Wednesday, August 23, 2017

Old School had a mountain of ways to generate attribute scores

Remember Old School D&D and the 3d6 down the line? what if i told you that there were 29 other ways to Generate Attributes and not all of them were random. here are 5 of my Favorites from Old School D&D.

2d6+6, Roll 6 Scores, Arrange as Desired

Roll 24, 30, or 36 d6 on a Spreadsheet, take any 3 you want for each score, the same die may be used once

take 2 each of cards 4-9. deal 2 cards face down in 6 piles. those are your scores, arranged as desired

Take 15, 14, 13, 12, 10, 8, arrange as desired, apply racial modifiers

take 75 points and buy each score point for point, starting with 0, no score may start lower than 3 or higher than 18, each ten percent of tremendous strength costs a point as well. for example, an 18/100 strength costs 28 points, 18 for the 18, and 10 for the 100 percent.

these are all seemingly powerful variants. but the truth is, they are customizeable ane produce nothing you couldn't get from the 3d6 in order ceiling. they just raise the floor to ensure you have a character you can immerse yourself into.

lots of people try to have concepts in a D&D game. i'm a concept girl myself. but i like the mechanics to at least put an effort to resembling the lore. a strong character needs a high strength. so the mechanics resemble thier aethetics.

Saturday, July 22, 2017

Savage Worlds, Subterfuge can really save the Party

in playing multiple campaigns of Savage Worlds since 2010. i found that when you play with the 2011 shaken rules in a deliberately benny starved game, that the best use for a benny, is not to soak a wound in combat, but to completely bypass an unneccessary combat encounter that is irrelevant to the story and here is why.

Savage Worlds has an extremely dangerous combat system and healing is a pain because of the 10 minutes required per attempt and limit of one attempt per character no more than one hour after a fight. even if healing consumables change how healing works, this is why i consider a healer with arcane background a huge lifesaver.

not only are player characters frequently incapacitated or maimed. often taking permanent injuries. but an extra has just as much chance of taking out a wild card as another wild card does. so because of this, and because of how difficult it is to properly heal. the next best thing is is to have a very attractive face character capable of using social skills to stop irrelevant fights before they happen. you are effectively spending on benny to save yourself and your companions a potential two or three bennies apiece.

the best use of a benny is to prevent damage in the first place rather than to soak it. and some GMs like having a more social group or having a more social character in their group. because social minmaxers have less stigma than combat minmaxers, despite both being minmaxers.

being able to disguise yourself and bluff your way past encounters really, really, helps quite a lot.

Saturday, April 22, 2017

Substititutions for Flavor

all too often. a particular reflavoring or reskin of a character concept will end up with some problematic abilities that make very little sense for the new concept, this is where i introduce concept based substitutions.

as part of a Reskin of a Class or Race, a character can do the following things for concept purposes

0. a concept must be pitched for the modified character, consisting of a cultural background and home region as appropriate to the setting, as well as values and standards.

1. a character may shift around racial attribute modifiers wholesale to better represent their new species or subrace. the Game Master has final say over any shifted attributes. if an Elf moves their +2 dexterity over to their Constitution, they must place that -2 penalty they would have had to another attribute. maybe they move it over to charisma, this is recommended not only for new Subraces, but for members of existing races that grew up exposed to different cultures or for reskinning a specific race to represent another,

2. a character may swap around resistances or immunities for equivalent resistances or immunities, 1 for 1, conditions for conditions and damage types for damage types. the GM may need to review the damage or condition types being substituted to ensure things are fair. swapping the rarely used necrotic resistance for ubiquitous fire resistance gives a race a lot of defensive gain, swapping cold resistance to gain fire resistance is fine, as is swapping radiant for necrotic

3. a character may swap circumstances for which an ability applies on a one for one basis. stone cunning can instead be applied to woodland areas instead of caves, but should be renamed something like Woodwise. to represent the purpose of the new ability

4. a character may swap out proficiencies and bonuses with weapons or skills for equivalent weapons or skills on a one for one basis. swapping longsword for rapier or scimitar or swapping battle axe for shortsword is fine, or swapping out longsword for katana. as long as the weapons make sense for the cultural background of the species. while trading stealth or insight for perception is fine, trading away animal handling or performance to gain perception is a bit iffy, trading away performance to gain animal handling is fine, this is best reviewed case by case

5. if the character is a member of a class that gains armor proficiencies but not unarmored defense, they can swap out armor and shield profiicencies for unarmored defense as long as they forever opt out of armor proficiency when they multiclass

6. look at the final product, and ensure the character isn't a modified race or class exclusively designed for a single purpose, such as being the best pyromancer or the best scimitar wielder. be wary of cultures developed to thinly veil these solutions behind story shortcuts. you are merely designing a character of an exotic background, not crunching numbers to fight better.