15 May 2010

Armor and Dodging: A couple of house rules.

One of the things that has had a wierd place in my mind has been movement and armor in D&D, especially when I was in my 3rd edition phase. This was about the same time that the Lord of the Rings came out, and the Ranger was Aragorn, clearly. He got bonus feats when he was in leather, which explains why he wore it, but then went for heavier armor classes when he was in mass combat, which is significantly more dangerous. 

Which sort of makes sense, if you buy the idea that somebody who makes a dedicated study to a fighting style can't use that style when they change armor for any reason. Armor-induced amnesia, perhaps? 

But regardless, the way that the Secret of Steel works is that armor grants you additional Toughness, which is what you roll when you get hit, but it reduces your Defense score. In other words, armor makes you easier to hit, but harder to hurt, which by all accounts is exactly what it does. Having high armor doesn't mean that arrows and crossbow bolts don't hurt you, it just means that it doesn't hurt as much as it should were you unarmored.

Since I'm currently playing Labyrinth Lord, I've been thinking about ways to put this same sort of system in LL, without totally changing the nature of the game. It's something that bothers me, to be sure, but where to go with it? There's no way that reversing the armor class tables and giving the heavier armor some sort of "damage reduction" would work out all that well- although it's certainly a thought.

Especially if one decided to do the same with monsters, although that can be a more difficult case to decide. In a lot of cases, monsters have "natural armor" in addition to being difficult to hit due to armor plates or incredible monstrous agility or what-have-you. For example, a griffin in this example would probably have the same armor class, since they're not especially tough, but a dragon would certainly have a much lower armor class, since they're not particularly large, but they're very tough.

But would this make tougher monsters even tougher? It works in The Secret of Steel because armor is abstracted to three classes; Light, Medium, and Heavy, with each one decreasing Defense by a little more and increasing Toughness a little more. Would there necessarily be any difference between banded and splint? And would it increase power-gaming and munchkin-ing? I suppose it depends on how it's handled, honestly, but it's something to think about.

11 May 2010

The Acolyte





If you prefer a .pdf version of the file, it's under the Downloadable Files section of this blog. Otherwise, the full text is below.

The Acolyte
A cleric variant designed for use with Labyrinth Lord and compatible with any other “classic” edition role-playing game.


07 May 2010

Temple of the Plague Orcs: Almost Complete

My project of the last month is nearly complete. I've got the entire document written up, formatting's just about done, and everything's almost exactly where it needs to be. It's an exciting time!

04 May 2010

Temple of the Plague Orcs


My first ever module, the Temple of the Plague Orcs is nearing completion. I've got a the main idea down, stats for the plague orcs, writeups for most of the rooms, and ideas of how and where everything goes. It's coming along swimmingly, actually. I'm kind of surprised. So surprised, in fact, that there's surprisingly little to say.

02 May 2010

Fantasy Coinage: Long Live the Silver Standard!



For the Secret of Steel, I'd known that I would go by the silver standard as soon as I made the game. It wasn't even a question- it was something that I knew had to be done. Why?

12 April 2010

Magic Users' Minor Abilities

I had an idea for Magic-Users, for any sort of game at all, but more useful for games which have severely limited spell slots, especially at lower levels. It was specifically designed for the incredible retro-clone Labyrinth Lord, but since it's based off the same sort of idea that oD&D, BECMI D&D, and AD&D were, I'm certain that it can be used for practically any system that uses Vancian magic.


09 April 2010

The Secret of Steel: Playtesting Now!

The Secret of Steel is almost complete. It's only missing a couple sections, and it'll be entirely complete. It's currently in playtesting, which means that my local group is going to give it a shot. I've got high hopes for it, and am really excited. Finally, all of my thoughts and ideas about games are set all into one game. I'll describe it in more detail after the jump.

Looking Back

They say that if you don't look back at who who were from a year ago and cringe that you haven't grown enough. What if I look back f...