Category Archives: Rules

Setting traps in 5E

Source: Wikipedia

Source: Wikipedia

Paul S. asked (private circle share) about 5E rules for setting traps. Some traps, like setting a bucket of paint on a door that is ajar or scattering marbles, do not require any special rules. You set them, and they trigger if situationally appropriate. They can be handled entirely by description and ruling. Setting more sophisticated traps, such as a concealed snare, present an opportunity for leveraging existing mechanics to support character abilities that are not explicitly handled.

5E already has rules for crafting using tool proficiencies. Thus, setting a trap requires trap-maker’s tools, which can be improvised. Simple traps can be set in one dungeon turn, but more complex devices may require more time. If the crafting is possible but uncertain in some way (such as under time pressure), require a crafting check (probably DC 10, but adjust as necessary).

A set of trap-maker’s tools is a small kit containing cords, wires, springs, and so forth that functions similarly to a healer’s kit. It counts as one significant item (if using simple encumbrance), and is exhausted using whatever rules are in effect for healer’s kits (in the 5E PHB, this is 10 uses, but I might use an ammo die).

Tools can be improvised from local detritus, standard, or masterwork. The referee must rule whether tools can be improvised in a given situation. If tools are improvised, saving throws versus trap effects are made with advantage. If masterwork, they are made with disadvantage.

Trap DC works like spell DC: 8 + ability bonus + proficiency bonus.

Crude mechanical traps (such as rigging a swinging log) use dexterity. More sophisticated traps based on specialized knowledge (such as crafting a poison needle mechanism) use intelligence.

Example 1: first level character without proficiency, using improvised tools, with dexterity of 12 (+1). Trap DC is 9 (8+1), victims make saves with advantage (due to improvised tools).

Example 2: first level character with proficiency (+2), with dexterity of 15 (+2), using standard trap-maker’s tools. Trap DC is 12 (8+2+2), saves are unmodified (since standard tools were used).

Simple injury rules

Source: Wikipedia

Source: Wikipedia

Injury threshold (IT) = constitution divided by 2, round up.

A character that takes IT (or more) physical damage at once sustains an injury. This injury affects one of the physical ability scores: strength, dexterity, or constitution (determine which randomly). The afflicted score is decreased by 1d6 points.

Further, if the damage causing the injury reduced the injured PC to zero HP, immediately reduce the stat maximum by one permanently.

If the injury is not treated by a doctor or healer during or before the next downtime, the stat reduction is permanent. Put another way, it is dangerous to spend the downtime following an injury in an uncivilized or poorly equipped location.

Any permanent stat reduction from injury results in a visible scar or maiming of some sort. The player may decide how this manifests, or defer to the referee.

A mental injury threshold (MIT) could be handled in a similar manner.


I have been thinking about using a Call of Cthulhu rules base for a dark fantasy survival horror dungeon crawl game. The above injury rules were inspired by reading various Basic Roleplaying variants. Following is the original version I developed for use with BRP.

Damage from a single attack that equals or exceeds a target’s injury threshold (which is half maximum HP) causes an injury. An injury reduces one physical characteristic (appearance, constitution, dexterity, or strength) by 1d6 points. If not treated promptly, this decrease is permanent. Injuries may have additional consequences, such as shock or ongoing damage from blood loss, as determined fictionally.

Flailsnails between games

The Flailsnails multiverse is distributed and lacks any central authority. It is comprised of numerous, only partially compatible settings, that have drastically different economies. Firearms or even more advanced weapons are available in some worlds, whereas obsidian edged clubs might be cutting edge technology in other places. Whereas part of the effect of this is that the Flailsnails agglomeration as a whole takes on the qualities of the strangest and most extreme of the constituent areas, it does leave open to question: what areas does any given PC have access to at any given time? The conventions themselves are largely silent on this topic, but I have been following some informal rules of my own with my Flailsnails PCs that feel fair to me.

Currency conversion. Any XP-equivalent currency in terms of purchasing power is transparently converted between realms. So dollars become LotFP SP become gold doubloons become interstellar credits. Or whatever. Unless a particular physicality is important (such as using silver pieces to craft a crude silver weapon to damage a lycanthrope), in which case you are going to have to have a conversation with whatever referee and figure it out.

Downtime actions and equipment purchasing. I only allow my PCs to buy items or take actions within the last setting visited. This means that if my character is not in, say, Kalak-Nur currently, I need to play in another Kalak-Nur game before I can buy stuff there, even if I have played there before at some point. The same goes for administering land holdings or anything else that requires access to some world-specific resource.

