Showing posts with label special abilities. Show all posts
Showing posts with label special abilities. Show all posts

Wednesday, May 26, 2021

Some Selective Play-Testing and Reflection

My new rules modifications for Classic D&D seem to be going well enough. Most players converted over to the new system, finding a way to more or less keep their PC the same (Don's still playing a dragonborn, a race which got axed, but did update his class from Fighter/Magic-User to Lark, and Jeff is still running the old Ranger class that gets Druid spells). Of the new Fighter (and Assassin/Paladin/Lark) combat options that have been tried out, both my younger son and Jeremy opted to go with Defense (+2 AC, +4 if attacker is giant sized) for their Fighter Combat Style (a 4th level ability), while my older son went with Cleave (like the 3E feat) and Don went with, I think, Iaijutsu (like a backstab: +4 to hit, x2 damage; but only on the first round of combat if you get initiative). 

Cleave and Iaijutsu haven't come up yet (pretty sure my son could have used Cleave last game, but we forgot about it). Defense is obviously overpowered. Not sure what I was thinking there. Obviously I was thinking of the Halfling bonus to AC vs large creatures, but +2 base was ridiculous. Even 5E's Defense ability for Fighters is only +1. I will change it. At 5th level, Jeremy's Fighter has AC 23 (I use ascending, obviously), and my younger son has AC 22 at 4th level. I'll be toning that one down a bit, and re-evaluating all of the Fighter Combat Options (a bonus ability at 4th level). 

Yesterday, Delta posted this discussion of the Fighter's ability to attack multiple low level enemies across editions.

It's interesting on its own, but since I've given my Fighter class the Sweep ability (from 2nd level) to make one attack per level vs 1HD or lower opponents in Classic (which if you haven't read Delta's thread, Frank Mentzer is commented as thinking is totally unnecessary in Classic D&D). But they also get an option to Cleave (drop an opponent to 0hp, gain a bonus attack on a nearby enemy) AND at higher levels gain multiple attacks against more powerful opponents with 1+1HD or more (2 attacks at 8th level, 3 attacks at 12th level, level cap 15th), I feel like I'm just handing out extra attacks like candy! 

Still, I've got to say the Sweep ability has been pretty useful in games so far, as it helps speed up fights with the weaklings. 

This past weekend, I ran my procedural dungeon crawl game with the boys. Their encounters skewed humanoid, so they made good use of Sweeps. First encounter with 16 bandits, and after negotiations failed, the bandits were wiped out quickly. Fire beetles and giant black widow spiders were spotted, but left alone. A group of warriors appeared, but were evaded. A Red Knight appeared (as a "special") and tried to arm wrestle the PCs (the boys' PCs legit won with good rolls)! Then they tricked a pair of white apes into opening a portcullis to allow access to a ruined castle. In the next room were (as determined by random roll) 40 orcs. They tricked the orcs and apes into fighting, leaving 29 orcs alive when the apes were finally defeated. Then they went to town, using Sweep, and the Sweep ability evened the odds, although both characters took some fairly heavy damage, even with my younger son's PC's amazing AC. In the end, all the orcs were cut down and the pair returned to town with the loot.

In my West Marches game that same evening, they finished off Quasqueton. Well, not completely finished, there were secret doors they missed, despite having a wand of secret door detection which helped. They didn't always think to use it, though. Most of the 1st level was already explored, and they had about half of the second level explored when the session started. So they put in the effort to finish it off. They encountered troglodytes (which proved to be the toughest fight of the evening!), a pair of ettins (spells rendered them ineffective), wraiths (only one level drain, Justin's PC - and just as he was about to reach the level cap for a half-elf Warlock, before the dragonborn blasted them and himself with a fireball), some ghouls, and gnolls. They avoided stirring up the bats in the giant cavern. And they finally found Zelligar's wand (Roghan's spear and armor had already been recovered). 

As for the character abilities under the new rule set, Nate has been searching for a way to make use of the Shaman (cleric subclass) ability to perform rituals, but they haven't really come up yet. The three rituals they can perform 1) allow detection of astral/ethereal creatures, 2) sanctify a small area for 24 hours, 3) allow up to four creatures suffering from poison, disease, etc. to make a new saving throw. 

The other area that's come to my attention through the game is the Paladin's Aura ability. Denis has been confused the past few sessions about it. The effects are fine, but the wording is poor. I need to rewrite the section to make it more clear.

Wednesday, March 7, 2018

Why You Should Buy Chanbara Part 2: Class and Profile Inspirations



There are only three character classes in Chanbara: Bushi (warrior), Mahotsukai (magician) and Shinobi (spy). Each class has its own advancement chart providing new levels at certain amounts of XP. Bushi advance the fastest. This is a derivation from standard D&D/OSR, where Fighters are the middle of the road advancement class. I did it on purpose, to encourage more fighters. Chanbara movies and TV (like most fantasies) focus on warriors for the most part.

