Posts Tagged ‘Chargen’

8
Sep

Why I despise disadvantages

   Posted by: Kevin    in Annoyances, rpg, rules

For starters, generally speaking, they suck. They take away decent roleplay opportunities by giving players the “easy way out” option to fleshing-out a character. And what’s more, they move the burden of bringing certain aspects of a character into play from the player (where such things belong) to the GM (who probably has enough on his plate.)

As if that wasn’t enough to really sour you on the idea of disadvantages, let’s take a look at them from a purely character mechanic standpoint. In almost every case the disadvantage isn’t selected to make the character more interesting, rather one is selected for its exploitable capabilities. And that’s just wrong.

Consider how most disadvantages should result in a weaker character, not a stronger one. Sure, the rules allow you to take those points you gain from selecting a disadvantage and move them somewhere else on the character sheet, but should they? For our first example, let’s select a classic disadvantage: blindness (a la Daredevil.) Consider how well this character concept would really work in even a fantastic setting. How would a character with this specific disadvantage size up in the dungeon? In my games such a player would find themselves at the mercy of their surroundings. (Have you actually been in a cave? One without a paved walkway?) Let’s just say that unless your character concept also involves being part bat, you’re lifespan in the dungeon isn’t going to be a long one.

In fact, the bulk of disadvantages are taken, but not commonly played. Consider the classic choices of enemies and addictions. These disadvantages usually allow a the player to eke out a couple more character generation points to boost another skill or buff up another stat. And all the while the player knows full well that most GMs won’t be including these small disadvantages into a game. Although this is generally the fault of the GM and not the player, but a well known tactic is to take a disadvantage the player knows the GM can’t or won’t bring into play. And that’s just gaming not only the system, but the GM as well.

When done properly, disadvantages can be used effectively to add flavor and depth to the game. Consider the Top Secret spy Guido, whose allergy to cats led to my introducing an arch-nemesis named Feline and her identical yet neutral twin. In fact, Guido’s disadvantage became so central to the character’s ability to identify which femme-fatal he was interacting with that the player refused to buy off the disadvantage later in the game.

But most disadvantages are used to munchkin a character. Face it, it’s true. Even I’ve used the technique to my advantage as a player. In the only game of Werewolf I’ve ever had the misfortune to play (not an attack on the game, but on the way it was run mind you – In fact, it was the only Storyteller game I’ve ever been party to), I created a tower of pure rage and destruction by buying up every disadvantage that didn’t hinder my concept’s physical prowess. Enter Pillar, the massive, mute force of pure primal might that was maxed to the point that he outclassed the game in general. In retrospect this was a good thing as he was used to kill off the rest of the party members when the game became little more than an exercise where the players all sat around while the Storyteller demonstrated how powerful and cool both his and his prospective girlfriend’s characters were. (For the record, the players actually started a bidding war once the carnage began. That’s the only time I’ve ever been bribed to kill someone’s character off.) As fortunate as it was to have a character that could easily dispatch with the rest of the party, it also demonstrated how poor control over input leads to unexpected outputs.

And that leads me to the ultimate question. Why can’t a player just roleplay a disadvantage? Why should they get benefits from a drawback? I hate to sound like the equivalent of the “Hey you kids, get off my lawn” RPG player, but in my day we didn’t need your fancy-schmancy disadvantages. If we wanted our character to be blind, we just played it that way… even if it did lead to things like players trying to create Explosive Braille Runes. But that’s a whole different post.

So I’m asking you to post a vote for the worst disadvantages. I’ll start the bidding at blindness. Or as I like to think of it, the wandering fool dragon snack.

Oh, and if you think I’m wrong, then the floor is all yours…

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2
Sep

D&D Basic/Expert Ruleset Equipment costs

   Posted by: Kevin    in Convergence, rpg

This addition is in response to Mark’s question on why I bothered to post this, as well as his correct assertion that I should probably point this out at the top of the post, not in a comment… That said, I posted this for 2 reasons.

