Actually not. The more eyes the better. That's why this morning I put Flying Swordsmen up on the OSR Conservation Process. I've submitted it to 1KM1KT (the day after I released it), but still haven't seen it there.
I've been too lazy to look into opening a virtual shop on One Bookshelf /Drivethrough RPG / RPGNow. Or to look into POD options.
I did use the binder at work to put my proofing copy together so I've got something functional that I could take to a game. I may do one more with the updates of the released version (plus fixing the three or four mistakes I've found since then. Printer ink's not so expensive here in Korea.
Saturday, March 31, 2012
Beast of the Week: Demodragon
Possibly because the network censors wouldn't allow a full-fledged demon prince to appear on a Saturday morning cartoon show in the 80's, Venger didn't capture Demogorgon to use against Tardos Keep. Instead, the show's writers came up with Demodragon, part demon, part dragon, all badass. It still has the two heads and tentacles associated with Demogorgon, but it's a big two-headed dragon with cloven hooves that breathes fire from one head and ice/cold from the other.
Let's try giving it some stats based on a combination of the Mentzer Companion Set Huge White and Red dragons. Should make it fearsome enough! This is a creature that only the highest level characters should face toe-to-toe. Better hope your DM lets you find some dragonbane before you meet Demodragon!
Demodragon*
AC: -5 (25)
HD: 32****
Move: 150 (50)
Attacks: 10 tentacles/2 bites
Damage: 1d12 each/4d8+8 each
No. Appearing: 1 (1)
Save As: F32
Morale: 11
Treasure Type: H x3, I x2
Alignment: Chaotic
XP: 13,250
Demodragon is gigantic gray and purple-skinned dragon with two heads, one red and one blue. It stands upon cloven hooves and has masses of tentacles sprouting from its sides. It is said to be half demon, half dragon, and its fearsome aspect and powers seem to support that hypothesis. Demodragon can only be hit by weapons of +3 enchantment or better, and is immune to all spells of less than 4th level. In combat, Demodragon can use up to ten of its tentacles each round, but no more than two tentacles can be used against a human-sized or smaller opponent each round due to their size. Victims hit by a tentacle may be grabbed on a natural 18, 19 or 20, and then squeezed for automatic damage each round. A save vs. paralysis with a -4 penalty may be made each round to escape. Each of Demodragon's heads can bite or breathe each round. The red head breathes a cone of fire 180' long and 30' wide at the far end. The blue head breathes a cone of cold 90' long and 40' wide at the end. Each head can breathe three times each day.
Let's try giving it some stats based on a combination of the Mentzer Companion Set Huge White and Red dragons. Should make it fearsome enough! This is a creature that only the highest level characters should face toe-to-toe. Better hope your DM lets you find some dragonbane before you meet Demodragon!
Demodragon*
AC: -5 (25)
HD: 32****
Move: 150 (50)
Attacks: 10 tentacles/2 bites
Damage: 1d12 each/4d8+8 each
No. Appearing: 1 (1)
Save As: F32
Morale: 11
Treasure Type: H x3, I x2
Alignment: Chaotic
XP: 13,250
Demodragon is gigantic gray and purple-skinned dragon with two heads, one red and one blue. It stands upon cloven hooves and has masses of tentacles sprouting from its sides. It is said to be half demon, half dragon, and its fearsome aspect and powers seem to support that hypothesis. Demodragon can only be hit by weapons of +3 enchantment or better, and is immune to all spells of less than 4th level. In combat, Demodragon can use up to ten of its tentacles each round, but no more than two tentacles can be used against a human-sized or smaller opponent each round due to their size. Victims hit by a tentacle may be grabbed on a natural 18, 19 or 20, and then squeezed for automatic damage each round. A save vs. paralysis with a -4 penalty may be made each round to escape. Each of Demodragon's heads can bite or breathe each round. The red head breathes a cone of fire 180' long and 30' wide at the far end. The blue head breathes a cone of cold 90' long and 40' wide at the end. Each head can breathe three times each day.
Wednesday, March 28, 2012
What Flying Swordsmen can do for your game Pt. 1
Want to add fight scenes like this to your game without a lot of complicated rules?
Then check out Flying Swordsmen! Links at the top of the blog.
