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May 19, 2012

Tag: OSR

September 17, 2011

Just Do It

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

I’ve met a couple of guys that are interested in running a game on a consistent basis. What will if this works out an I’m in a consistent group that meets together? Possibly go into shock.

Aside from that, I am now faced with bringing together all my stuff together into something cohesive and understandable. See, I explained that I play a hodgepodge of rulesets combined together to resemble 1.5 D&D. Both guys were excited about it.

As a result, I now have the impetus to put Andras together. At least, I’ve have to create the player’s book and the creature collection books.

Will it be as beautiful as Greg Christopher’s creations? Not at all. I can’t even do the art of an xkcd.com comic. It will probably feature text walls and tables.

So I have the entire 3.0 SRD in rtf. I’ll start from there and edit until Andras emerges like a sculpture from a block of granite. Why the 3.0 SRD? For one, it has the psionic attack/defense modes featured in the older versions of D&D. For another, it is closer to 2e than the 3.5 SRD. Sure, I’ll have to cut out feats and the classes, but whatever I put back in will be attributed to the correct folks. Some things will come from Labyrinth Lord, LLAEC and Basic Fantasy, other things will come from other OGL postings around the web and the Grand OGL Wiki. I’ll have my own stuff as well, like the d20+d10 mechanic, but I plan on being more specific in my section 15 of the OGL. For example, I plan on including the Phrenic Scourge from Lion’s Den Press and will say as much.

Will I finish? Well, yes, but I hope the answer has changed from someday to sometime in the next three or four months. As things progress, the pdf and odf files will become available in my downloads section.

September 16, 2011

And Now the Water Primordials

by John Payne — Categories: Andras, Electrum Pieces and OSR Project — Tags: , , , , , 1 Comment

After the two Fire Primordial posts, I figured a water primordial was in order. Before diving into that, though, there are two things to keep in mind:

  • Every plane has a primordial on it, not just so-called Elemental planes.
  • The Prime Material Plane’s primordials are not humans or elves.

Having said that, let’s look at what we need for a creature composed mostly of water or a liquid-substance-similar-to-water. To keep its shape on the Prime Material, the air pressure here must be higher than the atmospheric/water pressure in its home plane. The higher pressure on the Prime Material plane would help the Water Primordial to have a defined shape while traveling here. The ability to keep their shape here would make the Plane of Water Primordials more like a world of mist instead of a vast limitless ocean.

For the Water Primordial to move comfortably while here, the creature must be incredibly strong. I say that because the water elemental can move close to normal human rate.

Let’s say that this Water Primordial is more like an amoeba instead of a cohesive body of water. I imagine that this means that they eat by absorbing its victims into its body. Taking advantage of their great strength, we can say that they might crush their prey (like a boa constrictor) before absorbing it into their bodies for digestion.

To make them more gruesome, maybe the water primordial eats like some species of starfish. They vomit out their digestive organs into the victim and digest the victim from the inside-out.

Odd that the Fire Primordial is a tea-drinking vegetarian and the Water Primordial is a carnivore. For what it is worth, I used to be a tea-drinking vegetarian, then a tea-drinking omnivore for many years before becoming a non-tea drinking omnivore.

Being translucent, seeing a Water Primordial is bound to be a harrowing experience. In fact, I imagine that they would be confused for undead quite often while they are here. Taking advantage of this, one of the strategies Water Primordials have devised in order to survive is a fake undead attack. Those that have fed more recently walk slowly in front of the others yet to feed. While intelligent prey re-double their efforts to deal with a perceived undead attack, the hungrier Water Primordials can get close enough to attack.

Water Primordials suffer great damage from contact with salt. In fact, their extreme reaction to Fire Primordials is mostly due to the sodium chlorate in their system. However, sentient species on the Prime Material have found other things to fend off would-be Water Primordials. The most common is regular table salt. Water Primordials can swim in fresh water, but cannot survive short visits into an ocean. Other substances found include a reddish mineral found former seabeds that have dried up and certain kinds of weathered volcanic rock. However, the most effective defense utilizes a common foodstuff, dried rice. As little as one cup of rice is enough to make a Water Primordial reconsider an attack.

Again, it’s important to me to find an everyday material that would allow normal people some meager protection against any powerful creature. I come from a world-building perspective that the craftiness and intelligence of a sentient species should lead to innovative defenses that do not necessarily rely on magic. Think about it, if a high-level mage creates a super-weapon or mysterious substance to wipe out a certain menace, the town leaders or villagers are beholden upon the mage to continue to protect them. Humans generally cannot live with a situation like that for long periods of time, especially if they are paying for that protection.

When it comes to a rival race on the Plane of Water Primordials, I imagine a race of creatures that live on the various floating islands on the plane. They would use stone and leather weaponry and armor in order to avoid the expense of dealing with rust. These weapons would not be slashing or piercing weapons, but hammers. I want to give them a distance weapon, shaped like a round plate, that when thrown, lands flat on a target. In other words, instead of disc slicing through, it would be more like a belly-flop in a pool. The side with the largest surface area strikes the target.

