Showing posts with label Outland Rules. Show all posts
Showing posts with label Outland Rules. Show all posts

Friday, May 11, 2012

Races of Outland (updated)

I've been silently working on a project that is an OD&D supplement that includes all my Outland stuff in it. I normally don't like to talk about things I'm working on until they're done, because of the very real (and likely) possibility that I'll never finish. My hard drive is littered with half-baked ideas and unfinished projects. Further, Outland steals from is inspired by so many other sources, I often have doubts about whether sharing such a document would be a good idea to begin with.

Anyways, I figured it would be a nice thing to use in my game and sort of a cool souvenir for my game store players. I really enjoy reading other people's homemade game supplements, and I can appreciate the time and effort that is required to document one's lifted material ideas in a way that can be used by others.

Anyways, to make a long story boring, I at least have the Races part done, so I figured I'd at least share that much, in case I never get any further. It can be found on the "Outland OD&D Game" menu item above, or just get it HERE.

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Wednesday, April 11, 2012

Stupid Dice Tricks - Thief Skills

The other day I was giving some thought to how I could make thief skills a tad more fun. Rolling percentages can be boring. Rolling a d20 is kind of boring. So I thought about rolling two dice - one to set the target number and the other to test for success/failure (hereafter referred to as the skill die).


The first application of this will be thief skills. The target die will always be a d6. The skill die begins life as a d3, and progresses from there according to the following:

d3 -> d4 -> d6 -> d8 -> d10 -> d12 -> d14 -> d16 -> d20 -> d24 -> d30

Success = skill die comes up equal or greater than the number showing on the target die
Failure = skill die comes up less than the number showing on the target die
Super-Fail = skill die does not exceed half the number on the target die

In the tradition of JimFirePrincess, all characters may attempt to use the thief skills, testing a d3 against the target number rolled on the d6, but only the thief may improve and use better dice. The thief gets 4 points at each level (including first), and each point may be spent to increase the die for a particular skill by one step in the dice progression listed above.

Here are the skills, which are more or less standard fare...

Acrobatics: Used for crazy stuff like walking a tightrope. Also used to move past enemies or escape from them without allowing them a parting shot.

Stealth: Move your speed while undetected by your enemies. This is used to move into position for a backstab.

Backstab: This skill is not rolled against the target die. Whatever die type you have for backstab is added to your normal damage die whenever you make a successful attack from behind against an enemy that is unaware of your presence. Thieves attack at +4, while other characters only get the normal +2 for attacking from behind.

Sleight of Hand: Used for picking pockets, cheating at card games, and so forth. If your test die doesn't get at least half the number on the target die, your attempt is noticed.

Locks & Traps: Used for picking locks, disarming mechanical traps, sabotaging equipment, etc. Requires thief tools.

Poison Use: Die type is rolled and added to the d20 roll when making a saving throw vs. poison while attempting to extract poisons/venoms from defeated monsters. Requires thief tools to get the extra die.

Spider Climb: Allows you to move your speed up or down sheer surfaces. Requires leather or lighter armor. Works great with your favorite falling rules!

Scroll Use: Allows the casting of magic-user scrolls, provided an actual magic-user of equal level would be able to memorize a spell of that level. Failure generally results in horrible mishaps.

For your convenience, I have listed the percentage odds of success for each of the die types against a random target number rolled on a d6 in order to help you determine if this system is one you might want to use, or what adjustments you might like to make. However, these percentages shouldn't be shared with players, as they run a high risk of having people game the system. If a player wants to do that, fine, but at least make them do the math themselves!

Skill level 0 [d3]: 33.3%
Skill level 1 [d4]: 41.7%
Skill level 2 [d6]: 58.3%
Skill level 3 [d8]: 68.8%
Skill level 4 [d10]: 75%
Skill level 5 [d12]: 79.2%
Skill level 6 [d14]: 82.1%
Skill level 7 [d16]: 84.4%
Skill level 8 [d20]: 87.5%
Skill level 9 [d24]: 89.6%
Skill level 10 [d30]: 91.7%

Other thoughts:
  • This is totally untested, but I hope to present it to the party thief next time we get together and have him try it out.
  • I use the cleric tables from Men & Magic for thief experience/level progression, hit dice, saving throws, and fighting capability. If you use the tables from Greyhawk or Basic D&D, the thief will gain levels (and therefore skill points) at a slightly faster rate. Probably negligible, but there you have it.
  • Other stuff I considered but didn't include either for simplicity's sake, or to keep the scope of this post narrow: starting thieves with a d4 in each skill, while all other PCs begin (and remain) at d3; upping the skill points to 4 per level; having abilities affect skills - for example, a DEX of 15+ could allow some skills to start one die higher; item-based skill improvements - e.g. masterwork thief tools could give a +1 or increase the die for Locks & Traps, etc.
EDIT: changed to give thieves 4 skill points per level, added acrobatics, and added rule that skill rank cannot exceed twice the thief's level.

Monday, December 26, 2011

An Idea for Knowledge Skills

As the players in my last session were searching through the books in Nagle Manor's library, it occured to me that maybe it would be a good idea to have some basic rules for knowledge acquired and that sort of thing. Here are my initial thoughts:

  • A book can be studied in week-long increments. At the end of the week, the PC makes a read languages check (percentage chance equal to Greyhawk's "% chance to know spell"). If the check is successful, the PC gains a knowledge point in the particular subject, or some other benefit. If the check fails, no gain is made.
  • Only one subject may be studied per character per game week. Also, only one week of study may be performed per each session played, so players that play more often will be able to make use of this more.
  • Knowledge points are used in an identical manner to LotFP's skill points. Each PC has a base 1 in 6 chance of knowing something useful (to be determined by the referee). Each additional point earned through research represents an additional 1 in 6 chance of success.
  • Subjects should be relatively specific, i.e. a specific monster or monster type, a specific type of potion (if trying to learn how to make one). "Magic" would not be a suitable subject, as it is too broad. Knowledge skills should never lend combat bonuses (like +1's, etc.), but they may give knowledge of certain monsters' strengths and weaknesses.
  • I'm thinking 4 in 6 should be the maximum level of any knowledge skill, at least until the PCs are rather high level.
  • The referee can of course modify any of these rules based on the circumstances at hand. For example, some very obscure arcane study that has a big payoff could require 4 weeks of successful research and significant monetary investment in order to gain but a single point of knowledge in that area. These are just meant as loose guidelines as a means for rewarding players that take the time to develop their characters in this way.

Here are some example subjects that PCs have already acquired books for that I would allow them to develop knowledge skills in:
  • appraising art and fancy furnishings
  • fishing
  • ecology of oozes/slimes/jellies (would give a chance to know strengths and vulnerabilities)
  • beginning magic for the mentally challenged (successful study and a minor monetary investment could perhaps lead to the learning of a random 1st-level spell or perhaps a cantrip).
  • first aid (ability to make minor poultices, etc.)

Here is the read languages table I use, borrowed from Greyhawk:


Thoughts and criticisms are always welcome!