Magic Users 2.5

Much like the Fighter, I’ve smooshed all the magic classes together into a single class. Except for Illusionists, because I don’t like Illusionists and they have no place in the setting I’m developing. Also Bards. Bards can suck it.

While the title of this class is Magic User, you can write in whatever you want on your character sheet; Wizard, Cleric, Druid, Summoner, Magus, whatever.  You will notice that Clerics do not automatically know every spell of a given level. Why should they? They need to study and memorize prayers and keep a prayer book just like a Wizard needs to study and memorize spells and keep a spell book.

Spells will either be condensed into a single list, or players can choose to go with one of the traditional lists. I’m seriously considering incorporating magic Circles from Palladium Fantasy. I think it would add something cool and different. On the other hand, it would also add a level of complexity, which is what I want to avoid. So ignore that bit for now.

Anyway…

Prime attribute: Player’s choice of Intelligence or Wisdom
Hit Die: d4
Abilities:

  • Starting Spells: 3 level one, 2 level two, 1 level three.
  • Cost to cast: 1 Hit Point per spell level, per level of current Encumbrance.
  • Note about Class Skills: unless chosen/rolled from the list below, the Magic User has a base of 18 on any skill check. Level bonus does not apply, although attribute modifiers do apply.

Humans choose two of the following abilities every level of experience, non-humans choose one:

    1. Increase Hit Die by one type. So your d4 is now a d6. Hit points are not re-rolled.
    2. Increase a Prime attribute by 1 point, up to racial maximum.
    3. Natural Aptitude: Learn a spell equal or less than your own level. No research needed.
    4. Decrease casting cost by 1 HP, after multiplication. Minimum casting cost of 1 HP. So, if you’re lightly encumbered and have this ability, your cost to cast a spell is 2 HP per spell level, -1. 
    5. Create Scroll (as per LotFP). Roll this again and the cost and time is reduced by 10%
    6. Create Potion (as per LotFP). Same as number 5.
    7. Your hand eye coordination is better than average: +1 to hit.
    8. Enlarge: Range and Area of effect of spells is increased 25%
    9. Power: Duration of spells is increased 25%, and damage is +1
    10. Reach: Spells with a range of Touch can be extended 5 feet from the caster.
    11. Cantrips: Learn two Level 0 spells. These cost 1 HP regardless of encumbrance level.
    12. Saving Throw bonus: +1 to all non-prime saves.
    13. Duck and Move: +1 to Armor Class
    14. Retroactive Magic Detection: Detect magic used in past 24 hours in a 30 square foot area, with a Wisdom check.  Roll this again and you can determine what spell was cast. Roll it again and you can detect if a magical creature or magic user of 5 HD or higher passed through. Roll it any more times and you get a +1 to your attribute check.
    15. You automatically see the aura of any creature of 1 HD or less.  Roll again and this increases to 2 HD or less.
    16. Enchant Object: Magic rings, wands, talismans, etc. Same as number 5.
    17. Pick or roll an ability from the Fighter or Specialist ability lists. This is your chance to multi-class!
    18. Choose a class skill from the following list: Climb (STR), Decipher Script (INT), Listen (WIS), Swim (CON), Move Silently (DEX), Hide (DEX), and Language (INT). Class skills receive a bonus equal to your level, as well as attribute modifiers. 
    19. Choose a 1st level spell that you already know. You can cast this spell 1x per day at no hit point cost. 
    20. Counterspell: When another magic user casts a spell against you, or anyone within 10 feet of you, you can roll a save vs magic to counter it, and send the spell back at its caster. Every time you re-roll this, you get a +1 to your save.

    Fighter 3.5

    The Fighter class combines elements of the classic Fighter, Barbarians, Rangers, Monks, and Knights. The reason for this is because I don’t think individual “prestige” classes are necessary and just make character creation more confusing and difficult, especially for players new to the game or role playing games in general.

    This class gives the player options to build, over time, the character they want.

    Prime Attribute: Strength. Humans pick two more Prime Attributes. Non-humans
    Hit Dice: d8
    Abilities:

    • Bonus to Hit: +1 at first level, and every level after. The Fighter is the only class that gets a bonus to hit every level.
    • If human, pick or roll twice from the following list. Non-humans pick or roll one time.
    • Note about Class Skills: unless chosen/rolled from the list below, the Fighter has a base of 18 on any skill check. Level bonus does not apply, although attribute modifiers do apply.

