Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

22 June 2026

The Last Stand: Diceless Pseudo-Wargame

Caput Caprae has reminded me of a game we used to play with my brothers when I was about twelve years old, which could be considered an extremely rudimentary kind of wargame. Maybe. We have built many a fortress from LEGO and wanted to have a nice siege, but knew nothing about wargames. So we made our own. These are the rules reimagined from what I remember, because of course there were no written rules.


You only need LEGO blocks to play this game. I will refer to the block names from here.

Units:

  • Soldier (1x1 Brick or 1x1 Brick, Round) is the basic unit.
  • Rider is a soldier on a horse (1×2 Plate). They are better in melee.
  • Hero is a soldier with a coloured cap (1×1 Plate, Round). They get superpowers.
  • Catapult (1x2 Brick) allows you to use the Missile action.
  • Siege tower (2+ stacked 1x2 Bricks) allows soldiers to move over bulwarks.
  • Dragon (2×2 Brick) is a bit overpowered.

The rest of the blocks should be used to build forts and fortifications.

Setup:
Prepare your terrain. We usually had a carpet as the dry land, with the floor around standing for the sea. Books and boxes and whatever else you have at hand can make for nice cliffs and mountains. And of course, don't forget to prepare your LEGO castle.

Decide how many units of which kind each player will get. There were no unit prices in our game, we made up a scenario and each player would take whatever units seemed appropriate. The Last Stand actually refers to a popular scenario of ours - one player gets the castle, the other player gets a much bigger army besieging it.

On the other hand, the number of caps for heroes and mages should be about the same for all players. If you don't have enough caps for everyone to have the same choice of hero powers, then the player who will go last in turn order picks one cap, then go in reverse turn order until the desired number of caps is chosen.

The players then deploy their units at will. Once again, in a pre-made scenario, this didn't matter that much. Units cannot be attached to the bulwarks they stand on - either cover the walls in smooth tiles or put the units across the pins. We want not-so-stable, free-standing units for the Missile action.

Turns:
Determine who goes first, then players alternate turns. On your turn, take one action chosen from the following types:

  1. Missile
  2. Move & Melee
  3. Magic
Missile
You can only take a Missile action if you have a catapult on the battlefield. You also have limited ammo per turn - we played with 2 or 3 shots, I think.

Put your hand over any of your catapults, then throw a projectile. Any unit, friend or foe, that gets knocked over is killed. If a unit is knocked back but not over, it survived. Note that units that are harder to kill in melee get no such protection against missiles, and fortifications can also be knocked down by missile fire.

Our projectiles were usually 2×2 Brick or 1×3 Brick, but sometimes we also had glass marbles or bearing balls. We never did this, but you could have several kinds of siege engines with different ammo, like making a ballista by shooting a rubber band. Or use dice as missiles.

Move & Melee
Move one group of units across the battlefield. They cannot pass through enemy units, bulwarks or castle walls, or other impassable terrain. Otherwise, you are the judge of what counts as "too far to move in a single turn". Forts and fortifications should have some access point that you can conquer. Or you can move a siege tower next to a wall, then on your next turn move your units inside. Riders and catapults, however, cannot use siege towers.

Castle gates, by the way, can only be destroyed by missile fire (don't attach the gate firmly), a Shatter spell, or by a hero with Might. We didn't use any battering rams.

When (groups of) units end up adjacent, a melee ensues. Sum up the number of kills each side achieves, then remove that many units - the resolution is simultaneous and the sides can achieve mutual wipe out.

  • Each soldier causes one kill.
  • Each rider kills two and takes two hits to kill. One hit alone does not cause them lasting harm.
  • Heroes cause [1 + number of caps] kills and take the same number of simultaneous hits to kill. This can be further modified by their powers.
  • Dragons are a bit of a special case, see below.
  • Catapults and siege towers cannot attack in melee, and get "killed" in a single hit.
For example, Alice moved 2 riders and 8 soldiers next to Bob's group of 10 soldiers and a catapult. Alice gets 12 kills, Bob gets 10 kills. Bob's group is completely wiped out, while Alice keeps 1 rider.

The active player decides which units from a group (both their own and enemy) are killed, but should start from the closest units. Especially if a group of soldiers is guarding a hero or a siege tower, you cannot kill the protected unit before removing its guardians.

Magic
You can cast one spell per action by removing one cap from any of your heroes. This may cause them to become a normal soldier.

  • Berserk: The hero's group deals double damage until the end of your next turn.
  • Protection: The hero's group cannot be harmed until the start of your next turn. If the units are knocked down by a missile, they must be restored to their original positions.
  • Curse: Choose a player to curse. If the cursed player wants to use a Missile action on their next turn, they have to do so blind.
  • Brambles: Choose a player; their units cannot Move & Melee on their next turn.
  • Fear: Move an enemy group of units.
  • Construct: Build and place a new structure somewhere near the hero. For example, a ramp to the castle walls.
  • Shatter: Remove (a part of) a structure.
  • Summon: Deploy a new group of units. The group is placed around the hero. You may not add more units than you had at the start of the game, so either you have kept some in reserve, or you are summoning the reanimated bodies of your dead soldiers.

Heroes:
Heroes get superpowers (in addition to the Magic action), denoted by the colour or shape of their cap.

  • Might: Counts as a catapult and may destroy structures by attacking them.
  • Shield: Cannot be killed by missiles or magic. If the unit is knocked down by a missile, it must be restored to its original position.
  • Immortal: When killed, remove one of their caps and re-deploy them at the end of your next turn.
  • Assassin: Can scale walls and terrain, so can Move pretty much anywhere on the table.

By the way, you can put a hero on horseback for that extra bit of power.

You can also make fun hero combination like an immortal assassin - move them behind enemy lines to kill a valuable unit in melee, and though as a lone unit they will be killed, they will just come back for another assassination.

Dragons:
Dragons are like heroes on magical steroids. They can fly (as Assassin) and use fire breath (as Might). They also kill 10 units in melee and have to be hit by 10 units simultaneously to die*. They can also be ridden by a hero.

*) I think. I don't remember the exact number, but it was something like this.
 

The Square Kingdom of South America prepares for battle...
 
...with the hundred heroes of the Round Realm...
  
...who serve the accursed Skull Titan...
 
...while the immortal Dragon Queen of Africa
watches from afar, ready to pounce on the weakened winner.


