Monthly Archives: November 2016

Summoner and Pyromancer playbooks

Here are Summoner and Pyromancer playbooks. The playbooks include instructions for creating an adventurer along with core rule cues. Below are slightly more precise spell rules.

This summoner is a tightened up version of the OD&D summoning rules I posted a while back.

As a reminder, intelligence checks control how many times an adventurer can cast a spell. After casting and resolving a spell, the adventurer makes an INT check. Failure means the adventurer looses the spell. Spells refresh during downtime.


Summoner Spells

To cast summoning spells or use magic, adventurers must have a catalyst in a hand slot.

Charm

Bind a neutral or friendly creature as a minion.

Hostile creatures and creatures of higher level than the summoner get a saving throw.

Minions resist commands that are suicidal or anathema.

Compel resisting minions with a CHA check. Failure breaks the charm.

Previously charmed creatures become hostile when liberated.

Summon

In a puff of smoke, a monster appears. Determine monster randomly.

Choose: careful, reckless, or named.

Careful results in a monster with level not exceeding the summoner’s.

Reckless could summon anything, even a duke of hell.

Named summons a creature by true name, which must be known.

Optional: choose a minion specialty. Summoners with a specialty may opt to summon minions of the chosen type during any particular summoning occasion. When summoning in this manner, determine specifics of summoned creature randomly within desired type. Once chosen, the specialty may not be changed though summoners may acquire additional specialties through play.

Ward

Draw a boundary, either circle or line, on the ground with a catalyst.

Summoned or extra-dimensional creatures may not transgress this boundary.


Pyromancy Spells

To cast pyromancy spells, adventurers must summon a pyromancy flame.

Adventurers knowing pyromancy spells may summon or dismiss pyromancy flames as an action.

A pyromancy flame occupies a hand slot.

Pyromancy flames are fist-sized, hovering, smoking spheres of dim pulsing fire that smell acridly of sulfur and seared tar. They shed about as much light as a dying ember. The odor makes concealment difficult.

Fireball

Deal 1d6 + (1d6 × Level) damage (save for ½) to all in an area.

Flaming Weapon

Ignite a weapon. Weapon deals +1d6 damage and damage is magical.

The enchantment persists as an expiring resource during exploration.

Stonehell: Prepare to Die weapons

Dark Souls zweihander (personal photo)

Big sword from Dark Souls 1 (personal photo)

Combat house rules are hard to remember in the heat of the moment, so these are designed to augment traditional B/X procedures. If players do not learn the options or forget to use them, the game will not be much harmed. Applying these procedures should help create the feel of Dark Souls tactics to the degree permitted by traditional tabletop RPG rules. The final playbooks will also include reminder cues to help players. I tried to keep new rules to the absolute minimum required to support basic Dark Souls actions.

For now, shields just grant the standard traditional +1 AC. A Dark Souls emulator deserves better than that, but I also do not want it to slow down combat or make adventurers too tough. I do not like rules that allow adventurers to sacrifice a shield to avoid a hit.


Starting Weapons

All playbooks provide an initial melee weapon proportional to starting strength. Some provide a missile weapon as well, proportional to initial dexterity. The instructions section of each playbook includes available initial weapon choices. See below for a compiled list of starting weapons.

Two-Handed Weapons

Adventurers with an ability score high enough to use a weapon may wield it one-handed. Some weapons may be used two-handed to deal extra damage. When using a melee weapon two-handed, roll two damage dice and take the larger result (that is, roll damage with advantage).

Dual-Wielding

Adventurers may wield a weapon in each hand, allowing two attacks per combat turn. However, dual-wielded weapons are limited by the lowest of both strength and dexterity. For example, an adventurer with strength 14 and dexterity 10 wielding two weapons may only use weapons that deal 1d6 damage or less. Further, dual-wielding prevents using a shield or any other off-hand item. When dual-wielding, both attacks must be rolled at once. Combatants may not save one attack for a potential parry (see below).