[Video clip from the 2009 TV series Heaven Sword and Dragon Sabre. Yes, I'm too busy to post a content post today, so you get some cool things to watch instead.]
Then check out Flying Swordsmen! Links at the top of the blog.
[Video clip from the 2009 TV series Heaven Sword and Dragon Sabre. Yes, I'm too busy to post a content post today, so you get some cool things to watch instead.]
Monday, March 26, 2012
Mucking around in the swamps of Ur
Last night we had another session of the Vaults of Ur, Justin's G+ Hangouts game. This being a FLAILSNAILS game, we had some new people drop in through the dimensional vortex or however you want to describe it (they wandered in through the caves of Ningauble of the Seven Eyes, or maybe they rode a roller coaster turned Planar Gate and got given character classes by a short bald guy in a red robe, or something like that).
This expedition consisted of:
Thidrek the Sleestak (me)
Kullpetal the Orc (Jez Gordon)
Danyael the Fighter (Oxide/Jeremy of the Busan Gamers)
Flinny the Elder, a Cleric (ClaytonianJP)
Howard the Charming, a Magic-User (Darcy Wyatt)
In our last expedition, we'd recovered a tome that our bargain basement sage said he could use to whip up some plant-killing chemical, as well as potions of antidote. All he needed were three mysterious plants, belchfire (flaming swamp grass), skaedu (little blue flowers that grow in the shade), and oliver (yellow flaky mushrooms that grow on the sides of buildings). Kullpetal bought a cart, a lizard creature to pull it, and hired five orc peons to load up any monster trophies on the cart. Then we set out.
We passed the alchemist's house we explored previously, then turned south to the marshy areas near the walls of Ur. Everything went fairly uneventfully up to the edge of the marsh. Thidrek climbed a wall to take a look around, assuming the belchfire would be easy to spot. It was, there was some growing off to the east. Also, on an island in the marsh not too far ahead were two strange humans with Duran Duran hair and pale skin, with a giant beetle of some sort. Not sure if they were hostile or not, we set up an ambush, with everyone but Kullpetal and Howard taking cover, then the two who were exposed yelling a greeting.
One of the spiky haired dudes pulled out a whistle or ocarina and played a signal, and soon two more similar groups (two men and a beetle each) were converging on us. They also seemed unsure of our intentions, but also seemed to be warning us away from the water. They seemed to converse in a clicking language and with the musical signals, which we couldn't comprehend.
Suddenly, the reason for their warning appeared. A 12' tall robot or golem of some sort rose up out of the swamp water and headed for us. We let off a couple of arrows/bolts (Jeremy missed, I hit), and Howard dove for cover. Kullpetal stood his ground. The thing approached and one hand dropped off, but still linked to the arm by a chain became a massive flail. It hit Kullpetal, grabbed his leg, and knocked him into the building where Thidrek was hiding. Thidrek, despite his non-heroic Sleestak nature, ran up and helped Kullpetal get loose, while Danyael attacked the war machine from the rear. Luckily for us, it had managed to stick its fist through the wall and got it stuck there, so we were able to take shots at it, douse it in oil, and eventually set it on fire. Kullpetal was beat up a bit, but everyone else was unscathed.
The bug dudes were really impressed, and a large group had now gathered. One who seemed to be a leader came up and offered us this yellow powder to snort. Howard, Flinny and Danyeal all tried it, and found they could then understand the bug language of the strange dudes. They were from the Hive, apparently in some towers we'd seen from the alchemist's shop, and their Queen, they told us, would be happy to have us join them. After determining that their Queen was a giant insect, and not some hot chick, we politely declined the offer, but did manage to wrangle them into helping us collect the plants, since we had killed the 'demon' that was bothering them.
We managed to find the plant with no real problem. A pair of harpies flew over, but didn't see us and kept going. The bug dudes said they were becoming more of a threat. We may need to deal with them soon. Also, on the return trip to Fort Low we found a staff with a metal circle set with three spikes through it, a sign of a gang of murderous ne'er-do-wells called the Spiked Circle. They are allegedly responsible for the death of another adventuring group, and are a big bunch of rogue humans, orcs and beastmen (so sorta like our parties of adventurers, only they outnumber us, I'm sure).