6 February 2026

Get Comfortable

I have long disliked the idea of ever-increasing endurance - that is to say, I don't like hp based on levels. I have tried the obvious answer of "your Constitution is your hp". Your attributes can increase, but it is a much more gradual and limited process. It worked!

However, I quickly ran into a problem. Constitution was already a good attribute when it only influenced your hp, but when it directly determines them? Now everyone needs a high Constitution. This also runs counter to my other beloved idea of divorcing combat from your attribute values, as combat is something that every adventurer will find themselves in and it feels bad to be forever haunted by a single unfortunate roll at the very start of the campaign. Nowhere is this felt more than in your hit point total.

And now what? As always, Arnold already had an answer ready. What if everybody has 10 hp?

Unlike Arnold, however, I kept the rest of the rules as is. Every PC has 10 hp, but monsters still have HD, you still swing your two-handed axe for d10 damage and you can still be hit in the face with a 6d6 fireball. This gives starting PCs more survivability while making big monsters a threat that is always better to outmanoeuvre and outsmart, rather than fight head on.

And I can hear you wailing in outrage: But what about my squishy wizard and/or beefy barbarian?

Well, my deers, that's what class abilities are for. Fighters still get extra hp per template. Wizards still cannot use armour, so their hp will not stretch as far as one might think. And barbarians get other powers to show off their unbreakable bodies.

But this brings us to another question: Should experienced PCs be harder to kill?

Yes, I think so. Lets ignore the breadth of options for defending yourself that comes with higher templates and better equipment for now. There still should be a way for experienced PCs to increase their hp totals, but ideally one that does not result in permanent hp bloat. What way? A diegetic way!

from Delicious in Dungeon
 
Condition (Con) is a measure of your general well-being that determines your maximum hp and can be used to recover Fatigue or attribute damage. After every long rest, calculate your Condition anew following the table below and set your current hp to this max.

Totally coincidentally, I have renamed Constitution to Vitality. Also armour penalty (AP) is equal to 1/2/3 for light or shield/medium/heavy armour.
 
 
Your Condition may not be higher than 20. Any points above 20 are converted into temporary hp instead. On the other hand, if you end up with negative Condition:
  • do not regain uses of daily special abilities (such as the magic of wizards), and
  • test Vitality per each negative point. Every failure causes 1 Fatigue.
You still cannot have less than 0 hp.

5) Use only the best one in each category of comfort.
6) Recovery cannot bring you below 0 Condition.
 
from One Piece
 
Fun implications:
  • Spending extra money on good food, baths and housing is now always a consideration. It might even be worth it to hire a cook to travel with you, so that you can have some creature comforts in the middle of nowhere. Money sinks are good.
  • Magical sustenance or nutritional pills, no matter how convenient, do not grant comfort. A home-cooked meal is a home-cooked meal.
  • Getting invited to be a noble's guest is now a reward in and of itself, and so is finding a hot spring deep in trackless woods.
  • The undead do not eat, therefore receive no such comfort. The frustrations of undeath are now mechanically supported.

4 November 2025

Parma Magica

Magic is life and life is magic. Every soul radiates energy, forming an aura around itself that prevents astral intrusion and repels parasitic spirits. Wizards call this natural shielding effect the parma magica. This unseen mantle surrounds every ensouled creature and every object imbued with lasting magic, warding them against direct magical manipulation.

Think of your aura as an invisible yet iridescent bubble, quite slippery to the touch of spellcraft and extending slightly beyond your body, also enveloping body cavities, clothing and what one "attends" and carries close. Magic that tries to manifest inside of your aura will be shunted just barely off target.

Basically:
  • A wizard attempting to teleport a rock into your body (or vice versa) will find it materialized harmlessly beside you.
  • A portal closing on your torso will shove you outward rather than slice you in half, unless it is physically impossible to be shoved.
  • Being inside an object when a spell of intangibility ends causes you to be pushed out and take damage as if you had fallen that distance.
  • Hydromancy cannot freeze your blood, telekinesis cannot pinch a vein in your brain, fireball cannot be evoked directly in your stomach, etc.

Breaking parma magica requires extraordinary power and/or magic specifically designed to pierce and latch onto auras - infamous among these are the feared soul-curses. Even then, such sorcery must burn through the aura, a costly and dangerous feat. Thus also the fireworks that are war magic: It is far easier to hurl fire, lightning or poison - manifestations with physical presence - than to weave a complex curse and still pay a hefty mana cost. Biomancy, whether medical or polymorphic, also suffers from this natural ward and often demands physical contact, allowing the caster's aura to mingle with the patient's. Even then, the process is draining, laborious, and often unstable.

Note that auras only protect the ensouled and the ensorcelled - mundane objects can be transmuted or telefragged without significant resistance. (Undead and constructs are usually soulless but ensorcelled.)


14 January 2025

5e Lingering Injuries

In my D&D 5e game, I have replaced massive damage with lingering injuries, but I have never posted the rules. There were a few design considerations when devising this dismemberment table:
  1. I wanted something small and simple, rather than a fiddly subsystem with multiple tables for an eventuality that is frankly rather rare.
  2. I wanted something painful. Dismemberment happens rarely, but it should matter when it does. Even if there is a save, it should not negate a consequence.
  3. I wanted diegetic, not mechanical penalties. While -4 Strength is painful, it is also patently unfun. On the other hand, "You cannot speak." or "You have only one arm." are painful and interesting, because they force the player to actively adapt, rather than do the same old with lower bonuses.
You tell me whether I succeeded or not.
 
Jan Žižka
  
While a character cannot go below 0 hp, when a hit would result in enough surplus damage to take them below negative Constitution score in hit points, they roll on the dismemberment table.

