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August 13, 2011

Gamer ADD and Raspberry Dreams

by John Payne — Categories: Andras, Electrum Pieces and OSR Project3 Comments

Joe Bloch talks about the infamous gamer add and lists progress on his ongoing projects. I wish my gamer add had a higher rate of quality and completion. :)

Like most folks afflicted with this dreaded disease, keeping a lot of things going fulfills the itch to develop new ideas while the blog allows for them to be organized to enable ongoing work on these ideas. I created this blog over three years ago and still have yet to reach 100 posts. I post more frequently now about a few OSR things like Tekumel, 2nd Edition D&D, and various retroclones.

Oddly enough, the most popular destination on my site references material for the Statis-Pro Football game that used to be made by Avalon Hill. (Yes, THAT Avalon Hill). After that, folks are either looking for the word anthroparion or a link to all the OpenD6 material.

Having said all that, here are the things that currently fuel my Gamer ADD:

    •  Andras – My attempt at a 2e-inspired clone, complete with various worlds including:
      • Tiezerakan – Fantasy amongst the stars. Not Spelljammer.
      • Dwaneyarda – Second Earth is a high fantasy setting.
      • Lorica – Mecha action in the far future!
      • Tanah Con-Rahn – Elements of Southeastern Asia featuring a unique (to the Andras rules) magic system and a non-European setting.
    • Shayakand – Over two years in development, this Nevermet Press project is a Savage Worlds setting best described as Hyborea meets the Vedas.
    • Statis-Pro Football teams, rules, and tweaks. Along with this, I am also recalibrating the tables used to build individual cards.
    • Open D6 including the Six-Sided Fantasy Reference Document. Recently, hereticalee from the WEG Fansite Forums has been creating the rtf and html versions of the OpenD6 books.
    • Knock and Durak card games. Knock is like Crazy Eights, Durak is a Russian card game that works like multi-player War.

That’s enough to keep anyone going. As I said earlier, I hope to attain the quantity and quality of material produced by the Greyhawk Grognard.

In addition to Gamer ADD, sometimes a concept fires into the brain that is too large to finish in any reasonable time-frame. I guess you could call it the Meta Trap. It starts as a simple idea that then requires the entire reworking of a major feature of a game. For example, the classifier magic idea has evolved in my notes to be something like a Verb-Noun magic system found in Ars Magica. The difference is that instead of the five verbs and ten nouns, the idea has mushroomed into twelve verbs, thirty-five nouns and ten adjectives. That is a combination that could create up to 4200 spells. The idea would be that half of one percent of those spells would be cool, namely 210 spells, and could be made into a neat magic book. The problem is, who has time to generate 4200 spells?

Not me, that’s for sure.

Despite this, it is still fun to dream. Next time, I hope to provide more details about Lorica, the mecha/tank game. Believe it or not, I have already created about forty different mecha for it and lots of weapons.

August 8, 2011

Classifier Magic

by John Payne — Categories: Andras, Electrum Pieces and OSR Project — Tags: , , , , , , Comments Off

Tanah Con-Rahn is an idea for a campaign idea with Southeastern Asia flavor. It is centered around a couple ideas, mainly a tweaked magic system that redefines schools of magic. If you want to skip the explanation of how this idea formed, skip down to the section on Classifier Magic.

As previously mentioned, I enjoy making up my own languages. The vast majority of them are naming languages. This means that no real grammar is ever invented, just a list of words that allows the user to name things. This works well for Latin-sounding town names or Sanskrit-like character names.

Sometimes, though, slogging through a constructed languages provides an opportunity to tweak major rule systems. Today’s exercise was starting with the fundamental wordlist from lojban (they call it gismu) to create a funadmental wordlist using Indonesian,Hindi,Vietnamese,Filipino and Bengali sources. Since I have a couple Indonesian study books that teach grammar, I also decided to give the language an Indonesian grammar.

Indonesian grammar has a lot of interesting features, not the least of which is a classifier system. English only has a few, but the most common one is the word head. In English we say two bowls of rice and four head of lettuce, as opposed to saying two rices and four lettuces. The words head and bowl function as a classifier. Indonesian has several and are required. The list I have is:

orang – humans (which I extend out to sentient races)
ékor – animals
buah – large things (e.g. houses, ships, mountains) and fruit and abstract nouns
batang – long cylindrical objects like cigars, trees, spears and sticks
tangkai – flowers
helai – flat,thin objects like cloth or paper
bidang – used for grounds, fields and gardens
butir – grains, seeds and anything that resembles small round objects (e.g. pearls,gems,eggs)
bilah – bladed objects (e.g. knives, axes, swords)
pucuk – used for sharp, pointed things like nails as well as rifles. Scrolls are included here because they are rolled up and resemble rifle barrels.
utas – long and soft things like threads and cords
kerat – things that can be easily broken, torn or cut like meat and bread.

Looking at this list, it occurred to me that these classifiers could be used to determine or modify the magical effect of a spell. This led to the framework for Classifier Magic.

Classifier Magic

Classifier magic does away with the traditional school groupings of spells. It also removes the opposition school rules. In its place are a list of spells assigned at least one classifier and possibly up to eight. With training, a Wizard gains access to a new classifier at every odd level, up to a maximum of ten classifiers at level 19.

For each spell with more than one classifier, each classifier modifies the effect of the spell. Scroll up to see a short list of classifiers and their explanations. For example, let’s say that magic missle belongs to two classifiers, batang (cylindrical object) and tangkai (flower).

Magic Missile (Batang)

Range: 60 yds. + 10 yds./level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1-5 targets
Saving Throw: None

A missile of magical energy will appear from the wizard’s fingertip and unerringly strike their target. The missile strikes unerringly, even if the target is in melee combat or has less than total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out.  Against creatures, each missile inflicts 1d4+1 points of damage.

