wednesday, August 29, 2018

Rynath and the OSR: Part 2




Today I'm sharing the next seven Rynath OSR classes:  Assassin, Barbarian, Knight, Paladin, Ranger, Seer, and Witch.  As I post these, my mind starts thinking--wouldn't some of these options make more sense as Prestige Classes?  After all, wasn't the Companion Set Druid a prestige class? (for lack of a better term).  I tend to view an Assassin as an experienced killer, not a 1st level character.  And the same for the Ranger and the Paladin.  They're more like special forces.  Anyway, putting aside those thoughts and any future revisions (almost guaranteed) here are these seven classes playable from 1st level.


This Assassin's poison mechanics are triggered by critical hits.  The Assassin is the only other class next to the Fighter that can crit on a 19-20 at 1st level, something I find necessary for this poison set-up.  It assumes that the Assassin will always have some amount of poison on them thus doing away with book-keeping.  Sacrilege I know, old-school "D&D" is largely about resource management.  But, this is another method to give combat those exciting holy**** moments (like my Thief's "Combat Theft," Here if you missed my first post on Rynath OSR.)  If someone miserably fails their save, a low-level Assassin can take out a high level opponent instantly.  They are ASSASSINS after all.  The downside is that they may go for awhile without rolling a crit.  Anyhow, this is the idea I chose to post, there are other more traditional ideas I have...



My version of the Paladin is a fanatic holy warrior bred to smite evil!  They're almost like living Saints, and they're not your drinking buddy (though Strongheart seemed like a decent fellow.)  There's probably a little more that I could do with this class, but like the Ranger, I don't want them to be spell-casters.  One of the problems modern "D&D" has is that too many classes are spell-casters.




This Ranger is the classic lone-wolf forester.  He's a survivalist, a hawker, and an ARCHER who knows it's always better to kill from a distance if you can.




The Knight is a class just because I want it to be; a leader, tank, and a defender.




Seers and Witches, I could easily roll into the Wizard class by cutting back the Wizard's spells and offering a couple of side abilities.  But, I know I'm not alone when I say that I want to play a Witch, not play a Wizard and call myself a Witch.  If the Seers "Vision" mechanic seems familiar, it's very similar to 5th Edition's Portent ability for the Diviner.  I'm usually not a fan of  "x times/day" mechanics, but it seems fitting for "Vision" and "Hex."




Not gonna lie, the Barbarian is one of my least favorite "D&D" concepts, and probably should be renamed Berserkers, (Conan is a Fighter, Cuchulain is a Berserker.)  I've never really been satisfied by "rage" mechanics, but I like what I've come up with here and I love my take on their distrust of magic.  All-in-all, I've created a Barbarian that I would actually love to play.




To complete the series, I'll eventually post the Samurai, Ninja, Pixie, Druid, Bard/Jester, Monk, and Dark-Elf (most of these pictures aren't drawn yet.)  Seeing as Rynath is a series of ideas and not a complete rule-set, I realize these classes are of limited use to people and may only serve as inspiration -- which is fine.   I may end up posting more traditional versions of these classes, but really, what's the point? This is an exchange of ideas.

I'm currently working on Rynath 2d6 which I would like to post as a complete rule-set.




Wednesday, August 15, 2018

Rynath and the OSR



OSR:  Old School Renaissance (Revival). This is where I am now.  After collecting (and still collecting) many games and exploring many different systems, I'm back at the beginning...sort of.  Too many rules are starting to get in the way.   Nothing against new games, many are fine and many still have my interest -- see the adventure I recently posted for Numenera:  X'actori

But, there is something about the RED BOX.  The B in BECMI.  For me, the ALPHA PRODUCT.  The one that still stands the test of time.  One that is forever burned into my brain as the ultimate representation of D&D.  Of course that was MY introduction and first impressions matter; every generation has their version of it...I think.  But, I'm not just talking about rules here, I'm also talking about presentation and art.  Larry Elmore's BECMI art was MEDIEVAL, you know, the Middle Ages, knights, feudalism, castles.  D&D art has never been as good as that (though Dragonlance, Planescape and Darksun all had great art.)  OK, settle down grognard, to each their own...

I'm back at the beginning...sort of.  Meaning as much as I love the old ways, they can, and have been improved upon.  Many people have already done it and done it well.   Many people have their own particular OSR twist.  What I'm calling Rynath is my constantly evolving collection of OSR rules, ideas, and character class redesigns.

Rynath is simply the name of my homebrew fantasy world...nothing radical there.  Rynath is capitol M MEDIEVAL, no gunpowder, no flying ships, no multi-fantasy-race metropolises, etc.  Sometimes I've used the name Dungeoneer for my fantasy (projects), but for now I'm going with RynathRynath - OSR, Rynath - 2d6, Rynath - Traveller,-- three separate, yet related projects I need to blog about.  See end of this post for examples...










Rynath OSR System HighLights

Below is the Rynath Character Sheet.  Right away you'll notice there are only four ability scores.  I've rolled constitution into strength, intelligence into wisdom, and added resolve.  I thought about keeping charisma, but it's kinda pointless unless you're using retainers which is now driven by resolve.