Critical Hits

When a critical hit occurs, players can choose to inflict either double or full damage. For double damage, roll the weapon die twice and then apply any other modifiers. For full damage, do not roll damage but rather use the highest potential result of the weapon die. For example, a critical hit with a longsword (a 1d10 weapon) will inflict either 2d10 or 10 base damage, according to the player’s choice. Natural 20s inflict critical hits, as do strong attacks, parrying counterattacks, and sneak attacks (see below).

Strong Attacks

Successful strong attacks are critical hits. However, strong attacks leave the attacker open to counterattack, reducing the attacker’s AC to 10 (unarmored) temporarily unless the strong attack reduces an enemy to zero hit points, in which case AC is unaffected. Because of this, strong attacks are best used finish off enemies. Reduced AC from a strong attack persists until the adventurer that made the strong attack acts again.

Parrying Counterattacks

Rather than attack, a combatant may try to parry and counterattack. This requires waiting for an opponent to attack. Resolve a parry with opposed attack rolls rather than static armor class. If the parry is successful, the combatant parrying inflicts a critical hit for taking advantage of an opponent’s opening. Parrying is only possible against opponents wielding weapons.

Sneak Attacks

Concealed adventurers may make sneak attacks with melee weapons. Sneak attacks are made with advantage and inflict critical hits. Melee weapons used for a sneak attack are limited by both strength and dexterity. For example, an adventurer with strength 14 and dexterity 12 may use weapons dealing 1d8 damage for a sneak attack. Following a sneak attack, successful or otherwise, make a dexterity check (with disadvantage if base AC is higher than 12) to determine if the adventurer remains concealed. Concealed combatants may not be targeted directly.

Blunt Weapons

Blunt weapons (for example, caestus, club, and mace) are more effective against some enemies but are also more clumsy than other weapons. Exactly what clumsy means must be ruled situationally by the referee but may include occurrences such as striking after an opponent with a more agile weapon.

Enchanting

(This upgrade system replaces the attack bonus rule described in the previous post.)

Upgrade weapons during downtime by bringing special resources, along with personal essence freely given, to a blacksmith or enchanter. Weapons may be improved up to +5 and can be infused with other magical powers. Enchantment bonuses apply only to attack rolls, not damage rolls. Elemental enchantments modify the type of damage inflicted and can sometimes augment amount of damage.

Special resources may be explicit external treasure but can also be harvested abstractly from defeated enemies according to the magical principle of similarity. For example, the essence of a monster that breathes fire would be useful for a fire enchantment. Record abstract essences in HD or level terms. Such monster essences do not occupy item slots.

The process of improving a weapon links it to the wielder’s soul. Because of this, the original wielder suffers any damage the current wielder takes, making it unwise to lend your enchanted weapon to another. (Yes, this means that stealing an enemy’s linked weapon and cutting yourself is a strategy. Good luck with that.) The improvement process uses the personal essence to create the link between living soul and item. Such personal essence can take many forms. For example, blood, hair, or valued secrets. The details of the essence affects the weapon’s physical manifestation.

Since enchanted items draw their power from living souls, such items rarely persist beyond the death of their original wielder. Rarely, a wielder’s power and personality are so strong that an enchantment is permanently burned into the item. Such legendary items are unique and sought after.

Bleeding

A bleeding combatant suffers one damage per combat turn. Bleeding is easily staunched after combat. Some weapons, such as katanas, cause bleeding.

Poison

Poison of the common variety inflicts one damage per dungeon turn and can only be cured by consuming an antidote. Uncommon and rare poisons may have other effects. Most poisons allow an initial constitution saving throw to completely resist the effect.

In game design terms, bleeding and poison are fast and slow hit point attrition effects.


Melee Weapons

1d4 caestus dagger broken straight sword
 caestus  dagger  broken-straight-sword
1d6 club hand axe short sword
 club hand-axe  shortsword
1d8 broadsword mace scimitar
 broadsword mace scimitar
1d10 battle axe longsword spear
 battle-axe long-sword spear
1d12 bastard sword greataxe halberd
 bastard-sword greataxe halberd

Missile Weapons

1d6 shortbow light crossbow
 short-bow  light-crossbow
1d8 longbow heavy crossbow
long-bow heavy-crossbow

Crossbows can be used with a single hand but take an action to reload.