Character-specific abilities, however, are a different matter. If I make a Holmes magic-user, I will craft scrolls at 100 GP per spell level between sessions, even though a particular session referee might have scroll creation work differently within a given setting.

While there is no particular reason why anyone else needs to follow these “rules,” I think they are good guidelines, and also provide adventuring motivation (if you assume that you need to survive a session in wherever before you can buy stuff there). Of course, I also happily apply my own rather stringent encumbrance rules (1 item per point of strength) to all of my own Flailsnails PCs unilaterally, so it is possible that I derive more utility than others from self-imposed limits.

On blasted sands

Not too long ago, D&D Classics released the 2E Dark Sun boxed set and the 4E Dark Sun campaign setting. I bought and read them both, and this was the result: some rules to bolt on to an OD&D style chassis in order to run a Dark Sun game with streamlined, lethal rules. The 2E boxed set is the better of the two products, and I would recommend using it for setting material.

In the past, I have thought that perhaps a human-only Dark Sun, with a more swords & sorcery, or old Hollywood sandal epic, style might be more interesting than the twisted versions of the standard D&D races that were actually included in the setting. But now I think that is not quite right. The flavor of Dark Sun needs some honestly strange Barsoomian weirdness, which I have included. But there are no elves, dwarves, or halflings to be found. Race has been subsumed into background. You will see that most of the Dark Sun archetypes have been preserved without the Tolkien races, however.

There is a PDF version too.


In the far future or distant past, a ruined land abides under merciless suns. Of those that remain, most toil hard and die young. Few prosper. Some, however, take an obsidian blade or bone scourge and try to wring what blood and sweetness are left in this withered husk of a dying world.

Select (randomly or by desire) a background, class, and (optionally) theme. Depending on those options, contacts and psionic powers may also be called for. For rules not included here, refer to any traditional fantasy ruleset (Swords & Wizardry WhiteBox, Labyrinth Lord, 1974 Dungeons & Dragons, and so forth).

Background

Roll 1d10 or pick.

  1. Slave. Either a foreigner captured in war, slaver abductee, or born into slavery. Slave skills and education can vary dramatically based on life before slavery, but most slaves are manual laborers that provide city-states’ resources and finished products. Who is or was your master? Are you still a slave, and if so what arrangement allows you the functional freedom to adventure? Always on the lookout for danger, characters with a slave background gain a +1 to search checks based on d6 rolls or bonus to ability checks associated with perception.
  2. Citizen. From a wealthier background. Likely a land-holding noble, professional soldier, free artisan, or templar. Citizens begin with a society contact in one of the city-states (family, army, guild, or templar bureau). Citizens are the only background that may begin the game as a templar (see themes below).
  3. Monopolist. Members of the great trading families are never granted citizenship, and in fact monopolist compounds have a pseudo-sovereign status. Monopolists begin with a merchant house contact (useful for hiding from authorities) and may (along with traveling companions) take passage on company caravans without needing to pay passage.
  4. Arena-bred. Somebody invested a lot of money either breeding you or purchasing you from a breeder. Gladiators, prestige slaves, and seraglio workers for those with specific tastes are all common employments for arena-bred. The arena-bred tend toward extreme stubbornness and thus make terrible soldiers. Arena-bred gain a +2 bonus to all saving throws and can thrive on half normal rations.
  5. Herculon. The elite troops of sorcerer kings. Swollen to enormous proportions by dark sorcery. All herculons have 18 strength and constitution (replace any previous roll). However, virtually all costs, from equipment (which must be custom made) to upkeep and transportation, are doubled. The sorcerous origin of herculons makes them more susceptible than normal to magic, imposing a -4 penalty to saves versus magic when not under the protection of a sorcerer king, and their great size may pose other problems, such as being more likely to be hit by stray missiles, as determined situationally by the referee.
  6. Mantis person. Jump twice as far as an athletic human. Jump attack deals +1d6 damage but is only possible if not in melee. Natural chitin AC of medium armor. Mantis people are inscrutable to humans and thus have a functional charisma of 3 to all those not of their own kind.
  7. Nomad, dune runner. Hardy, tall, and slender folk that have adapted to nomadic life on the sands. Dune runners have speed equal to 150% of human standard, and are not affected by sunstroke (though they can still die from running out of supplies). Starting contact: nomad dune runner tribe.
  8. Nomad, herder. Herders are especially knowledgeable about the savage wilderness, and any party that includes a herder gains a +1 to d6 search tests during wilderness turns. Long association with the partially psionic livestock allows herders to broadcast psychic commands to such creatures with a successful charisma check. Standard reaction rolls should be used to determine actual animal behavior, if such a command is successful. Starting contact: nomad herder tribe.
  9. Pygmy head hunter. These wild folk have no taboo against the use or consumption of humans and other intelligent creatures. Head hunters delight in crafting equipment from the remains of their slain enemies. If recognized, they are terrifying, imposing a penalty of 2 to intelligent enemy morale tests. The pygmies are also small and lithe, rarely taller than four feet, and gain a +2 to armor class when aware, unrestrained, and not wearing heavy armor.
  10. Sandlark. A scavenger of the desert grit. Sandlarks can be found both within and outside of the few, great city-states. Given a day of scrounging, sandlarks have a 5 in 6 chance of acquiring enough sustenance for 1-2 human sized creatures. Additionally, during each downtime action, a sandlark may repair for free one non-iron item.