Write the surplus damage down next to the injury taken. To remove an injury, first a medical treatment (and a successful Medicine check) is needed, then this surplus damage must be healed. Whenever a character receives (natural or magical) healing, they can decide to regain hp, or to reduce the surplus damage from one of their injuries.

d10 Dismemberments
  1. Panicking, you block the blow with your weapon - successfully, but you only hold a half of your weapon now. Magical weapons get a Dexterity saving throw. On success, you were only disarmed.
  2. The blow was so hard that your armour is all twisted, sundered and useless now. At least all your limbs are still attached. Magical armours get a Dexterity saving throw. On success, you were only sent flying backwards.
  3. Suddenly, blackness. Until this injury is healed, you are in a coma.
  4. Blood everywhere! So much blood! Until this injury is healed, gain +1 Exhaustion level for every strenuous action. Fighting or casting spells is strenuous. Lying in a ditch or shuffling around is not.
  5. Something inside you is broken. Lose all Hit Dice and you cannot regain hp naturally until this injury is healed.
  6. You spit teeth and blood. You cannot speak or cast spells until this injury is healed.
  7. Ouch, my eye! A successful Constitution saving throw means it is too bruised to use, but can be healed. A failure means you are left with an empty socket.
  8. Crunch! Lose d2 legs. A successful Constitution saving throw means they are broken, but can be healed. A failure means they are no longer attached to your body, and healing the injury only stops the bleeding.
  9. Crunch! Lose a random arm. A successful Constitution saving throw means it is broken, but can be healed. A failure means it is no longer attached to your body, and healing the injury only stops the bleeding.
  10. Blood is dripping from your nose, but you have to laugh. Regain 1 hp and immediately get an extra turn.
Difficulty of all mentioned checks is either half surplus damage or 10, whichever is higher.

30 December 2024

Ritual of Communion

No wizard is to be trifled with lightly, but when several wizards join forces, they become the stuff of nightmares. Especially if they literally join forces via the ritual of communion.

Winter Solstice by shk28


All wizards partaking in a communion must be within a pre-made magic circle. The wizard who initiates the ritual becomes the communion master, the rest are communion slaves. Communion slaves cannot use magic until they break communion by stepping outside of the circle.

The communion master gets access to MD and spells of all communion slaves, and can use them as if they were his own.

Only one participant is affected by any Mishaps or Dooms triggered during communion. The communion master chooses who is affected - potentially shunting any consequences of powerful spells onto a communion slave. This is often kept secret from the communion slaves, for obvious reasons.

Wizard shackle: Most often forged in the form of a ring or manacle, it obviates the need for a magic circle when starting a communion. The bearer of the master ring can draw upon anyone wearing a linked shackle.

7 December 2024

Legendary Resistance-less

Legendary Resistance (3/day): If the creature fails a saving throw, it can choose to succeed instead.

I dislike this ability. It is not fun at all.

I understand why it exists - because otherwise there are way too many save or suck powers that can easily leave any boss struggling to take a single turn while the party murders them - but giving the boss several Get Out of Jail Free cards per day, with no clear indication to the players that their attack worked and the monster just decided that "Nope, I don't like that!" feels unfair and unfun to me. On a second thought, giving a clear indication what just happened might be worse, as the player just wasted a limited resource and there is not even a trick to be learnt and abused later - it just doesn't work until brute-forced by running the boss out of their daily uses.

 
Here are d6 alternatives to Legendary Resistance. While this is parlance specific to D&D 5e, these abilities should be easy to use for any OSR boss just as well.

1. Save Immunity: The boss automatically succeeds on any saving throws it is proficient in.

I like immunity on bosses more than resistances. Giving a boss one or two immunities and clearly communicating that to the players gives them a nice restriction to work around, which breed creativity. Giving a boss some resistances basically just prolongs combat.

2. Save Adaptation: The boss automatically fails when it makes a saving throw of each type for the first time, but always succeeds afterwards.

A variation on Save Immunity, this means that the players' powers just work (fun) but cannot keep the boss bound for long (also fun). It also forces the players to change their approach each round - no spamming the same spell over and over. Few fights will take more than 4 or 5 rounds and this power should reset between encounters, so the boss probably won't become immune to everything.

3. Purge: As a bonus action, remove one effect affecting the boss.

This should be a bonus action, so that the boss can use it without giving up its turn completely, but works best if the boss has other bonus actions that will compete for their place in the action economy. You can debuff the boss, but it will rarely last more than a round. Still, it will cost it a bonus action it could otherwise use for more nefarious purposes. Plus if you can layer several effects, or somehow force it to use its other bonus action, you can keep the debuffs going. This is my second favourite, as it gives the GM some fun decisions to make in the heat of combat and at the same time prevents the boss from sucking for long even if it fails every single saving throw.

4. Reflect: When targeted by a spell that allows a saving throw, the boss and the caster roll an opposed ability check. If the caster fails, their spell is redirected back at them.

Very scary power that nonetheless doesn't help if the boss fails and gets caught in whatever nasty spell the wizard had prepared. High risk, high reward.

5. Unfair Exchange: As an action, the boss targets one enemy that must make a saving throw. On failure, the boss and the target exchange all their temporary effects.

The boss tries to switch its debuffs for a PC's buffs. Once again, very scary but dependant on a failed saving throw of the PC.

6. Redirect: As a reaction when it fails a saving throw, the boss can redirect the effect to one of its nearby underlings.

This is pretty close to the original Legendary Resistance, but the players get a clear indication that their power worked, that the boss is evil, abusing its minions like that, and that there is a solution - remove all minions. Also their power still works, if against a minion, so nothing feels wasted. This is my definite favourite.

For extra fun, instead of minions, give the boss several fully independent shadow clones and have it switch places and effects with the clones. Chaos reigns.

3 December 2024

Anime Fighting, or HD as Actions

You know how in anime the combatants are getting faster and faster as they grow in power, dodging bullets and throwing a thousand punches per second? This is something I've been playing around with, rules-wise. The rule is very simple:

Every round of combat you can take [HD] actions.
 
From JoJo's Bizarre Adventure
  
There are no special kinds of actions anymore - reactions or movement will take one of your actions now. Other possible actions might include defensive stunts or combat manoeuvres. This applies to both PCs and NPCs. High level enemies will get a lot of actions, which keeps the action economy a bit more balanced. Hypothetically.

Now, this rule is intended mostly for fighters, who will be able to zip across the whole battlefield or take down a group of mooks or strafe around a monster, throw up some dust to get advantage on an attack and then decapitate it, all in a single round once they get a few levels under their belt. But what about wizards? Two options, really.

Option one, which I like better: Wizards get only a single action per round, but their spells get progressively more powerful with HD - spell power should scale fast enough to keep up with fighters' endless barrage of actions. Dominions might be a good measure of spell power - by spell level 4, there are spells to conjure a fortress, call meteors, buff a whole army or blot out the Sun.

