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Wed, Jul. 8th, 2009, 11:37 am
Oyayuzuri

Oyayuzuri being Japanese for "inheritance from a parent", I thought it an appropriate way to introduce my thought.  I've been reading "Path of the Assassin", which is a biographical manga about Tokugawa Ieyasu's early life, and his relationship with a suppa (ninja) who served him.  As they stress family and clans, it got my geekliness thinking about combining Oriental Adventures and Birthright... not as an "Asian-themed Birthright", but using the family rules in OA to create families in Birthright with a bit of history.  Mind you, I'm doing this largely without books, just from memory.

So, every scion generates family honor, per the rules in Oriental Adventures.  Those who are regents use the rules for Samurai, representing that they have enough deific bloodline to hold an influential position.  Non-regent scions use the values for the class closest to them... fighters, rangers, and paladins use the values for Bushi, wizards for wu jen, priests for shujenka, and bards and thieves for Yakuza.  Whatever you have is the initial bloodline strength of your character's family.

You then turn to the "family events" table, just a couple pages behind the table for generating initial honor.  You roll on that table as dictated by your family caste, BUT you always ADD the absolute value of anything you roll... having an infamous ancestor adds to your bloodline strength, while it would take away from a OA character's honor (your ancestor being infamous doesn't actually add to the strength, it just makes it far more likely that you have a more significant bloodline).  After adjusting for family events, you then roll for the various inheritances you have... special weapons, income from land holdings (though they may not be Holdings, per se), and these might influence your individual bloodline strength.  You can also use the tables therein to determine your surviving family... grandparents, uncles, cousins, and the like.

After generation, your bloodline strength increases just like normal in Birthright.  However, you now have a more nuanced creation system, that simultaneously generates a family and family history for you.

-------------

Related, but separate, idea:  Use the Birthright powers tables in Oriental Adventures, basing it off of either individual or family honor.  Maybe families have certain powers which are associated with them, and as individuals increase the family honor, the families gain more power.  In that case, falling in honor enough to impact your family's honor would represent a very real threat to family power... too much dishonor and your family will lose the favor of the Kami, and the gifts that brings.  Or base it on individual honor, with powers accumulating as you, yourself, become better regarded.  Dishonorable acts, in this case, could destroy your own power base, even as they increase them through their pragmatic effects.

Sat, Jul. 4th, 2009, 12:40 pm
Ajudicating Illusions

Ok, a quick and dirty mechanism for determining the success of an illusion:

The base chance an illusion will be successful is equal to the illusionist's Chance to Learn Spell for illusions. To that, you add your character's Charisma (your ability to sell the illusion, yourself) and your level (twice your level if you are a specialty illusionist). From this, observers can subtract their Wisdom OR Intelligence, whichever is higher.

So, a 2/3 gnome illusionist/thief with a 9 intelligence and a 10 Charisma will have his illusions taken seriously 4+50 (because this is an illusion, he gets that +15%)+10% of the time... or 64%. Not good, but he isn't very bright (not very observant, forgets little details, etc.). His saving grace is being an illusionist... that +15% for illusions saves his butt.

An 10th level elven wizard, on the other hand, with his 17 intelligence and 13 charisma, gets his illusions right 98% of the time. He's bright, can sell it pretty well, and has a lot of experience. If he were a diviner, not just a wizard, he'd be down to 83%, because diviner's take a -15% with illusion spells.

A 2nd level bard who just squeaked into the class has a 72% chance to sell the illusion (because he has a 13 intelligence and a 15 charisma).

Of course, this might be modified by a few different things (like sense priority or simple WTF-ism), it also gives them the ability to judge how likely people are to believe things. It also keeps illusionists as the premiere illusionists... being an illusionist is worth 3 points of intelligence, and more as you gain experience.

You can use this chance a few different ways.

First of all, you can use it as the chance that someone will even have a reason to disbelieve... if they don't roll the percentage, they don't have any reason to disbelieve. This gives illusionists a fair amount of power, since, as the 10th level wizard example shows, you reach a point where it's very hard to disbelieve illusions.

You could also use it as a chance that an illusion will be automatically disbelieved... anyone seeing this illusion will say "That's got to be fake!" They won't see through it (which clever low-percentagers can use... say, a fake-looking wall over a real wall, or concealing an angry golem), but they won't believe it, either. This weakens illusionists a little bit, since disbelief no longer necessarily takes an action, but it does give them the ability to play the odds. "I probably can't pull off an illusion of a troll... but I CAN make an illusion over this rope bridge to look like a masonry bridge, and maybe convince them that there is no bridge!"

Sat, Jun. 13th, 2009, 08:10 pm
Master Summoner Prestige Class

My friend/DM Matt and I spent some time coming up with a prestige class for Pathfinder.  We don't have a lot of fluff associated with it, but the mechanics are solid.

Requirements:    Able to cast 3rd level spells of the summoning sub-school       
    Augment Summoning and Spell Focus: Conjuration       
    Knowledge Nature or Knowledge Planes 5       
           
1    Can telepathically communicate with any creature you summoned w/i 100 feet       

2    Greater Augment Summoning: May add +2 to any one stat, which stacks with Augment Summoning, and may be chosen at the time of casting.  All creatures summoned must increase the same ability    +1 Caster   

3    Damage Reduction:  To creatures summoned via spells of the summoing subschool, either one damage reduction is increased by 5, or creatures without damage reduction gain DR 5/magic    +1 Caster   

4    Greater Augment Summoning: May add +4 to one ability score, and +2 to another ability score, which stacks with Augment Summoning, and may be chosen at the time of casting.  All creatures summoned must increase the same abilities, in the same amounts.    +1 Caster   

5    Increase Summons: Summon one additional of any creature summoned via Summon Monster or Summon Nature Ally Spell.  All Summon Nature's Ally and Summon Monster spells are automatically considered Extended without raising spell level.  This does not stack with Extend Spell.       

