Friday, October 19, 2012

DnD Next Progress as I see it, 4th Edition Memories, I lament my game.

DnD Next Progress as I see it, 4th Edition Memories, I lament my game.

DnD Next Progress
The "BASE" System is good and will over shadow the "other addition editions" and will hilariously show how the old school gaming style is superior as it gives the players ALL the options and less restrictions.

The game will also show how the new school options are superior to the old school restrictions.

Only complete dumbass sticks in the mud will e unhappy. That is until they play.

DnD is back and it has evolved for everyone.

Many players and DMs that have been playing that way for years anyway will go NO DUH!

IMHO DnDNext may/will be the best version of DnD ever made. Their problem is they have burned all their customers one way or another BUT DnD next will be a slow cure.

Something unheard of may happen.

Old and New school players and DMs will sit at the same table STFU and just go back to playing and having a good time.

Gaming may actually become fun again and that will mean more gaming for everyone!

4th Edition Memories
Sadly 4th Edition ended in my life when I decided I could not stand it anymore. The game had just gotten too repetitive and some of the players were story gamers and not rules gamers and they were NOT having a good time AND the rest of the group would only play 4th NOTHING ELSE.

There were serious design flaws. Way too much monster HPs or way too little damage from the players. I think if someone would amp up the damage and shit would die in 4th I might just go back and play it.

You have to put yourself in the game designers seat for a second. They did not make 4th Edition to hurt you okay.

They thought they were doing the right thing.

They are games just like you. They were hard headed and ignored ANY AND ALL SUGGESTIONS from their playtesters but they were most likely one of us.

I was talking to some people online and they basically were saying IF they met the 4th edition designers thy would kick their ass. Really is it that serious for them? I live eat breath RPGs (and sadly don't get to play much) and I don't get that stupid about it.

For me 4th Edition has lots of good and fun memories AND it has a few sucky memories. SO the question is IF you could have "repaired" 4th Edition what would you have changed?

I lament my game.

Well all the work and deletion all these years has brought me to this point. My game originally called CFRPG but now called BttDRPG has fell flat on it's face. Very few if any responses.

Throughout the years my coolness is slipping. I am getting old and outdated.

I basically came out with what DnD Next is going to be way ahead of the curve but my presentation obviously sucked.

Very few to nobody is biting, caring, giving a shit, loving it, or hating it.

Ah realization! I have made a Fantasy Heartbreaker! Now I truly know what that term means.

I lament my game. But at least I have only spent time on it and not money.

The elves sing songs but I do not have the heart to say what they are singing.

Thursday, October 18, 2012

Screw you Battle-net, Blizzard, and World of Warcraft

So I have not played my free trial of WoW lately so I go to play and see it has an update. I try twice and it's corrupted but on the third time yeah! it worked. Git the panda update!

I go to log it and notice that all my login info has disappeared with the new up date. What a stupid sucky feature.

That's just stupid. Maybe I got hacked? A big company like this it should be "no problem" to recover my information.

Fine I go to login with what I am "pretty sure" is the right password. Nope the password does not work. Fine I will recover password and it want's my user name and email address.

It does not recognize my username and password combination. Unlike almost every other password recovery these genius want you to put in your name and email. Wouldn't my email be enough?

SO I realize that my password and my user name does not work and recovery of such is now impossible so I go to the support to try and reset everything and in order to do that you must have email address and user name. What a dumbass asinine web design.

There was one way that I could put in my cell phone number. Nah I don't think so . Not going to get 500 call a day again when my number is sold.

Yeah. Not looking good.

SO I decide to just contact them directly but you can't. There seems to be NO emails, contact info, just ,more bullshit runaround.

SCREW IT! SO I deleted the free trial and everything! Screw you Battle-net, Blizzard and World of Warcraft.

You and your website builders are idiots.

Monday, October 15, 2012

BttDRPG Dissecting the Classes Part II

Since the last overwhelming response and comments I decided to bang my head upon a steel door and post Part Deux!

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.

Armor: Any approved by their gods.
Weapons: Any approved by their gods.
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: When a Cleric rolls a natural “20” every ally gets 1d6 healing and all undead take 1d6 damage in Wisdom radius in feet and 1d6 spell levels are recharged. Every two levels the dice increases.
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. 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.