Option two: Wizards get just as many actions as fighters, but spell casting now takes a number of actions equal to the level of the spell. High level spells should once again be appropriately more powerful to still be worth casting when you can throw out six first level spells at once at HD 6. Yes, the wizard can also throw out six attacks per round. Either let them (this is anime, after all), and/or make them really bad with weapons skills.

In either case, casting spells is effectively slower than swinging a sword, which nicely preserves the common trope of fighters protecting wizards until they can finish their incantation and demolish the opposition.

This obviously completely reshapes the way that combat plays out and while I have tried it out slightly in a solo game, I have not attempted to put together a comprehensive and balanced rules document. However, this nicely boosts fighters and at least for me captures the anime feeling of fighting an absolutely overwhelming threat, whether it is your first level party struggling against a single ogre who suddenly has four actions per round, or when a superhero-levelled fighter drops a squad of enemies before they can even act at all.

2 November 2024

GLOG: Wizard Chassis

Mere six years after I've started with the list of wizard schools, I have finally put together magic rules and a wizard chassis that I am rather content with. Enjoy!

All of these are (or should be) wizards.
From here.
 

The Rules of Magic

Spells are spirits, kindred to demons, souls or fairies. The runes and diagrams in a spellbook, the incantations memorised by a wizard, or the engravings on an enchanted item - these are just bindings for the spell-spirit and ways to control it.

When you cast a spell, you empower it with raw magical energy to manifest itself into the world. Raw magic released without a spell to refine and define it produces chaotic, dangerous effects and generates octarine light. Concentrated raw magic has a tendency to explode unless stabilised into occultum - an extremely valuable substance that still has a tendency to explode, but slightly less so. It can also power great workings of magic.

Minor spells, called cantrips, infest a wizard’s soul and bind to it. They are like spiritual parasites. Unlike true spells, they can be used at will with no incantation or gesture, but cannot be learned or exchanged.

The above is what wizards believe about magic, though it might very well be wildly inaccurate. Wizards train in meditation and other, stranger techniques, modifying their own minds to make them more accommodating and alluring to spirits. A wizard's mind is a dangerous place - a menagerie of cantrips, spells and raw magic. For every ten students who enter an apprenticeship, only three emerge alive and sane technically not insane.

Spellcasting

Spells need magical gestures and an incantation to be invoked. Thus you must be able to speak and either have a hand free, or wield an implement (wand or staff). You cannot use a two-handed weapon in the same round you wish to cast.

Magic Dice

Raw magical energy you possess is represented by Magic Dice (MD). These are d6 and you normally get them from Wizard class templates. When casting in a place of power (ancient circle of stones, top of a wizard tower, near a ley line), step up your MD to d8, but beware of instability.

When you cast a spell, choose how many MD to invest into it. The results depend on the number of [dice], their [sum] and sometimes the [best] roll. Armour penalty decreases [sum] per each MD, applied after Mishaps and Dooms are assessed. Any spell with [sum] reduced to 0 fizzles.

Armour penalty (AP) is equal to 1/2/3 for light or shield/medium/heavy armour.

Any invested MD that shows 4+ is spent, otherwise you can use it again. When an effect says that a MD is burnt, it is automatically spent, no matter what it rolls. All spent MD are regained when you get a good night’s rest. Spells just return to their receptacle once cast and can be used as long as you have MD.

Magic is fickle and dangerous even to a well-learned mage. Rolling a double on your MD causes a Mishap (bad), while a triple leads to Doom (very bad). Still resolve the spell as normal, if possible.

Saoirse is decked out for a skirmish rather than spell-casting, with leather armour and a shield (AP 2), but she tries to heal her friend anyway. She casts with 2 MD, rolling 3, 3. This is a Mishap, but the spell still works, if weakened: [sum] = 3 + 3 + 2 × (-2) = 2. At least the friend survives.

Concentration

When you are distracted, or attempt to cast a spell subtly, with no incantation or gesture, your spell may fizzle. You can be distracted:
  • By taking damage from an attack of opportunity or when casting from a spellbook as a full-round action, unless you don’t feel pain.
  • When drugged, drunk, very sick, in agony, or on fire.
  • While swimming, grappling, or falling to your death.
Make an Intelligence/Concentration check. On success, the spell goes off as intended. On failure, the spell fizzles, but still roll the MD - some may be spent, and Mishaps or Dooms may still happen.

Overchanneling & Corruption

Your MD represent the amount of power you can relatively safely channel, but if you need more power, you can overchannel. Use any number of extra MD that work normally, except that they are always spent. Afterwards, gain the same number of Corruption Dice (CD). These represent the spiritual wounds on your soul where it burned from too much magic. They can be seen with supernatural sight as black, shifting scars on your aura.

All CD are rolled every time you use magic. They do not count towards [sum] and [dice], but do count towards Mishaps and Dooms. CD can only be removed with long ritual cleansing during downtime in Town.

Mishaps

Magic is inherently unstable. Mishaps happen when you roll a double on MD when casting a spell. Reference the doubled number on this table:

#Mishap Effect
1The spell fizzles with no effect. Embarrassing.
2You can't remember how to do language or magic for 1d6 rounds.
3Spend the next round screaming in pain, or take exploding 1d6 damage.
4You mutate for 1d6 rounds, then make a Save. Permanent if you fail.
5Your spell mutates, permanently.
6A burst of wild magic does... something.
7+You explode, dealing [sum]+[dice] damage to everything nearby. You are quite dead, but then again you must have been tinkering with your MD, so that's on you.

Some wizarding traditions may have specialised mishap tables instead.

Dooms

Magic is inherently dangerous, even ruinous. When you roll a triple (or more) on MD, gain a Doom specific to your wizarding tradition. Dooms are gained in order: the first is a warning, the second is a hindrance, the third and final Doom will kill or ruin you, unless you can escape it via a quest. Should you survive your final Doom, all your future Dooms will instead be Mishaps.

You could also refrain from casting spells with more than 2 MD. But who would do something boring like that?

Counterspell

All spells can be countered by their opposite. As a reaction when you know a spell is being cast, you may attempt to disrupt it with your own spell. Cast a memorised spell, but instead of its normal effect, decrease the [sum] of the countered enemy spell by your [sum]. If their [sum] reaches 0, the enemy spell dissipates with no effect, otherwise it goes off with the lowered [sum]. Note that [dice] are unaffected unless the spell was countered completely.