Strength:  Melee Strike Bonus, Damage Bonus, and Hit Point Bonus. Physical saves.

Wisdom:  Number of starting Languages Known, starting Skill Points (no matter the class), and Bonus 1st Level Spells.  Intellect saves (illusions and such.)

Dexterity:  Missile Strike Bonus, Armor Class Bonus, and Initiative Bonus.  Agility saves.

Resolve:  Reaction/ Retainer Bonus.  Willpower saves. 



Skills are the old-school d6 roll and presented similar to how LotFP  (Lamentations of the Flame Princess) does it with some changes.  Every Class gets some skill points eventually.  Every skill starts at 1 for every character and for some skills, ability bonuses are added.  Using a skill takes a variable amount of time and failure can have consequences such as mandatory wandering monster checks. If you succeed at your skill roll then you've done what you wanted to do....period (tired of the Perception check super-skill that stands in the way of everything.)

Some classes have different Critical Hit thresholds as they level up, eg. Fighters start with a critical hit on 19-20, by 13th level it's 16-20.  Why?  Helps make combat more interesting and dynamic.  Prevents combat slog and helps Fighters stand out.  Fighters also get 1 free parry every round, where-as every other class has to sacrifice their attack to parry.  (See Parry rules below.)

Strike Bonus ("To-Hit" bonus, I like the word "Strike") caps out at level 10.

Hit Dice cap out at level 9, just like B/X, but characters starts with a few more Hit Points at level one.  The game is still deadly enough.

I incorporate the ever-popular Advantage/Disadvantage.  

If you use a Weapon your are not trained in, you attack with Disadvantage.  If you wear Armor you are not trained in you do EVERYTHING with Disadvantage and if you're a spell-caster, targets have Advantage on their saves.

XP (experience) is gained by killing monsters and finding treasure.  Nothing new there, except I would give a little more for XP for monsters and hand out less treasure.  Character advancement should be slow.

I've thought about doing an Encumbrance System that limits everyone to 10 slots with armor taking up 1-3 and each weapon taking up 1-2.  This would realistically limit what is carried through the Dungeon ( and lets face it, it's all about the Dungeon.)  Being over this limit would penalize you with Disadvantage on rolls.

The chart below lists the Armor Classes and armor costs.  Weapons are fairly standard for B/X, BECMI.  Though I feel that a staff should only do 1d4.  Weapons are double the classic prices.  I've thought about giving weapons "qualities", but I haven't....for this system.  I don't want to stray too far...


SAVING THROWS

SAVING THROWS  are based on ability scores and level (not class and level).  I have three charts to choose from.  Why three?  Because I haven't decided which one is standard.  Probably the first one.  So a 5th level character with a DEX of 13 would have a DEX save of 11 or higher.  The other two charts break the game into 5 tiers of three levels (Rynath classes max out at 15th level) one is a more difficult progression.  These are just other options.  


Monsters would base their save on Hit Die and the 9-12 ability score slot.  Treat all Hit Dice lower than 1 as 1.  Of Course I would like to rewrite the monsters in more detail, but this is a quick fix.



MAGIC

MAGIC is my other main innovation next to saving throws and ascending crits.  I've never liked Vancian magic, even when I was younger.  Having read Jack Vance since then, I certainly have more appreciation for that magic system, but, I still don't prefer it.  Spell points are closer to what I like, but not quite.  I view magic as something dangerous that should physically drain, exhaust, and potentially kill you if you abuse it.  An experienced Wizard should be warped, mutated, or simply aged beyond their years.  You play with powerful forces (Black Magic) and you pay a powerful price.

So the magic (and prayer) system is basically this:

  • The spells you know are determined randomly (Clerics inlcluded -- you don't know the role your deity has for you.) 
  • You can cast any spell you know.
  • As you level up, higher level spell charts become available to you.  When you roll for a new spell, you can roll on any chart up to your maximum spell-level allowed.
  • When you cast a spell you make a resolve save with a penalty equal to the spell level (eg. a 1st level spell worsens your resolve save by 1, as second level spell worsens it by 2, etc.)
  • If you fail the save you take x-amount of Hit Point damage per spell level (this depends on Class, Wizards have it the easiest and this curbs the power-level of Elves.)  If you succeed there is no Hit Point loss.  Critical successes and failures worsen or better this verdict -- explained on each Class description.
  • All harmful spells allow for a saving throw even sleep and magic missile and such.
Those are the basics of spell-casting.  And it's still something of an experiment.  But this system allows for that unexpected Wizard's sacrifice for the party.  It gives "magic-users" more flexibility, yet the risk of losing hit points causes them to choose wisely when to cast spells. More often than not, you will lose hit points when casting a spell.

Clerics basically work the same way.


You can use just about any OSR spell list that you want, but Cleric spells don't go higher than 7th-level and Turn Undead has to be a first level spell under this system. See LotFP for that version or simply treat the use of any Turn Undead ruleset as a 1st-level spell.


