Showing posts with label intelligence. Show all posts
Showing posts with label intelligence. Show all posts

Thursday, 29 August 2013

My Three Favourite House Rules

Long time no post. Life, work, other priorities.

But I am still playing. 

Kids D&D using B (Mentzer) and X (Cook) is where I am at.

But rather than leave my blog site forever up and running with a fairly random last post I would rather leave my favourite 3 house rules on my home page. So here they are.


Rule Number 1 No dump stat. EVERY ability score counts for EVERY character

Intelligence gives XP bonus / penalty  (I don't use prime requisites but do use class minimums). "You catch on quick, you must be pretty smart," applies to every character.


Ability Score
XP Adjustments
3
-15%
4+5
-10%
6-8
-5%
9-12
No adjustment
13-15
+5%
16-17
+10%
18
+15%


Wisdom bonus gives saving throw bonus / penalty to ALL saving throws.
Wisdom is will power and fate (do the god's love you or hate you).


Ability Score
Saving Throw Adjustments
3
-3
4+5
-2
6-8
-1
9-12
No adjustment
13-15
+1
16-17
+2
18
+3


Charisma gives bonus / penalty to starting gold. How much do people care for you and want to help you survive as an adventurer.


Ability Score
Adjustments to starting gold pieces
3
0
(rags, what you wear is all you have)
4+5
10-60gp (1d6)
6-8
20-120gp (2d6)
9-12
30-180gp (3d6)
No adjustment
13-15
40-240 gp (4d6)
16-17
50-300gp (5d6)
18
60-360gp (6d6)


Rule Number 2 Poison made simple
Poison does damage over time. If player fails their saving throw: Roll for damage, roll for time, start the poison. Simple and anxiety inducing for players. 

Slow poison even has a role now. 

I generally roll 1d4 for damage and 1d6 per HD of the poisoning creature for rounds of damage ie I emphasise time over immediate damage.

eg 3 on d4 then 4 on d6
"You lose three hit points damage as the poison courses through your body, what do you want to do?"
"Wait"
"You lose another three hit points"
"Take healing potion"
"You gain 5 hit points but lose another three hit points from the damage"
"I've got no more healing!"
"You lose another three hit points"
"I'm down to 1 hit point!"
"The poison seems to have stopped."



Rule Number 3 Mounts have to make a morale check to enter dangerous situations 

It makes high morale mounts very important and makes mounted combat unpredictable.

Mounts must pass a morale check to enter dangerous situations, eg combat, jumping a chasm etc. I check start of every round in combat.

If failed the mount and its rider will take no action that round (as the mount bucks, repositions etc), except for the option to flee from combat at maximum movement. A mounts morale can be modified by expensive training or if the character has animal handling ability modifiers (non-weapon proficiency or the like), but no mount should have a modified morale of 12, unless magically induced eg paladin's war horse. Makes a +1 moral horse worth purchasing and worth naming.


Saturday, 18 August 2012

You're really smart Jovial, you must speak a lot of languages.

I speak English only, and even that with an Australian twang.

The more I live in England, and the more Continental Europeans I meet, the more I realise that linking intelligence to number of languages known is non-sensical.

What, every child in Continental Europe has an intelligence of 13 or above because they can speak English and their native tongue?

I think this reflects the ango-centric nature of the rules. Maybe in the USA (not Canada you lucky guys and gals), the UK and Australia you have to be pretty bright to be offered the opportunity to learn another language at school. But not so for vast areas of the world, where bi, or even try-lingualism is the norm. What everyone in Switzerland has a 17 intelligence (+2 languages) in their tri-language country?

I don't think it's even historical in England - French and English being commonplace in England during the middle ages, not to mention those that also knew Latin. Every vaguely educated person = 17 intelligence, I don't think so.

I suspect, assuming a basic intelligence, that number of languages spoken is cultural rather than intellectual. Perhaps languages known should be campaign driven rather than ability score driven? Social standing is probably a better guide to number of languages known, than one's intelligence score.

Intelligence might be used to modify speed of language learning?
You travel somewhere, how quickly do you pick up the lingo? Depends on your intelligence score.