Bows must be wielded with both hands.


Weapon images are from Dark Souls 3.

Stonehell: Prepare to Die playbook overview

Adventurer playbook determines starting ability scores, starting HP pool, starting gear, and starting spells (when appropriate).

Initially, I am developing four playbooks based on Dark Souls classes and one custom playbook. The four playbooks inspired by Dark Souls are Bandit, Deprived, Knight, and Pyromancer. The custom playbook is the Summoner and is based heavily on the OD&D summoner I posted before.

Playbook HP Pool Str Dex Con Int Wis Cha
Bandit 1d10 16 12 12 9 9 9
Deprived 1d4 9 9 9 9 9 9
Knight 1d12 14 10 14 9 10 11
Pyromancer 1d6 10 10 10 12 10 9
Summoner 1d6 9 12 10 13 10 12
My first Dark Souls dude, with a shield

My first Dark Souls dude, with a shield

Similar to Dark Souls, all adventurers sharing a playbook start with identical ability scores, as shown above. Players differentiate adventurers primarily through advancement choices during play though there are also a few choices per playbook regarding starting gear.

I chose these 5 playbooks because they include a damage-oriented melee class (the Bandit), a defense-oriented melee class (the Knight), a damage-oriented ranged class (the Pyromancer), and a hard-mode class (the Deprived). The Summoner provides a magic-using class that relies on minions.

The full list of potential playbooks includes Bandit, Cleric, Deprived, Hunter, Knight, Pyromancer, Sorcerer, Summoner, Thief, and Warrior. The playbooks of next-highest priority to me are the Hunter (for a non-magical ranged class) and the Sorcerer (for a more general magic-user).

Most adventurer capabilities are determined by ability scores, which also have approximately the same bonuses (and meanings) as in traditional B/X. Ability scores are also used for traditional roll-under (<=) ability checks. Disadvantage, as in fifth edition, means to roll two dice and take the least favorable result.

Weapons

Strength and dexterity determine which melee and missile weapons (respectively) an adventurer my use without penalty, categorized by damage die, as shown in the table below. For example, an adventurer with strength at least 10 may use melee weapons that deal 1d4 or 1d6 damage. Adventurers may use weapons with greater die sizes, but make attack rolls with disadvantage when doing so and do not add ability bonuses.

Score Die
8 1d4
10 1d6
12 1d8
14 1d10
16 1d12

Armor

Constitution, in addition to adding HP to the HP Pool and functioning as an endurance or fortitude saving throw, limits the adventurer’s max AC. For example, an adventurer with constitution of 14 may wear armor that grants up to AC 14. Adventurers wearing armor granting AC higher than the constitution score make all physical tests (ability checks and attack rolls) with disadvantage. Unarmored AC is 10 (including for the Deprived, even though the Deprived begins with constitution of 9).

Attack Bonus

Edit: the weapon upgrade rules replace the attack bonus.

Adventurers have an attack bonus (determined by level). Add the attack bonus to attack rolls made when using a weapon that does not exceed ability score damage die limits. For example, an adventurer with strength 10 that attacks with a 1d10 weapon does not add the attack bonus (and in fact makes the attack roll with disadvantage, as described above). The attack bonus is calculated as level divided by two, rounded up, plus one (or consult the following table).

Level Attack Bonus
1 +2
3 +3
5 +4
7 +5
9 +6

 

HP Pool

Potential adventurer HP is recorded as a dice expression plus the constitution bonus. At first level, this will include one die (and possibly a bonus, depending on playbook). For example, the knight begins with an HP Pool of 1d12 + 1. An example of a higher-level HP pool is:

1d12 + 1d6 + 1d6 + 1

Adventurers recover by re-rolling their HP Pool when resting in safety.

Carrying Capacity

Adventurers may equip several location-specific items (head, torso, left hand, right hand) and have an additional set of item slots equal to the strength score. Some items may be bundled, such as throwing knives. Such items require only a single item slot up to the bundle limit. Bundle limits are determined by specific items. For example, the bundle limit of throwing knives is 6.

