Saturday, May 29, 2010
Adventurers Vs the KKK!
http://www.metafilter.com/76707/just-numbers-on-a-piece-of-paper
It was written on an article from somethingawful.com (http://www.somethingawful.com/d/news/president-maverick-racist.php?page=1)
What do you think? Is this a product of the white man's agenda or is it instead just an illusion with a low DC to disbelieve?
Honestly, I can see the parallels. Dark skinned creatures vs the "good aligned" players (for the most part). However, I don't think it I write an encounter to be "O man lets see what whitey can get away with!", but instead I try to play on the fears that all humans have. The best example of this is the chimera. It's a fire-breathing monstrous creature with the of a lion, a snake for a tail, and the head of a goat erupting form it's spine. Humans fear this because lions are hunters and killers in our mind, the bite of snakes can lead to death, creatures of great size have hunted us in the past, and fire consumes all. We we are simply scared of what we fear. In general- we fear the unknown and the unusual. A red-skinned monstrosity with massive muscles, great fangs, wild eyes, and a bad temper who makes guttural roars at you is hardly a Jigaboo-esque racial stand in but is rather a combination of things we fear.
Wanna weight in? Comment!
Tuesday, May 25, 2010
College + Game Design = A skill system that mimics degree progression....
In order for a character to gain levels in a class (“major”) they must complete certain missions in the academy. Completing missions offers progression. When you have completed all the missions you may use that class out of the academy.
Academy missions are fun and teach/reinforce basic concepts of game-play elements the character needs to play in that style. (Teach tanks to kite for example and rogues to interrupt reliably if we were using WoW raiding for example) This should be tailored to include expectant emergent gameplay as well if at all possible.
There are a finite number of academy missions. Many classes take the same missions. Missions work much the same way that classes at a university work. Certain missions are only offered at certain times of day (for example- a mission that teaches “stealth” would only be at night!)
Example Academy Missions
Core
-Basic Movement: This teaches you the basics of movement. You listen to a tutorial before you have to demonstrate the ability to do it.
-Basic Jumping & Falling: This teaches you how to jump and about fall damage. The players must jump up a series of ledges.
-Basic Combat: This teaches you the basics of combat. It includes how to select a target, how to attack, how to resurrect, how to attack. Players must dish out the pain against a room full of dummies.
-Advanced Combat I: You learn how to use skills in combat and are pitted against a series of different enemies to broaden your pallet. Enemies include, a single melee enemy, a single ranged enemy, a swarm of weak melee enemies, a swarm of weak ranged enemies, and an elite enemy.
Stealth
-Basic Stealth Training: You must listen to the tutorial for “stealth mode”. Stealth mode allows you to remain undetectable by NPCs (and players) while in areas with a relatively lower light value than the sounding area.
-Stealth Training II: You must successfully navigate a long hallway with guards in a limited timeframe, grab an object at the end of the hallway and bring it back. This also shows that you can’t move quickly while carrying a heavy object.
-Double Jump Training: You learn how to air jump using the “Double Jump” class feature. A series of moving ledges with enemies try to preclude you from reaching your objective against the time limit!
Ranged
-Ranged Combat I: After a brief tutorial you are challenged to shoot several rising balloons at the mercy of the wind!
-Ranged Combat II: You are taught about ranged skills and anti-air unit techniques.
Sunday, May 23, 2010
Pure Skill Check D20 System
Just a little idea bumping around my head and preventing me from sleeping.
-Scott
Pure Skill Check d20 System
All stats are:
Skill Ranks + Ability Modifier + Equipment Bonus + Feat Bonuses
“Combat Experience” uses the same skill ranks for 2 different skill checks.
Offensive Combat
Combat Experience+ Strength + Weapon (+5 to check)
Defensive Combat
Combat Experience + Dexterity + Armor (+1-+3 to check) + Shield (+1-+3 to check)
To attack someone you roll 1d20 + “Offensive Combat” vs your target's “Defensive Combat” + 10. If you get higher you hit. The amount you succeeded by is the damage you deal them.
Magic is a skill check to cast the spell vs. the target's pure Defensive Combat (not +10) or the target's Magic (with the +10) if they have the feat “Counter Spell”.
Max Ranks
-You can only put ranks into a skill equal to or less than your character level.
-Other bonuses (ability modifiers, equipment bonuses, feat bonuses, misc bonuses) can give you a larger bonus than your level.
