Wednesday, 31 August 2011

Project Odd: Arcana

This will probable be the last big chunk of game content I'm going to post for Project Odd, so would very much appreciate any thoughts and feedback, especially on this last section.

Arcana is my attempt to give magic an unusual twist from the usual while still allowing use of familiar D&D spells.

Arcana - Powers you do not understand.
Anything that can store and release magical power including staffs, rings, tomes, tablets and orbs is an Arcanum. An Arcanum will contain one or more spells that its wielder can use.

Spell Power: A Spell’s Power is a measure of its difficulty to cast. If using spells from a Classic RPG double their Spell Level to find their Power. Cantrips have a Spell Power of 1.
Arcane Burden: Each Arcanum a character is carrying with a Power higher than their INT Score subtracts 1 from all rolls that character makes.
Using a Spell: An Arcanum requires at least one hand to use. The user chooses one of the Spells stored in the Arcanum and casts it, using entire round. The spell may also require material components, words of activation or special movement. Before the Spell is complete the wielder must pass an INT Save vs the Spell Power. If they fail this the spell backfires on them, targeting them instead. If the spell was already targeting the wielder they take 2d6 damage instead.

A Starting Character’s Arcanum
New characters roll 3d6. If this roll is equal or lower than their INT score they begin the game with an Arcana with this Power Score. This is the total Spell Power contained within Arcanum. The GM will provide a list of spells for characters to choose from.
For example, a character starting with a Power 12 Arcanum will select spells totalling up to Power 12. This may be a single Power 12 Spell or four Power 1 Spells, two Power 2 Spells and a Power 4 Spell.

Advanced Arcana Use
Creating and Altering Arcana: There doesn’t seem to be a reliable method to alter an Arcanum and nobody who claims to have created their own seems eager to share their secret.
Security: Owners will often trap their Arcana with a curse to anyone other than them who tries to use them.
Bonding: Owners can bond themselves to a single Arcanum in a day-long ritual. If they do this anyone else using the Arcanum must pass an INT Save vs your INT or take 1d6 + your INT modifier in damage. If they pass this save the bond is broken. A bonded owner can always sense the direction of their Arcanum and may sometimes have access to a greater Spell stored within.
Dangers of Bonding: Arcana, once bonded, can have an addictive sense of power, often being impossible to remove from the owner while active. If they drop the Arcanum they must pass a WIL Save vs 20 or take 2d6 damage. If they pass this Save the bond is broken.
Intelligent Arcana: Many arcana have an intelligence of their own and will communicate mentally or verbally. They may have a more simple form of intelligence, like a plant or animal, responding to a certain stimulus by activating a spell. This is the most common way Arcana are used as traps.
Static Arcana: Not every Arcanum is as portable as a wand or scroll. Many more closely resemble furnishings or even structures. Remember, no one fully understands Arcana, so prepare to be surprised.

A Note on Ability Scores and Arcana
INT is a measure of how well a character can actively use own Arcana and harness its power.
WIL is used to passively resist magical effects coming from another.

Project Odd: Running, Fighting and Dying.

Some of the rules that the player might wish to know in Project Odd.

Running Away: Escaping a pursuer requires a DEX Save against the DEX score of your fastest pursuer. If you fail they can continue to attack you.
Sneaking Unseen: Make a DEX Save against the INT of whoever you’re sneaking past. Failing this alerts them.
Initiative: Normally the characters act first in combat, with the enemies taking the second round. If the characters are ambushed one of them must pass an INT save against the enemy’s lowest DEX or else the enemy take the first turn.
Attacking: Roll 1d20 and add DEX Bonus and any bonus from weapons, matching or beating the target's Defence to score a hit. The GM may provide bonuses or penalties to this roll depending on the combat situation.
Damage: Roll 1d6 to see how much damage a hit causes. A character with no weapons subtracts 1 from this roll.
Power Attacks: Upon seeing the result of a melee damage roll you can choose to turn it into a Power Attack. The damage is doubled unless the target passes a DEX Save against your STR, in which case the attack misses completely.
Called Shots/Disarming: When you cause a hit in combat you may forgo damage to try to strike a particular area of an enemy or disarm them. If the target can pass a STR (for disarming) or DEX (for called shots) Save against your DEX the attempt fails and the attack wasted.
Grappling: When you cause a melee hit you may grapple instead of causing damage as long as you have a free hand. The grappled opponent must make a STR Save vs your STR to act on their next turn, or else they take 1d6 damage. If you move or attack the grapple is broken.
Dying: Characters reduced to 0 Hitpoints must pass a WIL save against 10 or die. If they pass the save they are knocked out. When knocked out a character is defenceless to a killing blow. When your character is dead you may roll up a new one to join the group as soon as possible.