We drug our giant robot carcass back to town, and delivered the ingredients to the sage. A much more successful expedition (no PC deaths), although except for the offers for the war machine (the sage will trade it for 5 antidote potions and 2 doses of plant killer, someone else offered us a flat 500gp for it), no treasure.
It was a fun game, and I'm looking forward to our next session.
This expedition consisted of:
Thidrek the Sleestak (me)
Kullpetal the Orc (Jez Gordon)
Danyael the Fighter (Oxide/Jeremy of the Busan Gamers)
Flinny the Elder, a Cleric (ClaytonianJP)
Howard the Charming, a Magic-User (Darcy Wyatt)
In our last expedition, we'd recovered a tome that our bargain basement sage said he could use to whip up some plant-killing chemical, as well as potions of antidote. All he needed were three mysterious plants, belchfire (flaming swamp grass), skaedu (little blue flowers that grow in the shade), and oliver (yellow flaky mushrooms that grow on the sides of buildings). Kullpetal bought a cart, a lizard creature to pull it, and hired five orc peons to load up any monster trophies on the cart. Then we set out.
We passed the alchemist's house we explored previously, then turned south to the marshy areas near the walls of Ur. Everything went fairly uneventfully up to the edge of the marsh. Thidrek climbed a wall to take a look around, assuming the belchfire would be easy to spot. It was, there was some growing off to the east. Also, on an island in the marsh not too far ahead were two strange humans with Duran Duran hair and pale skin, with a giant beetle of some sort. Not sure if they were hostile or not, we set up an ambush, with everyone but Kullpetal and Howard taking cover, then the two who were exposed yelling a greeting.
One of the spiky haired dudes pulled out a whistle or ocarina and played a signal, and soon two more similar groups (two men and a beetle each) were converging on us. They also seemed unsure of our intentions, but also seemed to be warning us away from the water. They seemed to converse in a clicking language and with the musical signals, which we couldn't comprehend.
Suddenly, the reason for their warning appeared. A 12' tall robot or golem of some sort rose up out of the swamp water and headed for us. We let off a couple of arrows/bolts (Jeremy missed, I hit), and Howard dove for cover. Kullpetal stood his ground. The thing approached and one hand dropped off, but still linked to the arm by a chain became a massive flail. It hit Kullpetal, grabbed his leg, and knocked him into the building where Thidrek was hiding. Thidrek, despite his non-heroic Sleestak nature, ran up and helped Kullpetal get loose, while Danyael attacked the war machine from the rear. Luckily for us, it had managed to stick its fist through the wall and got it stuck there, so we were able to take shots at it, douse it in oil, and eventually set it on fire. Kullpetal was beat up a bit, but everyone else was unscathed.
The bug dudes were really impressed, and a large group had now gathered. One who seemed to be a leader came up and offered us this yellow powder to snort. Howard, Flinny and Danyeal all tried it, and found they could then understand the bug language of the strange dudes. They were from the Hive, apparently in some towers we'd seen from the alchemist's shop, and their Queen, they told us, would be happy to have us join them. After determining that their Queen was a giant insect, and not some hot chick, we politely declined the offer, but did manage to wrangle them into helping us collect the plants, since we had killed the 'demon' that was bothering them.
We managed to find the plant with no real problem. A pair of harpies flew over, but didn't see us and kept going. The bug dudes said they were becoming more of a threat. We may need to deal with them soon. Also, on the return trip to Fort Low we found a staff with a metal circle set with three spikes through it, a sign of a gang of murderous ne'er-do-wells called the Spiked Circle. They are allegedly responsible for the death of another adventuring group, and are a big bunch of rogue humans, orcs and beastmen (so sorta like our parties of adventurers, only they outnumber us, I'm sure).
We drug our giant robot carcass back to town, and delivered the ingredients to the sage. A much more successful expedition (no PC deaths), although except for the offers for the war machine (the sage will trade it for 5 antidote potions and 2 doses of plant killer, someone else offered us a flat 500gp for it), no treasure.
It was a fun game, and I'm looking forward to our next session.
