Thief...One of the greatest PC games ever made.
A medieval world of machines, cults, and many stories of the City.
Always trouble for Garrett our hero for lack of a better word.
Always a pawn in their games...
The graphics are mediocre in our modern standards and most modern machines won't run it without alot of tweaking or just play it on an old PC.
The sound is what really sets this PC game apart. You can most likely find it for a few bucks. ThiefII The Metal Age is the second in the series. It is just as good as the first game.
Thief: Deadly Shadows is barely the thief experience. Although better graphics it failed to give the same experience.
There is a place to get a FREE Thief type experience so long as you own a copy of Doom3. A group of saints created "The Dark Mod" for Doom3. It is a free engine for those who wish to create Thief type missions. They have succeeded in capturing the feel of Thief and it is free. There are many FREE fan missions and most are fantastic.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Monday, February 14, 2011
Friday, February 11, 2011
Monsters
Here is some of the monster section.
Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.
AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2
Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature.
A Plus + mean Armor can give greater AC
Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.
Movement is how many feet the monster moves per round in combat or in a turn on a map.
Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book.
A selection of monsters.
Dragon, Fire AC19 HD10 Move40/60f Bite 1d12, 2 claws 1d12, Tail 1d10, or Breath Weapon Fire 10d6
A red scaled dragon that prefers the volcanic areas but may be found anywhere.
Dryad AC16 HD2 Move30/50t Charm 11, Slam 1d12
A fey nature spirit that lives in the woods that enjoys charming young and hansom men to live with her in the fey real for ten years or more without aging.
Dwarf AC10+ HD1 Move20 By Weapon
The 4' tall stocky race of miners. The men have beards and the females don't. Very quick to anger and very serious. They all enjoy drinking and fighting goblins.
Okay gonna go eat a sandwich.
Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.
AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2
Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature.
A Plus + mean Armor can give greater AC
Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.
Movement is how many feet the monster moves per round in combat or in a turn on a map.
Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book.
A selection of monsters.
Dragon, Fire AC19 HD10 Move40/60f Bite 1d12, 2 claws 1d12, Tail 1d10, or Breath Weapon Fire 10d6
A red scaled dragon that prefers the volcanic areas but may be found anywhere.
Dryad AC16 HD2 Move30/50t Charm 11, Slam 1d12
A fey nature spirit that lives in the woods that enjoys charming young and hansom men to live with her in the fey real for ten years or more without aging.
Dwarf AC10+ HD1 Move20 By Weapon
The 4' tall stocky race of miners. The men have beards and the females don't. Very quick to anger and very serious. They all enjoy drinking and fighting goblins.
Okay gonna go eat a sandwich.
More of my RPG
First of all this in not a simulacrum. First of all level limits suck. Race as class only makes sense with major story limitations. It's a rules lite D20 in the spirit of old school gaming but with some of the options of the OGL. With the OGL monsters that have full character stats suck. Too many hit points suck.
Made to play with large or small groups. Made to be simple and FAST to make characters. Made easy to run. I have built and tore down this system hundreds of times throughout the years. First inspired by the clunk of 3E and the nostalgia of yesteryear's gaming.
Here is how stats are generated. No surprise here.
Roll 4d6 don't count the lowest dice this generates a number from 3-18 6 times in order for the following attributes. Switch any two abilities if you like or leave the dice to fate. This prevents from having min maxed characters.
Strength (STR)– How strong you are. Your bonus to hit and damage in melee combat.
Dexterity (DEX)- How agile you are. How quick you can dodge or run. How well you can aim.
Constitution (CON)- How tough and resilient you are. Your bonus to hit points and ability to save from poisons and magic.
Intelligence (INT)- How smart you are as well as your knowledge. Your bonus to languages and arcane spells.
Wisdom (WIS)- How wise and perceptive you are. Your ability to resist mind magics.
Charisma (CHA)- How powerful your personality is and possibly how attractive you are depending on description.
Here is how you do things in my game.
The simple way is to roll a D20 and add the Attribute bonus (or subtract) plus your Primary or Secondary bonus plus ½ your level. Every 4 levels you get to improve one attribute by 1. The higher the roll the better the result. Some tasks have a difficulty number. The game master may require the Player to write a good character history to determine background skills.
DIFFICULTY NUMBER or DN
Easy 5
Average 10
Moderate 15
Hard 20
Impossible 25+
More later...
Made to play with large or small groups. Made to be simple and FAST to make characters. Made easy to run. I have built and tore down this system hundreds of times throughout the years. First inspired by the clunk of 3E and the nostalgia of yesteryear's gaming.
Here is how stats are generated. No surprise here.
Roll 4d6 don't count the lowest dice this generates a number from 3-18 6 times in order for the following attributes. Switch any two abilities if you like or leave the dice to fate. This prevents from having min maxed characters.
Strength (STR)– How strong you are. Your bonus to hit and damage in melee combat.
Dexterity (DEX)- How agile you are. How quick you can dodge or run. How well you can aim.
Constitution (CON)- How tough and resilient you are. Your bonus to hit points and ability to save from poisons and magic.
Intelligence (INT)- How smart you are as well as your knowledge. Your bonus to languages and arcane spells.
Wisdom (WIS)- How wise and perceptive you are. Your ability to resist mind magics.
Charisma (CHA)- How powerful your personality is and possibly how attractive you are depending on description.
Here is how you do things in my game.
The simple way is to roll a D20 and add the Attribute bonus (or subtract) plus your Primary or Secondary bonus plus ½ your level. Every 4 levels you get to improve one attribute by 1. The higher the roll the better the result. Some tasks have a difficulty number. The game master may require the Player to write a good character history to determine background skills.
DIFFICULTY NUMBER or DN
Easy 5
Average 10
Moderate 15
Hard 20
Impossible 25+
More later...
Labels:
design,
not old school,
rules,
time,
work
Thursday, February 10, 2011
My Classes for my RPG
Here is from my Classic Fantasy Role Playing Game (New name coming)a selection of classes. Hope you enjoy. Hope you don't die from the terrible writing style.
CLASSES
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Heal Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. +1 to hit every 4 levels. 8 HP+ 1d8 a level.
Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Critical hits improve to x3 at 4th level x 4 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Can cast Arcane Spells. Has 6 + Int bonus of 0 level spells and 2 plus Int bonus of first level spells. The magic-user must look for or buy any future spell he needs to cast. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 6 HP+ 1d6 a level.
Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.
Barbarian
Barbarians are warriors from primitive civilizations. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. To be a barbarian one must have a Strength and Constitution of 14 or more. With two handed weapons may cleave +1 creature per level. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Bard
A bard is a jack of all trades using his Charisma to influnce others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. +1 to hit every 4 levels. 8 HP+1d8 a level.
Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.
Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. +1 to hit every 4 levels. 8 HP+1d8 a level.
Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.
Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Cast Spells as Druid -5 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells. They can use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 4HP +1d4HP a level.
Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. +1 to hit every 4 levels. 8HP+1d8HP a level.
Wanderer
A wanderer is a character that is not a standard adventurer type. He can start off by using leather armor and can increase his armor by every five levels. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Okay here is where I would like some comments. Now don't be too rough as these are all "rough drafts" as I am trying to just get the ideas down and hopefully later I can clear things up.
Labels:
backgrounds,
design,
old school,
planning,
rules
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