Class

Classes represent a character’s basic capabilities and never change once selected. Characters of any background may choose any class.

  • Fighter
  • Rogue
  • Sorcerer

From class, determine HP, attack bonus, saving throws, and permitted equipment.

Theme

Themes are optional, and function like careers that characters of any class can move in or out of. Characters may begin with a theme, and there are no restrictions other than that starting as a templar is only possible for citizens. A character may only have one theme at a time. themes have an associated level, and each time a character gains a level in their base class, the theme level increases as well. Thus, a fighter could start as a gladiator, and progress in that theme for, say, three levels, and then switch to psion. At fifth level, then, the character would have all the standard fighter stats plus the abilities that accrue from being a level 3 gladiator and a level 2 psion. Switching to a new theme requires finding a teacher or acceptance into an appropriate organization.

  • Gladiator. Combat die and special maneuver.
  • Templar. 1 sorcerer king boon per level per excursion.
  • Psion. Gain one power point and a new psionic power (see psionics below).
  • Elementalist. 1 elemental boon per level per excursion.

Abilities listed per theme are gained each level. Characters that choose to begin with the psion theme are wild talents and develop their psionic skills without need of a teacher. This development ends if they choose to switch themes, however, and a teacher must be found to progress beyond their natural level of talent. Each theme generally comes with responsibilities as well, such as services to a psionic master or missions for a sorcerer king. Most adventuring templars have special responsibilities as either spies, secret police, or fixers (playing an establishment templar would likely be boring). Note that “gladiator” can refer both to arena combatants and mercenaries or soldiers of fortune that fight in a similarly flashy and intimidating manner.

Many sorcerers are psions, as this allows sorcery to be camouflaged with psionic effects.

Elementalists must choose one of air, earth, fire, or water and changing this requires changing theme (finding a new teacher, etc). Boons are drawn from element specific lists or developed by the player (with referee approval).

Gladiators gain one combat die (d6) per gladiator theme level. These dice may be added to any combat-oriented roll (attack, damage, ability check, and so forth), but must be committed prior to the result of the original die being known. Once rolled, combat dice are expended, though all combat dice are recovered during downtime.

Psionics

Psions have a number of max power points equal to psion theme level. Powers costs one power point per use. All power points are refreshed during downtime.

Each time the psion theme level raises, the PC gets another power point and the choice of 1) a new first rank power or 2) increasing the rank of an existing power. The result of increasing the rank of a power is noted in parentheses below.

Psions may not use psionic powers if wearing a helmet.

Psionic powers

Default range for all powers is 100 feet. Default duration is one turn, except for mind blast and pyrokinesis, which are instantaneous.

  • Clairaudience (+100 feet range, increase duration)
  • Clairvoyance (+100 feet range, increase duration)
  • Mind blast, 2d6 psychic damage, divide dice between targets as desired (+1d6 damage)
  • Pyrokinesis, 2d6 fire damage (+1d6 damage)
  • Telekinesis, up to PC weight (+PC weight)
  • Telepathy, reading minds permits save, projecting thoughts does not (+1 target)

Suggestion

All psions have the ability to control minds. This can be attempted any number of times, though no more than once per exploration turn, and failure causes feedback (1d6 psychic damage). Resolve as 1d20 + psion theme level versus mental defense (which is 10 + psion theme level). Psions reduced to zero HP from such psychic damage are not slain, but rather knocked unconscious, retaining a single hit point.

Sorcery

Sorcery consumes life energy. Sorcerers can either draw this from within at personal cost or from external life.

If drawn from within, the sorcerer takes 1d6 physical stat damage per level of spell. Each such die of ability damage may be inflicted upon strength, dexterity, or constitution as desired by the player though the stats must be declared prior to rolling dice. For example, a second level spell would “cost” 2d6 ability points. All stat damage from sorcery is recovered during downtime. Sorcerers reduced to zero in any stat are knocked unconscious.