    1. Weather Resistance: Choose one; Arctic or Desert. Effects from cold or heat are reduced by 10%, rounding up. +10% whenever this is re-rolled or chosen.
    2. Primal Attraction: You can use your Strength attribute instead of Charisma for anything requiring a Charisma check.
    3. Defensive Stance: +1 to Armor Class, -2 to hit. Re-rolling this gives another +1/-2
    4. No need for armor: You have a +2 to AC when you are not wearing armor, other than a helmet and/or shield. Re-rolling this grants an additional +2.
    5. Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Charisma checks with creatures of that type every time this is rolled. You can pick anything from mosquitoes to dragons to humans.
    6. Two-Weapon fighting: You can hit with weapons in both hands. Your off hand has a -2 to hit, with no Strength bonus applicable. Re-rolling this gives a +1 to hit with the off hand.
    7. You have an extra attack/action per round.
    8. Fists of Steel: Your punches and kicks inflict +1 damage
    9. Increase Hit Die by one type. In other words, your d8 is now a d10. Hit points are not re-rolled.
    10. Intimidate: +1 to Charisma checks to instill fear against others. Intimidated opponents will cower or flee.
    11. Attribute Bonus: +1 to any Prime attribute, up to species maximum.
    12. Save Bonus: +1 to all non-prime saves.
    13. Choose one of the following as a Class Skill: Climb (STR), Listen (WIS), Swim (CON), Move Silently (DEX), Hide (DEX), Traps (INT), Poison (INT), Survival (WIS), Track (INT), Seamanship (WIS). Class skills take the place of attribute checks; attribute modifiers apply and class level applies. If the associated attribute is Prime, the skill check base is 12, otherwise it is 18.
    14. Taunt: +1 to Charisma checks to taunt an opponent. Taunted opponents will attack against their own better judgement. Taunting counts as a non-attack action.
    15. Ranged Bonus: Pick a specific ranged weapon type (short bow, heavy crossbow, sling, etc). You can attack twice as fast with that weapon. Re-rolling means 3x as fast.
    16. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
    17. Mounted bonus: You have a +1 bonus to damage with melee weapons while mounted, and can ride without a saddle or gear with no penalty. +1 damage whenever this is re-rolled.
    18. Berserker Rage: When angry, you can enter into a trance-like state. This grants a +2 to hit and damage, but a -4 to AC. The trance lasts for your Constitution in rounds, or until every living thing in sight is dead. Re-rolling this grants a +4 to hit and damage, but a -8 to AC.
    19. Offensive Stance: +1 to hit, -2 AC. Re-rolling this gives another +1/-2
    20. Animal Domination: With a Charisma check at +1, you can befriend a wild animal who will now act as a retainer. The animal can not have been attacked by you or your allies in the past. Asking the animal to risk harm to itself requires another charisma check. Failure means it will run away. Only one animal can be dominated at a time. Re-rolling this means an additional animal can be dominated. 

    Armor and more on Encumbrance

    Because of the specifics of the setting I’m working on, the large list of armors from Castles & Crusades, as well as the very small list of armors from Lamentations of the Flame Princess, do not work for what I want.

    First, about armor and encumbrance. I detailed encumbrance in this post.

    Shields and helmets are considered a standard item, for encumbrance purposes, so they take up a single item slot.

    Helmets: While there are a dizzying array of helmet designs, they fall into the following categories. Helmets provide an AC bonus only against attacks specifying the head. Helmet AC is not added to regular AC. Cost is generic: I haven’t decided to go with a silver or gold standard yet.

    • Leather Cap: +1 AC, cost: 4
    • Metal Pot: +2 AC, cost: 5
    • Helm: +5 AC, cost: 10
    • Great Helm: +7 AC, cost: 20

    Shields: Shields provide two defensive bonuses, and a special defense. The first is against melee attacks, the second is against ranged attacks, and the third is the Shields Will Be Broken Rule. This rule is that a shield may be sacrificed to take the full damage from a single attack. A Modification to the rule allows for the material the shield is made of. Wood shields are unusable after being sacrificed. Metal shields can effectively be sacrificed twice. This rule does not apply to the Buckler, which is too small (you’d be sacrificing your arm).

