I'm thinking about advancement for SKETCH. The core rules don't has any, it is built for 'one off' games. That and the math won't take much tinkering,
'Or Lower'
6 --- 100%
5 --- 83%
4 --- 66%
3 --- 50%
2 --- 33%
1 --- 16%
In SKETCH Horror, 'advancement' is handled by Gifts, non-assumed gear, and Fate Points. which buy re-rolls or add to damage.
Highway from Hell uses a broader point system, I was thinking of advancing specific skills within an attribute.
Say, from Ana's attribute at 3
Hurting Stuff:
Hurting Stuff with Your Bare Hands
Stabbing, Slashing and Bludgeoning
Shooting Stuff
she takes 'Hurting Stuff with a Tire Iron' at 4. Any other combat skill is still 3.
Or I could Gift her with a +1 tire iron.
Thursday, October 3, 2013
Sunday, September 29, 2013
Open Game Night
Open Game Night is settling in to its old groove. Mini Six Labyrinth Lord has three parties down the same dungeon.
The last few weeks, after the Risus group called it quits, four of us have rebooted the Highway from Hell game with SKETCH Evil Dead, and things have taken off like a highway on fire. I'm still tweaking the Build rules and the Hero Point system. The wanton destruction and arson has carried us to the trestle bridge where we managed to block one end, however it looks like we have a close fight on our hands, the tight spaces seem to hinder as much as help.
The last few weeks, after the Risus group called it quits, four of us have rebooted the Highway from Hell game with SKETCH Evil Dead, and things have taken off like a highway on fire. I'm still tweaking the Build rules and the Hero Point system. The wanton destruction and arson has carried us to the trestle bridge where we managed to block one end, however it looks like we have a close fight on our hands, the tight spaces seem to hinder as much as help.
Sunday, September 15, 2013
Conan-izing RoA
I found this cruising Conan stuff to pulp up Risus of Arabia.
http://hyboria.xoth.net/races/human_races.htm
A deal breaker in RoA has been no demi-humans, this might bridge the gap. Perks for various human races.It need not mean bonus dice, it could be handled as a sliding scale on TN for specific tasks.
http://hyboria.xoth.net/races/human_races.htm
A deal breaker in RoA has been no demi-humans, this might bridge the gap. Perks for various human races.It need not mean bonus dice, it could be handled as a sliding scale on TN for specific tasks.
Tuesday, July 16, 2013
Checking In........
Been a while
The Open Game Night Group is back. Risus was taken off the table early. We've been gaming an unimaginative D6 based Labyrinth Lord.
I may have a sub-group willing to game a Risus of Arabia adventure. Fingers crossed.
The Open Game Night Group is back. Risus was taken off the table early. We've been gaming an unimaginative D6 based Labyrinth Lord.
I may have a sub-group willing to game a Risus of Arabia adventure. Fingers crossed.
Tuesday, September 4, 2012
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.
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.
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.
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