A Question About Crypts & Things

I have an open question, so anyone who knows, or even has an opinion, feel free to answer.

I am very intrigued by this game. I have been ever since I first heard about it and learned it was built in the Swords & Wizardry WhiteBox engine. Lately, since its release, I’ve learned that it includes many things found in Akrasia’s house rules. In fact, apart from the setting, everything I’ve seen bulleted as a “new feature” is from those house rules.

So, here’s the question: Aside from the setting, is there anything in C&T that I couldn’t get by applying Akrasia’s house rules to WhiteBox myself? I know it is layed out and formatted and all that, and has a cool cover. I’m strictly speaking of the system here. Who can help me with this?

Hildebrandt Art

I don’t have much to say about this. I love it, it is awesome, and I wanted to share. I originally saw it as some sort of centerfold in my copy of Sword of Shannara. I hope you get as much enjoyment and inspiration from it as I still do, about 35 years after seeing it for the first time.

Minotaur Quarterly

I mentioned this in the previous post, but on further reflection, I wanted to give it a post of its own. This is a very well done e-zine, made even better by the fact that it is free. The writing is easy to digest and enjoyable. A great deal of it is by the game’s author, Olivier Legrand.

One of the things that strikes me about Minotaur is the type of articles it contains. In my youth I eagerly snapped up every issue of Dragon at first sight. More often than not, I ended up wishing they would have had some more of some certain article. Like there would be a piece about some aspect of Greyhawk, maybe 12 pages and then on to Giants in the Earth or some crap I cared nothing for (sorry if you did, no offense intended).

I haven’t read every issue of Minotaur, but from scanning the ToC I believe they maintain a certain focus on a featured idea, then add a few other bits for variety. Many of the issues have include adventures (something Dragon avoided like grim death, for some reason), and every issue (I think) includes part of a gazetteer series, fleshing out the game world, Mythika. These gazetteer pieces are meaty, too, and delve quite deep into the highlighted area.

Like everything else related to M&M, Minotaur Quarterly is a free pdf download. Speaking of everything else, I may just have to post about a couple of more M&M things that deserve individual mention: Vikings and Valkyries, and Tomb of the Bull King. So, stay tuned . . .

Paratime Design Maps

This post is just a quick pointer to Paratime Designs. There are literally hundreds of maps there, many of them available under Creative Commons. The map at left is one example. There are buildings, castles, outdoor locations, caverns, and of course, dungeons. B&W dungeons, as well as the classic blue dungeons. There are even some sci-fi themed maps, with installations and starships. All the rooms and areas are numbered and ready to be keyed. Next time you need a map in a hurry, check this out. Hell, check it out now, ’cause you never know when you might need a map in a hurry.

http://www.paratime.ca/cartography/index.html

Mazes & Minotaurs




Messenger Boy: The Thesselonian you’re fighting… he’s the biggest man i’ve ever seen. I wouldn’t want to fight him. 
Achilles: That’s why no-one will remember your name. 



That exchange occurs early in the movie Troy. It very accurately sums up a hero’s desire for glory. Mazes & Minotaurs gives role players a chance to reach for the laurel leaves, along with a jug of ambrosia.


This isn’t intended as a review. It is more like an introduction. In a movement where a lot of clones and simulacrum are touting their (sometimes dubious) pedigrees, some claiming a direct line of descent, Mazes & Minotaurs creates its own pedigree. Yes, that’s correct. The author rolls the clock back to 1972 and imagines a world where the very first RPG was rooted firmly in Greek mythology rather than western European.


It’s a cool idea, and the author never strays from it. He even imagines an “advanced” edition coming out in 1985! Some reviews and comments I’ve seen speak of the pseudo-history that underpins the game as being too pervasive. I disagree because immersion is just that, immersion. It is not immersion up to a point. That is wading, not immersing. The fabricated history isn’t strictly necessary for enjoyment of the game, so maybe that’s where those comments come from. 


Like I said, this is an introduction to something you may have overlooked, so I won’t be discussing the various systems in the game. I’ll just say it looks really good. It is very well-supported, with an active mailing list, forum, and sporadic, but definitely available e-zine, Minotaur. Issue #10 dropped just the other day. There are free adventures on the website, as well.


One last thing: I’ve printed the Player’s, GM’s, and Companion pdfs in booklet, for that old school vibe, and they look great. Haven’t gotten around to the monster book, but I’m sure it will be lovely, too. All this goodness is free for the taking, link is in my Free Swag area to the lower right. Grab your bronze sword and crested helm, your destiny beckons.

4000 XP

Just a quick note to say thanks to everyone reading my blog. I noticed this morning I was at 4,001 hits. That is almost doubled in about 2 1/2 months. Thanks to everyone for checking it out, especially my regulars and followers. Also, a big thank you to my fellow bloggers that have mentioned me in their blogs, especially Dreams of Mythic Fantasy and Tenkar’s Tavern. I wouldn’t have nearly the readers without you guys. It means a lot.

3d6 Qualities and Flaws

Some of the descriptions may be a little vague because the mechanics for them aren’t ironed out. Overall, what do you think?