    • Buckler: +1 AC melee, +1 AC ranged, cost: 2
    • Small Shield: +1 AC melee, +2 AC ranged, cost: 3 wood, 9 steel
    • Medium Shield: +2 AC melee, +3 AC ranged, cost: 5 wood, 15 steel
    • Large Shield: +3 AC melee, +4 AC ranged, cost: 7 wood, 21 steel

    Like any other item, armor uses up an item slot. No matter what kind it is, armor takes up a single item slot. Heavier armor, because of its weight, bulk, and restriction of movement, also has a further penalty.

    There are three basic types of armor, and how they work with encumbrance is as follows:

    • Light Armor fills an item slot.
    • Medium Armor fills an item slot AND a point of encumbrance.
    • Heavy Armor fills an item slot AND two points of encumbrance.

    A half suit, basically covering the chest and torso, or the classic chain/plate bikini, or the bracers/gauntlets, shoulder plates, shin guard combo all work the same, and are considered a half-suit for game purposes.

    • A half suit of Light armor takes up an item slot.
    • Half suit of Medium armor takes up an item slot.
    • Half suit of Heavy armor takes up an item slot, AND fills one point of encumbrance.

    Now, on to specific types of armor available! The armor listed includes the Armor Class bonus for half and full suits, as well as the cost. These are guidelines, but cover most types of armor. While many other types of armor exist, they all effectively fall within these categories and use the same stats.

    Light Armor:

    • Hide or Leather: +1 AC half suit, +2 AC full suit, cost: 5/10
    • Studded Leather: +2 AC half suit, +3 AC full suit, cost: 12/24

    Medium Armor:

    • Chain or Scale: +3 AC half suit, +5 AC full suit, cost: 100/200

    Heavy Armor:

    • Plate: +5 AC half suit, +8 AC full suit, cost: 300/600 

    Encumbrance; a Little Less Sucky

    Encumbrance is probably the least used and most boring part of RPGs. I don’t think I’ve ever been a player in a game where encumbrance was ever an issue that really came up, as most games use complicated systems that suck the fun right out of the game, so no one ever bothers with them. Or they use a system based on Strength and how much you can lift and nothing else, making it silly and unrealistic. Castles & Crusades, at least in the 4th printing that I own, has a terribly convoluted and dare-I-say-it unplayable encumbrance system. I knew when I started this that it would be the very first thing I scrapped from the system.

    Encumbrance doesn’t have to be so crappy, though.

    Lamentations of the Flame Princess was the first game I ever played that had an encumbrance system that wasn’t terrible and was simple to implement.

    So I’m porting that into this game.

    In LotFP, you can carry any number of items. However, the more you carry, the more Encumbrance Points you accrue. It uses a system of equipment slots. Every sixth slot you fill grants an encumbrance point. Small items, like an arrow, can have many carried before filling a slot. Certain types of armor automatically count for encumbrance points.

    Having so many encumbrance points affects your speed and, in the case of Magic Users, your ability to cast spells.

    While Encumbrance doesn’t have to be continually tracked throughout play, the Referee is allowed to audit a player’s equipment at any time, with the player penalized accordingly if they are carrying too much stuff.

    Add to this the importance LotFP places on hiring retainers, and it’s a very effective and simple system.

    In a nutshell;

    • Carrying 6 or more items is a point.
    • Carrying 11 or more items is two points.
    • Carrying 16 or more items is three points.
    • Carrying 21 or more items is four points.
    • Oversized items, two-handed weapons, some armor = 1 point.
    • Giant sized items, some armor = 2 points
      • More on armor and how it affects encumbrance in the next post.

    Lamentations of the Flame Princess, though, is designed for a more gritty, low-fantasy, setting. Not the high-fantasy, ridiculousness of Strathos. Some some changes are necessary.

    • Constitution Modifier applies to Encumbrance. This means that you receive extra item slots based on your Con mod, before you take an encumbrance point. On the other hand, having a negative Con mod means you can fill fewer slots before taking an encumbrance point.

     Example 1: Sheila the Barbarian has a +2 Con modifier. This translates to her being able to fill 7 slots of items before accruing an encumbrance point. 

    Example 2: Brxrfrx the Mushroom has no Con modifier. It can fill up to 5 slots of items without accruing an encumbrance point.

    Example 3: Trent the Wizard has a -2 Con modifier. He can only fill up to 3 slots of items before accruing an encumbrance point.