Every week roll to advance, modifying roll by intelligence score. If fail, add +1 to roll for each subsequent week, until advance to the next level.

Level 1 = Tourist (starting level) Où sont les toilettes ?
Level 2 = Rudimentary (Requires 1 on a d6 to reach)
Level 3 = Conversational (Requires 1 on a d10 to reach)
Level 4 = Fluent (Requires 1 on a d20 to reach)
Level 5 = Native (Requires 1 on a d100 to reach)

Additionally, or perhaps, it is time to abandon the link between intelligence and number of languages known, and use it for XP bonus. 

You catch on quick: Only Intelligence gives XP bonus


Thursday, 20 January 2011

Interpreting Low (and high) Ability Scores: The Mental Attributes

After multiple posts on the topic, 'An ability score of 3 is unplayable' I concluded that for me, the answer was to 1) Not allow starting player characters to have an ability score of <6 (3,4 or 5) by asking them to re-roll such ability scores, and 2) Evolve harsher in game mechanic effects to more effectively model what an ability score of <6 would represent, were that fate befall the player character or NPC.

Below are my tables for the Mental Attributes: Intelligence and Wisdom.
For both ability scores I include a descriptor to better help DM and player alike understand the effect of that ability score.

Intelligence
Score
Mechanical Advantage
B/X
Communication
Languages
Descriptor
Score = IQ divided by 10
Jovial Priest House Rule
Intelligence bonus gives languages, inspiration roll, XP
Magic-Users can know additional spells in their spellbook/level up to their intelligence bonus
0

Non-intelligent or not ratable

1

Animal intelligence

2

< 2 Idiot: Profound retardation may be able to develop basic self-care and communication skills with appropriate support and training. Their retardation is often caused by an accompanying neurological disorder. Profoundly retarded people need a high level of structure and supervision.
2-3.5: Severe retardation: master very basic self-care skills and some communication skills. Many severely retarded individuals are able to live in a group home.
2-4 Semi-intelligent
2-5 Imbecile

3
Trouble speaking
Trouble speaking
No playable character class
4-5
Cannot read and write
3.5-5 Moderate retardation: can carry out work and self-care tasks with moderate supervision. They typically acquire communication skills in childhood and are able to live and function successfully within the community in such supervised environments as group homes.
5-7: Low intelligence, Moron, Mild retardation: acquire academic skills up to about the sixth-grade level. They can become fairly self-sufficient and in some cases live independently, with community and social support.
Cannot read and write
Inspiration roll not possible
-90% XP
6-8
Write simple
7-8 Borderline deficiency
8-10 Average human
Write simple
Inspiration roll not possible
-20% XP
Minimum for spell casting (must save vs spells to cast)
9-12
Read and write common + alignment
11-12 Very intelligent
Minimum Elf Adventurers
Read and write common + alignment
Inspiration 1in6
13-15
+1 language
13-14 Highly intelligent
+1 language
Inspiration 2in6
+5% XP
16-17
+2 languages
15-16 Exceptionally intelligent
+2 languages
Inspiration 3in6
+10% XP
18
+3 languages
17-18 Genius
+3 languages
Inspiration 4in6
+10% XP

19-20

19-20 Supra-genius

21+

Godlike intelligence





NOTES & Links
Inspiration Roll Rules - since role playing an intelligence higher than one's own is very difficult.
Only Intelligence gives XP - and at low intelligence should be much harsher than standard rules.
Minimums are given for all player characters, spell casters (both cleric and magic-user) and elves.
Spellbooks - I have taken the B/X line that the number of spells in one's spellbook is determined by the number one can cast in that level / day. I have expanded this to allow higher intelligence characters to have an increased range of spells in the spellbook. I am planning to allow magic-users and elves to cast any spell from their spell book up to the their maximum number of spells / level / day allowance. Shock horror how non-Vancian. I just get sick of the default magic missile/sleep/charm person spells compared to any other choice and similarly at higher levels the total predominance of fireball/lightning bolt. I want to see more choice. Go on, cast that ventriloquism spell on that sleep immune enemy and escape. Maybe you just might, if you didn't have to sacrifice memorising sleep spell for that day.