Sounds boring, right? Well, if you haven't been keeping up with the development (or my previous post), each class gets three or four subclasses to choose from called Profiles. I'll give a taste of each profile here, and a few notes about what inspired me to include each. Also, for the record, early on I had each class idea as its own distinct class, but there was a lot of overlap. So I decided to stick to my Flying Swordsmen roots with only 3 general classes and profiles for specialization. Also, unlike in Flying Swordsmen, I don't offer an option to go without a profile, but I'm sure any halfway decent GM could work something out for that.

Bushi
Bushi (Warrior) is obviously like the Fighter. Instead of magic and lots of cool special abilities, they’re good at combat. The name “bushi” is actually a synonym for samurai. The Chinese characters mean “martial gentleman” (more or less) while the character for samurai means “servant.” It should be no surprise that the aristocratic warriors of historical Japan preferred to call themselves bushi, while others preferred to call them samurai. The Bushi gets four profiles.

1. Abarenbo (rowdy) are usually lower class tough guys. They might be yakuza, they might be ashigaru footsoldier deserters, they might just be the village bully. I give an option for them to be of the Buke (aristocrat) status if they're rikishi (sumo wrestlers). They get powers that make them tougher and stronger, for the most part. They're kind of like the Bushi class of the original OA, but not quite.

The name Abarenbo I got from a TV show, Abarenbo Shogun (where the shogun goes around Edo disguised as a low ranking samurai to help solve problems and get in lots of fights). The profile itself is inspired by Kikuchiyo (Mifune Toshiro's character) in Seven Samurai, the character Rikimaru in the movie Red Shadow: Akakage (played by former rikishi Mainoumi Shuhei; not to be confused with the Rikimaru of the Tenchu video games), and the stock 'big strong (and probably dumb)' member of the 5-man team shows.

2. Kensei (weapon master) were a no brainer. They were in OA (misspelled as kensai), and they're such a trope of the genre. They don't need to master the sword, their main weapon could be anything, but the inspiration usually comes from sword-masters like the historical Miyamoto Musashi. Zatoichi the blind swordsman, and Kyuzo (Miyaguchi Seiji's character) in Seven Samurai are also examples.

As usual, kensei get really good with one specific weapon, and their powers mostly don't work with other weapons.

3. Samurai (warrior-aristocrats) are again a no brainer. This is designed to be the 'default' option of the Bushi class, and can cover both samurai serving a lord and ronin who are on their own. They get a mix of offensive and defensive abilities as they progress. Obviously some of the inspiration for their abilities comes from previous games, like both OA supplements.

4. Sohei (warrior-monk) have also been part of previous OA supplements, and the big question for me during development was whether to have them be more warrior with some magic, or magician with some fighting skill. In the end, I went with mainly warrior/supplemental magician. In fact, gaining spellcasting is an option for the class. Their martial abilities are fairly offensive, but their magic is mostly defensive.

The historical Benkei is probably the number one source of inspiration for the sohei class, but also the actual warrior monks of Mt. Hiei (and the Shi comics I read back in the 90's inspired by those historical monks) and the Ikko-Ikki sects of religious fanatics who fielded armies during Japan's Warring States period.

Mahotsukai
Mahotsukai literally means “magic user” so it's an appropriate name for the spell casting class in the game. It has that nice old school resonance. In Japanese, “mahotsukai” is used for fictional wizards and magicians like The Wizard of Oz. The mahotsukai gets three profiles.

I didn’t want to replicate the old school cleric/MU dichotomy exactly, so the three profiles have some unusual or at least different features. Each is pulled from history and/or source media. Like many cultures, the Japanese connect magic and religion so all three have a religious connotation, but none are quite like the D&D Cleric class. All have spell use as their primary function, but none is a magical scholar like the D&D MU.

1. Onmyoji (exorcist) are historical. The name means Yin-Yang Master and they got their ideas from Chinese esoteric Taoism. They were astrologers and astronomers, in charge of creating calendars for the emperor. They also used Feng Shui geomancy to protect the emperor from evil spirits. Abe-no-Seimei is the most famous onmyoji, and there are lots of legends and stories about him. The Onmyoji movies I reference are about him.

In the game, onmyoji are exorcists and demon hunters. They are better at combat, at least against spirit creatures, than the soryo and yamabushi. In that way they are like the Cleric, but their spell list is a bit more combat-oriented like the MU.

2. Soryo(priest) simply means priest, and for this profile I tried to keep it generic enough that it could cover Buddhist-types as well as Shinto-types, or even foreign religious missionaries (if playing a pseudo-historical game). They are the worst combatants (so in a way like the MU), but their spells are for healing, protection, and interaction, so somewhere between the traditional Cleric and the Bard. Soryo are the “face” class of Chanbara. I didn't have any historical or fictional characters in mind with this profile, it's more of an archetype.

3. Yamabushi (mountain ascetic) are historical, and also known as shugenja (misspelled shukenja in 1E OA). In OA (1E) they are like clerics with martial arts. 3E OA has them based on the L5R setting of Rokugan, where they are court sorcerers. My take goes to the original yamabushi of Japan. They (the real ones – and yes, they still exist) believe that living in seclusion on mountain tops, exposed to the elements, grants magic powers.