Magic Items have a Usage-Die (except things like weapons and armor and other special or one-use items) so every time you use a magic item is one use closer to it's last.  Usage-Die rules for those who don't know:  You roll a die when you use an item.  Lets say a d8. If you roll a 1 or 2 on the die, the d8 becomes a d6.  If you roll a 1 or 2 on your next use, the d6 becomes a d4.  If you roll a 1 or 2 on a d4, the item becomes useless; crumbles to dust or something. Usage Die starting Die is typically d12 but sometimes d20.  I've never really liked the traditional "charges" system.


Sample Magic Item

Ring of Invisibility:  This ring grants you invisibility, but every round you wear it, you take 1 point of damage that can not be magically healed and only heals naturally at a rate of 1 point per week.  Also, you must pass a Resolve Save in order to remove the ring from your finger — failure means that you succumb to the ring and can’t try to remove it again for another 1d4 rounds.  If you die from wearing the ring, you turn into a Wraith.  If you die from other means while wearing the ring, the ring slips from your finger and you become visible.

Ammo could also use the Usage Die system.  Optional.



RYNATH OSR COMBAT  RULES

Parry:  During a combat round, if you have not acted yet, you can use your action to Parry a successful Strike made against you by making Strike roll that is equal to or greater than the incoming Strike roll.  Success means you have knocked the attack aside and suffer no damage.  If you choose to Parry, then you can not Strike that Round (unless you’re a Fighter.)  You can not Parry without a weapon or a Shield (unless you’re a Monk.)  Armed with a Shield, you may use your action to Parry an attack made against an adjacent ally — you make this roll with  Disadvantage (unless you’re a Knight).  A Shield can also be used to parry missiles (using your regular Strike Bonus.)  You can never Parry more than once per round.

--If you successfully Parry a Critical Hit, there may still be consequences.  You must make a Strength Save — failure means that you roll on the Critical Miss Table

--If you score a Critical Hit with your Parry, then you can Strike that Round.   Fighters force their opponent to roll on the Critical Miss Table.

--If you score a Critical Miss with your Parry, then the incoming Strike becomes a Critical Hit and you roll on the Critical Miss Table.

Critical Hit:  If the actual die roll falls in your Crit Range, you’ve scored a Critical Hit and your damage is doubled as follows: 1d8+3 becomes (11 + 1d8+3).  Tripled would be (22 + 1d8+3). 
 Also, any time you take damage from a Critical Hit, your Armor is damaged and loses 1 point of Armor Class.  You can choose to take this damage to your Shield instead.  A Forge* roll can be attempted later to repair the damage.
  
        *Forge Skill:  One roll equals 1 full day of work.  If the roll succeeds, 1 point of armor is restored, or a weapon improves by 1 Die Type back up to it's maximum.  If the roll fails, try again tomorrow.


Critical Miss:  A natural 1 is always Critical Miss.  Roll 1d6 to see what just happened to you.

1.  You Drop Your Weapon and it is out of your reach.  On your next turn you can draw a new weapon and Strike with  Disadvantage, or you can attempt to recover your lost weapon (if no one else has) by making a successful Dexterity Save — attempting to pick up an item during combat takes up your entire action and requires a Dexterity Save.

2.  You’ve been Knocked Down — all Strikes against you are made with Advantage while you are prone.  You Strike with Disadvantage until you regain your footing which only happens after a Dexterity Save — which takes up your entire action.

3.  Your Weapon is Damaged — it becomes the next lowest Die Type (1d4 weapons are destroyed).

4.  You’ve left yourself wide open and your opponent gets a Free Strike against you.

5.  You Drop an Item of Value (determined randomly from your most valuable possessions).

6.  Your Weapon Shatters even if it's magical (nothing lasts forever, and this creates legendary moments.)

Healing:  After an 8 hour rest, you recover Hit Die your Level.

Mounted Combat:  If you take damage while mounted, you need to make a Strength Save or fall from your steed taking 1d4 damage.

--Missile Strikes while mounted are made with Disadvantage.
--Combatants on foot have Disadvantage while Striking mounted opponents.


RYNATH OSR CLASSES

The Classes I designed for Rynath are on the following list.  Why include classes like Dark-Elf, Monk, Ninja, Pixie, Samurai?  Just because.  Classes are fun to design, so having only 7 wasn't gonna cut it.  Also, Knight, Witch, Assassin, and Seer had to be Classes.  Again, just because I love the concepts.

Assassin
Barbarian
Bard / Jester
Cleric
Dark-Elf
Druid
Dwarf
Elf / Warlock
Fighter
Halfling
Knight
Monk
Ninja
Paladin
Pixie
Ranger
Samurai
Seer
Thief
Witch
Wizard / Sorcerer

Here are the seven core (B/X, BECMI) classes.  This should give an idea of how it all comes together.  I will post more over time...


Rynath - Traveller -- 1st Attempt





Rynath - Traveller -- Revised






















Rynath - 2d6 -- In Progress






















For Rynath Traveller, I have a total of 13 career charts each with 3 sub-careers.  My first attempt is a straight up Traveller - Fantasy conversion.  My revived attempt streamlines character creation, but is basically the same system.  Rynath 2d6 takes my 21 OSR classes and converts them to a Traveller-ish 2d6 system with very quick/random character creation. 

More on all of this later....





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