First, and least importantly, I couldn’t find the information anywhere on the internet and assumed others might like to have it available online too.

Second, and more importantly, I’ve gotten some email correspondence from readers who are interested in how we’re setting up the Old School D&D game for Convergence. While I won’t be posting DM-only details, in circumstances and places where I can, I’ll post the information I make available to the players. These prices are part of that collective knowledge.

Also, try though I might, some readers have gotten the mistaken impression that this blog is a closed shop – nothing could be further from the truth. If you have something to contribute, be it a comment or a suggestion for a post or content, please don’t hesitate to create an account and do so. We’d love to have some different voices here. – KO

I have to admit I’m surprised by needing to post this myself, but alas I did a pretty extensive google search for this and came up empty-handed. So, for the Fall Convergence Old School D&D game, here is the equipment list and cost breakdown from the D&D Basic/Expert rulesets. Use these tables to equip your characters.

I would have scanned the pages and posted them as pdf attachments, but I wasn’t sure about copyright issues – KO

Weapons

Axes:
  Battle Axe…………………………7gp………………..1d8
  Hand Axe………………………….4gp………………..1d6
Bows:
  Crossbow…………………………30gp………………..1d6
    Case with 30 quarrels….10gp
  Long Bow…………………………40gp………………..1d6
  Short Bow………………………..25gp………………..1d6
    Quiver with 20 arrows…..5gp
    1 silver-tipped arrow……..5gp
Daggers:
  Normal Dagger………………….3gp………………..1d4
  Silver Dagger…………………..30gp………………..1d4
Swords:
  Short Sword………………………7gp………………..1d6
  Sword (normal)………………..10gp………………..1d8
  Two-handed Sword…………15gp………………..1d10
Other Weapons:
  Mace*…………………………………5gp………………..1d6
  Club*…………………………………..3gp………………..1d4
  Pole Arm……………………………..7gp………………..1d10
  Sling with 30 Sling Stones*..2gp………………..1d4
  Spear…………………………………..3gp………………..1d6
  War Hammer*…………………….5gp………………..1d6

* these weapons may be used by a cleric.

Armor

Leather Armor…………………….20gp…………………….AC7
Chaim Mail Armor………………..40gp…………………….AC5
Plate Mail Armor………………….60gp…………………….AC3
Shield…………………………………..10gp…………………….(-1)*

*deduct 1 from Armor Class if shield is used

Equipment

Backpack………………………………………5gp
Crowbar……………………………………….5gp
Flask of Oil……………………………………2gp
Garlic (1 Clove)………………………………5gp
Grappling Hook……………………………25gp
Hammer (small)…………………………….2gp
Holy Symbol………………………………….25gp
Holy Water (1 vial)……………………….25gp
Iron Spikes (12)……………………………..1gp
Lantern………………………………………….10gp
Mirror (hand-sized, steel)………………5gp
Preserved Rations (1 week)………..15gp
Unpreserved Rations (1 week)…….5gp
Rope (50′ length)…………………………..1gp
Small Sack………………………………………1gp
Large Sack……………………………………..2gp
3 Wooden Stakes and Mallet……….3gp
Thieves’ Tools………………………………25gp
Tinder Box……………………………………..3gp
Torches (6)……………………………………1gp
Water/Wine Skin……………………………1gp
Wine (1 quart)……………………………….1gp
Wolfsbane (1 bunch)…………………..10gp
10′ Wooden Pole……………………………1gp

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1
Sep

Convergence: D&D Characters

   Posted by: Kevin    in Convergence, rpg, rules

For the Convergence D&D game, I would like players to generate characters just as described in the Basic Rulebook with a couple of small house rule variations.

