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Category: Electrum Pieces (Page 54 of 156)

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Dungeon World Hack Begins

I was quite happy to post in the Dungeon World Tavern that I was developing a campaign front about my crazy mishmash setting I've been playing in since I was a kid. You know, the Spelljammer + Centurion Legion + B/X + C from BECMI + 1e PHB + 1e Unearthed Arcana + Best of Dragon Vol V + 1e Oriental Adventures +2e Monstrous Compendium - 2e PHB - 2eDMG? Over the past couple of days, I hatched a way to handle the spacefaring fantasy ships. I'm open to feedback. I do not believe I have figured out the best way to play any game, much less Dungeon World, so constructive criticism is welcomed.

I still have a lot to learn about DW, though I really enjoy the group I play in. I sometimes still wait for my "turn" because I'm used to initiative. Otherwise, I enjoy the Barbarian and I doing all kinds of fun things. Nothing gets in the way of two crazy people and their fiction:

We appear on a ship being attacked by a sea monster. He rolls a 12 to rip the harpoon gun off its mooring and use it in an attack from point-blank range. When the sea monster died, he jumped in the water, swam underwater to the sea monster carcass and retrieved nine harpoons. I keep the gun and ammo in my bag of holding.

I'm a Cleric, and Cure Light Wounds is rote for me. You can see why we are friends.

Weren't You Going to Talk About Ships?

For some pirates, their ships became iconic. The Golden Hind went around the world with Drake. Queen Anne's Revenge is as famous as her captain. The Royal Fortune is a bit of an exception as she was whatever ship Bartholomew captured and renamed.

So in some ways, it seemed that a ship in my space fantasy would be like a magic item. It was magical enough in that it can fly, traverse interstellar space, be airtight, and everything else needed to make a ship from the Age of Sail travel among the stars. The issue with treating them like a magic item is that they were either all the same or I would be creating a lot of magic items.

So then I thought that a ship is a piece of equipment that is an extension of her captain and crew. This feels right for Dungeon World because the no one should get bogged down in the details of the ship while a good story is going on. Better to build an epic story of the characters chasing down the dread pirate windows through asteroids than to get all hung up on the equipment. It would be like playing a Fighter and talking about a sword all night.

Still, a ship should have Armor and Hit Points. Epic ship battles shouldn't end when the mizzenmast is lost to cannon bursting through it. There should be a way to measure how much punishment a ship can handle. It could be my lack of experience with Dungeon World, but I couldn't figure out a way to handle hit points or toughness by equipment tags. (And I tried a lot, let me tell you.)

I then made the mistake of thinking of a ship as a monster or character itself, complete with stats, moves, and class damage. I over-complicated the use of ships attempting to define a bunch of moves that I wanted in a space battle. Looking for inspiration, I went through notes for Microlite20's way of handling space combat and realized my error. I certainly didn't need to invent "moves" for a ship as anything that I wanted a ship to do could be done by the character piloting the ship. Evasive Maneuvers? Describe it or roll Defy Danger. Attack another ship? Volley. Ram and/or Board an enemy vessel? Hack and Slash.

So the answer is this. When a character pilots or captains a ship, any rolls that need to be made are based on the character's stats. The only exceptions to this rule are that a ship would have it's own damage die to roll instead of the character's class and it would have its own hit points. The ship can be further described by two pairs of tags of which three are already equipment tags:

Quick vs Clumsy (still -1 to all rolls)
Fast vs Slow

As for the ship's size, we'll use the tags from monsters: Huge, Large, Small, Tiny.

To set the Armor and Hit Points of the ship, there are four base types of ship (in order from smallest to largest): Corvette, Caravel, Man-O-War, and Carrack. A Corvette is similar to individual Tie-Fighters or X-Wings in Star Wars. A Man-O-War is a military ship akin to a Destroyer. It is usually heavily armored and has overwhelming firepower. A Carrack is a colossal ship used for hauling cargo. Without others to defend it, a Carrack is an easy target. The final type, the Caravel, is a jack-of-all-trades type of ship similar to the Millennium Falcon. It is larger than a small fighter. It can haul some cargo. It has more weapons that a small fighter, but cannot compete with the armor and weaponry of a Man-O-War. (I imagine that new merchants to space start with a Caravel.)