Hissy Fit Kitty and Drow Mage Mashers
So I was making a character for my lovely girlfriend Sam for a D&D 3.5 1 shot my friend is running in a few weeks at the school and I found that she couldn't decide what she wanted to play. She's still new to this entire genre (I'm kinda sucking her in) and she doesn't really understand classes and combat roles very well (or at least she doesn't yet have enough experience to appreciate the differences between them) so I opted to try to fit a character to what she likes. We all know she's going to grow up to be a crazy cat lady and take in about 20 strays a week so I decided to request permission from the GM to make a awakened cat for her to play. When I told her this idea she was filled with excitement about the prospect (Note: I feel that's how a character SHOULD be). She wanted to play a cat and more specifically a cat like her cat Jade.
Now Jade has something of a split personality. Sometimes the heavy set black cat is purring and cuddely and a moment later without provocation (or with Sam's provocation...) Jade becomes "Bagjeera" (named for the panther in the Jungle Book). Something inside me suddenly saw her character class... Barbarian. Thus this character took shape. An awakened cat (using the stats found at: http://d20npcs.wikia.com/wiki/Awakened_Cat) with 12 levels of Barbarian. (The GM gave it a -2 level adjustment.)
To make this a viable character for a 10th level game I had to do some tweeking. I got permission from my GM to take "Improved Natural Attack" on her claws as 4 of the feats so it would do a decent dice size for damage. (1d8) I took the multi-attack feat to reduce some of the penalties. The result wasn't TERRIBLE but it should be able to stand up to a 10th level encounter. (Equipment helped a lot. We have the standard 49,000 starting gold to for starting out at 10th level) The biggest problem was overcoming the -8 penalty to strength it had. I dropped 2/3 advancement points into it's strength score and I would have dropped the last into it but it was on an even number and Dexterity was at 19. (20 dex is nice...) I even blew money on a +4 to her strength and managed to drag it up to a -1. I hope she enjoys it!
Player: Samantha Ramsey
Character Name:
Race: Awakened Cat
Class: Barbarian 12
Creature Type: Magical Beast (Augmented Animal)
Size: Tiny
Alignment: Chaotic Neutral
Ability Scores:
11 Cha (+0)
09 Str (+0) [+4 from Collar]
20 Dex (+5) [+4 from Gloves]
10 Con (+0)
08 Int (-1)
12 Wis (+1)
HP: _____/106
(+24 if in rage!)
AC: 20
(10, +5 from dex, +2 from size, +4 from Bracers)
BAB: +12/+7/+2
Damage:
1d8-1 (+2 if in rage.) You can attack with your claw. (+14 to hit)
1d8-1 (+0 if in rage.) You can then attack with your second claw. (+12 to hit)
1d3-1 (+0 while in rage.) Finally, you can bite them! (+12 to hit.)
Saves
Fort: +7 (+10 if in rage)
Ref: +3
Will: +3 (+6 if in rage)
Speed: 40 feet! (You can move 8 squares per turn!)
Abilities:
-Dark Vision: You can see perfectly well in the dark for 60 Feet.
-Low Light Vision: You can see perfectly fine in low light as far as you can see.
-Scent: You can detect invisible enemies.
-Illiteracy: You can't read.
-Rage: 4 times per day you gain +6 strength, +6 constitution, +2 to Will Saves, but you take -2 to AC.
You gain 24 extra HP temporarily. (Basically when you end you loose that 24 HP. You can die this way if you are not careful!) This lasts for 5 rounds.
[For those more skilled I added a all the stuff in for her.]
When you're all done raging you get really tired and are “Fatigued”. A “Fatigued” character gets -2 strength and -2 dexterity until the fight ends. You can only rage once per fight.
Uncanny Dodge/Improved Uncanny Dodge: If anyone ever says “well that means you loose your dexterity bonus” just say “No! I have Improved uncanny dodge!”. Also- generally sneak attacks don't work on you because your so bad ass.
Trap Sense: When looking for traps you get an extra +4 to your roll!
Damage Reduction: Subtract 2 from all damage you take unless the GM says otherwise!
