Thursday, July 30, 2020

OSE, Session 1

We started OSE tonight. It was a "setup" session...we rolled a few extra characters, distributed what rumors the PCs knew, started kicking around the setting, etc.

One player couldn't make it, and the remaining two decided to field just one character each, the magic-user and a thief with terrible, terrible stats who was played, the player's own words, "like the thief in every single example of play."

So yeah, that thief died. Antagonized a dire wolf on the road when they were guarding a caravan, tried to melee with it when it was badly injured, got his face bitten off. The player happily rolled a new character, a cleric.

I feel a little rusty on my B/X, but it got smoother as the session went on.

Both players reported having a blast and enjoying my style. I hadn't played with these guys since the early 2000's. (Friends I met my first semester of undergrad.)

After all was said and done, the cleric used a vague, sketchy prophecy to enshrine the fallen thief as a local hero in the village they landed in and recruited a caravan guard as their retainer. The trio (magic-user, cleric, NPC fighter) have scoped out a sepulcher in the foothills, leftover from a fallen civilization. (More recently, it was the last bastion of a Chaotic Immortal's cult that was driven out of town.) Surely the PCs can find some treasure. The cleric is interested in starting the funds to build his shrine/religious pyramid scheme.

Good stuff. Next time we play, our third player should be with us, and she will field either her bard or her assassin. (Or she might roll another character)

We also playtested my "flavorful d6 weapons" rules, but I'll put those in a separate post. I might also post some lore/flavor from the game as a separate post as well.

Tuesday, July 28, 2020

OSE House Rules: "Basic" Class Incentives

I'm presently allowing all the extra classes in the Advanced Fantasy book in my game. However, I want to keep the basic classes somewhat incentivized, so I've added these little sweet bonuses. They apply only to the four "basic" classes: fighter, thief, cleric, magic-user. Rangers and assassins and all those mofos are already cooler than the basic classes, so no treat for them.


Fighters:
-Get to roll hp twice and take the best result
-Get to specialize in melee or ranged weapons (+1 hit and damage) at 1st level

Thieves:
-If you have dex 13+, you get 15 bonus points to distribute among you thief skills at 1st level. (Only 1st level, this is a one time bonus.)

Magic-Users:
-If your intelligence is 13+, you get a bonus 1st level spell slot.

Clerics:
-If your wisdom is 13+, you get an extra 1st level spell slot. Yes, this means you can use a spell at 1st level.

Yes, this does leave low ability score characters out in the cold. I'd considered opening it up to everyone, but... nah. Life's tough. Be a fighter, you'll still get the benefit there even if you have a paltry strength score.

Thursday, July 23, 2020

OSE/Realms of Agon: The Stable

Tonight we rolled some characters to put in the stable at Harkon Keep.

So far, I have three players who have made six characters between them:

Player 1 
-Gnome

Player 2 
-Magic-User
-Drow
-Paladin

Player 3 
-Bard
-Assassin

We've suggested having a "shady B team" that would be the drow, assassin, and any unsavory characters that the first player might come up with.

We begin the game in earnest next week,  and will play every other week after that.

Oh, and Player 3 has fixed my Wizardawn map for me. She is versed in the ways of digital art and design, so it looks like I've found a solution.

I'm ready to go.

Tuesday, July 21, 2020

For Legends of Gath: The Skelly Boy Class Nobody Asked For

It's been awhile since Christian has posted any Gath stuff, so here's my tribute to him: a playable skelly boy class.

The dead do not rest easily on Gath, especially the poor mofos who died in the great disaster of long ago. Indeed, Gath is just thick with reanimated skeletal corpses. The restless skelly boys and bony babes of Gath most commonly come in two varieties: the first simply lay where they fell until disturbed, at which point the reanimate and usually start mindlessly attacking whoever touched them until one or the other is destroyed, while the second type tend to mindlessly repeat whatever they were doing when they met their end, typically attacking anyone who interrupts this routine. These are obviously unsuitable for player characters, but sometimes, just sometimes, a skelly will somehow retain or acquire enough intelligence to act of its own free will. These ornery ossa sometimes become adventurers. Some scholars argue that the ones who do are just the second type who were adventurers in life, but the point is largely academic.



Skellies

Requirements: None
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 10
Armor: Any, including shields
Weapons: Any
Languages: Understands Common

Combat: Skellies fight using the same tables as fighters. They can use any weapons and armor, but tend to stick to whatever they used in life.

