Sunday, 1 January 2012

Tinkering with Raggi's Specialist

The more I read the LotFP rules, the more I like them.

So many make sense.


The specialist is a case in point. All characters can attempt certain actions - the specialist is just, as the name suggests, better at them.

It started me thinking, what about bards?

Aren't they just characters who have specialised in entertainment and legend lore.

Or the mixed up 'Eastern' AD&D monk, specialists in unarmed combat.

Why can't Raggi's specialist rules be used for all these character types?

Then I started to wonder, why can't a fighter get better at opening locks? Raggi only allows specialists to improve and have skill points to spend on specialties.

But if everyone has skill points to spend per level... Oh NO! Non-weapon proficiencies - cue scream!!!!

Deep breath, maybe it doesn't have to be so bad.

What about...

Fighters, clerics and magic users get 2 skill points to spend on skills at 1st level and then 1 skill point per level thereafter. Additionally fighters in Raggi's system get an automatic +1 attack per level up to name level. Clerics and magic-users get access to their spells.

The specialist however gets 4 skill points to spend on skills at 1st level and then 2 skill points per level thereafter (that's why they are specialists).

Here's my modified Raggi table allowing bards, barbarians and monks, plus thieves of course - all depends on how you wish to specialise.



Specialty
Starting Value
Ability Score Modifier
Notes
Architecture
1 in 6
(Dwarves 2 in 6)
Intelligence
Ability to notice important features in construction. 1 turn duration per attempt.
Attack Bonus
+1
Strength
Not allowed for fighters (they gain an automatic +1 attack bonus per level). Can never have more skill points in this specialty then level.
Bushcraft
1 in 6
(Barbarians start 2 in 6)
Wisdom
Used for Foraging & Hunting
Climb
1 in 6
Dexterity
1 in 6 chance to climb surfaces without obvious handholds.
Entertainer
0 in 6
Charisma
Ability to entertain an audience (juggling, singing, story telling - player chooses) and get money or positive reaction. A 6 equals a possibility for a negative reaction. Roll per turn.
Evade
+ 0
Dexterity
+1 to base unarmored AC.
Can never have more skill points in this specialty then level.
Initiative Bonus
+ 0
Dexterity
Personal Initiative bonus.
Can never have more skill points in this specialty then level.
Jump (running) in feet
Strength score

Roll against dexterity (if fail fall short 1d6 feet)
+ 1’ per skill point.
If fail to land smoothly (lose next initiative AND Dexterity AND shield bonuses).
Jump (standing) in feet
(Strength score / 3)
Roll against dexterity (if fail fall short 1d2 feet)
+ 0.5’ per skill point. If fail to land smoothly (lose next initiative AND Dexterity AND shield bonuses).
Language
0 in 6
Intelligence
Chance to understand and be understood in a language. 6 in 6 means fully fluent. DM modifiers may apply (exotic language, simple statement). When communicating with others can be re-rolled multiple times, until the concept is understood or the reactions turn negative.
Legend Lore
0 in 6
Intelligence
Chance to know facts about a culture, legend or historic person.
Open Doors
1 in 6
Strength
Not able to specialise in.
Unarmed Damage
1 - 2
Strength
Every skill point increases damage by 1 maximum eg 1-3, 1-4, 1-5 etc. Can never have more skill points in this specialty then level.
Search
1 in 6
Intelligence
One turn per 10’ searched.
Sleight of Hand
1 in 6
Dexterity
Picking pockets, hiding small objects.
Sneak Attack
x 1
Dexterity
When attacking with surprise or from an unseen position. +1 multiplier to damage per skill point.
Stealth
1 in 6
Dexterity
Ability to hide and sneak around unseen.
Tinker
1 in 6
Dexterity
Open locks / small devices (without releasing trap)


More New Year Tinkering with Combat


All rule changes have unintended consequences
Thanks to Brendan's comments on my last post, I have made some changes and offer Part 2 to my combat house rules.

The big change was Brendan's comment that if AC=Dexterity then Dexterity becomes overpowered.





My response is to make the base AC (or evade in my new terminology) class specific. With an option to increase over time (see next post).

Magic user / Specialist/Thief / normal man = 10
Cleric = 11
Fighter = 12
Demi-human as per campaign world

Dexterity bonus applies to base.

So...