If drawn from external life, all vegetation near the sorcerer withers and dies. The energy may also be forcibly drawn from another person, dealing 1d6 damage +1 point of damage per spell level (save for half). Such a target must be within 10 feet of the sorcerer per sorcerer class level. Sorcerers can sense when energy is pulled from external life nearby, as can psions if the energy was drained from an intelligent creature. Syphoning life in this manner is accompanied by spectacular blue lighting, which conveys the sorcerous energy from the victim to the sorcerer’s outstretched fingers.

Using either method, the spell cast is wiped from the sorcerer’s mind and must be prepared before it can be cast again.

Gear and money

Default coinage is the ceramic chit, and should replace the gold piece if consulting other rules. Metallic coins are extremely rare and function much like gems in other settings.

Weapon and armor prices assume bone construction, double for obsidian, and quadruple for chitin. Bronze and iron cannot be purchased on the open market, being only permitted to the agents of authorities within city-states.

Quality by type:

  • Bone: 5
  • Obsidian: 4
  • Chitin: 3
  • Bronze: 2
  • Iron: 1

Rules for gear degrading can be found here.

Contacts

Most contacts will offer up to one favor per downtime, in appropriate circumstances. This can be information, basic assistance, or small material aid. Contacts will not generally endanger themselves unduly. Contacts may also call upon PCs, as all relationships go two ways.

  • Criminal syndicate or smugglers
  • Freedom fighter cell (potentially financed by enemy city-state)
  • Gladiatorial school
  • Merchant house
  • Nomad tribe
  • Sorcerer
  • Templar

Finding a hidden contact requires “searching” as a downtime action. The chance of success is 1 in 6. Once such a person or group is located, there is no guarantee of a favorable reaction. Generally, a PC will need to offer something in return for training or to build trust with the organization, especially if the nature of the contact is proscribed (smuggler, sorcerer, freedom fighter).

Modified image of Libya, original by Luca Galuzzi - www.galuzzi.it

Modified image of Libyan landscape, original by Luca Galuzzi – www.galuzzi.it

Stats and magics

Playing Dark Souls has helped crystalize in my mind a lot of how I want the character advancement options to work in The Final Castle. Back when I was working on the Hexagram rules, one of my main goals was to support flexible cross-class abilities without complexity or undermining traditional class archetypes, though now I find the particular approach I was working on somewhat unsatisfying. There was too much discretion, not enough structure, and the lists of system options were too long.

The Final Castle has a far simpler, and more elegant, method of advancement which I believe satisfies my original requirements. Characters may advance potentially to level ten, and each level gained allows the increase of one ability score* (though the same score may not be increased over subsequent levels). The ability scores are combined with a class bonus (which is half level, round up) to determine most action resolution. So, for example, a character is going to roll something like 1d20 +dexterity +fighter (shorthand here for fighter class bonus) when making a combat roll. Starting stats range from 0 to 3, a given stat can be increased up to +5, and the class bonus rises to +5 at most, yielding a nice range of bonus for even the luckiest and most focused character (up to +13 on the d20 scale at level 10). Such specialization comes at the cost of flexibility, as will become clear momentarily.

It may seem at first glance like this does not have much to do with the previous discussion of Dark Souls. However, like Dark Souls, the magic rules apply to characters of all classes. That is, a fighter, for example, rolls 1d20 +magic +magician when casting spells, and the number of spells that can be prepared is also governed by those numbers. (Recall that intelligence has been replaced by magic.) Now, in the case of a fighter, +magician (the class bonus) is always going to be zero, but +magic may be increased (if the fighter wants to dabble in magic) during level up rather than one of the physical stats. Magicians have access to more methods for learning spells, but any character with sufficient stats can at least learn spells from a teacher, and any character has the potential of sufficient stats through level up choices.

Cleric magic (called boons), is handled similarly, with +charisma and +cleric taking the place of +magic and +magician. Rather than learning spells one by one as does a magician, clerics are granted access to a full suite of powers upon making a covenant with a given immortal. The default covenant available to clerics at first level is with The King of Life**, but other covenants may be discovered during play and accessed by any character that has sufficient charisma score. Most immortals will not covenant with characters that use magic though, as such is considered presumptuous and hubristic. More than one covenant at a time is impossible, and breaking a covenant may come with serious consequences.

* Oversimplifying slightly for clarity.

** Inspired by Dogs in the Vineyard and used with permission.

Derived weapons

Following these system guidelines, here is a set of balanced, predefined weapons.

2DTH stands for “two dice, take highest” and 2DTL stands for “two dice, take lowest.” 3DTH is “three dice, take highest” and so forth.