Mage
The magic user is the wizard and witch of old.

Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
+1 to Hit: +1 to hit every 6 levels.
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.

A mage 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. Can cast Arcane Spells. 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. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The Mage must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Mages can cast a spell per battle by using a slot two levels higher. They can cast two spells a battle by using a slot four levels higher. They can cast a spell every round by using a slot six levels higher.





Monk
A monk is a trained martial artist.

Armor: None by code of honor. You get +1 Dodge Bonus plus +1 every 2 levels to AC. You also add your Dex and Wis bonus to AC.
Weapons: Any but prefers fist.
Hit Points: 12+ 1d12 per level.
+1 to Hit: You get +1 to hit every 2 levels.
Natural 20: On a natural “20” The monk can do a Flurry of Blows hitting 1d6 hits in addition to normal hits within ten feet of character, Knockback 10-60 ft, Shout that stuns the opponent for 1d6 rounds, Knockdown and stun all adjacent for one round, or Leap 10-60 ft onto and enemy.

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. Monks are honor bound to not wear armor. Monks add their Dexterity and Wisdom modifier to starting AC. 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. All Monks gain +5 Movement every 2 levels.





Noble
The noble is a steadfast fighter and natural leader.
Armor: Any
Weapons: Any
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: On a natural “20” you may Command all allies to move and attack as a free action and get a +2 to the attack.

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.














Sunday, October 14, 2012

Repost: Why do some think Dungeons Suck?

With all the talk of BORING Dungeons I decided to repost and update this old article I wrote back on 08/13/11.

Why do some think Dungeons Suck?

You hear this crap all the time from old and new school gamers. With a defiant sniff...

"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."

Well! Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.

FIRST When creating a dungeon don't just make rooms, fill it with monsters, and start playing.

ADD FLAVOR!

All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time. The dug too deep and found existing caverns and structures

An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.

Nature should also play a role in a dungeon. In the Black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.

There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.

Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.

If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord (SOON to be a BttDRPG) version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.

In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.

You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.

Also make odd traps and tricks that strike the fear of death into the players.

Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.

Have various NPCs from civilization give the players quest to find certain objects within the dungeon.

Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.

Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.

Maybe even a less intelligent pet is corralled for the PCs to encounter...

ANON

Thursday, October 11, 2012

Basic Fantasy: A Review

In Basic Fantasy it is simply put the original Red Box mixed with D20 which is a truly great thing.

It only has four classes Fighter, Cleric, Thief. and Magic-User.

It only has four races Human, Elf, Dwarf, and Halflings with class restrictions but no level limits.

The only real D20ish thing is Ascending Armor Class other than that it is the Basic Game that many of us love with better options.

The rules are clean and perfect with many additional classes and races available for download on the www.basicfantasy.org site though I would most likely only allow the four if I were running Basic Fantasy Game.

Do you really need all those classes out there? Can't you just play a fighter like a ranger or barbarian and forget the details? Have your thief hire out as an Assassin? Though I must admit the Assassin supplement was written by one of the greatest gaming minds in the world and is sheer perfection possibly one of the greatest gaming supplements ever written in the universe to put it mildly.

The rules are just perfect. They work. The layout is clear and concise and the artwork and the editing is fantastic and very old school in style.

Now the free modules are where it is at! The modules are well done and very "Basic" in feel. Yes! I mean that cool about to go on an adventure feeling. They play out just like something you would have seen back in the 80s. All of them that I have read are just great old school romps!

Sadly, years ago when I ran a Basic Fantasy game the modern rule based D20 gamers acting if they were being forced to eat feces while the real gamers had a blast. Next time I run a BFRPG I will use the modules.

Sunday, September 16, 2012

BttD RPG: Dissecting the classes, Part I



Okay then let's pick out three classes and dissect them. Any suggestions for improvements? Features that need to be added?