Hypothesis: Why some players really fear Save or Die
Hypothesis: Newer gamers tend to dislike, distrust, and complain about Save or Die effects, while older gamers brought up with the math of TSR editions don't mind them so much, because of the math behind saves in d20 D&D vs. TSR D&D.
Probably not a new insight, as the numbers have been out there for anyone to look at for 12 years now, but I've taken a hard look at some of those numbers in the game for the first time myself. Boring, but oh well. It sheds some light on the recent discussions revolving around Mike Mearls' posts about Save or Die threats in D&D.
I've mentioned this phenomenon before. In old school D&D, as characters gain levels, they only get better and better at making saving throws. This is because the save numbers are a function of class and level and are divorced from the threat that forces the save. It doesn't matter if it's a weak ass Giant Centipede or a huge honking Nightwalker that forces you to Save vs. Poison. You've got the same chance against either. And as you get into the mid-to-high levels, you can be pretty confident that the odds are on your side (although never completely worry free).
In new school (d20) D&D, your save bonuses increase as you level, but so do many of the save DCs that you nee to hit to make that save. So by the time you're 5th level, you can easily save against the Giant Centipede (but likely won't encounter any) but have about as tough a time saving against the Giant Scorpion's venom as you had against the Centipede's at level 1. And by the time you're level 17 and facing Nightwalkers, you actually probably have a worse chance to save than you did against the lesser foes, unless you've optimized your magic item purchases/feats/multiclassing to boost your Fortitude save.
Let's compare the percentage chance to save of a Fighter in BX (Moldvay/Cook) D&D, where he maxes out at 14th level, a Fighter in BECMI (Mentzer) D&D up to level 20 (maxes out at level 36 with a 95% chance to make any save), and a 3.0/3.5 D&D Fighter. Now, these are not hard numbers where the d20 system is concerned, because stat bonuses, feats, and common magic items can boost saves. Of course, in Classic D&D it's not that hard to find rings of protection or other devices that boost saves, too. Also, as noted above, there's no set number against which to save in d20 D&D. The threat is relative to the power of the source of the attack. At 20th level, a Fighter may only face a DC 25 spell-like ability from a Balor, or a DC 40 breath attack of a Great Wyrm Red Dragon.
Here's a chart. Click to enlarge.
What does this tell us? That devoid of any magic items at all, the Classic Fighter just gets better and better at making saving throws. They start off worse in most areas, but improve over time.
If you play a Fighter up from 1st level to the "sweet spot" 4-8 range, you notice you're getting better and better odds to avoid poisons, spells, petrification, and dragon breath. No, you're not invincible, but there is improvement. Throw in a ring of protection or a displacer cloak, and you can be fairly confident as a player that the odds are on your side.
What about the d20 Fighter*? well, you start out fairly good against poison or other body-affecting attacks, and decent against others. It's likely as a Fighter you'll have a bit of a bonus to Con and maybe even Dex, improving the Fort and Ref saves. Wisdom? Not likely, so your Will save is gonna be right where it is (because you're not gonna take Iron Will as a feat over Power Attack or Weapon Focus, now, are you?).
As the player advances, though, the DCs quickly outpace the by-the-book bonuses to saves. Meaning the player had better invest in lots of cloaks of resistance, stat-boosting items, and maybe spend one or two of those feat slots on Lightning Reflexes and/or Iron Will. If you don't have all of that stuff, there's not much chance you're gonna be making any saves against Fireballs or Confusion spells up in the mid-to-high levels. And remember, the numbers I'm using above assume low stat bonuses, so even with the magic item Christmas Tree effect, high level saves are hard to make.
So what do players who've been brought up on 3E and later games learn? That Save or Die effects suck, ESPECIALLY at higher levels, because their character is more than likely going to fail that save. Old Schoolers, and those who've been introduced to RPGs through the clones/simulacrums, learn that you've got less to fear from that dragon's breath (unless it's one of Frank's Large or Huge dragons!) when you're name level, and if you play into the Companion/Masters levels, you've got little to fear from any sort of special attack.
This is something that should be addressed in the discussions involving 5E, I think.
*Any class, actually, as they use the same progressions for all classes, with the Monk having good progression in all 3, a couple classes good progression in two areas, and most having good progression in only one Save category.