6    Greater Augment Summoning: Bonuses from Greater Augment Summoning improve to +6/+4/+2. All creatures summoned must increase the same abilities, in the same amounts.    +1 Caster   

7    Greater Damage Reduction:  Creatures summoned by spells of the summoing subschool gain DR 5/Adamantine and Magic.    +1 Caster   

8    Greater Augment Summoning: Bonuses from Greater Augment Summoning improve to +8/+6/+4/+2. All creatures summoned must increase the same abilities, in the same amounts.    +1 Caster   

9    Maximize Summoning: When using Summon Monster or Summon Nature's Ally to summon creatures below the level of the spell, you automatically summon the maximum amount allowed.  For example, if using Summon Nature's Ally II to summon wolves (from the Summon Nature's Ally I list), you will gain 3 wolves, instead of 1D3 (plus the one additional from Increased Summoning).       

10    Enhanced Summoing:  Up to three times per day, you may sacrifice a spell of 3rd level or lower with a range of Touch or greater during the casting of a Summon Nature's Ally or Summon Monster spell.  The spell sacrificed applies to all creatures summoned by that spell.    +1 Caster   

Fri, Jun. 12th, 2009, 09:06 am
Woo-hoo!

"Mysteries of Magic is in development

I’ll be assigning art to Amy Ashbaugh in a week or so, and I’ll be assigning the cover to Steven Argyle if I can find his email address and if he’s still interested."

Woo-hoo!

http://forums.palladium-megaverse.com/viewtopic.php?f=49&t=104459

I know, my rule is "A Palladium Book isn't real until it's gone to the printer", but... WOO-HOO!  Amy does awesome work, so I am completely stoked about this!

http://www.alashbaugh.com/

Sun, Apr. 26th, 2009, 12:31 am
Exit, Stage Left

So, I've had a change of character in our Pathfinder game.  I was playing a LG Dwarf Ranger/Rogue in our Night Below game.  In the Herenshire, the word of Rangers has the force of law outside of towns, a fact I did not remember, but did me little good in the game (since we went from having two followers of Chaos to having a follower of Chaos and a Paladin of Fluffy-bunniness).

In clearing out the Goblins in south Herenshire, a party member was revealed to be a drow... he is, in theory, a LG celestial-blooded sorcerer.  Now, this party member had traveled with us for months, never revealing his nature.  He was still using the gifts of his dark mistress, while claming to follow Matus, the deity of just lordship.  Of course, given that he revealed himself while negotiating a truce with goblins, and had previously shown a preference for charming folk into doing his bidding (orcs and a bandit, no less), my dwarf was extremely distrustful of him.  He was fairly certain that the Paladin sticking up for him was charmed.  With great reluctance, I let him live until we got to town.  At town, they punted it to the local count (since being a drow is illegal, but the squire wasn't sure what would happen if he ordered the drow executed), and the count put him on probation.

We went on a bit, tracking down some missing pilgrims.  We found a scene of carnage, and were attacked by chaos beasts (imagine if a krenshar and a displacer beast had a particularly ugly child), and, while we defeated them, most of us were injured.  The drow offered to heal people.  I declined.  He attempted to do so anyway, using this bolt of light which was, to my dwarf's mind, quite similar to the Magic Missiles he'd been tossing around.

My dwarf, being under attack by a drow, quite naturally fought back.  I went up to trip him (had a nice trip build going... trip, then sneak attack when they stand up), and missed.  The elf wizard (who is claiming he's not evil about as convincingly as a dwarf can claim to be a titan with a glandular condition) decides that this has to stop, and throws a color spray... which knocks out the drow, but leaves the dwarf untouched.  My dwarf considers this to be aid, so does nothing to the elf at this point.

Now the paladin comes up and argues that I was not being attacked, I was being healed.  I point out that I had declined this spell to be cast on me, he did it anyway, and I cannot be sure he was attempting to heal me, since the two look identical (my dwarf had no ranks in spellcraft).  During the course of this argument, the elf decides I'm being too rough with the unconcious drow (thumping him with the butt of my axe to emphasize points), so he casts Ray of Enfeeblement on me.  This is an attack, which results in him getting tripped, and then punched in the face when he tries to get up to run.  (It should be pointed out that, at this point, the other two party members were making very good arguments as to why we should not be killing people, and my dwarf had modified his plan to simply break the hands of the drow, not kill him).

The result?  My dwarf leaves them on the moors.  They get back days after me, my own story already having been told, and have to confirm my story, instead of telling it first.  And my dwarf now patrols a section of the hills, while they left those pilgrims to die.  And I'm now playing a summon-heavy druid with an impish streak in her (she tried to convince the paladin that tiny trolls lived inside her, causing her pain every month because she didn't take care of them... the paladin insists that she has seldom seen herself naked).

Fri, Mar. 27th, 2009, 10:03 pm
Another One Bites the Dust

Princes of the Universe

His Majesty, King Frederick Mercurius XXIII, slowly strode down the central carpet of his throne room.  Every seventh step, he spoke a phrase, prescribed by ancient ritual.  He stated the powers of the throne, an office he would assume when the sun reached its zenith in an hour's time.  Each phrase spoke of the fealty of the realm to the king, of the king's power of high and low justice, of the treasury and the tax, the gaol and the axe.  All these powers he took to himself, king of the land.
Every seventeenth step, he assumed a piece of regalia, taking ancient advice from a member of his staff.  A cloak from the steward of his castle, and the advice "Let your law settle lightly on the people, and they will wear it well."  A key from the Chancellor of the Exchequer, who said "Tax lightly in peace, so your people will stay rich."  An orb from the Justicer; "Judge innocence and guilt carefully, and execute with a heavy heart; heads, once doffed, are not lightly returned."  A scepter from the General of his armies, and the admonishment that "Wars ruin lands and slay your subjects, but give no ground to conquerors."  From his queen, grave in her youth and pale in her wedding gown, he received his crown.  "Be king, and father of kings. Uneasy rests the kingdom without an heir; uneasy rests the king who raises his heir to sloth and ignorance."
King Frederick knelt a moment before the throne.  In a phrasing so old that none knew the origin, he stood before assembled throng, noble and common alike, and intoned an ancient oath.
"I am Frederick, son of John, son of Dean, son of Brian, King of Rhye.  I pledge myself to the prosperity of the realm and the safety of its people.  I will give justice to those wronged, comfort to those bereaved, and uphold the rights of peers of the realm and all those who uphold it.  I pledge to this by my Life, my Fortune, and my sacred Honor."
As he settled onto the throne, the noontide sun shone down upon the land, and a roar rose throughout the hall, the city, and the kingdom.  It was a roar of a free people, whose freedom would flow from the throne for another generation.