One-handed melee

  • Axe (2DTL, sundering)
  • Dagger (2DTL, close)
  • Flail (2DTH, dangerous)
  • Javelin (2DTL, throwable)
  • Mace (2DTL, armor-piercing)
  • Spear (2DTL, reach)
  • Sword, arming
  • Throwing knife (2DTL, throwable)
  • Tomahawk (2DTL, throwable)
  • War hammer (2DTL, armor-piercing)

Two-handed melee

  • Chain scythe (2DTH, reach, dangerous)
  • Halberd (2DTH, long-hafted, sundering)
  • Maul (4DTH, heavy, crude)
  • Pike (3DTH, long-hafted)
  • Pole-flail (3DTH, dangerous)
  • Sword, claymore (reach)
  • Sword, two-handed (2DTH)
  • Sword, zweihander (3DTH, heavy)

One-handed ranged

  • Crossbow, hand (2DTL)
  • Sling (slow)

Two-handed ranged

  • Bow, short
  • Bow, long (2DTH, immobile)
  • Crossbow, light (2DTL, armor-piercing)
  • Crossbow, heavy (armor-piercing, slow)

The way this works out, the arming sword, two-handed sword, and short bow end up each being the default weapon (the mechanical result of not applying any benefit or flaw) within a larger category, which feels right to me. I am pretty happy with all of these except the long bow. I thought about “heavy,” but that does not quite seem to be an appropriate flaw to balance the higher damage. Something where the long bow could only be used with sufficient area to allow the proper stance would be best, so I invented “immobile,” which means that the wielder cannot both move and take a shot in the same round. It may still be possible to improve on that, however. The limited number of properties, especially per given weapon, seems far more approachable that my previous effort, while also prioritizing fictional logic.

You may note that there are a few different weapons listed that are still mechanically identical (such as javelins, tomahawks, and throwing knives). I do not necessarily see that as a problem, as they may have different tool uses outside of combat as well. I also added a few somewhat absurd items to the list (chain scythe!) because they are fun, and to show how the blending of properties can make stranger weapons both viable and different beyond just literal re-skinning, which I often find unsatisfying as a player.

Dark Souls zweihander (personal photo)

Dark Souls zweihander (personal photo)

Build your own weapons

Many systems for nuancing weapons function as an overlay for simpler base rules. Maces might gain benefits versus armored opponents, for example. This is a good approach as it is easy to understand and has reasonable face validity, but leads to problems of needing to come up with benefits for weapons that do not easily suggest advantages, such as the basic arming sword. This becomes especially clear when using d6 damage for all weapons. It is, in some sense, the inverse of the problem with AD&D variable damage. When the longsword does d8/d10 damage and maces deal d6, damage dealing capacity dominates. When all weapons deal flat damage, extra properties dominate.

In order to navigate these twin rules design hazards, here is an experiment that trades damage dealing potential for benefits, but uses a drop highest/lowest dice scheme to keep the expected damage bounded (no comments about 5E please; Philotomy did it first). Further, the effect of benefits is increased, because they need to really be clearly better within a given niche. A mace getting +1 or +2 to hit versus armor is just not good enough to justify the decreased effectiveness against all other types of opponents.

This is a mechanics-first approach to balancing weapon capabilities and power. Rather than looking at weapons naturalistically and applying special-case rules as necessary to represent weapon benefits, this guarantees a level of mathematical trade-off. It is meant to coexist with d6 hit dice as well, but could also be applied to a variable hit die (“Basic style”) approach, substituting class hit die for the d6. Rules have been phrased here in terms of the d6, however, for clarity.

Weapons begin with one of the following templates:

  • One-handed melee: 1d6 damage
  • Two-handed melee: 2d6 (take best) damage
  • Two-handed missile: 1d6 damage

Then, properties (benefits and flaws) may be applied by moving up or down the damage dice chain. Rolling multiple dice means the best (or worst) value is taken, depending on where in the dice chain the weapon lies. For example, a one-handed melee weapon with a benefit drops down to two dice, take lowest. Add another benefit and it would be doing three dice, take lowest. And so forth. Flaws may be added to move up the dice chain. For example, a one-handed long-haft (flaw) reach (benefit) spear does one die of damage (standard one-handed melee template) and the reach/awkward properties balance out. In essence, lower damage is a flaw and higher damage is a benefit.

This means that you could have a one-handed melee throwable, armor-piercing, sundering weapon, but you will be rolling 4d6 and taking the worst result for damage when using this swiss army knife monstrosity (assuming it has no flaws). There are some interesting corollaries from this system which you do not often see, such as the 3d6, take best two-handed long-haft pole-arm (meaning that it can only be used effectively with two hands and at reach, which seems just right).

