Goodman Games

Fan Forums
It is currently Wed Aug 27, 2014 2:49 am

All times are UTC - 6 hours




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 85 posts ]  Go to page Previous  1, 2, 3, 4
Author Message
 Post subject: Re: Character Improvement Options
PostPosted: Sat Sep 03, 2011 3:03 am 
Offline
Moderator
User avatar

Joined: Sat Jan 15, 2011 6:05 pm
Posts: 671
Location: Devon, England
smathis wrote:
Because... you know... only REAL roleplayers can beat a dungeon where a character has to Save-or-Die against DANDRUFF!!!

All in fun, of course.

:lol:


:lol: The funniest thing is, one of the players in one of my college D&D campaigns had a character called Dan Druff! In that same game we also had Spliffy Ganga the thief and Xavier Fist Redlance III, Fighter!

Colin


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Sat Sep 03, 2011 9:38 am 
Offline
Chaos-Summoning Sorcerer

Joined: Mon Mar 14, 2011 5:28 am
Posts: 779
@Collin: Amusing, but again, if there is no risk, there's no reason to roll the dice. DMs who have characters roll dice to see if their characters can tie their shoes are highly annoying.

I suppose some of my game theory on die rolls is heavily influenced by RISUS. It's a full system in 6 pages. Well worth reading even if you never play it. (When you get to the download page, I highly recommend downloading Encounter Critical for a nostalgic look back at an "old classic".)


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Sat Sep 03, 2011 5:09 pm 
Offline
Moderator
User avatar

Joined: Sat Jan 15, 2011 6:05 pm
Posts: 671
Location: Devon, England
jmucchiello wrote:
@Collin: Amusing, but again, if there is no risk, there's no reason to roll the dice. DMs who have characters roll dice to see if their characters can tie their shoes are highly annoying.


I'm not saying there shouldn't be a risk, mate; rather, that there's a severe disconnect between the word Easy and how difficult DC5 (described as "child's play" in the game) actually is. The solution is to rename/redescribe the DCs appropriately.

Incidentally, that would also tie in perfectly with your approach of not rolling for anything easy anyway (which I share and is core to my design of Atomic Highway). By renaming/describing the base level DC5 as Risky or somesuch, you make it immediately clear that you don't roll for anything less demanding (i.e. "easy") anyway.

Two birds, one stone, simple solution.

Colin


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Sat Sep 03, 2011 7:39 pm 
Offline
Tight-Lipped Warlock

Joined: Fri Jan 28, 2011 2:52 pm
Posts: 1084
RAD Colin wrote:
Two birds, one stone, simple solution.

Colin


Yeah. I know I haven't weighed in on it. But I really like the solutions that meinvt and jmuchiello are proposing, where DCs are decided on a couple of different axis. Not only "how difficult" but also how risky or what sort of game effect is under consideration.

Quote:
Checks everyone in the party will need to make (like crossing a narrow ledge, or climbing a wall using rope) DC 4-8
Checks a few key members of the party want to make where failure of any is a problem: DC 9-14
Checks where one character needs to make it to "be a hero" such as unlocking a door: DC 15-19
Checks where everyone might try, with little penalty for failure, but if one character gets it the party is advantaged: DC 20-24
Checks for actions unachievable by most mortals: DC 25+


Add another axis relating to the "drama" of the story (either Robin Laws' beats or just winging it) to determine where in that range the DC should fall and I think there's a solid framework for some fun gaming.


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Mon Sep 05, 2011 6:21 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Jun 12, 2011 1:44 am
Posts: 334
I think I found a solution for improving wizards and clerics without the use of DM Prestidigitation or messing with the stats...

I've written out a new table entry for all the spells that fits the range of 9 to 11 for the casting check results. The DC for success is still 12... to keep from losing the spell. in this lesser result, the wizard gets a little bit of use out of the spell, but it misfires in some embarrassing way. the wizard also loses the spell for the day.

