4: Further Mechanics & Setting
Tests
When a character tries to do something that is not covered
by some other part of the rules it is a Test. The Player (or DM if the outcome
is meant to be secret) rolls a 1d12 and applies any relevant modifiers. A score
of 10+ indicates success. Many things in the rules specifically affect tests
(such as Strength on Open Doors tests, a Fawn’s sneakiness on Stealth tests or
armor modifiers on stealth, swimming and climbing tests) but in other cases it
is up to the DM what modifiers apply at any time.
A test only determines if the task succeeded or failed. If
you need to know how well the task succeeded roll a d8 if the task is inside
the broad skills of the characters class, or a d6 otherwise. Again, the DM can
apply any relevant modifiers to the roll. The higher the roll, the better the
character did. In most cases this second step will be unnecessary, but the
mechanic exists.
Encounters
Reactions:
Some monsters always act in the same way (such as zombies,
who always attack). However, the reactions of most monsters are not always the
same. The DM can always choose the monster's reactions to fit the dungeon, but
if he decides not to do this, a DM may use the reaction table below to
determine the monster's reactions
Roll Result
1 or less Immediate
Attack
2-4 Hostile,
Possible Attack
5-9 Uncertain,
Monster confused
10-12 No attack –
monster leaves or considers offers
13 + Monster is
friendly
Initiative:
Roll 1d12 highest number goes first, actions are
simultaneous so you can have simultaneous hits and deaths. If the characters
are in a one on one contest The DM can apply Dexterity & Stance adjustments
to the initiative rolls.
How to Attack:
Roll a d20 and add any relevant Class, Strength, Dexterity,
Style or Magic bonuses. If the total is equal to or greater than the target’s
Armor Class the character does well enough in the exchange to do damage to
their target (either a single hit or a series of smaller cuts, bruises or
fatigue)
Variable Weapon Damage:
Things characters use to attack are divided into four
groups:
·
Weapons: made for combat like swords and battle
axes.
·
Tools: items like daggers, knives or hand axes,
.
·
Implements: any hard /sharp thing you pick up.
·
Unarmed: punches, kicks, bites and so on..
Fighters (and Centaurs, Dwarves & Elves) do extra damage
due to their skill in combat, which improves with levels.
Normal
|
Ftr 1-3
|
Ftr 4-6
|
Ftr 7+
|
|
Weapon
|
1d6
|
1d8
|
1d10
|
1d12
|
Tool
|
1d4
|
1d6
|
1d8
|
1d10
|
Implement
|
1d2
|
1d4
|
1d6
|
1d8
|
Unarmed
|
1
|
1d2
|
1d4
|
1d6
|
Damage:
Any character reduced to either negative their HP or -10 HP
is immediately dead. If below 0 HP but not immediately dead they can be
incapacitated or heavily wounded at the attacker’s option.
If the attacker was trying to incapacitate, the defender
will wake with 1 HP in 3d6 Turns without first aid.
If the attacker is trying to kill the defender can roll
1d12+ their Constitution adjustment on
the following table
Roll
|
Character is…
|
13+
|
Badly wounded but recovers 10 1 HP in 1d4+2 turns without
aid, or recovers normally with first aid. If they recover unaided they suffer
a -1 on a randomly determined Ability due to trauma.
|
10-12
|
Grievously wounded but can recover if given First Aid in 1
Turn.
|
0-9
|
Fatally wounded and can’t be saved, even with magical
healing.
|
First Aid:
This is applying medical attention to am incapacitated,
badly wounded or poisoned character. This takes one minute (1 combat round) and
the character loses any defensive advantage from high Dexterity.
·
Incapacitated characters wake immediately with 1
HP; this can be applied any time they’re unconscious.
·
Badly wounded character wake in one turn with 1
HP and no loss of ability. It can be applied any time they’re unconscious.
·
Grievously wounded characters wake in one turn
with 1 HP if this is done within one turn of their hitting 0 HP.
·
Poisoned characters can be treated with a Test
adding background and Wisdom adjustments. If the person giving the first aid is
successful the poison victim gets a second saving throw against the toxin. If
that one fails they are dead.
Combat Style:
characters in melee combat can adopt one of several tactics
with the right weapons
·
Weapon + Shield: Gain the standard +1 to AC.
·
2-Weapon: gain a +1 to hit on your attack(s).
The off-hand weapon can be any weapon, tool or implement; damage is done as per
the primary Weapon.
·
2-Handed: Gain a +1 on damage with Weapon only
(i.e. you don’t get a damage bonus with a tool or implement).
·
1 Handed: Gain +1 on initiative in one on one
fights.
Morale:
Morale is 2d6 roll against the monster’s Morale score;
rolling equal to or higher than the number means the monster flees. Check for
Monster morale at first death/incapacitation and again when one half of the
force is down. Retainers have a 7 morale modified by their employers Charisma
Adjustment; unless they are facing grievous, unexpected danger they don’t check
morale mid-adventure but instead when they exit the dungeon. If they fail then
it means they will not continue to work for the PC.