Regomancy is the magic of kingship.  Wielding it, a monarch can bring victory to his armies, prosperity to his realm, and obedience to his laws.  In practice, it is an art of ritual; formulas which must be strictly followed to be successful.  It draws its strength from the regard of the people for their king; their love for a good king, or their fear of a cruel one.  Its effects, however, are subtle; people of a regomantic land do not become mindless zombies, unable to disobey their lord.  Instead, the realm itself comes to obey the monarch, bringing forth prosperity, even in times of hardship.
***

I have, as you'll note above, completed another article.  This is the teaser for it, before I print it for editing, and then send it in to Palladium.

And most of it is about clowns.

Fri, Mar. 20th, 2009, 12:02 am
Wizards of the Coast, Why do you hate gnomes?

Ok, so I'm looking at ph2, acquired through the tertiary market, and I have to ask:

Wizards of the Coast, why do you hate gnomes?

As we all know, in 3rd edition, gnomes had several racial abilities that were pretty useless unless you were a spellcaster.  Bonus to Alchemy?  Increased DC to illusion spells?  Both suck unless you're a spellcaster, and specifically one who uses a lot of illusion (meaning bard, wizard, beguiler, etc.).  They were also saddled with a suck-ass favored class... first Illusionist, then Bard.

Now, we have 4th edition, where Wizards continues to show their gnome-hate.  Not only did they not include gnomes in the original Players Handbook (a status they'd had for thirty years), they gave them this power: Master Trickster.

"But Mark," you whine plaintively, unable to comprehend my greatness and perspicacity, "it's a neat power, making every gnome an illusionist."  Yeah?  What about gnome wizards?  You know, the kind of class that benefits from having a +2 to Intelligence, and is specifically suggested for gnomes?  What do they get in exchange for this little donut being near useless, since it gives them, as a minor action encounter power, something they already have as standard at-will... and that a power of completely fiated usefulness?

Seriously, Wizards:  Why do you hate gnomes?

Fri, Mar. 6th, 2009, 08:25 pm
The Day that Gary Died

Just a note:  This is extremely long.  Thus, the cut.

Read more... )

Tue, Mar. 3rd, 2009, 03:10 pm
D&D Never Forgets

In honor of GM's Day, this little song is set to Bob Seeger's "Rock n' Roll Never Forgets". There are two versions of it; one says "Role-play never forgets", while this one says "D&D never forgets".

So you're a little bit older and a lot less bolder
Than you used to be
So you used to shake a die
But now you stop and think about your dignity
So now geek sixteen's turned thirty-one
You get to feelin weary when the work days done
Well all you got to do is get up, get some dee six
to get your fix
Come back baby
D&D never forgets

You better make yourself a fighter
Go down to the gamestore or the local mall
Check the local BBS
Chances are you wont have to go too far
Yeah the rafters will be ringing as the game goes on
The group will be shouting as they're playin' along
And all you got to do is get in into the mix
If you need a fix
Come back baby
D&D never forgets
Oh the bards still playing it loud and lean
Listen to the fighters all making 'em scream
All you got to do is just make that scene tonight
Heh tonight

Well now geek sixteens turned thirty-one
Feel a little tired feeling under the gun
Well all Gary's children are out there getting their fix
With three dee six
Come back baby
D&D never forgets
Said you can come back baby
D&D never forgets

Mon, Mar. 2nd, 2009, 11:18 pm
[4e] Greenscale Lizardmen

Before every game, I go through a little ritual.  I ask myself "If my character dies this game, what am I going to play?"  Our most recent game, about the only thing that made sense was a greenscale lizardman, probably a ranger.  Problem:  4e doesn't have stats for lizardmen.  Nowhere.  So, I fiddled with them.  This represents my final version.  They're fairly stout, and can survive low levels without armor, but will want some, eventually.


Greenscale Lizardfolk
+2 Strength, +2 Wisdom (there aren't really any consistently high scores amongst Greenscales. However, Strength and Wisdom tended to be higher than they needed to be for classes that didn't rely on them)

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Draconic
Skill Bonuses: +2 Athletics, +2 Nature (They're swimmers, in swamps where climbing can be useful. They're wilderness people.)

*Reptile Blood: Lizardmen have the Reptile keyword, and are considered Reptiles for all effects. (Self-evident)
*Swamp Walk: Lizardmen ignore difficult terrain that results from mud, bogs, or shallow water. (All lizardmen have this)
*Scaly Skin: Lizardmen have a +2 bonus to their AC defense. (I added up their ACs; they're 2 points higher than they should be, given their Dex/Int scores and listed armor; it's easiest to see in the hunter type.  If you think that's too powerful, call it an Armor bonus, so it doesn't stack with armor, but would work with shields)
*Waterborn: Lizardmen may hold their breath for 5 + Constitution Modifier + 1/2 their level minutes, even while exerting themselves. They may swim at their speed with a successful Athletics roll. (A bit of an extrapolation; the MM listing mentions that they can hold their breath for 10 minutes "with ease", and that they swim a lot. This makes them about on par with those with swim speeds, but they have to make a Athletics check).

Lizardfolk Feats:
Both are Heroic tier

Tail Sweep [Lizardfolk]
You gain the encounter power of Tail Sweep.