And equipment!

Equipment - As well as their Arcanum, characters begin with 1d6x10gp to spend on equipment. When wielding two weapons any bonuses gained will stack and the wielder gains +1 to their defence in melee.
Light Weapon (10gp): +1 to attacks against targets with no armour.
Heavy Weapon (10gp): +1 to attacks against targets with armour. Can only be wielded in main hand.
Reach Weapon (10gp): +1 to defense in melee. Cannot be wielded with another weapon.
Great Weapon (20gp): +1 to attacks and damage. Uses both hands.
Shortbow (10gp): +1 to attacks against targets with no armour.
Longbow/Crossbow (20gp): +1 to attacks against targets with armour.
Thrown Weapon (10gp set): May make Power Attacks like a melee weapon.
Firearm (30gp): +1 to attacks and damage. Takes a whole round to load.
Shield (10gp): +2 to defense. May be combined with Armour.
Helm (10gp): Armour 1. May be combined with other Armour.
Padded Armour (10gp): Armour 2
Light Armour (20gp): Armour 4
Heavy Armour (40gp): Armour 6
Mystic Paraphernalia (10gp): Includes wizards robes, hat, ceremonial beads etc. Add 2 to WIL and INT Saves related to Arcana as long as the character is not also wearing armour.
Adventurer’s Kit (10gp): Includes rope, spikes, torches, pole, chalk and parchment. A partially used kit may be restocked for 5gp.
Thief’s Kit (10gp): Includes lockpick, crowbar and other mechanical equipment. A partially used kit may be restocked for 5gp.

Next time... Arcana! Finally.


Tuesday, 30 August 2011

Project Odd: Abilities and Saves

The main way I will make Project Odd unique is placing Ability Scores and Saving Throws firmly at the the core of the game. First we look at what makes up a character.

Rolling a Character
Characters are created by rolling their Ability Scores. Roll 3d6 for each Ability Score. Characters that have no scores above 10 may be rerolled.


Strength - Overpowering others, surviving injury and striking powerful blows.
Dexterity - Running away, attacking and avoiding physical attacks.
Intelligence - Using Arcana, cunning, knowledge and reflexes.
Will - Innate magical resilience, leading others and determination.

Humans cannot have natural Ability Scores above 18, though magic may raise them above this.

Subtract 10 from your Ability Score to find the Ability Bonus. Both the Ability Score and Bonus should be noted on a character’s sheet.

A character’s Hitpoints are equal to their STR score and their Defence is equal to their DEX score plus their Armour Score.

Saves: Roll 1d20 and add the Ability Bonus being used. You must equal beat the Ability Score of whatever you are saving yourself from or the number provided by the GM. A 20 is always a success and a 1 always a failure. If in doubt a roll of 10 or more is a successful save.

Understanding Saves
Usually a dangerous situation will call for one type of save to avoid the consequences, which may be damage, a particular ailment or death. Some may offer multiple saves to avoid each part of the hazard. A save will always be made against a number (default 10) or an opponent’s Ability Score.

STR Save: Feats of toughness, fortitude and brute force.
DEX Save: Avoiding danger through skillful action and acrobatics.
INT Save: Noticing danger, reacting quickly, harnessing your Arcana and understanding your environment.
WIL Save: Determination to fight on, resilience against magical effects and influence over people.

Save vs STR: Escaping a grapple or breaking free of a prison.
Save vs DEX: Avoiding something seeking you.
Save vs INT: Bypassing the plans or magic of another.
Save vs WIL: Resisting the influence of another.

Next time I'll show how magic will work in this game, being innately tied to items rather than characters. Here's a sample character to give a hint or two.


Kinkru the Swift

STR 7 (-3), DEX 15 (+5), INT 11 (+1), WIL 9 (-1)
Defence 17 (Armour 2), 7HP
Expertise: Lockpicking.
Equipment: Longsword, Shield, Adventurer’s Kit.
Arcanum: (Silver Gauntlet, Power 13): Arrow Protection (P4), Darkness (P4), Disguise Self (P2), Reduce Person (P2), Message (P1).

Project Odd: Player Primer

The first information on Rules will come in my next post. For now, here's what I would give to a player before starting a game with Project Odd.

Player Primer

You are not a Superhero. You may be great at some things, you may have access to spells of great power, but you're not going to survive getting stepped on by a gigantic boot or falling down a hundred-foot pit. As such, you should be careful.

Consider what Fantasy could mean outside of its most popular settings. There's always something new around the corner, be it shocking, confusing, intriguing or just odd. Magic is something you can use to your advantage, but never becomes innate or natural to you. The world is full of Arcana, objects of a magical nature, that could save your life or cause you a horrible death. Show them some respect.