Elements have obvious opposites (fire vs water or ice, lightning vs earth, healing vs necrotic), but you can counter other effects, too, if your GM agrees. For example, perhaps hold person counters teleport, fear might negate charm, stoneskin might disrupt flesh to stone, etc.

The Language of Magic

In the time before time, the Laws of Magic were chiselled into the very fabric of Reality by the primeval powers that be. Scholars call the language in which the Laws were written High Arkanum or Venderant Nalaberong. That language is now long-lost and nigh forgotten. Only a few syllables remain known - the Words of Power that archmages and gods treasure above all.

Low Arkanum is the common language of magic, likely derived from Venderant Nalaberong but retaining next to nothing from its potency. Still, it is the only language capable of properly binding spirits and channelling magical energies, so all scrolls, spellbooks, magic circles and most magic items world-wide use it. If a wizard does not know Low Arkanum, they cannot use a spellbook, though they can still cast spells they know and gain new spells from another wizard. Note that incantations and trigger phrases are often in a different language, to make using the magic item easier for the intended and harder for a non-intended user.

Spellbook & Memory

As spirits, spells cannot be (easily) copied, only moved. With an hour of meditation, you can move spells as you like between any receptacles you possess - your brain, spellbooks, wands, scrolls. Casting a spell requires that it is prepared within your brain (an action), or in another receptacle at hand (a full-round action).

You have [Intelligence + magic-using templates] Memory Slots to hold spells in your brain, while a spellbook takes up 1 Inventory Slot and may contain up to 10 spells.

Scrolls & Wands

Scrolls are parchments with rune arrays and diagrams drawn in expensive inks that can hold a spell and 1 MD to cast it with. While scrolls are also drawn up in the language of magic, their trigger incantation can be read by any literate person to use the spell within, burning up the scroll.

A wizard with Leyline Lore may use their own MD instead, preserving the scroll and the spell within. They may also move the spell out of the scroll, the same way as from any receptacle, which results in an empty scroll. Draining the MD from a scroll is not possible, but empty, energised $crolls are used as a form of currency by some magi.

Wands are like an even more expensive scroll which isn’t destroyed when used. Any creature with magic can burn a MD to charge a wand, but depending on its materials, each wand has a limit to the MD it can hold.

Staff

Wizards often carry staves which serve as a focus for channelling magic and to poke at strange, glowing things. As a wizard, you may create your own staff. You will need some special wood and other materials, plus about a week of work, and may then roll or choose a staff on the table below. Or you can buy a staff, which is quite expensive and humiliating.

d12StaffEffect
1CascadeWhen you roll a Mishap, add +6 to [sum].
2Chanter'sIf you spend a full round loudly chanting, add +2 to [sum].
3FluxRetain MD on 1-4.
4FulminantEvery MD that rolled 6 adds +1 MD to the spell.
5LeyIf you roll a Mishap of 7+, instead refresh all MD.
6MaledictAll CD rolls add to [sum] and [dice].
7PowerSet any MD to 6, but burn all MD used in the spell.
8ResonantAdd +1 MD if you, the player, can say an incantation in rhyme.
9SafetySet any one MD to 1.
10SpellburnReroll any MD, but burn it.
11VancianAdd +1 MD, but the spell cannot be used again until you rest.
12WardingGain +1 to all Saves for every unspent MD.

Pointy Hat

Every self-respecting chartered wizard has a tall, pointy hat. Only members of the Mage Guild who have passed the Candle Test may legally wear a wizard hat, so people will presume you to be one if you wear such a hat. The Mage Guild takes very unkindly to impersonators.

A pointy hat fills 1 Inventory Slot and can be destroyed (describe how) to add +1d6 to any Save.

Tingling Tongue

All magical things taste weird. A good lick will always tell if something (someone?) is magical or mundane, though probably not its properties.

Tasting a potion will never kill you and will give a hint to its effect.

I Need More Power

Each of the following can grant you permanent +1 MD, once.

Wear exquisite robes (worth at least 100 gp) and no armour.
Steal the staff of an archmage or a fairy godmother's wand.
Eat or marry a powerful creature of magic.
Learn your True Name.
Devour god-flesh.
Bind another wizard's soul.
Willing possession by a demon.
Deal with a Devil, the Fair Folk, or an Outer Thing.
Start a cult that will feed you power through sacrifices.
Drink directly from a ley line or a pure elemental force.*
Consume an energy field larger than your head.*
Replace all your blood with a more potent fluid.*
Tattoo your whole body with magic runes.
Implant magic knucklebones.
Inject liquid occultum.*
Experience other dimensions.
Do all the drugs you can find at once.
Make a pact with a spirit to be your familiar.
Control a tower, a dungeon, or other demesne.
Learn the secrets of life and death to transcend mortality.

*) Without exploding, of course.

Rituals and Workings

There are other forms of magic and other ways of using it than just spellcasting. Rituals, borrowed power and inherent talent can all be used for magical workings, but their rules will have to wait for a future post.
  
This remains the single best depiction of what it means to be a wizard, ever.
We are not taking the wizard by Matt Rhodes Art
  

Class: Wizard

“The only difference between wizardhood and godhood is a good night’s sleep.”
Andreas Alazar, archmage

 

“I have become omnip-” KABOOM
Andreas Alazar, last words

Wizards are… well, weird. They are the kind of people who would find an alien soul parasite which can control fire and decide that they want it in their mind. Who would not want to control fire at the cost of their sanity?

Wizards are what you get when you replace every ounce of common sense with child-like curiosity and every last scrap of self-preservation with hunger for more power.

Wizards are the worst. Every undead or chimaera or other abomination of nature, every rain of frogs or acid, every cursed pair of slippers has a wizard behind it who had decided that it was a good idea. Wizards have a surprisingly hard time telling apart good and BAD BAD BAD WHY WOULD YOU EVER EVEN THINK ABOUT IT ideas.

Once upon a time, the plural of wizard was war.

Quest: per Wizarding Tradition
Languages: choose one option from
  • literacy, the language of magic and one other language, or
  • any three languages.
Items: simple robe, spellbook, ink & quill, plus per Wizarding Tradition
Skills: per Wizarding Tradition

A: The Gift, Wizarding Tradition, 2 Spells, +1 MD
B: Leyline Lore, Unshaped Expression, 1 Spell, +1 MD
C: Wizard Vision, 1 Spell, +1 MD
D: choose one of Signature Spell or Spell Ward, 4 Spells, +1 MD

The Gift
You can use magic. For every Wizard template you have, gain +1 MD.