Qualities
Qualitiesare aspects of the character that are intrinsic to the character.They represent inborn characteristics, such as being resistant toillness or keen vision. They may also represent the effects of lifeon the character, being such things as wisdom or the ability towithstand hardship.
Atgeneration the player randomly determines the character’s startingQuality. This is rolled on the Quality Table, and is the only timethe character may gain the Qualities on that table. If the player iswilling to risk a roll on the Flaw table, he may either: Select hischaracter’s Quality –OR– Roll twice on the Quality Table. Thedecision to risk the Flaw Table must be made before rolling on theQuality Table. Thereafter, at every 3rdlevel, the player selects a new Quality. There is no table or list.The player is free to devise any Quality he desires, with refereeapproval. The only restriction is that the new Quality can not mimicone of the Qualities on the Quality Table. The Qualities on thattable represent inborn aspects of the character and are not thingsthat the character will naturally develop as the campaign progresses.

Descriptionof Qualities and Flaws
Qualities
Attuned
Ifthe character is a magician this Quality will provide some sort ofbenefit to casting. If the character is an adventurer, he is able tolearn magic, albeit at great difficulty.
BornLeader
Thischaracter is able to inspire followers and hirelings. If given timeto analyze a tactical situation and formulate a plan, he is able toprovide other benefits to his “side”.
Chosen
Thischaracter enjoys a close relationship with a higher power. The playermay choose to either: Be able to heal 1 wound per level per day –OR–have a –1 bonus to all saving throws.
SteadyHands
Thecharacter enjoys a –2 benefit to all rolls involving manualdexterity, such as picking locks or pockets, gem cutting, or playinga musical instrument.
IcyVeins
Thischaracter is virtually fearless in the face of things that wouldbreak lesser men. –2 to saving throws vs fear effects. He alsonever suffers any penalties for having to perform any activitiesunder stress.
IronWill
Thischaracter receives a –2 bonus to saving throws vs any and all mindaltering effects.
KeenHearing
–2bonus to any rolls to hear things, actively or passively.
KeenVision
Thecharacter’s range of vision and visual acuity is increased by 50%.
LightningReflexes
Thecharacter receives a +2 bonus on initiative rolls. Additionally, anyinitiative ties automatically go to this character.
SilkyVoice
Thenature of this character’s voice grants a –2 bonus to any rollinvolving the voice, singing, oratory, bargaining, lying, bluffing,seduction, etc.
Tough
Thischaracter receives a –2 bonus to saving throws vs poisons or otherphysical depridations. He also increases his wounds total by 3.
UnnaturalGrace
Onany roll involving balance or grace this character receives a –2bonus.
Flaws

Savagry
This character is unable to simply take prisoners or be contentwith besting a foe. Only blood will do.

Poor Vision/Hearing
Randomly determine which. Character suffers a +2 penalty to rollsassociated with the Poor sense.

Dim-witted
The character suffers a +2 penalty to any roll associated withintelligence, memory, or reasoning. Character may not cast magic.

Clumsy
The character suffers a +2 penalty to any roll associated withbalance or manual dexterity.

Frail
The character suffers a +2 penalty to any roll associated withphysical conditions such as disease or poison.

Gullible
The character suffers a +2 penalty to any roll associated withmind altering effects.

Timid
The character suffers a –1 penalty to Initiative, as well as a+2 to saving throws vs fear effects.

Inept
This character is unable to cast spells and may not use any magicitem that operates on the wielder’s person (potions, for example) orspells that require command.

Abandoned
This character is bereft of the gods. Healing magics are lesseffective on this character.

Troubling Countenance
This character has an unseemly aura. Any rolls involving personalinteraction suffer a +2 penalty.

Slow
Character’s MV is -1, and Initiative rolls are -1.

Slight Frame

Charactersuffers a +2 penalty to any rolls related to physical strength.

3d6 Games Mission Statement

Some of you may have noticed this in the “Current Fancy” area to the left. It is the cover I’ve worked up for the 3d6 rules I’m working on. It started as a personal spin on Searchers of the Unknown, and those rules have influenced me. However, 3d6 will also incorporate some of my ideas from Crucible. It has grown beyond what I can convey in a single page, or even four.

My design goals are two-fold, at the highest level. I want quick character design, that also engenders a real desire to actually play the completed character. Secondly, I want the actual system mechanics to be simple, quick, and effective. They should be there when needed, stay out of the way when not needed, and be transparent at all times.

The combat system I’ve already posted is a very strong indication of what you can expect from the systems. I am currently working on the character creation section, which will blend the simplicity of SotU with my ideas for stat-less characters and Qualities from Crucible. Actually, those are the only things I’m keeping from Crucible.

I’m very excited about this project. It’s like a lot of different things I’ve been reading, and ideas I’ve had off and on over the years have been pieces of a puzzle that I am now bringing together. I’m very happy with the 3d6 roll-under, but I know roll-unders aren’t very popular. It’s going to manage saving throws and task resolution quite well, I think.