Benefits

  • Armor-piercing: +4 attack versus medium or heavy armor
  • Close: +4 attack following grapple
  • Reach: attack from the second rank
  • Sundering: +4 when trying to damage armor or shields
  • Throwable

Weapons acting within their area of specialty (for example, reach weapons at reach or armor-piercing weapons versus armor) never deal less than one die of damage.

(Rather than the +4 bonus, you could also use 5E style advantage.)

Flaws

  • Crude: drops down one damage die step per level of target armor
  • Dangerous: wielder takes 1d3 damage on natural 1 attack rolls
  • Heavy: following a miss, an action is required to ready the weapon
  • Long-haft: may only be used at reach
  • Slow: requires an action to ready (or reload)

If using an approach like this, a set of basic weapons should probably be defined so that players don’t need to do any reasoning to figure out how a mace should be represented. There is no reason not to expose the underlying system for players that wish to “build” slightly more unique weapons as well though. The list of properties was kept intentionally short, based on my experience with weapon property systems, and should be taken as a set of examples rather than a comprehensive list. New properties giving bonuses to particular maneuvers (such as a bonus to disarm maneuvers for a weapon like a parrying dagger) could be added as needed, keeping in mind basic balance considerations.

A few weapons do not fit well into this structure, such as nets and whips. This seems less like a flaw in the system, though, than a sign that such items are not really weapons (that is, tools designed to deal damage), but rather things with more specific purpose that just happen to be useful in combat. It is probably better to give such items special moves that can be made in combat and design them outside of the strictures of these guidelines.

Public domain image from Telecanter

Public domain image from Telecanter

Combat and maneuvers

Combat actions other than the standard, damage dealing attack can be resolved in many different ways. In the past, I have used several approaches, such as requiring ability checks instead of or along with attack rolls, or using ability score contests similar to the opposed skill rolls suggested by D&D 4E. However, recently I have come to think that using ability scores in this area is not the best approach. It requires generating ability scores for monsters regularly, which granted is not that cumbersome, but is nonetheless suboptimal. Further, it plays oddly with the primary measure of combat skill, which is the attack bonus (or combat tables), which seem better suited to resolving most kinds of nonstandard attacks. The system below is from The Final Castle rules, but works just as well with most traditional fantasy games, whether or not monological combat is being used.

All physical actions that might be taken in combat are handled with a combat roll. By default, this is the standard “roll high, hit a target number, do damage” that should be commonly recognizable. However, rather than inflicting damage, a character may attempt to cause any number of other reasonable effects, taking the effect rather than damage, as long as the intent is declared prior to the roll and is fictionally reasonable. I have predefined a number of common maneuvers which can be substituted for a standard attack, such as disarm, grapple, and disengage, but these are intended to be samples rather than a comprehensive list of moves. Undefined maneuvers should be negotiated between players and referees prior to any action declaration.

Additionally, I have a rule called overkill which says that attacks do +1d6 damage if the combat roll exceeds the target number by four or more. This is another way that the fighter’s increasing attack competency with level scales damage up, but it also applies to maneuvers. That is, if a combatant is attempting something like a push-back bull rush maneuver, if they succeed with overkill, the result is both the desired effect and 1d6 damage. Thus, doing an attack/maneuver at once is possible, but more difficult, and you might get just the effect without direct damage.

As a more extended example, consider the standard grapple attempt. If it is fictionally reasonable for a combatant to attempt a grapple (and note this is no more unambiguous than whether or not a standard damage-causing attack is fictionally reasonable), the grappling agressor makes a combat roll. On success, the target is successfully grappled, and can no longer move, though may be able to perform close attacks. That now-grappled target will need to attempt an escape maneuver to be free of the grapple, if that is desired, which will require a dedicated future action. Further, in this case, any appropriate side effects of a grapple automatically trigger, such as armor spikes or flaming body dealing damage. Were the initial grapple combat roll to achieve overkill, damage would also be dealt on the first round.

Since the resolution system uses the combat roll, fighters are better at maneuvers than other characters, but maneuvers are not limited to fighters. Like thief skills, I prefer for creative actions to be available to all characters, rather than being limited to fighters for niche protection. The trade-off is clear: give up damage in return for an effect. And the system is trivial to remember, in all cases: make a combat roll. In general, I think this maneuver system can be used for many actions that might be considered stunts in other systems. Particularly tricky maneuvers could either be done with a penalty such as 5E-style disadvantage, or require an overkill result to get the basic effect (note that this naturally reduces then to the 2E standard of called shots being at -4, which seems like a nice result).