Magic

Intelligence determines number of spells an adventurer can know (intelligence – 10, min 0). For example, an adventurer with intelligence 13 can know up to 3 spells. After casting a spell, an adventurer must make an intelligence check. If the adventurer fails this check, that spell may not be used again until the adventurer rests in safety. This makes the number of spell uses uncertain, but never less than 1.

Minions

Charisma determines number of minions an adventurer can control (charisma – 10, min 0). For example, an adventurer with charisma 12 can control up to 2 minions. Commanding minions requires charisma checks in some circumstances. The charisma bonus applies to minion attack and damage rolls.

Advancement

To gain a level, spend coins equal to level multiplied by 1000. For example, to advance from second to third level, spend 2000 coins worth of treasure. Merchants are only interested in coins, gems, and precious artifacts. The focus of these rules is not on scavenging curtains and furniture from dungeons (not that there is anything wrong with that). Adventurers may advance in level wherever they can spend treasure, including deep within a dungeon, assuming the can find a merchant to deal with.

When gaining a level, adventurers add 1d6 to the HP Pool, choose one ability score to increase by one point, and increase the attack bonus (for odd levels). The maximum adventurer level is 10. Ability scores may not be raised above 18.

For moderate niche protection, I set playbook starting ability scores so that non-magical classes must dedicate one level of advancement to increasing intelligence before they can start learning spells. That is, advancing intelligence from 9 to 10 requires a level but does not grant any spell slots (since 10 – 10 = 0). The adventurer must then spend another level (increasing intelligence to 11) to gain the first spell slot. Advancing from 9 to 10 is not totally without mechanical benefit, even though it does not grant a spell slot, since saving throws versus magic use intelligence checks.

Ability Bonuses

The strength bonus adds to melee attacks and damage. The dexterity bonus adds to missile attacks and damage (but not AC). The constitution bonus adds to the HP Pool. The wisdom bonus adds to miracle effects (to be discussed in a future post). The intelligence bonus adds to spell effects (such as damage). The charisma bonus adds to minion attack and damage rolls. All other resolution systems use simple ability checks. For example, reaction rolls are handled as charisma checks. Ability score bonuses follow the traditional B/X schedule of tiers made up of 13-15, 16-17, and 18.

Score Bonus
13 +1
16 +2
18 +3

Stonehell: Prepare to Die

Principles

  • Use a chassis similar to B/X
  • Use a published dungeon and structure the setting around the dungeon
  • Reinterpret dungeon elements using a Dark Souls filter

Setting

On the frontier of the central kingdom, the High King Vollrath built a fortress in the mouth of a dusty box canyon. Though billed as a borderlands fort, the location was not strategic. The extensive excavation and heavily loaded provisioning caravans were out of all proportion with a mundane outpost. After completion, visitors slowed and then stopped. One day the gates closed and did not reopen. For months, lights and guards were still visible on the parapets, and then those too vanished. Years passed, and parts of the wall fell into disrepair. Nature began the gradual process of repossessing the edifice. Then, the High King was defeated in battle and unified kingdoms fragmented again. Locals assumed that the distant civilized Central Kingdoms had forgotten the fortress.

A generation ago, those dwelling near the fortress began to behave strangely, gripped by unnatural passions. Many had nightmares. People regularly had bouts of uncontrollable rage or crippling fear. Settlers abandoned homesteads, soldiers sent to garrison outposts deserted, and trading outposts gradually became ghost towns. Soon, industry ceased.

Most people that linger are mad or catatonic, though a few have managed to retain their selves. Even the sane are plagued by nightmares with uncomfortably similar details: dark tunnels, shriveled men scurrying on all fours like roaches, and glittering treasures. Drawn by rumors of wealth, some fortune hunters regularly trek from the now divided Central Kingdoms, assuming the dangers superstition. None enter the nearby frontiers without being changed. Even those not driven mad suffer tremors and strange uncontrollable emotions that intensify with distance from the complex, growing into an obsession with the abandoned fortress. Until they return, colors are dimmer, food tastes like dust, and nothing seems to satisfy. All return, many to die in the depths or to a madman’s cracked blade.


Next up: B/X style playbook design inspired by Dark Souls starting classes.