Probably not a new insight, as the numbers have been out there for anyone to look at for 12 years now, but I've taken a hard look at some of those numbers in the game for the first time myself. Boring, but oh well. It sheds some light on the recent discussions revolving around Mike Mearls' posts about Save or Die threats in D&D.
I've mentioned this phenomenon before. In old school D&D, as characters gain levels, they only get better and better at making saving throws. This is because the save numbers are a function of class and level and are divorced from the threat that forces the save. It doesn't matter if it's a weak ass Giant Centipede or a huge honking Nightwalker that forces you to Save vs. Poison. You've got the same chance against either. And as you get into the mid-to-high levels, you can be pretty confident that the odds are on your side (although never completely worry free).
In new school (d20) D&D, your save bonuses increase as you level, but so do many of the save DCs that you nee to hit to make that save. So by the time you're 5th level, you can easily save against the Giant Centipede (but likely won't encounter any) but have about as tough a time saving against the Giant Scorpion's venom as you had against the Centipede's at level 1. And by the time you're level 17 and facing Nightwalkers, you actually probably have a worse chance to save than you did against the lesser foes, unless you've optimized your magic item purchases/feats/multiclassing to boost your Fortitude save.
Let's compare the percentage chance to save of a Fighter in BX (Moldvay/Cook) D&D, where he maxes out at 14th level, a Fighter in BECMI (Mentzer) D&D up to level 20 (maxes out at level 36 with a 95% chance to make any save), and a 3.0/3.5 D&D Fighter. Now, these are not hard numbers where the d20 system is concerned, because stat bonuses, feats, and common magic items can boost saves. Of course, in Classic D&D it's not that hard to find rings of protection or other devices that boost saves, too. Also, as noted above, there's no set number against which to save in d20 D&D. The threat is relative to the power of the source of the attack. At 20th level, a Fighter may only face a DC 25 spell-like ability from a Balor, or a DC 40 breath attack of a Great Wyrm Red Dragon.
Here's a chart. Click to enlarge.
What does this tell us? That devoid of any magic items at all, the Classic Fighter just gets better and better at making saving throws. They start off worse in most areas, but improve over time.
If you play a Fighter up from 1st level to the "sweet spot" 4-8 range, you notice you're getting better and better odds to avoid poisons, spells, petrification, and dragon breath. No, you're not invincible, but there is improvement. Throw in a ring of protection or a displacer cloak, and you can be fairly confident as a player that the odds are on your side.
What about the d20 Fighter*? well, you start out fairly good against poison or other body-affecting attacks, and decent against others. It's likely as a Fighter you'll have a bit of a bonus to Con and maybe even Dex, improving the Fort and Ref saves. Wisdom? Not likely, so your Will save is gonna be right where it is (because you're not gonna take Iron Will as a feat over Power Attack or Weapon Focus, now, are you?).
As the player advances, though, the DCs quickly outpace the by-the-book bonuses to saves. Meaning the player had better invest in lots of cloaks of resistance, stat-boosting items, and maybe spend one or two of those feat slots on Lightning Reflexes and/or Iron Will. If you don't have all of that stuff, there's not much chance you're gonna be making any saves against Fireballs or Confusion spells up in the mid-to-high levels. And remember, the numbers I'm using above assume low stat bonuses, so even with the magic item Christmas Tree effect, high level saves are hard to make.
So what do players who've been brought up on 3E and later games learn? That Save or Die effects suck, ESPECIALLY at higher levels, because their character is more than likely going to fail that save. Old Schoolers, and those who've been introduced to RPGs through the clones/simulacrums, learn that you've got less to fear from that dragon's breath (unless it's one of Frank's Large or Huge dragons!) when you're name level, and if you play into the Companion/Masters levels, you've got little to fear from any sort of special attack.
This is something that should be addressed in the discussions involving 5E, I think.
*Any class, actually, as they use the same progressions for all classes, with the Monk having good progression in all 3, a couple classes good progression in two areas, and most having good progression in only one Save category.
Saturday, March 24, 2012
Beast of the Week: Hunter
You never (or very rarely) see new "human type" monsters around the blogs. It's creatures, creatures, creatures. Well, here's an idea for a new "Men" entry to D&D, the Hunter.