Characters will be class and level, but classes will be very broad in application and level will be more of a method of determining relative capabilities. I would like to get away from the idea that a level is a big homogeneous improvement. I want to make it more individualized based on the player’s desire for the character. Character development is a little way off, though. I want to have a rough roadmap for it so I don’t end up with beginning characters that won’t fit the advancement paradigm, but that’s as far as I’m thinking about that right now.

So, if anyone has any thoughts on this “mission statement”, I’m dying for some feedback.

3d6 Combat System

Here it is, my first draft (at least the first one I’ve wanted to present) of a 3d6 combat system. While Searchers of the Unknown inspired me to do this, it has become more of its own thing. It is still my hope to condense everything down to one page, but once I started this and the ideas started flowing, the one-page thing became less of a priority. I’ll worry about page count when I get it hammered out. Without further ado . . .

Basically, I want to have the to-hitroll target be the opponent’s AC (per SotU), roll under on 3d6.Modifiers (please remember that this is roll under so a negative modifier is a Good Thing):
Character Type Bonus
Adventurer
Burly -1/2 Levels
Cunning -1/3 Levels
Magician -1/5 Levels
Damage will be determined by the degreeof success of the to-hit roll:
Simple Success (RollAC)deals 1D
Great Success (RollAC-2)deals 2D
Stunning Success (RollAC-4)deals 3D
In all cases, the damage die is d6. Inthe case of multiple dice, only like numbers are considered, with thehighest being totalled. Light weapons are -1 to all dice counted,Medium weapons are unmodified, and Heavy weapons are +1 to all dicecounted.
So, how about some percentages?
A 1st level Burly Adventurervs Opponent in Chain (AC6)
Refired
Level +1
Opp. AC +6
Roll Needed 13
Chance to-hit 40%
3d6
Level -1
Target 6
Roll Needed 7
Chance to-hit 16%
So, obviously something needs to bedone here. Bearing in mind that the roll “to-hit” is moreaccurately described as a roll “to-damage”, we can explore thefollowing. Historically maces were brought to bear against opponentsin metal armors. They didn’t damage the opponent by penetrating thearmor, they wore the opponent down by knocking him around insidethe armor. Sooooo . . . what if we apply the following:
Metalarmors (Chain and Plate) are +2 vs bludgeoning weapons. Then we getthe following chance to-hit:
Level -1
Target 8 (AC6 +2vs Mace)
Roll Needed 9
Chanceto-hit 37.5%
Thatis much more in line with the other numbers. It has the added optionof providing a layer of tactical choice at a small complexitypremium. To offset the beneficial to-hit, as well as maintaining adegree of accuracy, damage degrees are calculated withoutthe modifier. Thus, the damage degrees for the above scenario wouldbe:
Originalunmodified AC 6
Rollneeded for Simple Damage (1D) ≥9(37.5%)
Rollneeded for Great Damage (2D) 4(1.9%)
Rollneeded for Stunning Damage (3D) 2(0%)
Ok,that’s all done considering a 1stlevel adventurer. I believe the numbers will hold up because afteryou reach a target number of 10 on 3d6, the bonuses hit a law ofdiminishing returns. Also, there is the fact that, in all truth, Iwas forced to device this so that low level characters can have anyhope against heavily armored foes. Still and all, though, it seemsreasonable to me, and at least gives a nod to accurately modeling theeffects of bludgeoning weapons against metal armors, insofar as thesystem I am presenting.
Thoughts,comments, criticisms?
PS>The percentages above were arrived at using the Dice ProbabilityCalculator link at the bottom of my Hall of the Sages column at left.

Uncommon Commoners

I started my reading of Dark Dungeons and something in the text struck me. It was casually stated that common soldiers or town guards may have levels as fighters. That started me thinking.

Something that has bothered me for a long time is the assumption that common folks in the game should have class levels. I do not believe that a soldier has to have levels as a Fighter (capital F). Sure, he has weapon and armor training, and discipline that the common shopkeep doesn’t have, but that doesn’t make him a Fighter. Likewise the village priest isn’t an undead-turning pillar of virtue and the cutpurse hanging in the stocks isn’t a Thief.

I’ll tell you this: IF I were a soldier in a fantasy setting, and I was a 2nd level fighter, I wouldn’t be a soldier. Think about it: Soldiers face most of the same dangers and deprivations as adventurers. If I’m on garrison duty when a 1st level fighter comes into town dragging a sack of loot, I’m going to say “To hell with a couple of gold a month. I’m twice the fighter that guy is. I’m heading for the nearest dungeon.”

(Obviously I wouldn’t speak of myself in such terms, but that’s not the point.)

That is something that makes a shallower, smoother power curve more preferable for me. When “mid-level” equates to somewhere between 8-14th level, commoners have to rise to compensate. What good are 1HD commoners acting as gate guards for the city-state when a party of 4 or 5 11th level PCs come knocking? Especially if one happens to be a magic user.

Now, I’m not getting a predisposition against Dark Dungeons here. I knew what it was going in. I knew it covered 36 levels, plus 36 Immortal levels. So, this isn’t an early knock against it. This is simply my thoughts that were sparked by something I read in there. And thinking about it made me realize another reason I do prefer a “gentler” power curve.