Assassin
Assassins are hired killers.
Hit Points: 8 HP+ 1d8 a level.
Armor: Up to Leather without penalty
Weapons: All
Hit Points: 8 + 1d8 per level.
+1 to Hit: every 4 levels.
Natural 20: On a natural “20” the Assassin may Eviscerate
an opponent causing instant death unless the victim saves
10 + damage done, Gory Bleeding that does 1d6 for 1d4
rounds, Blinded giving a -4 to all actions,blood spray to
blind another opponent two squares away giving a -4 until
he wipes the blood out of his eyes. A morale roll may be in
order, or Gimped giving you -2 to all actions and half
speed. Another attack option of a Critical.
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. Assassinate (DC10-
Level)+(+1 DC) per level of victim only on a surprise
attack. Unarmed Attack 1d6.



Barbarian
Barbarians are warriors from primitive civilizations.
Hit Points: 12 HP+ 1d12 a level.
Armor: Any but prefer to wear lighter armor as heavy armor
is a sign of weakness in their society.
Weapons: Any but prefer large two-handed weapons
Hit Points: 12 + 1d12 per level.
+1 to Hit: You get +1 to hit every 2 levels.
Natural 20: On a natural “20” you hit all adjacent friend
or foe sending them flying 10 feet and stunning them for
one round. The distance increases by 10ft every 5 levels.
The flying opponents take 1d6 per 10 ft thrown.
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.
With two handed weapons may cleave +1 creature per level.
Their Critical hits go up every four levels like Fighting
Men every four levels but start out at only x2 damage. This
means that when you kill one creature your blade passes
through it to the next creature. You continue this until
you run out of cleaves or movement. 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. All barbarians
gain +5 Movement every 2 levels if wearing light armor.



Bard
A bard is a jack of all trades
Armor: Leather Armor Only
Weapons: Can use any weapons.
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: On a natural “20” the Bard Inspires everyone to
get a free attack at +2.
using his Charisma to influence 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 and is considered a Half Caster.

Friday, September 7, 2012

Ultimate Open Source Fantasy RPG written by YOU!

I can't seem to find a fantasy game I totally love. Either too complicated or to many restrictions.

The old school has it right in simplicity and the new school has it right is options.

With such a system if a Game Master THEN wants to put back in old school restrictions then he can do so.

The solution would be a simple set of OGL rules very close to Basic/LL with all the class and race options like the OGL Pathfinder SRD without any skills or feats list (Just a story and background) AND it be written by a crack team of gamers AND be open source or OGL.

No character class description can be longer than one page.

Monsters no more complicated that S&W. Keep it simple! You got that!

IF the book were to be printed out it would be at no profit or profits going to charity.

Now with this set of rules you could use to make modules etc. but the rules would be forever free except the cost of printing.

If we got let's say 50-100 bloggers to get together and make this free hobbyist Ultimate Open Source Fantasy RPG it would be the bomb. Would you like to help?

Even if you have published a game you must admit you would love to see and play this.

Would anyone be interested in helping in something like this? No money to be made but a really cool idea and more gaming for everybody.

The races would be classic and modern but have no class restrictions or level limits. As many playable races as we can have.

The classes would be simple yet have some of the new innovations of the new school such as 0 level spells being at will. Mage Schools, Sorcerer Bloodlines, Warlock Pacts, Psionics all in there as many classes as are out there but in an Simple OGL Open Source.

A universal mechanic of the D20 roll + (Very few) modifiers vs. a difficulty number. Keep the modifiers and difficulty numbers simple.

Simple combat that can be spiced up by actions of the players and most of all LOW MODIFIERS and numbers. No need for a +37 to hit an AC of 35.

After about 10th (or 15th)level slowing down of going any farther and the possibility of becoming immortals.

So would anyone be interested in such an project?
I will be starting a month long job so I will be mostly out of pocket.

In all projects of this sort there will have to be a final decision on any choices to be made and it will be that person's fault.

I nominate myself for this task of Supreme Fall Guy or the SFG.

OR

We have a council of elders

OR

Everyone involved votes and the majority wins.

Where can we start. Divide and conquer. Start out with base rules and attributes. Combat and movement. A few basic classes FTCW and Races HDEH. Magic list. Monster list.

I am willing to use the Guts of my Back to the Dungeon RPG or if anyone can write it better do so.

If you like the idea then spread the word. If the talent will come it will be made. It will not be made by me our you but by all of us.

SO if you like or dislike this idea POST your opinions.