In The Final Castle, armor reduces damage and the target number represents a more abstract enemy threat level (as was planned for Gravity Sinister). This means that there may be advantages to grappling, or engaging with some other nonstandard maneuver, a heavily armored foe, as the damage reduction will be less likely to come into play. This is a difference from D&D, which would make the trade-off dynamic slightly different if AC is used directly as the target number in all cases, but is in any case easy to adjust for using a basic penalty or advantage/disadvantage scheme.

Trade and arbitrage

Traders must invest in trade goods, which are an abstract resource costing one bank note (1000 coins) each. Trade goods must be purchased with bank notes, which requires a bank relationship. Nobody is going to entrust their merchandise to a group of vagabonds with a sack of coin. Each trade good requires a wagon and team, making it obvious at a glance the approximate value of any caravan. For simplicity’s sake, the cost of wagon and driver is subsumed into the cost of trade goods.

Arbitrage gained is equal to the number of random encounter checks due to travel braved for each unit of trade goods. If the journey was not perilous, characters other than adventurers would already be moving goods. Upon reaching a destination market, the party gains a return of 50 coins in exchange for each point of arbitrage.

For example, a party with three units of trade goods that faces four random encounter checks accumulates four arbitrage points. This translates to a return of 200 coins on each unit of goods, yielding a total of 3 (trade goods) x 4 (arbitrage points) x 50 (arbitrage return) = 3 x 200 = 600 coins, which must then be divided among the party and is treated the same way as treasure. The way I usually run wilderness travel, each hex takes one day to traverse at standard overland speed, with one random encounter check (1 in 6 chance) per day and one per night. This means that the “cost” of the above example return is 3 bank notes worth of capital (3000 coins) and 6 random encounter checks. Increase either the capital invested or the distance travelled and the return increases proportionally.

There should probably be some limit to the amount of trade a given town or stronghold can absorb, but that can be handled by common sense and ruling. Return can be adjusted for goods that are particularly in demand if desired, though this requires slightly more settlement elaboration on the part of the referee. Perhaps tags per settlement for goods exported and imported would be enough to support this added level of detail. I vaguely recall An Echo, Resounding and Dungeon World (the steading system) to have some related ideas, so perhaps they can be mined for approaches to managing settlement information.

Learning spells: risks & investments

I have been experimenting with an approach to learning spells inspired by AD&D’s intelligence derived % chance to learn system. The goal is to individuate magicians by the spells that they are able to learn during play. My own issue is that the magic stat in the rules that replaces intelligence and controls most aspects of sorcery increases somewhat predictably, making it easier to learn spells if you wait, which is a dynamic that I do not want. I did come upon a solution (or rather, someone suggested something that I think will work), but that is not what this post is about.

While discussing the problem on Google Plus, Benjamin Baugh threw out an idea that I thought was worthwhile even though it did not fit exactly what I was going for, and I suggested that it was worth a blog post of its own so as to not be forgotten. As Benjamin does not maintain a blog, I thought it would make a good guest post, and he liked the idea as well. All words below here are Benjamin’s.


I riffed this originally on a g+ post of Brendan’s related to how a magician would learn spells in his old school game’s magic system. It was too verbose for his tightly focused ruleset, but he invited me to expand on it, and host it as a guest column on his blog, so here we are.

I’d originally tossed this out as a way to see if a old school mage could learn a given spell, with the chances being modified by the effort they put into the magical study and what they risk up front to learn it.

I went with one of the simplest possible old school mechanics – the X chance in 6. I also didn’t include anything like level or ability modifier, though there’s no reason you couldn’t do this too for something a little fiddlier. You could expand the range as well, making the check based on 2d6, and using the Basic reaction table’s range of outcomes. But for now, I’m going to stick with the chance in 6, as it’s dead simple, and keeps the effort focused on player choice and character action rather than stats.

You could use this kind of scheme–with different risks and investments–for other downtime actions, like making contacts, hiring retainers, sourcing rare equipment, accessing specialist services (like curse removal or resurrection). You could expand on it, and turn it into a general purpose ritual magic system.

So to start, here’s the basic scheme for learning new magic. All the things invested in the learning process are committed before the die is rolled, and lost if it fails. Them’s the breaks. This scheme is especially advantageous in B/X and other editions which don’t have a system in place for learning spells outside of those granted by character leveling.

The basic chance to learn a spell is 1 in 6.

You might rule that the basic chance requires some reference – a scroll, spellbook, or instructor. Or, you could rule that with those reliable basics, you don’t need to make a check to learn a spell, and the following scheme is for personal experimentation. It works however you position it.