  1. Roll 3d6 for 6 times and record the results.
  2. Place these scores (in any order desired) next to each ability (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.) The reasoning behind the allowance to choose where the scores are placed is an effort to prevent the random event of generating a party of, for example, 4 magic-users – Not that I have a problem with Magic-Users mind you. Feel free to play what you want. There will be opportunities to hire henchmen should the party feel the need, so a party missing one or even two of the core classes shouldn’t be too difficult to round-out.
  3. Choose a class (Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, or Thief.)
    1. Wisdom is the Prime Requisite for Clerics.
    2. Strength is the Prime Requisite for Dwarves who must also have a Constitution of 9.
    3. Strength and Intelligence are the Prime Requisites for Elves who must also have an Intelligence of 9.
    4. Strength is the Prime Requisite for Fighters.
    5. Strength and Dexterity are the Prime Requisites for Halflings who must also and a Dexterity and Constitution of 9.
    6. Intelligence is the Prime Requisite for Magic-Users.
    7. Dexterity is the Prime Requisite for Thieves.
  4. Adjust your ability scores.
    1. So long as it is above 11 and not your character’s Prime Requisite, you may lower Strength, Intelligence, and/or Wisdom by 2 points in order to raise the Prime Requisite ability score by 1. 
  5. Make a note of the Bonuses and Penalties the ability scores provide your character.
    1. I’ll be happy to provide the details.
  6. Write down any special abilities/spells/etc.
    1. Again, I’ll provide assistance and details.
  7. Set your current XP to 0.
  8. Roll and record the number of Hit Points your character initially has. (Should you have less than 2 hit points, set your beginning hit points to 2.)
    1. Clerics roll 1d6.
    2. Dwarves roll 1d8.
    3. Elves roll 1d6.
    4. Fighters roll 1d8.
    5. Halflings roll 1d6.
    6. Magic-Users roll 1d4.
    7. Thieves roll 1d4.
  9. Roll 3d6 and multiply the result by 10. This is the initial gold you may spend on your character’s equipment.
  10. Name your character.
  11. If you so desire, give me a small bit of background.

And, other than equipment which we can work out in more detail as I get a feel for what you’ve created, you’re done.

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31
Aug

Forgotten Gems

   Posted by: Kevin    in rpg, rules

In preperation for the Convergence D&D game, I’ve been focused on gettting back to to the beginning and perusing the Basic/Expert ruebooks. I’ve come across a couple of rather interesting rules that I must admit I had forgotten.

Character Creation:

  • Ability Score Adjustments: I had forgotten that this rule only allowed a player to modify their character’s Prime Requisite. The details were completely forgotten to me over time but here they are:

It is possible to raise one’s score in a prime requisite by lowering the scores of some of the other atributes. This adjustment shows that a character may practice hard and learn how to fight or reason well, but at the cost of not developing another ability.

When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.

  • However, there were additional details on which attributes could be adjusted and by whom:

Strength may be losered by magic-users and clerics.
Intelligence may be lowered by fighters, swarves, halflings, thieves, and clerics.
Wisdom may be lowered by magic-users, fighters, dwarves, elves, halflings, and theives.
Dexterity may not be lowered, though it can be raised if it is a prime requisite.
Constitution and Charisma may not be raised or lowered.

  • I like the way this works out as it actually aims to prevent the “dump stat” mentality that sometimes finds its way into the later editions of the game. We’ll be using these rules to the letter.

Initiative and Surprise:

  • Surprisingly, and not at all like I remembered, initiative and surprise are not checked for each character. Rather they are done on a group basis. I believe this is a carry-over from the wargame rules that gave birth to the game.

In fact, according to my 1979 copy of the 3rd Edition Chainmail rules for medieval minatures by Gary Gygax and Jeff Perren, The Move/Counter Move System of The Turn Sequence indicates that:

  1. Both opponents roll a die; the side with the higher score has the choice of electing to move first (Move) or last (Counter-move).
  2. The side that has first move move its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time
  • As you can see, the side that wins initiative gets to move ALL its pieces in this version of the rules. In like fashion:

To determine initiative, each side rolls 1d6 (the DM rolls for the monsters). The side with the higher roll may move first and attack first in combat for that round.