    Okay, but what does it mean to accrue and Encumbrance Point? How do they affect the game?

    • Zero or One encumbrance points = Unencumbered. This has no effect on your character.
    • Two encumbrance points = Lightly encumbered. Speed is reduced 20%.
    • Three points = Heavily encumbered. Speed is reduced by 40%, and Magic Users cannot use magic. Characters suffer a -1 penalty to all combat rolls and skill checks, as well as dexterity based saves.
    • Four points = Severely encumbered. Speed is reduced by 80%. Characters suffer a -3 penalty to all combat rolls, skill checks, and Dexterity based saves.
    • 5 points = Overencumbered. The character cannot move.

    Example 4: Trent the Wizard is carrying a spell book (1 item slot), a pen and ink set (1 item slot), a dagger (1 item slot), a weeks worth of rations (1 item slot) and a staff (two-handed weapon: 1 encumbrance point), making him Lightly Encumbered. Why? Because he has filled 4 item slots (remember, he can only fill three slots without accruing a point) and has a two-handed weapon. That totals 2 encumbrance points. 

    While all of this makes sense to me, I know that it doesn’t necessarily make sense to anyone reading this. So I am happy to answer any questions.

    Fighters like it Rough

    This is a rough draft of some stuff I’m considering. Hence the title. My previous post about fighters is here, and I just want to give a shout out to Zak, since his posts on Barbarians and Fighters inspired much of this.

    I’m still messing around with formatting posts. I like to add pics to give a visual presentation of the ideas I’m trying to convey. Sometimes I think I overdo it, though.

    This is essentially an idea to combine Fighters and Barbarians and Monks and Knights and Paladins into a single, all encompassing, class.

    Fighter
    Prime Attribute: Strength
    Hit Die:

    • d8: Roll or pick 4 abilities from the list
    • d10: Roll or pick 3 abilities from the list
    • d12: Roll or pick 2 abilities from the list
    • All: Roll or pick twice from the list when you level up.

    Special: Trade 1 ability to learn 1 spell of any level below your own. If this is chosen at character creation, the spell is a level 0 or 1. If chosen after level one, the spell must be one known by someone willing to teach you. This grants the ability to cast a spell, it does not automatically give you a spell. The cost to cast such a spell is 3 HP per level of the spell.

    Abilities:

    1. Weather/Element Resistance: Wearing a chain mail bikini in shin deep snow doesn’t bother you.
    2. Animal Domination: Big, scary, wild animals take a liking to you and do what you want them to do.
    3. Primal Attraction: have you seen those Frazetta paintings? Or in the following case, Brom? Through charisma, pheromones, or whatever, other people are attracted to you. No matter how ugly you are or how much gore you’re splattered with.
    4. Defensive Stance: +1 AC, -2 to hit. This can be taken multiple times
    5. Armor costs 1 less encumbrance
    6. Unarmored AC bonus: for the barbarian types
    7. Tactics: Intelligence check to give allies +1 to all combat rolls for first round of combat.
    8. Two weapon fighting: penalty for off-hand attacks is reduced
    9. Extra attack
    10. Improved unarmed combat: +1 damage with bare fists
    11. Giant-killer: +1 hit and damage against creatures at least 1 size level bigger than you
    12. Intimidation: Charisma +1 vs opponent’s Wisdom or Fear
    13. Strength bonus: +1 to strength up to racial max
    14. Pain tolerance: +1 vs pain saves
    15. Saving throw bonus: + to all saves
    16. No Fear: +1 vs fear saves
    17. Skill point
    18. Taunt: Charisma check +1 vs opponents Wisdom
    19. Ranged weapon bonus: Faster reloads, trick shooting, etc
    20. Use two handed weapon one-handed (like Guts in Berserk!)
    21. Mounted fighting bonus (Knights, Lancers, Mongols, etc)
    22. Berserker rage
    23. Offensive stance: +1 to hit, -2 AC. This can be taken multiple times
    24. Improvised Weapon

    Goblinoid Races

    In the previous post I mentioned that I had to create several new playable races for Castles and Crusades. Well, here they are if anyone wants to use them.

    As I said before, the race descriptions are based off of those from Palladium Fantasy.

    Roll the standard 3D6 for attributes. I always let my players reroll ones.