Tail Sweep
Encounter
Minor Action * Melee wall 3 within 1
Target: Each Creature in Wall
Attack: Strength + 2 v. Reflex
Hit: 1D6 + Strength Modifier damage and the target is knocked prone.
Increase damage to 2D6 + Strength modifier at 21st level.
Special: You may use this in place of a melee basic attack.

Claw Attack [Lizardfolk]
You gain have claws as natural weapons. Your unarmed attack has a proficiency bonus of +2, and does 1D4 damage. You may use these claws in melee basic attacks, or any power that has the "Weapon" keyword at melee range.

Sat, Feb. 28th, 2009, 12:12 am
Palladium: Redefining Combat Styles

So, I was posting to RPG.net, on one of their many Palladium topics, and came up with an idea, based on my Weapon Proficiency idea.

For those who do not know it, my Weapon Proficiency idea is pretty simple:  At every level, you gain +1 to something.  This may be a +1 to strike, a +1 to Parry, or a +10% to range; the full list is in the pimp my skill monkey article.  If you spend 3 skills on a WP, you get the equivalent of 3rd level skill in the weapon, letting you add either 3 +1s or a +2 and a +1 (since you cannot have the same bonus on successive levels).

Now, for combat skills (and by these, I mean the Hand to Hand skills), I've got something similar, that obviously hasn't been playtested.  To gain Combat Training (so named because "Hand to Hand" leads to people asking why hand to hand skills help with shooting), you spend at least one skill; you can spend more, up to a limit set by your OCC Group.  For every skill you spent on Combat Training, you gain a +1 to one combat bonus at every level.

Thus, if you spent 1 skill on Combat training, you get a +1 to initiative, strike, parry, dodge, damage, or roll at 1st level, and another +1 at 2nd level.  If you spent 3 skills, you get  +3 to spend at 1st level, +3 at 2nd, etc.  Spending one skill gives you automatic parry, and 2 combat maneuvers (different kinds of kicks or special attacks).  Each additional skill adds 2 combat maneuvers.  This is in addition to a basic punch and snap kick.

The are two limitations on this.  First is that no one bonus can account for more than 2/3rds of your total, except if you've spent only 1 skill, and then only at 1st level.  The second is that each OCC is limited in how many skills it can spend on Combat Training, depending on its group. Men at Arms (e.g. Knights, Juicers, and Martial Artists) may spend up to 4 skills on Combat Training.  Scholars and Adventurers (such as PF's Squire class, the Wilderness Scout of Rifts, or Robotech's Civilian OCC) can spend up to 3 skills on Combat Training.  Men of Magic and Psychics can spend up to 2 skills on combat training.  RCCs limit at whatever they most closely resemble; a Lanotaur Hunter is Psychic, but they're really Men at Arms types at heart.  Dragons are Magic and Psychic, but they're also King of the Monsters... they get the maximum possible.

Now, this fails to account for a few different things currently integral to Palladium's system. 

The first is the Critical Strike; most Hand to Hand skills improve your chances of a critical strike at a certain level.  I'm not sure how to handle that; I think I may go with "Your critical strike improves by 1 at at levels 9, 14, and 19 - the number of skills you spent on Combat Training"... meaning a maxxed out Man at Arms will get a 19 CS at level 5, a 18 at level 10, and a 17 at level 15.  I'm not as thrilled with that option, since there are some characters whose concepts revolve around CS (like assassins).  While that can somewhat be addressed by them putting more of their bonus into damage bonuses, it's not quite a comfy fit for me.

The second is all of the special attacks... the Knockout/stuns, the Pin/Incapacitates, and the Death Blows.  My temptation is to simply make them available as skills, with a minimum level.  Knock-out/stun, for example, would be available at 1st level, but would require an additional skill to be spent.  Someone who doesn't want to learn it until later can put it off.  While it opens up the possibility of "My character, Mr. Uber-deathly-killing-machine, has spent 4 skills on combat, plus learned every special maneuver he can at 1st level", the hope is that said character will be so widely incompetent at anything that doesn't have an initiative roll attached that he won't be played.

Lastly (and only because I forgot it while writing other things in the article) is attacks per melee.  I'm personally in favor of their being fewer attacks per melee, and leaving everyone at 2 + their OCC bonuses does tend help with that.  It means that rounds take less real time, and gives low-action characters more influence on the combat.  For those who want more attacks in their game, I'd go with +1 at X level (perhaps, again, based on your class group)

Just a thought that wandered across my brain.  It leads to more flexible and player-defined characters, while keeping the "Palladium-ness" of the game mostly intact.

Thu, Feb. 26th, 2009, 02:36 pm
Palladium Multiclassing

As is well known, Palladium's system is pretty horrific for multiclassing.  The OCCs are heavily front-loaded, with you gaining most of your abilities at 1st level, and only moderate increases thereafter.  As such, switching classes doesn't really work... even if your old skills stop at 3rd level, they're still there, and integrating similar abilities from multiple classes can be difficult.

However, people still want to do it.  They want to go from the Farm Boy OCC to the Jedi OCC, or from the Shire Gentlefolk OCC to the Ringbearer RCC.  They must haves it, their precious.

And, so, I've put some preliminary thought into it, just to fiddle with the idea.

Many of the skill based OCCs aren't too bad.  If you want your Rogue Scientist to become more of a Headhunter, spend the skills to increase your Hand to Hand and pick up some Weapon Proficiencies.  You're still a Rogue Scientist, but you pretend to be a headhunter when the firefights start.  You advance as a Rogue Scientist, because you are.  Any special abilities can be learned like skills.  It's simple, and avoids having to futz about with numbers.