Wisdom
Score
Mechanical Advantage
B/X
Descriptor
Willpower, intuition, judgment, wile, enlightenment, spiritual/religious awareness
(choose one or two to describe you)
Jovial Priest House Rule
Wisdom bonus gives bonus to all saving throws, gives intuition roll
Templar Cleric 1d4 known cleric spells / level, minimum known spells = wisdom bonus and choose which spells are known up to wisdom bonus else random
1

Bed bound

2
Non-combatant
House bound
Non-combatant
3
-3 on magic-based saving throws

Inactive, inert, senseless, craven, quivering wreck, witless
-3 on all saving throws
Intuition roll: Right intuition 1 on a d6, Wrong intuition 3-6 on a d6.
Save vs paralysis every morning or refuse to get out of bed, and
Save vs paralysis every round of combat or flee
4-5
-2 on magic-based saving throws

Slothful, foolish, spineless, areligious, half-wit
Unable to cast cleric spells
-2 on all saving throws
Intuition roll: Right intuition 1 on a d6, Wrong intuition 4-6 on a d6.
Choose: Save vs paralysis every morning or refuse to get out of bed, or
Save vs paralysis start every combat or flee

6-8
-1 on magic-based saving throws


Lazy, imprudent, cowardly, fearful, insincere, slow witted
Minimum for Templar Cleric class
-1 on all saving throws
Intuition roll: Right intuition 1 on a d6, Wrong intuition 5-6 on a d6.
-1 known cleric spells / level, unable to choose
9-12

Average
Intuition roll: Right intuition 1 on a d6, Wrong intuition 6 on a d6.

13-15
+1 on magic-based saving throws

Willful, thoughtful, shrewd, sound, devout, brave, quick witted
+1 on all saving throws
Intuition roll: Right intuition 1-2 on a d6, Wrong intuition 6 on a d6.

16-17
+2 on magic-based saving throws

Driven, wise, philosophic, spiritual, courageous
+2 on all saving throws
Intuition roll: Right intuition 1-3 on a d6, Wrong intuition 6 on a d6.

18
+3 on magic-based saving throws

Unbreakable, prophetic, beatific, Zen Master
+3 on all saving throws
Intuition roll: Right intuition 1-4 on a d6, Wrong intuition 6 on a d6.

19+

Yoda















































































NOTES & Links
The Descriptor actively encourages the player character to choose one or two phrases that best sums up their characters ability score and supports better and appropriate role-playing for that score. It may seem strange that I have linked high wisdom to bravery and low wisdom to cowardly. This in my opinion reflects the drive and determination of the wilful person. The wilful person thinks they have something worth fighting for, the unwilful person has trouble getting out of bed in the morning and doesn't want or seek trouble.
It may also seem strange that areligious is equated to a low wisdom. This is not a go at Richard Dawkins! D&D, as given to us, is a world of gods and demons that grant clerical spells, that have always been linked to the wisdom ability score. It seem infinitely logical and indeed implied, that those with a higher wisdom (religious awareness) are better tapped into the spiritual cosmos. There is thus also a minimum wisdom of 6 to be a cleric.
I am going to allow clerics (Templar clerics), like magic-users above, to cast any spell up to the their maximum number of spells / level / day allowance. However unlike magic-users, clerics don't have spell books but rather than allow them the full range of all spells for that level immediately, I have chosen a staged increase. Their clerical spell knowledge increases over time at 1d4 spells / level, minimum determined by wisdom bonus AND the wisdom bonus additionally allows one to choose that many spells, the rest are randomly determined. Therefore it takes a few levels of advancement for a cleric to know all the spells for that spell level but a cleric with wisdom 13, is guaranteed cure light wounds, if they wish to choose it.
Wisdom ability score 4-5 allows a choice between negative in-game mechanics, no such choice is allowed at Wisdom 3.
Intuition Roll Rules - since role playing a wisdom higher than one's own is very difficult.