Starting with these four types of ships, you can modify the tags. For example, you may buy off the clumsy tag. You can add or remove armor if you like. You can also add or modify weapons. Adding a Cannon, for example, gives you a +1 piercing weapon. Adding a second ballista gives you weapons with a far tag.

TL;DR How Exactly Do You Do Flying Ships?

I haven't worked out the prices, yet, but here is what I have so far.

Ship Types

Corvette Class Ship; fast, quick, Armor 1, Hit Points 8, Damage d6

Caravel Class Ship; Armor 2, Hit Points 12, Damage d6

Man-O-War Class Ship; fast, Armor 4, Hit Points 16, Damage d10

Carrack Class Ship; clumsy, Armor 2, Hit Points 20, Damage d4

Weapons

Ballista; far, reload
Cannon
; near, +1 damage
Magic Missile Launcher; near, 2 piercing

Next post, I will have the coin costs and provide a few examples of creating ships.

 

Working on Two Projects at Once

I hit a total stop on the spell building system I was working on. The math did not work at all. I don't mean it was close enough that some handwaving would make it usable, it was just flat broken. I have been attempting revisions over the past couple months, but my core concept is just not going to work.

So, I am going to build off the four by five magic system to re-create the system. Right now, I am up to a six by nine system, but that may change. In short, add the value of the verb and noun to get a base value. Add to the base value to increase the effect, range, or area of effect. The final number will be a Target Number to roll over. Wizards and Clerics add their level as a bonus to success.

For those that use the Emphases System, any related tags will add to the bonus as well.

So, while I am tweaking the new spell building system, I intend to post on my second favorite game at the moment, Dungeon World. I'm in a DW group and I enjoy playing again, instead of running a game. However, I will be running a DW group this fall, so I need to get going on the campaign work now.

I intend to work out the details for a world that is part Qelong, part Nyambe, part Spelljammer, and part Hibernia. I don't own Qelong and I haven't read it, but I mention it because some I have discussed it with feel like it could be in Qelong. I have Nyambe somewhere, but I'll wing it for now. Some of the stuff I've written about previously on this here blog, but with the dynamic of Dungeon World rules, some things will translate differently.

The Spelljammer part provides an Quasi-Imperial British type of feel to the setting. (It may be more Space 1889 than Spelljammer.) Qelong and Nyambe influences the primary culture on a planet that is rich in resources and experiencing a Golden Age. Hibernia, influences part of the cosmology and religion of the world. It sounds like fun in my head, but if it falls flat for the group, well, I may go back to being a player.

Once I get the math worked out, I'll be back on track for the Year of Magic theme for Swords & Wizardry. I just need to keep writing and that is hard after an almost two month long hiatus. Hopefully, I should ping pong back and forth on these two things so that I will keep posting.

Spellbuilding Part 1 – Simple Conversion

The first part of the spell building system covers situations like finding a really cool spell that seems difficult to quantify or that you do not want to breakdown and rebuild. It is a fairly simple system to use spells from any OSR system, or retroclone OGL content. Before starting on that, here are the basic mechanics of the spell building system.

The system adds point values based on effect, range, duration, and any possible areas affected by the spell. The total is the spell's difficulty rating. Success in casting a spell is determined by rolling 1d20 + Intelligence score + Magic-Users's level to equal or exceed the magic-user's Saving Throw + difficulty rating. At the referee's discretion, a difficulty rating can be converted to a spell level for use in Vancian spellcasting. Like Cleric spells, converting a difficulty rating to a spell level is reversible.

This may seem like a mouthful, but to help with ease of calculation, I put Intelligence score + Caster Level on the character sheet. You'd think this wouldn't be a big deal, but it seems to make calculation easier. Since the Saving Throw already appears, it is just a matter of looking up the difficulty rating in the spell book.

In this post, I'll be taking OGL spells from various places and converting them to a difficulty rating.

Simple Conversion to a Difficulty Rating

Use the table below to convert spells to a difficulty rating:

S&W Spell Level Rating
Cantrips† 7
1 11
2 15
3 19
4 23
5 27
6 31
7 34
8 37
9 40

†Cantrips cannot do any damage. Using cantrips assumes the use of Tim Brannan's Cantrips for Basic Level Games system.