In Chanbara, this means they have elemental affinities and magic. Legends connect them to tengu, tanuki, and other yokai creatures. They are the quirky hermit magicians of the setting. This makes them more like the traditional D&D MU in abilities but they are part of a religious group. They are the most “anime” of the three profiles.

Shinobi
Shinobi (spy) – I spent a LOT of time considering whether to call the class shinobi or ninja. They mean the same thing, after all. In the end I went with shinobi because it's the more historical term and it's possible to run a Shinobi class character as something other than the modern concept of the ninja. Especially but not exclusively with the Taijutsuka (martial artist) profile.

And I went with spy for the English translation because that's what they were – spies, saboteurs and guerrilla fighters. Of course, in a game drawing inspiration from cinema, other games and comics as well as history and legend, there are options for REAL ULTIMATE POWER (remember that dumb old website?) badass martial artists, assassins, and flying through the air wailing on guitars decapitate you for looking types. Well, maybe not that last one. Shinobi have four profiles.

1. Kagemusha (shadow warrior) are the profile for magical shinobi. I borrowed the name from the Kurosawa film, which has nothing to do with ninja, and instead is about the death of Takeda Shingen, where he ordered his men to impersonate him after he died to win the battle they were engaged in. Inspiration for the profile comes from the character Dogen in the movies Castle of Owls/Owl’s Castle, pretty much everyone in the anime Ninja Scroll, and what little I know of shows like Naruto. The OA ninja abilities to walk on water or walk through walls are here, and they (like the Sohei profile for Bushi) have the option to cast some spells.

2. Ninja (secret agent) is the next profile, and rely on gear to supplement their espionage abilities, and have a few special abilities to have the right tool for the job even if the player didn’t plan for that contingency. The Tenchu games for Playstation 1 and 2 were big inspirations for this profile, as were the Iga ninja protagonists of Owl’s Castle. Classic Batman Cartoons where he always has just the right tool on his utility belt may have been an unconscious inspiration as well.

3. Taijutsuka (martial artist) are obviously martial artist ninja, and are a lot like the monk in D&D. They are more combat and acrobatics oriented, although they can still sneak around. The legendary Saru-tobi Sasuke (Flying Monkey Sasuke) is one inspiration for this profile. Yes, the athletics competition TV show is named for the legendary ninja. The main characters in the movie Red Shadow: Akakage would probably be Taijutsuka profile, if not Ninja profile. In my play test game, Dean used the Shinobi/Taijutsuka to play a wandering monk rather than a ninja, and it worked well.

4. Finally, the Uragata (infiltrator) is closest to the historical shinobi/ninja. They are masters of disguise and deception. Rather than sneak around in black pajamas, they will pretend to be workers, entertainers, clergy, or soldiers to hide in plain sight and spy on enemies. I got inspiration from the movie Owl’s Castle for these shinobi, as well as historical accounts.

Saturday, June 7, 2014

Benefits of procrastination

After finishing my presentation notes for class next Tuesday and getting about a page and a half written on one of my final papers (which won't be hard to finish and is not due for two more weeks), I figured I'd been productive enough for one day.

This evening, I opened up my Chanbara draft file, and set to work revising and categorizing the Secrets, or magical special abilities.

I wanted to get rid of a lot of the ones I'd created before that were die mechanics tricks.  Getting to roll two dice and keep the better, or rerolling if you fail, or whatever is nice and all, but it's not very flavorful. 

The new set still keeps a couple of those, but mostly they are now magical things you can do, or protections from magical things others might do to you.

They're also organized into six categories now: Gogyou (the Five Elements), Hikyou (Esoteric), Ki (Life Energy), Tamashi (Spirit), Yang (Active Principle) and Yin (Passive Principle).  Yes, Yin and Yang are Chinese, the Japanese for them is In and You.  I'm thinking about how much Japanese I should actually use in this game, and most English speakers are already familiar with Yin/Yang. 

With these revisions, I'm finished with the special abilities (equivalent to the Martial Arts Maneuvers in Flying Swordsmen), and think they will go a long way towards customizing characters, making the game more fun, and giving it that "mythic Asia" feel.

Next, I'll revise the character class descriptions a bit, then it's time to re-read and edit the spells and "running the game" sections, work on my idea for background abilities a bit, and finally write up the campaign world section.

I'm also considering if I should add a couple more playable races, or if I should go human-centric, and move the yokai races to an appendix as an option.

Wednesday, February 5, 2014

Tricksy Tricks

Well, I finally got to work revising the Chanbara ninja/martial artist/priest special abilities called Tricks.

Too many of the previous draft Tricks were combat oriented, since I started with the Flying Swordsmen Martial Arts Maneuvers.  So I cut a lot of them and am coming up with new ones that aid in infiltration, espionage, acrobatics, social interaction, and special use of ninja gear.  Plus a few for ninjutsu combat - but only a few.

I'm much happier with this set.