Wizarding Tradition
Roll or choose a tradition that you are trained in. This gives you your spell list, cantrips, Perk and Flaw, and more.

You can still cast spells from outside your tradition, but you either have to cast them from a spellbook, or pay 100 XP the first time you memorise them.

Note that “Wizard” is your class; the traditions are an archetype within that class. Thus you cannot multiclass to take two traditions - you would still be a wizard. If you want different spells, find or buy them, but that doesn't change your wizarding tradition. Your Perk, Flaw and cantrips are stuck with you unless you take some drastic measures.

Spells
Every wizarding tradition has a list of (usually) twelve spells such wizards are trained in - 6 Basic spells, 4 Advanced spells and 2 Emblem spells. You will learn these spells as you gain templates. At each template, you:
A: Roll one (d6) and choose one Basic spell.
B: Roll one (d8) Basic or Advanced spell.
C: Roll one (d10) Basic or Advanced spell.
D: Choose any four spells from your tradition’s list.

Leyline Lore
With a touch, you may transfer MD to and from other willing magic-users or some magic items. This may not exceed anyone's normal limit of MD.

You can hear nearby ley lines and other places of power as a faint tingling.

Unshaped Expression
You can bodge together a spell-like effect appropriate to your tradition by pouring any number of MD into a target and hoping for the best. Describe what you are trying to do, but exact effects are adjudicated by the GM and are usually haphazard and dangerous. Mishaps and Dooms apply.

Wizard Vision
With concentration, you can see enchantments and invisible things as a faint lensing of light and can tell roughly how big they are. By making eye contact with someone, you can tell if they are possessed, undead, ensorcelled, or a spellcaster.

Signature Spell
You have trained a spell so well it became a part of your very self.

Choose one spell from your tradition that you know. That spell is always prepared in your brain without taking up a Memory Slot. That spell never triggers Mishaps and Dooms.

Spell Ward
Reduce [sum] of all harmful magics targeting you by 2. Once per session, shatter a spell that targets you. This does not apply to the effects of Mishaps and Dooms.

Sourcery by Marc Simonetti

10 January 2024

Reaction

This is the reaction table I'm currently using. It works reasonably well. The results should be interpreted liberally.
 

2d6Reaction
2Hostile. Attacks immediately, why? (d4) Desperate/rabid/hungry/ensorcelled.
3-5Aggressive. If the party is surprised, it's an Ambush. Otherwise (d4):
  1. Attacks to drive you away, giving a chance for retreat. Guards something?
  2. Demands bribe/food/items to let you leave. Will only attack if you seem weak, though.
  3. Retreats but stalks you until an opportunity presents itself to attack with advantage.
  4. Tries to capture you if at all possible.
6-8Animals try to avoid you, but intelligent creatures are (d6):
  1. Untrustworthy. Will try to cheat you. May behave friendly at first.
  2. Antagonistic. Mocks and hurls abuse, but will not attack first.
  3. Uninterested. Ignores you unless bothered, tries to get rid of you as quickly as possible.
  4. Unaware. (d4) Distracted/sleeping/in a hurry/just really oblivious.
  5. Afraid. Flees if possible, otherwise at first opportunity. Afraid of something else?
  6. Bored. Wants to chat. Not willing to do anything or go anywhere, though.
9-11Friendly (d4):
  1. Wants to trade items or gossip.
  2. Wants to join you as a mercenary or follower, or wants you to join them as a comrade or servant.
  3. Offers a challenge of (d4) martial might/magical prowess/riddling wits/drinking skills.
  4. Offers food and shelter. (d4) Tipsy/lonely/horny/just really generous.
12Quest!
Intelligent creatures are (d4) in danger/in need of something/lost/sick or injured.
Unintelligent are (d4) in danger/trapped/ensorcelled/sick or injured.

 
If you wish to only make a single roll, you can also use 3d6 instead, though this will make modifiers less relevant and the first and last few entries much less likely to occur.

Friendly, offers food and shelter.
by Bing Image Creator
 

22 December 2023

GLOG: Class Quests and Campaign Metaprogression

One common way of dealing with the endless classes of GLOG is to have only a limited few available in each campaign, and then maybe add more as players go through characters and find new things. I like this, but I want to make the process of unlocking new classes as player-facing as possible.

One common way of dealing with multiclassing - and GLOG is basically tailor-made for easy multiclassing - is to require an in-world justification for suddenly taking a wizard template with your barbarian. I like this as well, because while multiclassing is more than fine, I would like to see some buildup before a character switches classes. Once again, though, this should be as player-facing as possible.

Therefore, I will be adding a "class quest" for each class, which will have a dual purpose: One, any character who wishes to multiclass into a class will have to carry out the corresponding quest before they can take its template A. Two, anyone in the party fulfilling a class quest (in-game, not in a backstory, you munchkins), whether they multiclass into that class or not, will unlock the class for future new characters. Exploits that do not fit a certain class' quest but would make sense still count for both purposes, at the GM's discretion - the class quests are here as a guideline for the players rather than the GM.

Ideally, common classes will have easy quests while weirder and rarer classes will have quests that are harder to accomplish, maybe even limited to a specific location/event/faction. This will hopefully have the side benefit of encouraging exploration of every nook and cranny of the world. Some players are sadly risk-averse and will avoid places such as the Swamp of Mutilation or the Screaming Tower of Slow and Painful Death unless there is a tangible benefit in going to such places. Knowing that you will get a new class out of dying in there might be just the push they need.

I am thinking of starting the next campaign with a funnel - everyone will be a 0th level human and all classes will be locked. They will also get a list of all the classes they can unlock and their quests. This should provide a nice set of goals the party can work towards before they find personal goals or unearth other plots and problems.