Skills
+12 Ranks in Jump* (+8 Racial) (+5 from Dex)= +25
+12 Ranks in Climb* (+4 Racial) (+5 from Dex)= +21
+0 Ranks in Balance (+8 Racial) (+5 from Dex)= +13
+0 Ranks in Hide (+4 Racial/+8 in tall grass and undergrowth) (+5 from Dex)= +9/+13
+12 Ranks in Intimidate (+0 Racial) (+0 from Cha)= +12
+10 Ranks in Survival (+0 Racial) (+1 from Wis)= +11
+10 Ranks in Listen (+0 Racial) (+1 from Wis)= +11
+0 Ranks in Move Silently (+4 Racial) (+5 from Dex)= +9
*You may use you Dexterity modifier instead of strength on these checks.
Equipment:
Bracers of Armor [+4 Armor] (16,000) (Appears as bangle on her front paws)
Belt of Ogre's Strength [+4 Strength] (16,000) (Appears as a thick leather collar)
Gloves of Dexterity [+4 Dexterity] (16,000) (Appears as kitten mittens on her front paws)
1,000 gold left
Scott's Notes:
Feats (5):
-Improved Natural Attack [General] (1d2->1d3)
-Improved Natural Attack [General] (1d3->1d4)
-Improved Natural Attack [General] (1d4->1d6)
-Improved Natural Attack [General] (1d6-1d8)
-Multi-Attack
-Weapon Finesse (From Awakened Cat) It's calculated in but you are using your dexterity to hit the target with your melee attacks rather than your strength like you normally would!
Awakened cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Awakened cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
[2 Ability score increases went into Strength, 1 to Dexterity]
[This character had 56 skill points]
[This character had 49,000 gold to spend]
*Note: I tried to make this sheet "newbie friendly" by not giving her the mechanics so much as the effect. Sorry if I didn't show all the work.
On a related note, I made my Drow for the game next week. I managed to pull together a decent anti-mage out of a Drow Hexblade. (+38 Spell resistance, +23 to Will Saves vs enchantments, ect ect ect) I'll post that up after the game but it's a real "Mage Masher" :D
Roll for a Crit + Other News
In other news I am currently working on putting the final touches on the campaign setting I've been play-testing for the last month or so just in time for the campaign playtest! Let's see how my single-class, feat driven, low-magic mechanics hold up against other designers over the long haul. I still need to re-tweak the design mechanics for the Mass Combat system it employs. (Mechanics are good actually- statistics I used where bad.)
Happy gaming!
Scott Gladstein
scoglads@uat.edu
1-860-751-2049
Tuesday, May 18, 2010
Full Metal Alchemist D20
Disclaimer: This belongs to the companies that hold their copyright. Unlike other things on this blog- this is not free for use. I was just seeing if I could design within the boundaries of a series. This is a work in progress.
Full Metal Alchemist D20
Races
Human (Amestris)
“Amestris is a unitary State, with a Parliamentary Republic type of Government. The Head of State is the Commander-in-Chief of the Army, titled as "Führer" (Daisoutou from the Japanese), who concentrates the ranks of President and Prime-Minister of the country. He also controls the Parliament.
The country is composed by several nations, quite diverse in culture and religion amongst themselves. The administrative regions of the country seem to reflect those differences. The country being divided in 5 provinces: South Area, West Area, North Area, East Area and Central Area”.
Racial Traits
+2 to one ability score
The people of Amestris as varied as they are numerous and it's rare to see any two with the same strengths or weaknesses.
Medium
Normal Speed
Bonus Feat Amestris humans gain one extra feat at 1st level to represent their diversity.
Greed Amestrians receive a +2 racial bonus on Appraise skill checks made to determine the price
of non-magical goods.
Languages Amestrians start play speaking Amestris one other language of their choice. Amestrians with high intelligence scores can chose any language they want. (except for secret languages such as Ancient Ishbalan)
Human (Ishval)
“The Ishbalans are a religious people, characterized by their brown skin and red eyes. The majority of their population were slaughtered by the State Military during the Ishbalan Civil War. The few survivors live as criminals and refugees in various slums across the country, usually leaping at the opportunity to fight against Amestrians.”
Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma
Ishbalans are a strong race with a strict adherence to the religious centers of their communities. They are generally wise beyond their years, though a stigma against them has put them at odds with the majority of the population in Amestris.
Hatred Ishbalans receive a +1 bonus on attack rolls against Amestrians due to special training against these hated foes.
Religious Ishbalans receive a +2 racial bonus on Religion skill checks made in relationship to their own religion and can make checks untrained in it.
Languages
Ishbalans start play speaking Amestris and Ishbalan. Ishbalans with high intelligence scores can chose from the following: Xing, Ancient Ishbalan, or Sign Language.