I would imagine these rivals would eat the exotic floating/flying fish native to the plane. I also imagine that they could cultivate some plants and fruit bearing trees in a limited quantity.

So now, another poll about the name of The Plane of the Water Primordials.

[poll id="2"]

August 31, 2011

Refining the Arcanist

by John Payne — Categories: Andras, d6, Electrum Pieces and OSR Project — Tags: , , , , Comments Off

A note before talking about the Arcanist again. I had planned to do more about mecha in this post, but the combat system isn’t testing well. Essentially, my attempt to do mecha combat without minis is confusing. I am not a minis person, but I may need to concede that mecha combat is much easier with them than without them.

Why the shift in focus? It’s not really a shift but more of an ‘aha!’ moment while re-reading my notes for inspiration. At one time I had wanted to convert all the d20 spells into their OpenD6 equivalents. Using the spell creation system in D6 Magic and Vade Mecum Magic seemed simple enough that I thought the project would take a couple weeks.

D&D Magic, though, is quite resistant to being easily categorized in such a way. I know that killershrike.com converted almost all the spells to the Hero System. He seems to have run into the same issue I have when attempting to convert Air Walk (I couldn’t convert it either). When you build spells based on effect, it is difficult to separate Air Walk from Levitation though in a prosaic sense, the difference is obvious. Sure, both lift you in the air, but one is like gliding up and down an invisible elevator, while the other is like walking on invisible stairs.

Vancian  Magic  has certain characteristics, most notably, that it “… is no science, [it] is art, where equations fall away to elements like resolving chords.”  I also like the description that it is like putting a demon in your head. In attempting to differentiate the Arcanist from a Mage, I thought about how an Arcanist approaches magic.

Primarily, a skill-based mage would approach magic like any other craft. There is a base knowledge that must be attained. There are specialized tools used to ply the craft. New knowledge is built upon the proven knowledge of what came before. The mystery of magic for a skill-based mage comes from exploring what is unknown. Once a spell is known, it is no longer a mystery – it is a ritual that can be reproduced as often as desired.

Does this mean that an Arcanist would never sell his soul to a demon for more power? Absolutely not. Everyone is tempted to take shortcuts. An Arcanist, over time, will be able to craft tremendous magic. After a lifetime of study, his/her power will be quite formidable. But if there is a way to have all that power without the lifetime of study, well… you can see where the demons come into play.

What does this mean in game terms? At its simplest, a points system coupled with a completely different (from D&D) method of magic research. An Arcanist can make potions and wands, but the manner and costs will be very different from a mage. Spell research will also be different in that variations of a similar spell will cost much less for an Arcanist to research. An arcanist may be able to cast a spell more than once, but he/she has a greater chance for failure when casting.

The base skill level to cast a spell at 1st level is 11. Per Andras convention, a roll of 11 or less would indicate the successful casting of a spell. A roll of 12-19 and the spell does not work and the Arcanist loses 1 spell point. On a roll of 20, consult a yet-to-be-created Critical Fumble table.

The base skill is modified by the level of the spell and any other conditions the GM believes is appropriate. 1st level spells add five to the base skill. In other words, a 1st level Arcanist must roll a 16 or less to cast a 1st level spell. After that, spells become much more difficult per the table below:

Spell Level 1st 2nd 3rd 4th 5th 6th 7th
Adjustment 5 -1 -7 -13 -20 -27 -34

Except for Experience Points, here is the Arcanist Progression Table.

Level Hit Dice (d4) Spell Points Abilities
1 1 6  1st level Spells
2 2 12
3 3 23 2nd level Spells
4 4 40
5 5 56 3rd Level Spells
6 6 83
7 7 110 4th Level Spells
8 8 147
9 9 184 5th Level Spells
10 10 231 Create Spell Stores*
11 10+1 278 6th Level Spells
12 10+2 335
13 10+3 356
14 10+4 387
15 10+5 449 7th Level Spells
16 10+6 485
17 10+7 516
18 10+8 552
19 10+9 558
20 10+10 569

*Spell stores are special magic items specific to Arcanists. Spell stores allow the Arcanist to store spell points in an item. These stored spell points can be used instead of using the Arcanist’s spell point reserve. These points will also allow an Arcanist to exceed the maximum spell points usable per day, though an Arcanist can only use one spell store at day. The amount of points that can be stored is equal to the Arcanist Level times five. For example, at 11th level, an Arcanist can store 55 spell points in a spell store.

The points will last until they are used or until the item is destroyed. Breaking the item will not cause damage, but the spell points stored within the object are lost. When an Arcanist drains the last spell point from a spell store, the item disintegrates. Spell stores are not rechargeable.

Tomorrow or Thursday, some example spells for the Arcanist as well as the Spell Creation tables.

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