The tricky bit comes when someone wants to add a magical or psionic class.  To me, the simplest method is to declare an arbitrary training time ("You're going to need to apprentice for 4 years" or "You have to earn XP while training before you can go ahead."), and then give them the abilities of a 1st level whatever, while keeping them a 5th level Rogue Scientist.  However, two important things change.  First, they move to the more expensive of the two XP tables involved, while staying their current level and XP.  Furthermore, they take a 10% penalty to their XP for every OCC involved... so our hypothetical Rogue Scientist turned Ley Line Walker would switch over to the Ley Line Walker table, and may be a little bit behind where 5th level for a Line walker actually starts.  He'd have to earn enough experience, taking a penalty of 10% to all awards, to reach 6th level before he could do things as a 2nd level Line Walker, and would simultaneously be a 6th level Rogue Scientist.  He would gain new skills at the Rogue Scientist rate (so if RS's get new skills at 6th level, he'd get them), but would gain PPE and ISP at his Ley Line Walker rate, because that's the better of the two.  He can keep adding classes, but as time goes on, he gets less and less able to learn more, simply because he's got so much he's trying to keep up with.

This makes changing classes unattractive, but not impossible.  For those who aspire to be alchemists (who need to be a 6th level Wizard, 6th level Diabolist, and 3rd level summoner), they started in one of the three (probably Wizardry or Diabolism, if they had alchemy as an early goal), picked up another one ASAP (probably 2nd level), and the third at 3rd or 4th level.  When they finally pick up Alchemy, they're swinging around a 30% penalty to XP, working on the very expensive Alchemist table... but they're improving in four areas of magic at once.
 


Sun, Feb. 22nd, 2009, 05:39 pm
Dwarven Women

I find it somewhat odd that I may have to create a tag for "Love Songs about Dwarves".

Dwarven women, are beautiful lovers
Dwarven women, they understand
I've been around some, and I have discovered
That dwarven women know just how to please a man.
(Verse)
Everybody seems to love those human women
Buck eighteen on up to twenty-five
Well I love 'em too, but I'm tellin' you
Dwarves know to really love, and boy it sure is fine
(CHORUS)
(Verse)
So baby don't you worry about growin' whiskers
Those elven girls ain't got nothin' on you
Cause it takes some whiskey, to get 'em frisky
And frisky dwarves may just be the ones to teach 'em a thing or two.
(Chorus)


Tue, Feb. 10th, 2009, 10:24 pm
Palladium PDF

A while ago, I proposed to Kevin that I write a PDF for Palladium... a quickie set of rules that could be given to people at Cons, or could be downloaded free to get people interested in the game.  Maybe bundled with an adventure, so people could try out the various games and the Megaversal system.

I am a lazy son of a bitch.  I simply can't get into writing this thing.  I keep wanting to tweak things... change how rules work to fit my prejudices... not the massive overhaul some have called for, but a couple tweaks, here and there.

It's frustrating to me, because I hate giving up on a project, and I think this is one that needs doing.  However, I just can't get into it.

Sat, Jan. 10th, 2009, 01:01 pm
Pimpin' Old School Skill Monkeys

Ok, so last night we started a Ninjas and Superspies game, only without the Ninjas and without the Superspies... just some gizmoteers, an ex-Green beret, and a thief (I think) who are investigating UFOs for a private company.

Now, the GM decided that he liked rule 9 (wherein you reduce specific skills to large categories).  What we did, however, was use the skill programs themselves as our skills... so my Commando Mercenary with the Basic Military, Guerrilla Warfare, Military Intelligence, Assassin/Bodyguard and Language programs used those as his skills.  In Rifts this wouldn't work, since there aren't skill programs, but it allows for a very capable and flexible character... if I can come up with why Military Intelligence would allow me to do something that my GM buys, I get to do it.

Our specific skills were limited to Weapon Proficiencies (I wound up with 11 of them; I'm a frightening sniper) and our Martial Arts forms.

There was some confusion about how rule 2&3 worked... this group is used to low being good, and so the idea that "high as possible, without going over" was a bit confusing.

Sat, Jan. 10th, 2009, 12:52 pm
The Death of the Random Encounter

So, on Thursday night, we were traveling, and the DM decided against rolling for a random encounter.  Since we're playing 4th edition, I can't blame him.  A round of combat can take fifteen minutes or more; a full combat might take an hour, if not two.  And in 4th edition, it would just be XP for the slaughter... you completely heal with a night's sleep, and all your powers come back, and there are few expensive components to worry about.  A random encounter is pointless in 4th edition.

However, he also shied away from them in 3rd edition, because of the time factor.  Fights took time, and we don't have forever to play anymore.  In 1st/2nd edition, a round of combat may take five or ten minutes... unheard of speed in later editions.  The aftermath took a few minutes more, but greatly depleted character reserves... you didn't carry as much healing, and memorization took longer.  In that environment, a random encounter was a grind... it took some of the edge off your characters by bloodying them up a bit.  That damage would take time to get rid of, and would take resources that most people didn't have handy.

Perhaps not a profound observation, but an observation, nonetheless.

Wed, Jan. 7th, 2009, 06:24 pm
The Rules of Rifts

Rifts has some pretty simple rules, for all that people bitch about them.  Roll d20, add bonuses, and beat the other guy's defense.  Roll d% under your skill.  Damage is multiples of various polyhedrons.

But all these pale in comparison to Rifts Rule #1:  Is it cool?

You want to design a 500 trillion watt laser that sits on top of Chi-town.  It's barrel is like three semi trailers shoved end to end, and it's set on a big turret to fry anything that comes near.  It's a cool idea.  Give it cool stats... 20 mile range, 1D6*1000 MD, and can only fire once every two minutes.  Maybe it needs frozen hydrogen, so it can be like lasing a stick of dynamite.

Why do people complain about the Devastator?  Not because it's too big... but because for that level of big, it should be cooler.  Why do people complain about the Arthurian stuff in Rifts: England?  Not because it's Arthur, but because it's not a cool rendition of Arthur.  He's pretty pedestrian, there's nothing cool there.  The stuff people like is the cool stuff... the Millenium Trees, the herbal magic.

In Rifts, cool is king.  If you don't do cool... if something you're working on doesn't make you say "That's just AWESOME", then you're doing it wrong.