Saving Throws
These are last ditch survival chances for characters, their
chance to ‘save’ themselves either from the effects of a powerful spell or from
the results of their own foolish action (such as messing around with, or just
not seeing, a trap). The saving throws are
·
Poison: resisting toxins, either through
endurance or luck in that the poison was weakened or improperly delivered.
Since most poisons are fatal you use this save to resist other immediately
fatal effects (like disintegrate, or a banshee wail).
·
Petrification: Resisting being turned to stone
or other body-changing effects, such as being polymorphed or paralyzed. This is
a matter of willpower, and any Wisdom adjustment applies to the roll.
·
Dragon Breath: The ability to ‘dive for cover’
or otherwise reduce the damage of area effect threats. Aside from the eponymous
attack spells such as Fireball are also resisted with this save, as are mechanics
traps such as deadfalls and some pits. Unlike the other saves Dragon Breath may
reduce the effect by half rather than eliminate it, depending on the threat.
Wisdom Adjustments to not apply to Dragon breath, but Dexterity adjustments may help with weaker attacks.
·
Wand, Staff, Rod: This is the save for magical
(be they arcane or miraculous) effects that a) aren’t addressed by an above
save and b) don’t have a caster’s direct power behind them, instead being pre
cast and triggered later. A character’s Wisdom modifier normally applies to
these.
·
Spells: As with Wand. Staff. Rod except the save
is more difficult since the caster is directly wielding the spell.
Class
|
Poison
|
Petrifi cation
|
Dragon Breath
|
Rod, Staff, Wand
|
Spells
|
Normal Man
|
14
|
16
|
17
|
15
|
17
|
Artisans
|
13
|
13
|
13
|
14
|
15
|
Clerics
|
11
|
14
|
16
|
12
|
15
|
Centaurs
|
10
|
12
|
16
|
11
|
14
|
Dwarves
|
10
|
12
|
13
|
11
|
14
|
Elves & Fawns
|
12
|
13
|
15
|
13
|
15
|
Fighters
|
12
|
14
|
15
|
13
|
16
|
Magic-users
|
13
|
13
|
16
|
14
|
15
|
Setting
In preparation for this I wrote essays on my old D&D
campaigns and realized that to go Old School I’d be best served returning to my
first AD&D campaign world. So here we go:
The Isles
The Isles are a
temperate to tropical island chain where each island has variations on a shared
culture and language. To the north are the Elvish lands (where non-elves do not
go) and to the south is a vast desert empire. The Isles trade between these
powers and amongst themselves. Once each island had its own dynasties and
sorcerer kings but now wealth comes from trade, fishing and some farming. Family
manors, crypts and castles of the large islands interiors are left to rot in
the pursuit of trade.
The second largest
isle, Shankill, is a trade center, a city state with an extensive fleet, a sizable
military force and the oldest church on the isles. It also has the most
abandoned properties on the interior which many a rogue and sell-sword have
looted over the decades. The mythical crown jewel of these is the ruins of Mordha
Castle: once home of the isle’s ruling dynasty, built over the mine that was
the Mordha‘s source of income, it fell when the island’s political power
shifted to the harbors.
The Mordha, led by
wizard Malcolm, tried many stratagems to prevent this loss of familial power –
there are rumors that he made pacts with extra-planar forces – all to no avail.
Mordha Castle fell from the mountain in an earthquake after decades of
scrambling for power. The debris of the castle flattened much of the surrounding
city. Now just a small town remains, trading goods from the encroaching jungle
to the harbor cities. While treasure hunting bands have sought entrance to its
secrets they have all either failed to gain entry or failed to return. Until
now.
The PCs have been
hired to track bandits harassing Mordha’s Town. They have found the corpse of
one of their prey bearing a map showing an entrance to the castle’s dungeons.
Vast fortunes await those bold enough to claim them.
This is a pretty straightforward megadungeon setup – vast
mine and castle construction connected to mad wizard and hints of an
extra-dimensional aspect. There’s a village a day’s ride away to rest and
regroup in and large city just a few days further away where the PCs can go to
get expert help and advice. Outside of this I don’t need more detail.
The players should know that Castle Mordha is one of the big
lost ruins on Shankill. If they start telling everyone what they’ve found they
can expect to face some competition in plumbing its depths. This is perfectly
in keeping with the old school style, and as a GM it also lets me have ‘woo,
someone just touched something that really not ought to be touched’ moments
without hoping that the PCs will make a stupid error – I can always have an NPC
make a stupid error. Still, the driving exploratory force has to be the PCs since
they’re the focus of the game; plus I’ve got to fight the impulse to make parts
of the campaign story driven. I’m setting up a big place with a lot of puzzles;
I’m fascinated to see how the players interact with it.
Expert Characters
Since I started writing this the friendly people at WotC
have put the Cook edited Expert Set up for affordable download which means I
don’t have to do all the heavy lifting for levels 4-12. In the interest of not
planning too far in advance I’m sticking to 1st – 3rd
level characters right now.
I applaud your choice of d12 for Tests.
ReplyDeleteDo the saving throws improve with level? Or are they static over levels 1-3 so not really improvable at this point?
Saving throws in Basic D&D are stable for levels 1-3. I'll b sticking with the expert set scores on later levels.
ReplyDelete