For every two extra levels of experience, the wizard gains an additional missile–he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

Magic Missile (Tangkai)

Range: 15′
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 10′-radius circle
Saving Throw: Negates

When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (up to 6  points). Victims who roll a saving throw successfully suffer no damage.

A 1st level Mage chooses the batang classifier to determine the effect of the spells learned. Upon learning magic missle, he/she is able to cast the magic missile batang spell only. At 3rd level, let’s say that the Mage takes the tangkai classifier. Without having to learn a new spell, the Mage can now also cast the magic missle tangkai spell.

As far as magical research, Mages researching a spell they currently have using a different classifier have the costs or time cut in half. In this case, “different classifier” means a spell and classifier combination that doesn’t currently exist. For example, let’s say that a Mage with the Magic Missile spell and the helai classifier wishes to research a version of Magic Missile using the helai classifier. The would be a new spell *not* automatically granted because there is no definition for the Magic Missile spell with this modifier. Such as spell would need to have the effects of a first level spell, but research costs would otherwise require half the time or half the money, but not both. An acceptable spell could be:

Magic Missile (Helai)

Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One whip
Saving Throw: None

When this spell is cast upon a non-magical whip, it causes the whip to do 1d6 points of damage. Creatures that take increased damage from fire will also take increased damage from the whip. When the spell ends, the whip will become a normal whip suffering no ill effects from the spell.

Useful as a DM Tool

Maybe the classifier system feels like too much work. I can understand that, it would require the entire spell list to be reworked as base spell + classifier. To save time, I will eventually post all the LL spells reworked in such a manner.

Still, it can also be useful as a way of creating new spells for players and NPCs. Taking the Wall of Fog spell, you could add the tangkai classifier to make a spell that is similar to a smoke bomb or add the kerat classifier to make a small object composed of super-dense fog. It won’t work for all spells (like Feather Fall), but it opens up some new possibilities.

August 1, 2011

Non-Weapon Proficiencies in Andras

by John Payne — Categories: Andras, Electrum Pieces and OSR Project — Tags: , , , 2 Comments

I have been wrestling with the NWP section of Andras for quite some time. I’ve even wrestled over the name. Since I want a skill system, it seems to follow that I should just call it a skill system. We’ll see where the internal debate leads. At this point, the main reason I do not want to call it a skill system is that I do not want to get too close to d20, 3e or Pathfinder when handling these player abilities. As I said, we’ll see.

Looking for inspiration for developing the system, I kept re-reading the chapters on Proficiencies in the PHB and the DMG. I even went back to Skills and Powers and looked at their redo of proficiencies. Considering the way that so many thing in Andras are already roll-under, I like the S&P way of doing it. I liked that in the S&P, the starting point is much lower than the starting point in the PHB. For example, Agriculture is INT+0 in the PHB. while in S&P, the starting score is 7 before adding adjustments for ability scores. If you have a character with 15 INT taking the agriculture NWP, a first level character will have a 75% chance of success. According to the S&P, the base score of 7 would be modified with a +2 due to Intelligence giving a final score of 9. Odds of success are 45%.

This may seem like no big deal, but it becomes an issue with Class NWPs like Spellcraft. Under the PHB, a wizard with 16 INT has a starting score of 14 for Spellcraft, whereas the S&P wizard would have a 10. That’s a 20% differential. It strikes me as important because I still want 1st level character to be limited, but have more definition than their class description.

Sounds great, but I’m not using the character point system for character advancement. How would this look when the NWP’s start with less power, but have the ability to improve over time? Would improvement over time re-create the overpowered feeling I get from the 2e proficiencies rules already?

Then I looked to my copies of Dragon. In particular, I found #225 to be very interesting. In it, Clayton Beal provides a revised proficiency system that keeps scores a little lower, but provides a simple way to determine advancement. In essence, every skill starts with a 10, it is then modified per the NWP in the Player’s Handbook and then modified with the bonus from the ability. In other words, using a character with INT 15 taking the Agriculture NWP, the character starts with 11 as a score. Calculating that out, start with 10, then modify by 0 because Agriculture is INT+0 in the PHB, then modify by +1 referencing a table in the article. This is lower than the 15 under the original rules and higher than the 9 calculated from the S&P.

What about our Spellcraft example? Original PHB – 14, S&P, 10. Article in Dragon Magazine – 10. A base of 10 is modified by -2 (from the listing in the PHB) and then modified by a +2 from the ability score (INT 16).

So we have the NWP’s calculated, how about advancement? Every level, a character can advance the score by one on an existing NWP. These points cannot be saved from level to level. Increase the score by one per level, or lose the point. What about third level characters that gain new NWP slots and the +1 bonus point? The bonus point cannot be added to the new NWPs, only the existing ones. So if my character wants to add the Bowyer NWP, the +1 point cannot be applied to it.

Now for the fun part, out of class NWPs. Under S&P, a character of one class that chooses a non-weapon proficiency from a different class receives a mild penalty. Under the rules in the PHB and Dragon 225, it costs double the slots. This may seem a minor trifle, but using Spellcraft as an example, a Rogue looking for the Spellcraft NWP pays 3 character points plus 2 extra for a final cost of 5 character points. In the Dragon Magazine article, it costs two proficiency slots. Considering that a character can take disadvantages in S&P, two points doesn’t seem a high enough penalty. (An article in the same issue of Dragon demonstrates this with an 8 step process to create an S&P character.)

The word count is already high, so I’ll end here. When I work out the final rules, I’ll post them here as a PDF. It may not be the skill system in OpenQuest, though that is tempting, but it feels like 2e without the ability inflation.

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