And I say this as the man who wrote an article about the lives of Troglodytes, for crying out loud.  TROGLODYTES!

Wed, Dec. 17th, 2008, 09:38 am
D&D Litmus Test

I have recently come up with a simple litmus test for whether or not a given game is "D&D".  It applies across all editions, and it matches up very closely with my usual perceptions of whether or not a game is "D&D".  To determine this, ask yourself a simple question:

Can a house cat reasonably kill a 1st level wizard, by the rules as written?

1st edition AD&D:  No problem; only question is if the kitty hits first.
2nd edition AD&D:  Again, no problem.  Gandalf is toast before Fluffy.
3rd edition:  It starts getting hairy for the kitty.  They can do it, but only with a lot of luck on the part of the cat.
4th edition:  Cat has no chance.

Therefore, 1st and 2nd edition are D&D.  3rd edition almost is.  4th edition definitely is not.

Sun, Dec. 14th, 2008, 08:29 pm
Pimp My Skill Monkey, Final Version

I got some great help from Stattick on the RPG.net.  He helped with some of the concepts, especially as it relates to the attribute checks.  He also proofread about half of this before I sent it in; many thanks to him for the help.


Pimp My Skill-Monkey

     Peering into the old lock, Stattick slipped the picks from their leather case.  Not seeing anyone... and certainly no guards, he peered into the lock, looking for the signs of a needle trap or deadfall.  There it was... a tumbler that didn't belong.  Working quickly, his deft fingers manipulated the picks into rearranging all but that tumbler.  A small snickt as the last one clicked into place elicited a silent sigh.  No trap, no alarm. Swinging the door open, he recoiled from the sudden klaxon-sound coming from the ward on the floor.
     "Maybe I was wrong about there not being an alarm" he thought as he dove for cover, trying to remember everything he knew about wards.


     Skills form an integral part of a Palladium character; in some cases, they define a character's capabilities as much as O.C.C. does.  Despite their importance, skills work much as they did in 1983, and characters of vastly different physical and mental capabilities have identical skill percentages.  What follows are some optional rules for all Palladium games, to add some spice to playing a skill-based character, give some use to attributes below 16 and, hopefully, speed both play and character creation.  These rules are designed to be used either separately or together; Game Masters can pick and choose what parts of this article to use, and those choices won't affect the playability of the rules.  

     It should be noted that several rules mention "the average person."  An average person is assumed to have ability scores of 10, the approximate average on a roll of 3D6.  Averages for some races in some attributes will be lower or higher than this, but the average person always assumes a 10.



Rule 1: No Skill Caps
    
Using this rule, skills no longer cap out at 98%, but success does.  Skill percentages higher than 98% are useful for overcoming penalties, but a roll of 99 or 00 on the percentile dice still spells failure; everyone has a small chance to fail, no matter how talented or experienced.  On the other hand, a roll of 1% is always successful, no matter how great the penalties; you always have a small chance of success, no matter how badly the odds are against you. 
    For example, if you have a 130% chance with Automotive Mechanics, and there are 40% in penalties (because it's raining and all you have is a screwdriver and bailing wire), you still have a 90% chance of success, as compared to the old system, where your percentage would have reached the 98% maximum, and the same penalties would have resulted in a 58% chance.

Rule 2:  Success and Successes

    In many skill tests, it's enough to know success or failure.  However, it is sometimes useful to know how well you did, or to compare two skill checks (like comparing the Computer Programming skill of a systems engineer v. the Computer Hacking skill of an intruder).  To do this, the G.M.'s should compare the skill rolls.

      In a skill test, the higher a successful roll, the better, and a character scores a number of successes equal to the "tens" die in the skill check.  If your skill percentage is 60%, and you roll a 58%, you have 5 successes.  If you rolled a 32%, you'd have 3 successes.  If you manage to roll exactly the number needed, add one additional success to your total; on a skill in which you have 60%, a roll of 60%, exactly, gives you 7 successes.  It is not always necessary to count successes.
      If two characters are competing, then the higher successful roll wins the contest.  This means that a person with a 60% is much more likely to defeat someone with a 30%; a roll a 31-60% will succeed, while the other character would fail at anything above 30%.  G.M.'s must adjudicate ties, but they should generally go to the character with the higher relevant attribute, or to the character who has more favorable conditions.  If one character hit their percentage precisely, then he should win (as they have scored more successes).

     Complex tasks can also require an accumulation of successes, rather than a simple yes/no.  Translating a document, fixing a giant robot, or cybernetic surgery can all be represented by requiring a given number of successes, with each check taking a certain amount of time.  For example, the GM rules that you need 20 successes to finish fixing a giant robot, and that each check will take a day.  If you have a 60% chance, that means you can be finished in as little as 3 days (if you roll 60% at least twice), or as long as 20 (assuming you make a success every day).  Using this rule, some might like to make 01 a "mishap"; you succeeded, but something went wrong.
    Some gamers prefer a system where lower rolls are better on skill checks.  However, that takes longer to determine margins of success, especially late in a game session.  Does a 25% out of 64% beat a 17% out of 58%?  High numbers being better is a simpler, more intuitive, system.

Rule 3:  Attribute Bonuses to Skills
   
Those who are dextrous are going to be better at picking locks; those who are intelligent will be better at remembering lores.  To reflect this, every time you test a skill, you add an appropriate attribute to your base percentage.  If you are attempting to pick a pocket, you add your P.P. of 15 to your base of 60%, meaning you succeed on a roll of 01-75%.  If you were trying to figure out what someone has in his pocket, however, you would add your I.Q. of 10, meaning you could figure it out on a 01-70%.  In this variant, an exceptional I.Q. does not add a bonus to all skills.  The benefit of having a high I.Q. is the wide range of skill checks which it affects; most Lores, diagnosing problems, and most Perception checks.
    This provides for concrete differences between attributes; a person with a P.P. of 15 is almost twice as graceful as someone with a P.P. of 8, but normally gains no benefit over him.  Under this system, he has a +7% bonus over his clumsy compadre.  It also provides for an easy method of defaulting for skills everyone should have; attempting to prowl when you don't have the prowl skill can default to P.P.; trying to swim when you don't have the skill would default to P.S..  These are low numbers, but it emphasizes the importance of training.  Alternatively, defaulting can use rule 5, below.
    It is important to note that the attributes are not added permanently, and if you are using rule 7 (Skill Synergies), only the skill itself is considered, not the attribute again.