    Goblin
    Modifiers: +1 Dexterity, -1 Strength
    Racial Traits and Abilities:
    Animal Empathy: Goblins can read the emotions of animals. They can not conversate with them, though.
    Combat Expertise: When fighting against Gnomes and Halflings, Goblins enjoy a bonus of +1 to hit against AC.
    Dark Vision: 120 feet – can see in total darkness, but needs 1 round for eyes to adjust.
    Hearing: Goblins receive a bonus of +1 to listening based checks.
    Size: Height is 3 feet plus D12 inches, Weight is 60 + 5D8 pounds

    Goblins are short and skinny with spindly arms and legs, pencil necks, skin colors that range from yellow and light green to brown and dark green, and hair that is either black, dark brown, or deep red. Eyes are large and ears are pointed. Teeth are sharp and pointy.

    Kobold
    Modifiers: +1 Constitution, -1 Dexterity
    Racial Traits and Abilities:
    Racial Animosity: -2 on Charisma checks when dealing with Humans, Elves, Halflings, and Gnomes.
    Darkvision: 120 feet – can see in total darkness, but needs 1 round for eyes to adjust.
    Underground Direction: Can sense approximate depth underground without needing an attribute check.
    Fearless: +2 to savings throws vs Fear.
    Resistant to Poison (Constitution) +2 to savings throws vs Poison.
    Movement: 20 feet per round
    Size: Height is 3 feet plus D12 inches, Weight is 70 + 5D8 pounds

    Kobolds are short, thin, with leathery skin that is dark muddy brown or red. They often go bald on the top of their heads and do not grow facial or body hair. What hair they do have is white. Their eyes are yellow or red, and their teeth are sharp and pointed.

    Orc
    Modifiers: +2 Strength, +1 Constitution, -2 Intelligence, -1 Charisma
    Racial Traits and Abilities:
    Twilight Vision: Able to see clearly and in color for 1 mile under starlight or moonlight.
    Sense of Smell: Detect the presence (but not location) of creatures within 30 feet, or 60 feet if upwind. Strong scents can be picked up at twice that range, and Exceptionally strong scents at three times the range. Provides a bonus of +2 to Track if a Ranger.
    Martial Prowess: +2 to AC when not wearing armor. The Orc does not receive this bonus if wearing armor of any kind.
    Resistance to Disease: +2 to save vs Disease
    Size: Height is 5 feet plus D20 inches, Weight is 130 + D100 pounds

    Orcs are broad shouldered, muscular, with sharp teeth and small tusks coming up from the lower jaw. Their noses are flat and pig-like, with long tongues used to wet the nose to improve their sense of smell. Skin colors range from dark green and dark brown to black, with thick black hair.

    Troglodyte
    Modifiers: +1 Charisma, -1 Wisdom
    Racial Traits and Abilities:
    Fearless: Troglodytes are naturally inquisitive and confident. +2 vs Fear.
    Twilight Vision: Able to see clearly and in color for 1 mile under starlight or moonlight.
    Resistant: +1 to all Constitution-based Savings throws.
    Spot Hidden Doors: Troglodytes natural curiousity gives them a +1 bonus to find hidden doors.
    Empathy: Troglodytes are the most liked of the Goblinoid races, and receive a +1 to Charisma checks when dealing with Goblinoids, and no negative modifier when dealing with other races.
    Size: Height is 4 feet plus D12 inches, Weight is 130 + D100 pounds

    Troglodytes are broad shouldered, with pale waxy skin, large dark brown eyes, flabby bodies and heads that vaguely resemble Salamanders or Newts. They are generally friendly, trusting, and curious. They like to eat well and party hard.

    Hobgoblin
    Modifiers: +2 Wisdom, -1 Charisma, -1 Constitution
    Racial Traits and Abilities:
    Enhanced Senses: Vision is exceptional, and large ears provide a +2 bonus to checks involving listening and sound.
    Twilight Vision: Able to see clearly and in color for 1 mile under starlight or moonlight.
    Charm Resistance: Hobgoblins are resistant to spells that Charm or cause Sleep: +10 to save
    Spot Hidden Doors: Hobgoblins receive a +2 bonus when searching for hidden doors/compartments.
    Movement: 30 feet per round
    Size: Height is 4 feet plus D12 inches, Weight is 90 + 6D10 pounds

    Hobgoblins resemble their goblin cousins, but are taller and have comically over-sized ears. Hobgoblins are notoriously hard to get along with; gruff, arrogant, pompous.