The side “with the initiative” has the choice of actions. Members of that side may choose to fight, run, throw a spell, take defensive positions and wait to see what the other side does, start talking, or do anything else that the players or DM can imagine.

  • As a matter of fact, it turns out that the Pair Combat system for seperating out each character’s reaction and initiative is an optional rule. Somehow it became the norm for our style of play. I can easily recall jotting down a sequence ordered list of characters and creatures based on seperate initiative scores and then run them back during the round. At times when the creatures were numerous, I’d just roll once for the monster group but still allow the players to roll seperately. In fact, this often led to my annoyance when a player who had rolled a worse initiative used knowledge from the result of a previous (and arguably faster) character’s action to adjust their own action choice. So much so that I even tried to account for this occurance in my own rules when I crafted KORE. Personally I think we’re going to try it the original way. Surprise and initiative will be group based.

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After selecting GangBusters 3E for my game master duties at the Fall Convergence, I sent out a call for character generation with some basic instructions and snippets of background information.   Since I’ve never run the system before and none of the players have played it, the starting aspects of the game will be the Gang War scenarios listed in the 3E rule book or 1st module of the 1E rules.   Thus, each player wil be playing a criminal gang member.  At least to start.

GangBusters appears to be a deadly system so I chose to have each player generate two characters — One Criminal and one of their own choosing.   The secondary character is a backup in case of demise and perhaps a chance to GM off the cuff a secondary plot.

Character generation is stock with the exception of the skill system.  I tossed the skills portion of the stock rules and let each character have 3 skills from either the rule list or of their own choosing.   Even if you’ve never run a system before, selecting a house rule can improve the fun.  A character with a few skills has higher playability than those that do not especially in a limited time window.  If I were planning a long running campaign, I’d err on the side of the game system over changing it immediately.

Today, I got the first character sketch from Randi.   He brought to life William Sarcina aka Whisky.   A smuggler and skilled driver, Whisky will often be found behind the wheel of the gang’s 1919 Packard. The car was his choice but meshes well with the setup scenarios.   His imagination is sparked by that classic ride and that will help the game overall.   I’m looking forward to running.

Finally, I’d like to thank Rick Krebs for GangBusters.   As you can see, in his own words, it was no easy task.  His work and that of others will provide hours of entertainment for the weekend. If you have musings or questions about GangBusters, there’s a board on the OD&D discussion site.

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9
Mar

Using a Pinochle deck to assign roles

   Posted by: Kevin    in Convergence, Game Design, rpg, rules

So I had this idea of how to quickly assign generic teenager roles to players by using a Pinochle deck. Basically have the players each draw a single card from the deck with results determined as follows:

Spades – Fighters and physical peeps
9 – Freshman squad member
10 – Sophmore squad member
J – Junior squad member
Q – Senior Head Cheerleader
K – Senior Squad Quarterback
A – Perform any Physical feat once perfectly

Diamonds – Money peeps
9 – Freshman
10 – Sophmore
J – Junior
Q – Miss Money
K – Mr. Perfect
A – Perform any item/cash related feat once perfectly

Clubs – Partiers
9 – Freshman
10 – Sophmore
J – Junior
Q – Queen of Raves
K – Party Animal
A – Perform any stamina related feat once perfectly

Hearts – Influence peeps
9 – Freshman
10 – Sophmore
J – Junior
Q – Senior Class Homecoming Queen
K – Senior Class President
A – Perform any influence feat perfectly once

Note that if a player draws an Ace, that player draws again while still keeping an “Ace up his/her sleeve” to perform a single action from that suit perfectly. Also note that the frosh, soph, and junior roles are left open-ended for the player to define.

Well, that’s my idea.

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