Each risk or investment you make in the process expands your chances by 1.

It will be possible to take on as many of these as you like – and with five, you can learn a spell without any chance of failing. But, the process is going to be fraught, and there’s going to be consequences.

To keep things interesting, you can rule that a character can’t use the same risks or investments twice in a row.

Take extended downtime, requiring weeks of seclusion. The character is unavailable to play during at least one session, possibly longer.

Expend high quality materials – magical reagents, experimental apparatus, baths of ritually purified mud, inks made from monster blood, sheets of colored crystal, incense, oils. This costs you up front d6+spell level x 10 gold.

Invoke Demonic Aid – there are many otherworldly creatures willing to aid a spellcaster in his studies, for a small price. Such a small price. A magician has a lunar month to meet the price, and if he fails to do so, the knowledge of the spell curdles in his brain, becomeing useless – and that spell may never be learned again. Roll 6d6 to see who you invoke…

d6

1

Gar’

Kolmabach

of the Hateful Face

demands

Joyous

Lie

2

Tur’nok-

Sek

the Moon-Eating Maw

commands

Vengeful

Theft

3

Silough-Ma’

Omon-Po

Who’s Wings Blacken the Sky

requires

Hateful

Murder

4

Durgen’opah

Sif Sanar

the Hungry Childe

‘suggests’

Unjust

Slander

5

Xaxaxaxxax-

Bloone

of the Thousand Eyes

orders

Deadly

Betrayal

6

Zef-Neh’

Shakan Gu

the Whisperer

ordains

Secret

Gluttony

Mortify the flesh to exalt the spirit. Ritually deny the body, castigate the flesh, use bloodletting, leeches, sweat lodges, or other methods to invoke altered states of consciousness with extremities of pain and deprivation. Suffer a d4+spell level Con loss, which returns only slowly.

Pick up a Habit. There are many formulations of herb and alchemy which expand the consciousness and open the inner eye. Many magicians find these dream drugs enhance their perceptions of magical realities. Using such drugs in quantity is a way to discern occult insights, but risks addiction. Spend d6x10 gold on occult drugs, and make a Save vs Poison. Success on the save means you are free of addiction. Failure means you pick up a nasty habit. Without at least 3d6 gold worth of the drug in your system each day, you are at -1 on all checks and rolls, and can memorize one spell less from each level you can cast. Only high level curative magic or extended downtime with the Brethren in the mountains can cure this addiction. It is possible to have more than one addiction, and the effects of detoxing are cumulative.

Perform Risky Experiments. Suffer a d6 damage per spell level. Save vs Spell for half damage. This might kill you. If it does kill you, you are dead.

Bribe a powerful mage to tutor you. A more powerful spellcaster might be induced to aid your studies and share her knowledge, but magi are jealous of their power, and their integrity does not come cheap. This will cost a d6x100 gold pieces, but this cost can be reduced by finding leverage with which to blackmail, intimidate, or otherwise force the wise one to share her secrets. This costs nothing, but earns an enemy.

Cause a Magical Catastrophe. Your experiments release terrible magical contamination into the area, with character, range, and severity based on the level of spell being learned. This poisons your reputation locally as surely as it poisons the land – you and those associated with you will be unable to buy and sell in the area, and hirelings from the area will abandon you or refuse to answer the call. There might be local legal sanction as well, if you stick around to find out. If done in the wilderness, this this contamination is the seed of a tainted land, and will attract dark things.

Allow the magic to mark you. The magical revelation marks your flesh permanently, altering your appearance in weird, grotesque, or horrific ways. You have a harder time convincing hirelings to join you, and those you meet on your adventures will be more wary of you. Your charisma is reduced by 1 permanently. The changes wrought on your flesh will be in character with the spell being learned.

Take on an Apprentice. They say the best way to learn is to become a teacher. In exchange for helping you with your studies, the local magic guild, college, or counsel of crotchety old bastards sticks you with an apprentice. You must teach the surly youth the ways of magic, keep them from harm, and see that they do not get into trouble. You are responsible for their health and their actions, and officially anyhow, they must call your Master and obey your will. Roll 6d6.

d6

1

Beechum

Hogsgutter

the Foundling

a surly

fat

youth

2

Plok

Weaver

the Butcher’s Child

a smart-arsed

dapper

idiot

3

Veenian

Smithsget

the Lord’s Heir

an ever-smiling

naive

liar

4

Shian

Pyronian

the Chosen One

a hot tempered

hungry

thief

5

Saria

Tup

the Privy Cleaner

an inept

sweaty

drunk

6

Ish

Derbian

the Prodigy

a gormless

little

student