Part 1 with this adaption & Part 2:

Surprise
1-2 on d6

Personal Initiative
1d6 + Dexterity Bonus

To hit an opponent
To hit an opponent roll a d20 (+ any modifiers) equal to or above an opponents evade score.
Dexterity bonus applies ‘to hit’ (melee and missile)
[Conversion from descending AC for most monsters: Evade score = 19 – AC]

To avoid being hit by an opponent
Evade score                               = Class Base + Dexterity Bonus + Any Evade Skill Points (see next post)
Magic user / Specialist/Thief / normal man = 10
Cleric = 11
Fighter = 12
Demi-human as per campaign world

Small Shield (150cn enc)           = +1 evade vs 1 attack
Large Shield (300cn enc)           = +1 evade vs 2 attacks

Damage
Strength bonus applies to damage from melee, thrown weapons, bows (not crossbows) etc

Armor Class
Damage reduction per die
Leather & padded hood
-1 damage per die

Chain & coif/helmet 
-2 damage per die

Platemail & helmet
-3 damage per die

Great Helm  
Additional -1 damage, surprised on a 1-3



Notes
A successful hit will always deal a minimum of 1 damage per die.
If head protection is not worn, armor will not reduce the damage of a 2nd successful attack that round.


Monster List for Labyrinth Lord demonstrates damage reduction not hard to apply to the majority of monster attacks. e.g. 2d8 damage and leather armor would reduce each d8 by 1 (minimum of 1 damage per die)

Natural ‘20’
Always hits

Maximum Damage (no need to roll)

Cleave (if fighting 2 or more similar opponents any excess damage after first opponent is killed, automatically carries over onto next opponent)

If opponent is wearing armor, they may need to roll to see if their armor has been damaged (see below in Weapons & Armor Damage).

Natural ‘1’
Weapons
A natural roll of 1 means the combatant must make a save vs paralysis [justification for this saving throw - reducing ability to act] or the weapon is notched / damaged and becomes -1 'to hit' and damage.
(A natural 20 will still always hit. Once a weapon will deliver 0 damage it is destroyed).

Strung Missile Weapons
A natural roll of 1 means the string has snapped.

Hurled Weapon (or Unarmed combat)
A natural roll of 1 means the thrower has fallen off balance. Roll vs Dexterity or lose Dex and shield bonus and is -(1-4) on the initiative roll next round.

Weapons & Armor Damage
Armor Damage
- When a combatant is struck by a natural 20 in melee, a saving throw vs poison [saving throw justification - increasing vulnerability] must be made. A failure means the armor loses defensiveness.
- Shields are always lost first, then worn armor.
- When damage reduction is reduced to zero the armor is destroyed, but may still be repairable.
eg. Plate Mail becomes -2 damage reduction, then -1 damage reduction, then destroyed.
- Magic armor gives bonus to saves but magical items can still lose their defensive value. eg. Magic Shield +1 becomes magic shield +0, then destroyed.

Damaged armor can be repaired at 25gp and 3 days per loss of damage reduction.
Magic armor needs a magic user to fix, and at greater expense.
A character must attend to his armor and weapons a minimum of four times a year. Else -1 on any saving throw for the items.
In tropical and marsh environments, every week the character must spend all day tending to their weapons and armor.

[Rather than go down the route of individual saves per item type, I am electing to keep the saving throw character dependent.]

A 20 always succeeds. A 1 always fails.

It is important to remember the save is when an item will fail you when needed most (in lethal combat), not how many practice hits in safety it would take to break the item.

Weapon and Armor Quality effect on Saving Throw 
Poor Quality                         -2 to saving throw
Ordinary Quality                  no modifier to saving throw
Good Quality                        +2 to saving throw
Superb Quality                     +4 to saving throw
Magic Item                            + of item multiplied by 4

Each point of damage to the item is applied to each subsequent saving throw for that weapon or armor [a broken item becomes increasingly more likely to break again]. 
Wisdom bonus is applied to all saving throws

Encumbrance & Movement
Strength
Movement
Penalty
Up to 1/4*Strength in Dungeon Stonea
120’
No penalty

1/4 to 1/2*Strength in Dungeon Stone
90’
-1 personal initiative, -1 evade
1/2 to 3/4*Strength in Dungeon Stone
60’
-2 personal initiative, -2 evade

3/4 to Strength in Dungeon Stone
30’
-3 personal initiative, -3 evade
Greater than Strength, up to double Strength in Dungeon Stone
10’
-4 personal initiative, -4 evade
a 1 Dungeon Stone = 15 pounds = 150 cn = 1500 coins of the kingdom (small)
All encumbrance limits are rounded to nearest 0.5 Dungeon stone
           
[Encumbrance rules may enhance player choice. Is there a chance players may elect to go sans armor, or plate mail will no longer be the default?]