The reason for the range is that it allows characters with stats as low as 5 or 6 to cast more often, but not as competently. The bumbling wizard, or daft old priest is a well loved classic

Below are some examples:

Animal Summoning:

9-11: spell succeeds, but the animal summoned is weak and sickly and the wizards appearance takes on similar characteristics of the summoned creature as well as smelling strongly of dung for the next 1d3 turns. Animal is ½ HD & Move, stats & saves are -1 below normal. Spell lost for the day.



Choking Cloud:

9-11: As result of 12-13 except that the cloud lasts for 1 round and there is a 50% chance the cloud won’t follow if the target moves after casting. The wizard is afflicted with horrifyingly loud flatulence for 1d3 turns. During this effect, every time a move silently check is made within15ft of the wizard: there is a 40% chance that the wizard farts so loud it ruins any chance of surprise. Spell lost for the day.



Invoke Patron:

9-11: As results for roll of 12-13, but the “price” for service is doubled due to the wizards desperation. The wizard will be at -2 on their next attempt to cast this spell. Spell lost for the day.



Cleric spells: not lost for the day, but a -1 is added to the next casting attempt


Bless (self):

9-11: the cleric manages to gain some recognition from a representative of their Deity which grants the cleric the same benefits as a roll of 12-13, but for only 1d8+CL rounds.

Bless (other):

9-11: the supplicant receives +1 on saves for the duration of the spell.

Darkness:

9-11: As a result of 12-13, but half duration and range.


Thoughts?


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Mon Sep 05, 2011 8:07 am 
Offline
Tight-Lipped Warlock
User avatar

Joined: Mon Apr 05, 2004 6:30 pm
Posts: 1076
Location: In a galaxy far, far, away (Missouri)
Tortog wrote:
Thoughts?


Tortog,

I think this is a brilliant idea!

This should be presented to Joseph Goodman.

How does one page the management at this establishment?


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Mon Sep 05, 2011 11:01 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Jun 12, 2011 1:44 am
Posts: 334
JediOre wrote:
Tortog wrote:
Thoughts?


Tortog,

I think this is a brilliant idea!

This should be presented to Joseph Goodman.

How does one page the management at this establishment?



:oops: :oops: Thanx :D

Hers's one result I'm particularly proud of:

Read Magic:

9-11: As a result of 12-13, but there is a 50% chance that the wizard has unknowingly made a translation error that will cause the spell to mutate the first time it is cast. The results are totally random, and might even be a benefit… or things could go horribly wrong. Either way the spell is permanently altered to this new form and only usable by that wizard. Any attempts by others to learn the spell provoke a willpower save DC= 15 or go insane trying to figure it out; if they do succeed then their results are just as random & as permanent. Spell lost for the day.

Cursed/ trapped scrolls.... BWAHAHAHAHAHAHA!

If anyone's interested I'll post the rest.


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Tue Sep 06, 2011 3:37 am 
Offline
Mighty-Thewed Reaver
User avatar

Joined: Sun Jun 19, 2011 5:28 am
Posts: 357
maybe craete a thread for these, as they're a lil bit off topic.. interesting tho.

_________________
Author of Arcanix RPG - fantasy medieval d6 system
learn more :
http://arcanixrpg.webs.com


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Tue Sep 06, 2011 12:21 pm 
Offline
Cold-Hearted Immortal

Joined: Wed Sep 15, 2004 6:02 am
Posts: 1787
Location: On the run.
JediOre wrote:
Tortog wrote:
Thoughts?


Tortog,

I think this is a brilliant idea!

This should be presented to Joseph Goodman.

How does one page the management at this establishment?


Paged! I'll drop the boss a line.

//H

_________________
The lucky guy who got to write some Dungeon Crawl Classics.

DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.


Top
 Profile  
 
 Post subject: Re: Character Improvement Options
PostPosted: Tue Sep 06, 2011 12:42 pm 
Offline
Far-Sighted Wanderer

Joined: Tue Jun 14, 2011 11:44 pm
Posts: 15
RAD Colin wrote:
there's a severe disconnect between the word Easy and how difficult DC5 (described as "child's play" in the game) actually is. The solution is to rename/redescribe the DCs appropriately...Two birds, one stone, simple solution.

Exactly.


Top
 Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 85 posts ]  Go to page Previous  1, 2, 3, 4

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group