Human (Xing)
“Xing, a country far away from Amestris. Its people are Asian in appearance, and are split into fifty clans under the rule of a single emperor. The emperor has fathered a prince or princess for each of the fifty families.”
Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution
Those from Xing tend to be well-educated and their slight stature allows them to employ much more nimble movements than those in Amestris.
Keen Senses Characters from Xing receive a +2 racial bonus on Perception skill checks.
Keen Senses Characters from Xing receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity Characters from Xing are proficient with and treat any weapon with the word “Xing” in its name as a martial weapon.
Homunculi
“Homunculus (Latin for "Little Human", plural Homunculi) refers to the mythological concept of an artificially created human, presumably brought into existence by way of alchemy. Though a common concept, well known and understood by alchemists in Amestris, the idea of homunculi is regarded as no more than a farce or faraway fantasy as no individual or group of alchemists has come anywhere close to successfully creating such a being in officially recorded history. Even so, alchemists have been forbidden by the Amestrian government to attempt or research in the transmutation of humans and State Alchemists have such a restriction as part of their creed.”
Level Adjustment +4
Racial Traits
Construct
Alchemical Regeneration The philosopher stone at the heart of a Homunculi can regenerate wounds very quickly. So long as the stone is in it's chest it continually allows a Homunculi to cast “Alchemical Regeneration” at will as a standard action. In addition, a Homunculi is immune to bleed damage.
Base Classes
Alchemist
“An Alchemist is one of the many remarkable individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy so not all people can become competent alchemists merely by studying.
Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of “Be Thou For The People” as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.
Despite their obligation to the people, alchemists are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they - or other like-minded alchemical geniuses - may understand them.”
Alignment Any
Hit Die d6
Class Skills
The Alchemists class skills are:
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Alchemy) (Int), Profession (Wis), Transmutation Circles (Int)
Skill Ranks per Level
2 + Int Modifier
Class Features
All of the following are class features of the Alchemist:
Weapon and Armor Proficiency Alchemists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a Alchemist's gestures, which can cause her transmutations with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder Core Rulebook).
Alchemy An Alchemist casts transmutation spells drawn primarily from the Alchemist's spell list late in this document. They can use any spell they know without preparing it ahead of time. To
learn or cast a spell, an Alchemist must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the Alchemists' Intelligence modifier.
Due to the stress on their bodies, an Alchemist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given below. In addition, they receive bonus spells per day if she has a high Intelligence score.
An Alchemist's selection of spells is extremely limited. An Alchemist begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new Alchemist level, they gain one or more new spells, as indicated on the Table below. (Unlike spells per day, the number of spells an Alchemist
knows is not affected by her Intelligence score) These new spells can be common
spells chosen from the Alchemist's spell list, or they can be unusual spells that the Alchemist has gained some understanding of through study.
Unlike a other spell casting classes in some d20 games, an Alchemist need not prepare their spells in advance. They can cast any spell they knows at any time, assuming they have not yet used up their spells per day for that spell level.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five Alchemist levels you possess to a maximum of +5 at 20th level. At 20th level, this bonus applies to two physical ability scores of your choice.
Alchemical Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Alchemical Power (Ex) At 15th level, the DC for any Alchemical Spells you cast increases by +4. This bonus stacks with the bonus granted by Spell Focus.
The Truth (Ex) At 10th level, you've reached the zenith of your alchemical research and have come across a great truth. You can select one of the following:
The Gate
Having witnessed the Truth of the Gate though one fashion or another you are able to decode the information given to you there. This results in a +10 bonus to Transmutation Circles (Int) checks.
Soldier
Fighter
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Combat Feat
Homunculi Racial Class
(L5) Alchemical Regeneration 2d8
(L10) Alchemical Regeneration 3d8
(L15) Alchemical Regeneration 4d8
(L20) Alchemical Regeneration 5d8
Prestige Classes
State Alchemist
Flame Alchemist
Medical Alchemist
MarksmenLeader
Ninja
Spells
Alchemical Regeneration
School Alchemy (healing)
Casting Time 1 Standard Action
Components None
Range Touch
Target Living creature touched
Duration Instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even head), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round. Regenerate also cures 1d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
Skills
Knowledge (Alchemy) (Int) [Use to be Arcana]
Transmutation Circles (Int) [Use to be Use Magic Device]
Tuesday, May 4, 2010
VBlog
http://www.youtube.com/user/oneyeartogo#p/a/u/0/4SNDUGyg9Mg