By Varguy

 

d20 Class Quests

  1. Warrior: Triumph over a powerful foe, or watch your friends get slaughtered.
  2. Soldier: Enlist in a military.
  3. Knight: Be knighted.
  4. Duelist: Win a duel, or lose a duel but win the crowd.
  5. Thief: Steal something valuable, or escape certain doom.
  6. Assassin: Get away with murder, or take money for killing someone.
  7. Mountebank: Frame someone else for your crimes.
  8. Ranger: Survive several days in the wilderness, or save an animal at personal risk.
  9. Wizard, Orthodox: Enroll in a Wizard University, or impersonate a mage and make at least a village believe you.
  10. Wizard, Illusionist: Take glamour from a Fae, or fake your death.
  11. Wizard, Biomancer: Mutate through incaution, or have a body part replaced or grafted.
  12. Wizard, Necromancer: Murder a family member, or visit the Land of the Dead.
  13. Alchemist: Consume a magical substance without knowing its effects, or cause a huge explosion.
  14. Barrow Sword: Steal an ancient cursed blade from a barrow.
  15. Noble House:  Play as a child of a previous character.
  16. Paladin of the Word: Keep a secret to your detriment, or learn a True Name of God.
  17. Paladin of the Wild: Hunt, kill and eat a bear.
  18. Sand-Cursed: Visit haunted desert ruins.
  19. Songstress of Many Tongues: Lose your tongue.
  20. Sword Exorcist: Die to save innocents.

d12 Race-as-Class Quests

  1. Centaur: Receive hospitality from a centaur tribe.
  2. Dragonborn: Work for a dragon, or consume dragon flesh.
  3. Dwarf: Carouse away 1000 gp, or cause trouble for yourself by being greedy.
  4. Elf: Eat or marry a Fae.
  5. Goblin: Have a contraption you built explode.
  6. Kobold: Worship a dragon, or die in a dungeon trap.
  7. Orc: Ride a giant wolf to battle.
  8. Really Evil Goat: Sacrifice a goat to the Dark Powers.
  9. Really Good Dog: Save a dog.
  10. Tiefling: Have sex in Hell.
  11. Troll: Visit the city of Trollamor, or consume troll flesh.
  12. Vampire: Drink vampire blood after being bitten by one, or commit murder-suicide.


Any ideas for good class quests?

20 December 2023

GLOG: Everything is a Template

Race-as-class is the only true way and everyone doing it differently is doing it wrong.

Beastfolk Party by WarpZoneTrigger
 

Okay, now that I've started a flame war, an explanation is in order. I have been struggling with races in my GLOG, or how to implement them in a way that supports character-making consistent with the world as I envision it. Here are my personal design goals:

  1. I like largely human worlds surrounded by weirdness you can venture out into. While the standard super-simplified races of GLOG work fine mechanically, having that many easily used races encourages players to be something strange rather than the plain old human, so you end up with a menagerie of a party. Which is not a problem, except that a thousand lings force a different vibe on the game than what I prefer.
  2. I want humans to be plain and basic. That means you can play up both the weirdness around them and how their adventuring life is changing them. Every mutation, every new ability is making them stranger and more interesting, which is much harder to properly emphasize when you already start pretty weird. On the other hand, just giving them a free skill/feat/attribute point to make them desirable is pure gameist trash.
  3. I do want other races to be available, but I think they work better in juxtaposition to the mostly human civilization around them. They should have interesting abilities that set them apart, and here the design space of only one perk and one flaw, as is custom for GLOG races, is actually quite limiting. Some races could do with more abilities, even more power, so there needs to be a way of scaling different races rather than fitting them all in the same mould.
  4. I also don't want to limit race/class combinations, as standard race-as-class often does by locking you into the abilities of only your race. Let there be halfling barbarians and half-ogre courtesans.


So I want humans to be boring and desirable at the same time, and without giving them any numeric bonuses. You can see my dilemma, now.

I may have figured it out. It's in the first sentence. It's a wheel re-invented, really, but I'm still excited to try it out.

Every non-human race is a class now, whose template A you can only take at character creation. Some races will only consist of template A, some may have more templates with more powers and abilities. Multiclassing is the heart of GLOG anyway, so every character can now take up to five templates and starts with two. If you want to be a dwarf cleric, take the templates Dwarf A and Cleric A.

And humans? They are the assumed race for anyone with no racial templates. They literally have no abilities at all, yet they could (hopefully) be quite desirable with their "ability" to start with two class templates, and to finish a whole class and then take one more template from another one.

We shall see if this actually works as intended.

16 December 2023

5e House Rules

I found out I don't really like D&D 5e.

Now, I don't think it's a badly designed ruleset. It works well, it is consistent, it's reasonably easy to get into - though more for people who had already played some D&D-style games rather then for role-playing beginners - and it has a lot of support. That being said, the combat system is slow and encumbered with way too many strange action types and flashy but samey abilities, some skills are pointless unless you enjoy rolling for failure (Yes, I'm talking about Perception.) and some abilities are way too common (Looking at you, darkvision and flight!) or cheapen certain aspects of gameplay that I enjoy (diseases, light, food).

All in all though, this isn't a failure of the system, but rather of expectations. It simply doesn't mesh well with the OSR style of play I want in my games and it comes with way too many preconceptions that I need to weed out - which is actually the most painful problem I have with D&D 5e. It is too well known. People have ideas and expectations. There's the implied setting and the character planning minigame. No matter how much stuff you tweak, you will still end up with a combat-focused superhero game with little to no resource management.

That's not bad, that's just not what I want.

From here.

 

Frankly, the majority of my changes to 5e are in the style of play rather than the rules:

  • Give the players information. If they take the time to search the room, they don't need Perception to find the secret door. If they question a NPC, they will notice what she says is fishy even without Insight. What the PCs do with this information is the interesting part.
  • Let the players be competent. Roll only for risky, dramatic actions that will have consequences, otherwise they just do it successfully.
  • If you want to use a skill, describe how you use it. This ties to the two points above - good plans don't roll and I will try to provide you with enough information to formulate a good plan. On the other hand, fiction trumps a good roll, so some skill uses simply won't work no matter what - don't worry, I will tell you if something is impossible.
  • If it seems obvious that an ability should do something it doesn't do, screw the rules and go for it.
  • Role-playing is way better than Charisma-based skills.

Character Creation

  • Feats are allowed.

The players were so eager to take them I didn't have the heart to forbid it. I am a weak GM.

  • No races with unlimited flight.
  • Languages of Althan are a bit different from standard D&D, plus you can take an expertise in a language.

Items & Abilities

  • Darkvision does not work in complete darkness. Think of it as more of a low-light vision.
  • Lesser Restoration may need a Medicine check to cure certain rare or magical poisons and diseases.
  • Potions and similar consumables can be used as a bonus action.
  • Slot-based encumbrance is a thing. You can carry a number of slots equal to your Strength score with no issues.