Make sure you avoid deathtraps and know the risks of mortal combat. Monsters aren't target practice, they're monsters. Run, sneak, surrender, or bribe. Whatever it takes to survive your encounter with them is just as good as fighting.

This game is about exploring and problem solving, fighting is just one of the options at your disposal. If you do insist on killing the huge creature that's trying to eat you I suggest you find a way to do it without going toe to toe with the thing. Honour is for the dead.

Monday, 29 August 2011

Project Odd: Core Ideals

Another month, another rpg project. This one is purely for personal use as much for enjoyment of the process as anything.

These are the core ideals I want the currently unnamed game to embrace:

- An impartial GM. The GM uses the rules provided to challenge the characters and does not alter the situation to aid or hinder them.
- Adventure Module compatibility. The game assumes the GM is using a pre-planned environment and hazards, whether their own or by another writer. Classic rpg modules will be easily adaptable.
- Rolled characters. The core of your character is random and you do not choose a class. You buy equipment but have no input on your character’s innate abilities.
- Focus on Ability Scores. Rather than being secondary to level and class, a character’s rolled Ability Scores are the most important thing about them. The same goes for Monsters. A Dragon is terrifying because it’s huge (Strength 27?), scaly (Armour 6) and breathes fire (INT Save vs STR or 2d6 Damage!), not because it’s a Level 15 opponent.
- Save against Consequences. The player always has a chance to beat the consequences facing them with a saving throw based around Ability Scores.
- Common sense. The rules are written with the assumption that those playing will agree on a rule’s intention without the need for paragraph-long mechanical explanations.
- Limited power growth. Characters get better through improving their ability scores slightly, but more through learning spells, amassing resources and finding magic treasure.
- Embrace the weird. This game will get scifi, horror and humour in your fantasy, as well as any other genres I see fit.

This will be the first game I've written on a base of D&D, something I think is inevitable for takers with any exposure to the classic game. Next time I'll show you the core of the game: Ability Scores and Saving Throws. If you read my dragon example carefully you can already get a sneak preview of what I have planned.

Saturday, 27 August 2011

Getting Scifi in your Fantasy

This coming week I'll be posting about a project I've been working on that is very much 'fantasy with some Scifi spilled on it.

In preparation I'd love to hear what you think about blobs of Scifi in you d&d style fantasy games. Do you like them to be weird exceptions or spread across the setting as an underlying theme? How about full Scifi fusion where ray guns and flying saucers are common to every adventure? Or do you like to keep your Scifi to different games entirely?

Thursday, 25 August 2011

Who Rolls When?

My last series of posts seems to have gone down like a lead balloon, so let's get back to something more familiar.

Consider the situation. The GM has declared that an ogre is attacking Unmer the Glum, a player-character. Assuming the system calls for a roll to see if the attack is successful (let's ignore damage rolls for now), there are a few ways this could be handled. Some more often explored than others.

Attacker rolls against Defender's Stat.
This is the D&D method, which I've also used for shooting in Xenofringe. The attacker is completely active in the exchange and the defender completely passive. In this way it's possible for a player to be killed without having taken any action in the process. Of course, their prior action may have helped this come to pass, but that killing blow was entirely in the hands of their attacker. You can tell from how I'm writing this that I think this may not be the ideal approach.

Attacker rolls against Defender's Roll.
This is what I've used in The Adventurer's Tale and A Wanderer's Romance. Both parties take an active role in the exchange and if the defender rolls badly they're in for a nasty consequence. You might think, as I've used it so often, I favour this technique. While I do like it there's a certain clunkiness I find with opposed rolls like this, especially if you're running a PbP or IRC game where players' attentions are often divided. I consider this a good choice on paper but imperfect in practice.

Attacker compares Stat against Defender's Stat.
I've included this option for a sense of symmetry but removing the random element altogether doesn't work for me. Next.

Defender rolls against Attacker's Stat.
Here's what I wanted to get to. I don't know of any systems that use this method, but I think it poses a few possibilities.

- The Attacker remains active, declaring and describing their action.
- The Defender is engaged and has active input into the process.
- Something about it just makes combat feel more deadly. It's like the attack is assumed to hit unless you can do something about it.
- It's easily convertible, if not perfectly. Try it with 3e onwards D&D today by having the "Attack Score" be 10+ attack bonus and a character's "Save vs Attack" be 1d20+ AC modifiers.

But one possibly crushing downside looms over me. Would players be happy not making attack rolls? Everyone loves rolling a 20 and can the possible advantages of this system outweigh the pleasure in that moment? Would be interested to hear thoughts.