The difficulty rating in the table above is the midpoint for a spell level. Feel free to adjust the difficulty rating up or down by up to 2 points. In other words, a second level spell can have a difficulty rating from 13 to 17.

In looking for spells to serve as good examples, I looked for OGL spells from the LInks to Wisdom section on spells.

First, let's take a look at the Dreadcube (click the link for a full description). It is listed as a 7th level spell, so the new difficulty rating for this spell would be 34. It has multiple effects, so normally, I'd adjust the rating up, however, these effects can also potentially harm the caster, so I'll leave it where it is. OGL Link for Dreadcube

For those that wonder about the odds, let's take a magic-user with an INT 13 (the minimum score required to cast a 7th level spell). We'll say that the magic-user is at 14th level. The M-U will roll 1d20 + 13 (Intellegence score) + 14 (Caster Level) to be greater than or equal to 5 (Saving Throw at 14th level) + 34 for a total of 39. The magic-user will have a 45% chance of successfully casting the Dreadcube.

That seems a bit low, but 13 is the minimum Intelligence to cast a 7th level spell. Most Magic-Users for my players have an INT of 15 or 16 at least. Just for the sake of comparison, a 14th level Magic-User with an Intelligence of 15 attempting to cast this spell has a 55% chance of success.

Here's another favorite of mine from the Space Age Sorcery pdf, Pretervolve. (click on the link to download the free version). It is listed as Level 5, so the difficulty rating is 27. Seeing as there is a permanent effect after the spell wears off, I'd add a point to make the final difficulty rating a 28.

Again for the odds, we'll say that a 9th level Magic-User with an INT of 13 will cast Pretervolve. The M-U will roll 1d20 + 13 (Intellegence score) + 9 (Caster Level) to be greater than or equal to 7 (Saving Throw at 9th level) + 28 for a total of 35. The magic-user will have a 40% chance of successfully casting the spell.

Again, many characters will have a higher INT score. A 9th level Magic-User with a 15 Intelligence score has a 50% chance of success.

Section 15 of the OGL for the Pretervolve spell is:
Space-Age Sorcery, Copyright 2013, Hereticwerks; Authors James Garrison, Eric Fabiaschi, Porky

Here's another favorite, the Auric Devourer (read the post for the full description). It is listed as 1st level, so I convert the difficulty to 11. Since the description states that it is easy to cast, I'll bump it down to 10.

I'll come back to this spell another time when going through the building system itself, because it mentions other factors that will be covered later. It has a listed casting time and an area of effect.

Really quickly, a 1st level Magic-User with a 13 Intelligence will have a 50% chance of success to cast this spell.

Lastly, let's mention the Cantrips. They are not necessary at all, but I mention them here because they add something fun. Using the table, Blackflame starts at a difficulty rating of 7, and I'd leave it at that. Looking at other cantrips in the list, I would probably make Flavor a rating of 5. The key to using cantrips is that they cannot do any damage. Regardless of difficulty rating, any spell that does damage must be at least a 1st level spell.

A 1st level Magic-User with a 15 Intelligence (to represent most player characters), will have an 85% chance to cast Flavor and a 75% chance to cast Blackflame.

Using Difficulty Ratings with Class

Okay, I can turn a spell level into a difficulty rating. Now what? How does this work?

At this point, you could use the Spell Point system I mentioned to track the ability to cast spells. The cost of casting the spell is the spell level. Casting a spell deducts from a character's Mana and when Mana is zero, no more spell for you.

For your conveience, here is the table for Mana per level.

Level Mana
1 1
2 2
3 4
4 7
5 11
6 16
7 21
8 27
9 35
10 44
11 54
12 65
13 77
14 90
15 104
16 129
17 145
18 162
19 180
20 200
21 222

If the referee prefers, the traditional spell slot system can also be used.

Another alternative is to say that a Magic-User can attempt to cast a spell in his spellbook until it fails. If the Magic-User has Sleep in the spellbook, he can cast it until the dice betray him. For low level magic-users, this means that they can likely cast more spells per day, but it removes the need for bookkeeping.

Next time, we'll look at building spells based on effect, range, duration, and other factors.

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