Rule 4: Perception
     Perception checks have become an important part of modern gaming.  Do I notice the prowler?  Who caught sight of the ambushers?  The current system, however, doesn't neatly mesh with Palladium's skill system.  Rule 4 is about a new perception system, and how to convert old perception bonuses to this new system. Under Rule 4, Perception is computed as a percentile, like skills.  This allows for faster comparison with skills like Prowl, Concealment, and Camouflage.  The contest is directly between percentages, as in Rule 2, instead of converting a d20 roll into a percentage, or vice versa. 

     To use perception as a percentage, the Game Master should come up with a base difficulty for the situation, to which you add your entire I.Q. score, and any Perception bonuses you may have.  Perception bonuses from the old system should be multiplied by 5 to get a percentage bonus; if your skills and O.C.C. previously gave you a +3 to Perception, you now have a +15%.  A very difficult check may have only a 10% base chance, but smart or observant P.C.s will have a greater chance of succeeding.  An easy check may have a 60% or 70% base chance.  When Perception has a contest with a skill, assume a base difficulty of 40%, giving an average person a 50/50 chance of succeeding.  Since this is a skill contest, the contested skill may still succeed by rolling a higher successful check.


Rule 5:  Attribute checks
   
Rule 5 is a method for resolving attribute checks and skill defaults by using the established d% system used in skills.  A common attribute check is to roll d% under the attribute times three.  An especially hard attribute check might be under attribute times two, or even the attribute itself.  Conversely, an easy attribute check (the sort of thing the average person would succeed at 50% of the time) might be under the attribute times five... 50% if you have a 10 in the relevant attribute.  Those with very high attributes obviously find these checks easier, but that only makes sense; they're that much smarter, stronger, or more resilient than others. 

   This is also a useful method of skill defaulting; if a task is especially easy, or something anyone can attempt, using a relevant attribute as the basis of a skill check is fast and simple.  In this case, the attribute should be multiplied by three (giving the average person a 30% chance), and then the relevant bonuses and penalties should be assessed, just as if it were a skill check.  If you are using Rule 3, however, do not add the attribute again.  For example, a character with a P.S. of 15 is attempting to swim across a river, but does not have the Swimming skill.  The default for this check would be 45%; penalties for rough water or bonuses for water wings would apply normally.

Rule 6:  Specializing in Skills and Weapon Proficiencies

    Those who wish to sacrifice versatility for additional competence may do so by spending extra skill choices on a given skill. For every additional skill spent to improve a given skill, you gain a +10% bonus, as is already common with Domestic skills.  This may be done as many times as you choose.  It should be noted, however, that if your OCC requires you to spend two skill selections on a skill, then you gain only +5% per additional skill slot.
    Weapon Proficiencies are completely altered.  At every level, you gain a +1 to strike, parry, damage, entangle, disarm or throw, or you can choose to add 10% to the base effective range of ranged weapons; this is in place of the listed bonuses.  You may choose any of those options (or others your G.M. approves), but it must be different than the one selected at the previous level, and can reach no higher than +5.  Thus, if you wish to be accurate with your axe, you could take a +1 to strike at 1st level, then a +1 to damage at 2nd level, and another +1 to strike at 3rd level, but you cannot take a +1 to strike at 1st and 2nd level; you have to interject another bonus between those.  Your skill with an Energy Rifle may start off at +10% to range, then get a +1 to strike, and then a +1 to damage at level 3 (note that, in the case of weapons that do 1D6*10 or similar damages, this is only a +1 to the total damage, not +1 to the die roll).  If you add, over several levels, +30% to the range of a weapon with a base of 100 feet, the range will be 130 feet, not 133.1 feet.
     Like other skills, you can improve Weapon Proficiencies beyond their base levels by spending additional skills; each additional skill spent on a W.P. raises its level by 1, allowing you to add another bonus.  If your O.C.C. requires you to spend 2 skills on the weapon proficiency, you must spend 2 skills to gain the same bonus.

Rule 7: Skill Synergies

    Some skills make you better at other skills; if you are a doctor, you will be far more effective at First Aid than someone with just First Aid merit badge.  To that end, any time a skill would reasonably add to another skill, you add 10% of the relevant skill's percentage.  Thus, if a Medical Doctor with a 50% skill is doing something covered by First Aid, he would add +5% to his First Aid skill of 75%, giving him a total of 80% to patch a wound, treat dehydration, or wrap a sprained ankle.  If he started doing surgery, however, he would only use his Medical Doctor skill... knowing how to change a dressing doesn't help with a triple bypass.  If he only has Medical Doctor, he can still do many of the things associated with First Aid, but he only uses the Medical Doctor percentage.
    Some skills have a bonus to another skill in their description.  In that case, use either the listed bonus, or the skill synergy bonus, whichever is better.

Rule 8:  Skill Percentage Simplification
    Aside from Rule 9, this rule is probably the most far-reaching; it will require significant modification of NPCs if you wish to keep them using the same rules as PCs.  However, it's end result is to make characters easier to build and level, without sacrificing the flexibility of Palladium's comprehensive system.

