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Tag: Swords and Wixardry (Page 6 of 20)

I Get to Work with James Shields

Recently, JEShields put out a call for writers. I'm happy to say that I am one of the writers chosen.

The deal is that I have great creative freedom to write pretty much what I want for the RPG system(s) of my choice. James and I still have to agree on the projects and set timelines, but so far that has not been an issue at all. Honestly, the biggest limitation was me.

I'm really excited. It has been about six years since I got to work together with an artist to make cool stuff. I'm also excited because James works with a lot of indie game folks, including Evil Hat. So when I submitted my resume, I wasn't expecting to get picked.

I want to write a lot of things, so it felt difficult to pick a place to start. Once I looked at artwork James has already done, it didn't take long to make a pitch for creating a Swords & Wizardry monster book along with a three module series. Everyone needs more creatures, especially me. I've got a bi-weekly group to challenge. 🙂 There will be more about this once contracts are signed and the project is named.

I also want to make material for White Star. I bought it yesterday and I love it. I don't want to overlap anything James Spahn has coming down the pike, but there's a lot of room to work with. One idea I had is to create the Eye of the Needle setting as a sandbox using the White Star rules. I've also thought of making a mecha/tank game inspired by all the FASA games I played in the 80s.

Beyond that, I've been working on a generic RPG that uses two six-sided dice and a standard deck of cards. It's something straightforward for casual gamers, but open enough for more dedicated gamers.

That's the big news. Like I said, more details on projects as they are finalized.

Swords & Wizardry Spell Spreadsheets and More

Some time ago, I posted a S&W Spell Database in a spreadsheet shared through Google Drive. I've finished my work on them, so here they are. One spreadsheet for Clerics, one for Magic Users, and one spreadsheet that has all spells Both Arcane and Divine.

Here is some explanation to what the different worksheets mean.

The Cleric spreadsheet has many worksheets, the first one is named Total List.

This is a list of all the Cleric and Druid spells, with descriptions. Spells that have tables in the description were translated as best as possible, but some of the tables had to be left out. This worksheet is a straightforward list ready for folks to analyze, adjust, and add. It also serves as a database to do a mail merge into a Word document.

When I add spells to a particular campaign world, I make them common in a specific area of the world. Adding a column to denote a specific area of the world, I can not only make a list of spells available, but generate a list of potential scrolls that might be found as treasure in a specific geographic area of the world.

If you have Priests of Different Mythoi, you can add a column for the various deities/pantheons and have a ready resource for player handouts. The possibilities are endless.

The next three worksheets break out the spells by the three types of spellcasters in the S&W Complete rules. For Clerics and Druids, there is an extra column for Spheres. Spheres group spells together by a common theme. If a spell has more than one Sphere in the column, it belong to each sphere listed in that cell. For example, the Cleric spell Animate Object, is in the Summoning and Creation Spheres.

For Magic-Users, the worksheet adds a School column. This shows the 2e school or schools that the spell belongs to. Yes, it's on the Cleric Spreadsheet.

For all three of these tabs, I used the compendium of Wizard and Priests spells downloaded from dragonsfoot. When I cross-referenced the spells, I made no assumptions on where they belong. In other words, I didn't assume that a spell with the word Animal in the title would be in the Animal sphere. This was all done strictly by the compendium. This doesn't mean that I made no errors, just that I wanted these lists to be as close to a Swords & Wizardry to 2e cross-reference as I could. I did make one change here from standard S&W - if a spell is both a Cleric and Druid spell, it is listed as the lower of the two levels.

The next tab on the Clerics spreadsheet is labelled Spheres. If a spell is in more than one Sphere, it is listed twice, once for each Sphere. For example, the Animate Object spells is listed once as belonging in the Summoning Sphere and listed on a separate entry as belonging to the Creation Sphere. This worksheet allows for easy creation of spell lists by Sphere.

Until you reach the Statistics worksheet, the next set of tabs are the lists of spells by Sphere; each Sphere has its own worksheet. They are listed by order by level and there are some simple statistics on number of spells, average level of spells, and the standard deviation of spell levels for that Sphere. The Statistics worksheet shows the statistics of all the Spheres in one place.

I also included some work on assigning each Sphere a point value. If this looks like Players & Options from 2.5e, I'm not going there. This is intended to be preliminary work on creating Priests of Different Mythoi, but only the referee uses this system for worldbuilding. If you can use this work to build something, let me know. I'll flesh this stuff out in future posts.

The last worksheet, of course, is the OGL.

The Magic-User Spreadsheet is setup much the same way, except that Schools are used instead of Spheres. The Complete Spreadsheet has both the Cleric and Magic-User spreadsheets inside it.

Why do all this?

Primarily to provide tools to other gamers. Selfishly, it is because I like to create custom classes. To that end, I plan on adapting the system Keith Davies invented to Swords & Wizardry. From there, it will fit in with a class building system that I hope to finish one day.

A New Race, For Fun

Some time ago, I mentioned on G+ that my son wants to play n intelligent dolphin in a game. This dolphin is not part of an undersea adventure, but travels on land and interacts with "hobbits", "scientists", and "regular people".

Since he was three, he has associated the word "howert" with dolphins. It has been the sound they make when attempting English, it has represented various superpowers, and finally has come to mean the name that they call themselves in their language.

So, here is my write-up for Swords & Wizardry:

The Howerters

Limited Telekinesis: Howerters have no arms or legs, but can manipulate objects as if they had arms and legs. Regardless of STRENGTH score, they do not gain bonuses to hit or damage using melee weapons.

Yes, they can use rings.

Levitation and Limited Flight: Howerters do not make contact with the ground unless they choose (or die). They levitate at a height to have eye level at 5 feet, but can levitate as high as 8 feet for CONSTITUTION/2 rounds a day. In any situation that requires a roll for aerial piloting or maneuvering, they gain a +4 bonus or improve the maneuverability by one class.

Avoid Traps: Howerters will not set off any trap that depends on weight or pressure plates. They will also be immune to tripwires. This is due to the fact that they hover as movement. As they have limited movement through three-dimensional space, they gain bonuses to avoiding other traps as determined by the referee.

Magic Sleeve: Howerters wear an article of clothing they call a sleeve. It prevents them from drying out through their adventures on land and negates the need to be underwater. Howerters cannot wear any armor other than their magic sleeve.

The sleeve provides a +/- 3 bonus to armor (between chain mail and leather), but no other special protections. It is not airtight and does not prevent touch-based attacks.

Swimmers: Howerters can remove the sleeve in water and swim as normal dolphins.

Classes: Player-Character howerters may be Magic-Users, Thieves, or Magic-User/Thieves. In the Thief class, a Howerter may advance with no maximum level limit. A Howerter that is solely a Thief takes no advantage of any XP bonus due to a high Dexterity. Howerters advancing in more than one class are limited to 9th level Magic-User (10th with an Intelligence of 18).

In campaign worlds with psionics, a Howerter has no maximum level limit in any psionic class. In worlds with Illusionists, they may reach a maximum of 12th level.

Non-player howerters can be clerics. If the referee decides to allow them as PCs, they may advance to 10th level. (11th level with a Wisdom of 18).

Personality: Howerters, like their cousins the dolphins, are very intelligent and curious. They are fearless explorers that are excited about discovering new creatures, locations, magic items, or anything else new. They can get bored quickly, but will rarely make rash decisions.

They are aware of their startling appearance and usually handle it with self-deprecating humor. Unless Chaotic in alignment, they get along with any species they come in contact with. They tend to be outgoing and gregarious. They are slow to make deep friendships, but once made, they are loyal to the point of death.

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