Death & Healing

  • There is only one death save.
    When a PC is reduced to 0 hp, they roll a death save at the start of their next turn. On success, they remain conscious and may continue with their turn, stabilized but still with 0 hp. On failure, they lose consciousness and start dying. The DC is 10 if they were above 0 hp before taking the last damage, but [10 + damage] if they took damage while already at 0hp!
    A dying character is helpless and dies at the start of their next turn with no further saves. Allies may still help, though.

This is the main rule change and a surprisingly well-received one. We had an incident in the very first session where a character was left to bleed out on the floor as he still had two more saves to fail before dying, and that is simply not fun. Now that there is only one save, everyone gets really quiet when it comes to death saves, and the scramble to save a dying companion in the middle of a fight is delicious. To my utter surprise, the players not only agree, but some actually tried to have this rule implemented at other tables, too.
Many thanks to Spwack for suggesting that a successful death save should let the PC remain conscious and capable of action. Rounds in 5e can be really
frigging long, so being unconscious even for a round is about as fun as paralysis, plus retaining agency often leads to funny and foolhardy attempts to fight with 0 hp.
I should note that my players seem to be really good at making their death saves. We average about one brush with death every two sessions, but so far there was not a single death from combat.

  • Massive damage is replaced with permanent injuries.
  • Slow natural healing (see DMG).
  • Resurrection spells are forbidden for PC spell-casters, though that doesn't mean that resurrection is impossible.

Experience

  • Experience is gained from encounters (killing optional, it's often easier to bribe, befriend, circumvent or drive the enemies away), returning ancient treasures to civilization, role-playing and philanthropy.
  • If a PC dies, a replacement PC is created with half XP of the dead one.

Game Mastery

  • Reactions and Morale are in effect.

5 January 2023

Languages of the Amir Steppes

Here is a conversion of the standard D&D languages to the world of Althan, or more specifically the Amir Steppes in West Althan.

In addition, a new house rule is in effect: You may take an expertise in language, just as you can in any other proficiency. See the expert effects in the table below. Also the Linguist feat now lets you pick an expertise in one language you know.

Any effects that require a saving throw have a

DC = 8 + double proficiency bonus + Charisma modifier

 

d20LanguageExpert EffectD&D Equivalent
1Low ImperialVarious dialects of Old Imperial, spread throughout the fallen Aunian Empire. All mutually intelligible, though with many funny accents.You can speak High Imperial with no accent. High Imperial is the language of imperial nobility, so people will generally assume that you are either a scholar or a noble.Common
2NymbianLanguage used in Nymbia, a great southern empire beyond the Trollish Mountains, and also by the southern barbarian tribes.  
3TaalishLanguage used in the Thirty-Three Kingdoms.  
4KhazumOld dwarven language once used in Khelek Dur, the dwarven realm beneath the Trollish Mountains, and now used by the dwarven clans who fled when Khelek Dur was destroyed. Useful as very few non-dwarves can understand it. Dwarfish
5KanishLanguage of the ashen elves from the triplet city of Kani. Related to Substratal.
 Elvish
6TrollishLanguage used in Trollamor, the city of trolls. Related to the Dark Speech. Giant
7PflecianLanguage used in Pflec, the gnomish dictatorship. Related to the Dark Speech. Gnomish
8Skurut TonguesThe many dialects of various goblin tribes, all at least a little bit mutually intelligible. They often incorporate various body sounds.Gain scent. You also become a little more ugly and green, slowly starting to turn into a goblin.
Goblin
9HinnishLanguage of Hins, the tiny savages from the Hin Highlands. Halfling
10UgrathishLanguage of Ugrathi, the nomadic orcish clans who travel far and wide in their caravan wagons, wheeling and dealing. Orcish
Rare Languages
11Golden GospeltongueLanguage of clergy of the Triune Divinity. Said to be also used by the Empyreal Host of the High Heaven.You can detect lies told in Gospeltongue. No save from the liar, but there must be intention behind the lie.Celestial
12DraconicAlso used by the dragonborn races and many sorcerers.If you know the True Name of a dragon and call it in Draconic, they will always hear you, no matter where they might be. Their reactions may vary.Draconic
13DruidicA secret language, forbidden to the uninitiated.Animals understand your pleas or demands perfectly, even if you do not understand their replies.Druidic
14Dark SpeechLanguage of the Dark Ones, dead since they exterminated themselves in endless civil wars.You can speak ancient words of command that still hold sway over the many races created by the Dark Ones. All creatures of such races* in earshot must make a Wisdom Save, or they must choose one of a) kneel immediately (as Prone), or b) cower in fear for [Charisma bonus, min 1] rounds (as Frightened). You may use this ability again after a short rest.Deep Speech
15Hereafter SpeechLanguage used by psychopomps, demons and the dead.Any demon, undead or psychopomp must answer you one question thruthfully. Mindless undead get no save. Every creature can be affected only once.
Abyssal, Infernal
16DjinnishLanguage of the Elemental Lords. (Not an otherworldly power, they live around Lake Siva to the east and waged a long war against the Aunian Empire.)The elements understand and try to help you. When you speak Djinnish, wind will blow when you command, fires will dim when you are whispering, earth will shake when you laugh and water will flow according to you will.Primordial
17Fey SpeechLanguage of the fickle Folk.
You can speak in endless riddles and allegories. Only the people you designate (who must know Fey Speech) will understand the true meaning of your speech.Sylvan
18SubstratalDialects used in the various settlements around the Sunless Sea. Contains a lot of clicking sounds.You can very, very poorly echolocate by clicking your tongue. Handy in the dark.Undercommon
19Thieves' CantA combination of code words, hand signs and markings used for covert communication. Originally developed by the Insurgency when they were fighting the Dark Ones, but later adopted by thieves all over the Amir Steppes. You can sign with a single hand at the speed of normal speech. You can place marks that only you will find.
 Thieves' Cant
20Lip ReadingWorks for any language you are proficient in.You can lip-read even in languages you don't know. You will not understand the words, but can perfectly replicate the sounds for someone who does know that language.

*) Dark Ones specialized in biomancy and necromancy, leaving behind many half-human, half-animal races and hybrid monsters.