     All skills are classified into one of three categories: Easy, Medium, or Hard.  This classification determines their base percentage - the percentage a person will have at 1st level, without bonuses or attribute considerations.  Easy skills have a base of 60%, Medium skills have a base of 45%, and Hard skills have a base of 30%.  Every level after 1st, all skills improve by 5%.
     For a simple example, look at the medical skills of First Aid, Paramedic, and Medical Doctor.  First Aid is an Easy skill, Paramedic is a Medium skill, and Medical Doctor is a Hard skill.  An 11th level character with all three, and no bonuses from O.C.C., will have a 110%, 95%, and 80% with these three skills.  At 12th level, those will improve to 115%, 100%, and 85%... but will still fail on a roll of 99-00.
     Most skills will fall into the category of "Medium"... they're not especially hard if you have training, but they're not easy, either.  At 1st level, someone who is competent (average attributes) and trained should have a bit better than a 50% chance to succeed in them.  However, some skills will be considered "Hard", or "Easy".  The Hard skills may be the end of the a chain, extremely complex, or simply something beyond the ken of the character.  The Easy skills are things that most people can do fairly competently, once they get the knack of it.

Some skills that might be considered Hard are: (skills are listed in order they appear on the Rifts: Ultimate Edition skill list)
Cryptography
Breaking/Taming Wild Horses
Electrical Engineer
Robot Electronics
Forgery
Impersonation
Intelligence
Undercover Ops
Bioware Mechanics
Mechanical Engineer
Robot Mechanics
Cybernetic Medicine
Field Surgery
Medical doctor
Veterinary Science
Computer Hacking
Chemistry: Analytical


Skills that might be considered Easy are:
Computer Operation
Radio: Basic
All Domestic Skills
Basic Electronics
Basic Mechanics
Automotive Mechanics
First Aid
Brewing
Military Etiquette
Swimming
Climbing
Automobile
Small Boat
Motorcycle


Rule 9: Simplified Skill List

     While some regard Palladium's large skill list as an advantage, it can be cumbersome to others, especially if you simply want to play quickly, without spending hours creating a character.  Rule 9 completely revamps the skill list.  Instead of having a large number of discreet skills, the character instead invests in skill categories.  You would not have Mechanical Engineer, Weapons Engineer, and Locksmith, but a single "Mechanical" skill, with varying difficulties depending on whether the task was Easy (base 60%), Medium (base 45%), or Hard (base 30%).  If you wanted to pick a lock, you might roll Espionage, Rogue, or Mechanical, depending on what your best skill was, and how you approach things.  Only languages and combat skills (Hand to Hand Combat and Weapon Proficiencies) are handled as discrete skills.
    To determine beginning skills, first total all the skills possessed by the OCC; OCC skills, Other Skills, and Secondary Skills, but do not include languages.  Divide that total by 5; that is the number of skill selections you may make; you MUST have 1 skill in every category that your OCC skills (though skills in multiple categories only need to be represented once; Pick Locks could be either a Rogue skill or an Espionage skill, so it is accounted for if you have either Rogue or Espionage).  If you don't have enough skills selections to do that, then you must fulfill as many as possible.  Every level at which your OCC would gain any number of skills, you gain one more skill selection (or two if both Other and Secondary skills would give you a skill at this level).
    Langauges and combat skills are a special case.  Each language requires an individual skill selection.  You begin with the same number of languages as allotted by your OCC; they otherwise follow the same rules as other skills.  Easy conversations hold little difficulty, while deciphering an ancient version of a language might carry penalties beyond a Hard check.  Literacy is frequently purchased separately from speaking a language, and requires its own skill selection for each alphabet.  Combat skills are ajudicated normally.
    A single skill selection makes you "Trained" in a skill; you may make checks against that skill without penalty.  Every additional skill spent adds +10% to all checks with that skill; those increasing Physical skills may choose to instead increase one attribute (PS, PP, PE or Spd) by two points, or add 10 to their S.D.C..  There is no per-level increase.

Mon, Dec. 8th, 2008, 10:19 pm
I Need a Hero

I've long wanted to play a Paladin.  In the various D&D computer games, Paladins are amongst my favorite characters to play; the game itself is set up for you to be good.  Being a Paladin in D&D is, IMO, one of the most natural things in the world... because it means you're playing someone who is dedicated to being a hero.

My Paladin died on Thursday.  We picked up from where we left off... exhausted, having broken into the third tower of the duergar... the one on the far side of the chasm from the Seven-Pillared Hall.  Cocky and confident, we proceeded, utterly trashing a single orc that stood between us and freedom, then went on to the leader of the duergar.

We opened the door, and to the left were the slave pens.  Dead ahead was the duergar leader.  We opened the door, seeing three duergar warriors, a theurge, and the duergar leader, carrying a maul near as big as my minotaur's... one sized for a giant.  We were out of daily powers, short on healing, and facing a foe that near matched us in numbers.

It started poorly; our fighter ran into the room, breaking the line we could have held, necessitating defending, and removing him from combat... not dead, but too injured to risk the fight.  Our foes fought well, striking mighty blows, while we failed to strike decisively.  We began to fall back, and Murderous, our fighter, fell.  I did what must be done.  Yelling for our friends to take him to safety, I grabbed the duergar leader, threatening him with a knife to provide time.  My companions rescued Murderous Rex, and left me with the duergar.  Their leader escaped... twisted free while I concentrated on his lackeys.  I swept up my hammer, and swung at the duergar leader, but I was too badly injured, and missed.  His next blow knocked me down, his warriors surrounding me.

I do not regret my death at their hands.  I fought as well as I was able, with the strength Bahamut blessed me with, with courage and honor in the face of foul foes.  My death ensured that my comrades would live to fight another day.  My regret is for the choice that immediately preceded that final conflict.  One choice, made in vainglory and hubris, that sentenced others to pain I could have spared them.

I went straight.  Had I gone left, I could have freed the slaves who still labored in the duergar hold.  But I went straight, sure in my strength, instead of easing the suffering of the slaves, before I served my own glory.

The hammer falls; I feel it crush my snout, splinter my jaw, shatter my teeth.  I know an instant of darkness as its flames consume my eyes.  My final thought is to ask Bahamut to protect the slaves with a better servant than I... one whose compassion was hidden by his vanity.

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