Built Undead Tough: Skellies take only half damage from slashing or piercing type weapons/attacks. Blunt force damage, magic, and energy inflicts full damage. Skellies do not need to eat, drink, sleep, or rest, and they are totally immune to disease and poison.

Godforsaken: Skellies take damage from holy water like it was acid. They are also subject to being turned by clerics. A nice DM might allow a turned skelly PC to roll a saving throw as if targeted by a fear spell, or perhaps to simply take damage like a fireball instead of being instantly destroyed.

Weird Perception: Skellies can somehow see and hear, despite lacking the organs. They cannot speak, even if they understand a language. Casting speak with dead on a skellie will allow the caster to converse with them normally for 1 turn/level of caster.

One of Us, One of Us: Skellies can safely disturb other skellies without being instantly attacked. Roll for reaction as if encountering a normal NPC. Normal humans, on the other hand, treat the skelly as if they had charisma 3. (Unless they're a necromancer, super open-minded, or just a weirdo.)

Play Dead: It can be really hard to tell a skelly apart from just a corpse. A skellie has a 3-in-6 chance to surprise opponents if it plays dead (is it technically playing, though?) and enemies have not yet seen it and don't have any reason to suspect that this skelly is animated.

Welcome Back: Skellies have been dead too long for a normal raise spell to help them out. If they somehow get resurrected, treat it as if the character was subject to reincarnate with a human result. They remember their time as a skelly, but their first life is a little fuzzy.

Saving Throws: Skellies save as dwarves. They also enjoy a +2 bonus to save vs. any technological threat, due to memories of the world before.

Experience: Skellies gain experience as a dwarf. (That's fighter + 10%, if you've been living under a rock)

Magic Items: Skellies can use any magic item not restricted to  clerics, thieves, or magic-users. Well, except for potions. They definitely can't use magic potions.



Monday, July 20, 2020

Mapping Woes II: This Time It's Personal

You can make cool hex world maps with Wizardawn.

Is there any way to label these maps that isn't a goddamn fucking laptop throwing pain in the fucking ass?

Asking for a friend.

Tried:
-Importing it into Hexographer. You have to reduce the opacity to 0 to see your map over the map Hexographer puts on top of it. This causes the labels you add with Hexographer to lose opacity and become invisible.

-Converting it to a PDF and add comments as labels, but these aren't immediately visible and look awful.

-Converting it to a PNG and using the free version of GIMP, but none of the labels I create in GIMP are clearly readable against the Wizardawn color scheme.

-Opening it in Open Office Draw, which has clear labels and I even installed the Souvenir font from the old D&D books, but for some reason about half the time I try to create a text box, it just decides to drag the map around with the cursor instead.

I'm about ready to throw my computer out the goddamn fucking window.

So, any map mavens reading this, y'all got any suggestions?

Seriously, I just want to take a map I made and put some fucking labels on it.

Friday, July 17, 2020

You Down With OSE? (Yeah, You Know Me!)

-Campaign starts in 5 days. I'm running it on Roll20, which I haven't used since like 2015. 
-2 regular players, with a couple more who want to drop in and out 
-Sandbox style, open world, homebrew setting 
-Stable of characters. The party can have 6 player characters fielded at one time. Players may contribute up to three characters to the stable at a time. Stabled characters can do downtime stuff, but do not gain xp. 
-Combat rules from Advanced Fantasy are in effect 
-Classes are going to be Classic Fantasy style (aka race as class.) I'm allowing all the new classes from the Advanced Fantasy book. 


Some house rules: 
-Fighters specialize in either melee or missile combat at 1st level. This specialization grants +1 to hit and damage, increasing to +2 at 9th level. This applies only to fighters and not sub-classes thereof.
-Fighters rolling for hit points at a new level may reroll any result of 3 or less on the die. They may keep the reroll if it is better. 
-Clerics with a wisdom score of 13+ can prepare an extra 1st level spell. This does indeed grant a spell at 1st level. Sub-classes of cleric do not receive this bonus. 
-Magic-users with an intelligence of 13+ receive a bonus 1st level spell slot. This doesn't apply to sub-classes of magic-user. 
-Thief skills are replaced with the thievery talent rules from White Box Fantastic Medieval Adventure game. This rule will be adapted to thief sub-classes, or classes with abilities similar to the thief. 

More as it develops.