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Reclaimed Lands Tweets In Order

I posted these on Friday while waiting for my ride to some camping, gaming, and hang-out time with my friends. Correction have been made to elucidate certain posts cut short by the 130 character limit (the tag was 10 characters). There are also additions due to my time being cut short. (My ride got there.)

  • Outlining an rpg project for Aug-Sep. The Reclaimed Lands.
  • Colonization spaceship crashes in a Hyborean age world.
  • Colonists are attacked after crash landing. locals consider them demons.
  • Colonists have early advantage, but both sides suffer heavy casualties.
  • A detente is reached. mind magics enable negotiations. all land west of the demarcation line belongs to the aliens.
  • Locals build a huge wall on their side of the line. peace lasts for 200 years.
  • Now the colonists are desperate. they need more space. They have not been able to master sea-craft.
  • The colonists are also suffering from a wasting disease with no cure - even with magic.
  • The locals are battling a demon lord amassing forces in the south.

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  • The colonists have a limited ability to repair their damaged technology.
  • The current generation of colonists (fourth generation to be born on their new homeworld) embrace local culture and magic and seek to travel beyond the wall.
  • Dragons are amongst those rare creatures that fly over the wall into the colonists territory.

Armor Class and BAB

I'm one of those people that didn't have an issue with descending armor class. Maybe I should have, I dunno.

I also have nothing at all against the d20 mechanic and ascending armor class.

So what do you do in a retroclone? Do you follow the spirit of the old ruleset and have a To Hit table like OSRIC and Swords & Wizardry? You could use the table and manually write a "To Hit Armor Class 0" on the character sheet.

You could go the route of Dark Dungeons and use something like thac0 and a to hit table and come up with Attack Rank. Attack Rank A =  thac0: 20, Attack Rank B = thac0: 19 and so on until you reach Attack Rank S = thac0: 2. It takes until Attack Rank X to be thac0: 1 and then it descends again throughout Attack Rank Z to Attack Rank XX. Again, you can pretty much convert an Attack Rank into a thac0, cross out the Attack Rank letter on the character sheet and substitute a thac0 number.

You could go the Basic Fantasy route and just use Base Attack Bonus and ascending armor class. In this case, you take your old material, perform a 10-AC conversion and make appropriate notes throughout that penalties to target's AC are really bonuses to attackers' to hit roll.

Which one?

For now, I plan on using a Successful Attack Target Number or SATN. (considering the consternation created by thac0 discussions, I think the acronym is a perfect fit!)

The forumla will work like this:

Roll 1d20 +modifiers + target's AC >= SATN is a hit.

The beauty of this system is that when I see thac0 in my old modules, I treat it as the SATN. Thanks to the additive property of equality, the result is the same. Don't believe me? Look it up on any thac0 discussion. Also, let's follow this example:

Brad, a 2nd level Fighter has a thac0 of 19. He is attacking a goblin with an AC of 6. With a STR of 15, he receives a +1 to Hit.

Roll is 13. Add bonus to hit to increase the total to 14. Take thac0 (19) and subtract the armor class: 19-6 = 13. The roll of 14 is greater than 13, so the attack is successful.

now try this:

Brad a 2nd level Warrior has a SATN of 19. He is attacking a goblin with AC of 6. With a STR of 15, he receives a +1 to hit.

Roll is 13. 13 + 1 (STR Bonus) + 6 (Target AC) = 20. This is larger than the SATN of 19, so the attack is successful.

On the GM side of the screen, 2nd Edition monsters appears with a thac0. The GM does the same calculation as the players when rolling for the goblin.

The other thing this mechanic allows (you know essentially keeping the thac0), is that this allows fiddling with monsters. More on that later.

New Link Added

Added a new link to Nailbiter Games. Nailbiter Games specializes in sports sims. I've downloaded a couple and they look very interesting.

These games are not in the Statis-Pro or APBA category. Each game is an abstraction that looks at the relative strengths of two teams and provides highlights of each drive.

One game, however, allows for a distribution of points to a team's roster. It is called Coach's Call Football and is avaiable here. QB's have a cost, the better rating, the more costly. Skill positions have a cost. The Defense is a generic rating, but you can rater the DL and LB on a 1-5 scale. The same is true of the OL.

It wouldn't be hard to imagine using this system to rate all the teams and recreate a season. Just may have to fiddle with it and see what turns up.

This game is chart-heavy. This doesn't bother some folks, but I thought it would be fair warning for others that may not like a game with seven results charts.

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