Hunter
AC: 5 (15)
HD: 3+1*
Move: 120 (40)
Attacks: 1 weapon
Damage: by weapon
No. Appearing: 1-6 (1-10)
Save As: F3
Morale: 9
Treasure Type: A
Alignment: Lawful
XP: 75
Hunters are humans who have been especially trained to hunt and slay one specific type of enemy. They are excellent trackers, and also well versed in surprise tactics (surprise on 1-4 on d6), whether that be hiding to spring an ambush, or else seeming nonthreatening then suddenly attacking. When in combat with their specific foe, they gain a +2 bonus to attack rolls, deal triple normal damage, and Save as a Fighter 6.
DMs may select the type of creature each Hunter stalks, or roll on the weapon opponent tables:
roll d100
01-16 Bugs
07-09 Constructs
10-15 Dragonkind
16-24 Enchanted Monsters
25-36 Giantkind
37-48 Lycanthropes
49-52 Planar Monsters
53-58 Regenerating Monsters
59-67 Reptiles and Dinosaurs
68-70 Spell-immune Monsters
71-76 Spellcasters
77-88 Undead
89-94 Water-breathing Monsters
95-00 Weapon-using Monsters
Hunter
AC: 5 (15)
HD: 3+1*
Move: 120 (40)
Attacks: 1 weapon
Damage: by weapon
No. Appearing: 1-6 (1-10)
Save As: F3
Morale: 9
Treasure Type: A
Alignment: Lawful
XP: 75
Hunters are humans who have been especially trained to hunt and slay one specific type of enemy. They are excellent trackers, and also well versed in surprise tactics (surprise on 1-4 on d6), whether that be hiding to spring an ambush, or else seeming nonthreatening then suddenly attacking. When in combat with their specific foe, they gain a +2 bonus to attack rolls, deal triple normal damage, and Save as a Fighter 6.
DMs may select the type of creature each Hunter stalks, or roll on the weapon opponent tables:
roll d100
01-16 Bugs
07-09 Constructs
10-15 Dragonkind
16-24 Enchanted Monsters
25-36 Giantkind
37-48 Lycanthropes
49-52 Planar Monsters
53-58 Regenerating Monsters
59-67 Reptiles and Dinosaurs
68-70 Spell-immune Monsters
71-76 Spellcasters
77-88 Undead
89-94 Water-breathing Monsters
95-00 Weapon-using Monsters
Wednesday, March 21, 2012
Something else
Enough with promoting Flying Swordsmen. Over 250 people have downloaded it in the past four days. That's really cool. Now to talk about something else.
There are a couple of new blogs to promote!
Lee B, who did the cover and character sheet layout for FSRPG is working on a very light fantasy RPG system he's calling Argots & Armor. It's looking to me like a mesh of Classic D&D and maybe something like The Fantasy Trip (a system I've only heard about on other blogs). Really cut down, flavorful stuff though. Check it out at The Plateau of XOLGMOD. Lee also plans to do some character/monster illos for Flying Swordsmen in the future.
Another blog to check out is that of my buddy Steve, from my old Ebisu Gaming Group in Tokyo. Steve was our "Tarrantino" DM. Going by the internet alias H-Town, he's got a new blog appropriately titled 3d6 (why no one grabbed that name before now is a mystery!). He's working on both a "D&D Mine" system, and a campaign world with some interesting stuff in there.
There are a couple of new blogs to promote!
Lee B, who did the cover and character sheet layout for FSRPG is working on a very light fantasy RPG system he's calling Argots & Armor. It's looking to me like a mesh of Classic D&D and maybe something like The Fantasy Trip (a system I've only heard about on other blogs). Really cut down, flavorful stuff though. Check it out at The Plateau of XOLGMOD. Lee also plans to do some character/monster illos for Flying Swordsmen in the future.
Another blog to check out is that of my buddy Steve, from my old Ebisu Gaming Group in Tokyo. Steve was our "Tarrantino" DM. Going by the internet alias H-Town, he's got a new blog appropriately titled 3d6 (why no one grabbed that name before now is a mystery!). He's working on both a "D&D Mine" system, and a campaign world with some interesting stuff in there.
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