Sunday, July 15, 2012

More Optional Magic Rules

Optional Magic Rules

As it stands.

Spell are cast as skills, starting with Hard (-1), Very Hard (-2), or Extremely Hard (-3)

Optional rule for offensive spells.

If the caster elects to drop the casting level. the spell effect is +2; the caster elects to cast Magic Missile as Very Hard, "Improved Magic Missile", the missile does + 2 points of damage, to a single target.

The 'repeat performance penalty' is in play. Casting the same spell in the same combat is at one level lower.

The 'wind up bonus' is also in play. If the caster spends a combat round 'winding up' a spell will be cast at one level higher. The caster can not do anything. Not dodge, nor roll saves.

Spells can only be made easier to cast OR do more damage, Push or Bash, not both.

HARD

Cure Light Wounds
The cleric touches one character orcreature (or himself) and heals it of 1 hit point of damage.

Striking
The caster enchants a weapon to deal an extra hit point
of damage or make it +1 to hit ('push or bash'), and makes an otherwise non-magical weapon able to attack a monster normally only affected by weapons of a magical nature.

Locate Object
The caster can sense the direction of a well-known or clearly
visualized object. The caster can search for general items, in
which case the nearest one of its kind is located. Monsters or characters may not be located.

Magic Missile*
A missile of magical energy darts forth from the casters
fingertip and strikes its target, dealing 1 point of
damage. The missile strikes unerringly, even if the target is in
melee combat or has less than total cover or total
concealment.

DAZZLE
causes one man-sized enemy to hesitate.

LUCK
allows you to add your die to another person's roll, before they make it! Can be cast every turn.

MAGIC SHIELD
protects a single person the wizard chooses (including the wizard if she desires) from an amount of damage equal to the subject's Strength.

VERY HARD

LIGHTNING
does 3 points in damage divided as the wizard chooses among targets.

EXTREMELY HARD

FIREBALL does 6 points of damage divided as the wizard chooses among targets.

Sunday, July 8, 2012

Optional Magic Rules

As it stands.

Spell are cast as skills, starting with Hard (-1), Very Hard (-2), or Extremely Hard (-3)

Optional rule for offensive spells.

If the caster elects to drop the casting level. the spell effect is +2; the caster elects to cast Magic Missile as Very Hard, "Improved Magic Missile", the missile does + 2 points of damage, to a single target.

The 'repeat performance penalty' is in play. Casting the same spell in the same combat is at one level lower.

The 'wind up bonus' is also in play. If the caster spends a combat round 'winding up' a spell will be cast at one level higher. The caster can not do anything. Not dodge, nor roll saves.

Spells can only be made easier to cast OR do more damage, Push or Bash, not both.

HARD

CURE LIGHT WOUNDS
The cleric touches one character orcreature (or himself) and heals it of 1 hit point of damage.

STRIKING
The caster enchants a weapon to deal an extra hit point
of damage or make it +1 to hit ('push or bash'), and makes an otherwise non-magical weapon able to attack a monster normally only affected by weapons of a magical nature.

LOCATE OBJECT
The caster can sense the direction of a well-known or clearly
visualized object. The caster can search for general items, in
which case the nearest one of its kind is located. Monsters or characters may not be located.

MAGIC MISSILE
A missile of magical energy darts forth from the casters
fingertip and strikes its target, dealing 1 point of
damage. The missile strikes unerringly, even if the target is in
melee combat or has less than total cover or total
concealment.

DAZZLE
causes one man-sized enemy to hesitate.

LUCK
allows you to add your die to another person's roll, before they make it! Can be cast every turn.

MAGIC SHIELD
protects a single person the wizard chooses (including the wizard if she desires) from an amount of damage equal to the subject's Strength.

VERY HARD

LIGHTNING
does 3 points in damage divided as the wizard chooses among targets.

EXTREMELY HARD

FIREBALL does 6 points of damage divided as the wizard chooses among targets.

Sunday, July 1, 2012

Role vs Roll....

Just a though.

The only problem with minimalist games is that the players have to bring more game to the table to fill in the gaps.

Not everyone is up to that.

SKETCH / Labyrinth Lord Magic

Been thinking about magic, D6 we used an 'open book' system, fist level spells had a 'Difficult' base level. Difficulty levels moved up and down depending on several factors, Snap Shot or Repeat Performance would move the difficulty up; Extra Casting Time or Purely Defensive would move it down.

Maybe a point buy system for a spell by spell list.

I may go with a variation of the Dungeon Squad! Spell List

(yes, only six; but they get the job done)

DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures require 4 points; smaller ones, 1! Victims cannot take any action for a turn when they are dazzled. Can be cast once per battle.

FIREBALL does triple its die in damage but can only be used once per adventure! Roll the Fireball's die, then multiply the result by three. Anyone near the target takes the straight, pre-multiplication Fireball die in damage as well - a powerful spell!

HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast once per battle, and can only assist one person.

LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast every turn.

LUCK allows you to add your die to another person's roll, before they make it! Or reduce an opponents roll by the same amount, before they make it. Can be cast every turn.

MAGIC SHIELD protects a single person the wizard chooses (including the wizard if she desires) from its die in damage, which is chipped away until it is gone. Can be cast once per battle

SKETCH / Labyrinth Lord basic mechanics.

Farsight Games is having downloading problems. To get a copy of SKETCH you can email Jonathan Hicks on the contact page
http://www.farsightgames.moonfruit.com/#/about-us/4530546241

or go to his blog.
http://www.farsightblogger.blogspot.com/


SKETCH uses two rolls: Skill Rolls and Opposed Rolls.

When a character attempts a task, they roll against their appropriate skill set.

"The Skills Golden Rule is: Rolls of natural 6 are always a failure; rolls of
natural 1 are always a success."

Tasks can be modified:

Difficulty Change Skill Level By:
Very easy +3
Easy +2
Normal 0
Hard -1
Very Hard -2
Extremely Hard -3

Opposed Rolls are when two PCs or NPCs are in direct contest, Each rolls a D6 then adds the skill level to the roll.

Missile and magic attacks are Task Rolls.

Melee is an Opposed Roll.

SKETCH / Labyrinth Lord

Started a SKETCH dungeon crawl at The Playground.

First thing, the six attributes are skills sets as well. You choose '1' through '6' for each attribute. Higher is better, the mechanic is to roll one D6, success if the roll is equal to or lower than.

Bear in mind

=<6
6 - 100%
5 - 83%
4 - 66%
3 - 50%
2 - 33%
1 - 17%


Demi-human restrictions:

Dwarves - Dex maxes out at 4

Elves - Con maxes out at 4

Haflings - Str maxes out at 4

Note: all rules are subject to well reasoned haggling.

Thorin (my traditional dwarf door kicker)

Strength (in SKETCH is HPs) 5

Str - 6

Melee combat, kicking in doors, lifting and throwing heavy things, ...

Con - 5

Save vs damage, save vs poison, ....

Int - 4

Perception, reasoning, remembering obscure facts, ...

Dex - 3

Ranged combat, getting out of the way, throwing not so heavy things....

Wis - 2

Guessing, calling on higher powers, ....

Chr - 1

Meeting and greeting people, knowing your way around a city or town...

Reasonable gear is assumed. I'm still debating a point buy for bonus gear.

Dwarves speak goblin, gnome, and kobold.

Stone Sense replaces infravision, but dwarves can still "detect traps, false walls, hidden construction, or notice if passages are sloped."