Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Saturday, 19 September 2020

B/X class: Goblin

A B/X class for playing goblins as tinkers and trap-setters.

When I wrote up monster entries for some goblin variants I came to the conclusion that it would be a lot of fun to play one in a semi-serious game. Browsing for other people's take on the subject, I found interesting posts on The Treasure Hunter's HQ and Against The Wicked City. Treasure Hunter clearly feels that goblins and thieves overlap, while Wicked's goblin is a vile, mad little scrapper who'll bite you in the unmentionables. I love them both.

I also love Terry Pratchett's vision of goblins as grubby but mechanically-talented scroungers. And I'm unfairly prejudiced against gnomes (twee little shitcakes), so I want to steal that niche for goblins. My vision of the goblin shares elements from all three of those sources. I can imagine one of them leaning out of a steam train cab window, yelling "Show us yer tits!" and laughing evilly around a dog-end cigarette.

My goblin class is a mix of what I found at the two links above and a couple of ideas out of my own brain:

Goblin
Requirements: Minimum Dex 9
Prime requisite: DEX
Hit dice: 1d4
Maximum level: 12
Allowed armour: Leather, hide or filthy rags
Allowed weapons: Small or normal-sized
Languages: Alignment language, common, goblin, orc
Saves and level as per thief

Goblins are horrible green- or grey-skinned humanoids with pointed ears and noses. They average a height of three feet and live wherever tolerated. They live in bands, but solitary goblins will sometimes strike out on their own. They have a reputation as erratic, thieving public nuisances and vandals who love drink and petty crime.

Abilities

Darkvision to 60'.

Tinker: Use the cleric's turn undead table for this, where the GM's assessment of difficulty replaces the monster hit dice number.
  • Disarm trap
    • Success: trap only triggers on 1-in-6. Each character/NPC passing must roll.
    • T: trap is inert, but goblin can instantly reactivate it.
    • D: as T, or goblin can disassemble trap to gain 1d3 scrap.

  • Set trap (requires 3 scrap)
    •  Success: trap will affect one creature.
    • T: trap has an area of effect.
    • D: as T, or goblin can refine the mechanism to regain 1d3 scrap.

  • Repair weapon/armour
    •  Success: item is usable, but functions like a similar item one step lower (eg. d6 weapon does d4 damage, plate protects like chain, etc).
    • T: item regains full function.
    • D: as T, but the goblin adds spikes to it. Item is +1. Spikes have a 1-in-6 chance of falling off each time the item is used. (Requires 1 scrap.)

  • Build weapon/armour (requires 3 scrap)
    • Success: goblin builds a d4 weapon or a shield. It falls apart at the end of the next fight and becomes scrap again.
    • T: item functions normally.
    • D: as T, but with spikes on. Item is +1. Spikes fall off on 1-in-6.
 
Headstab: Similar to a thief's backstab ability. By dropping onto an opponent from above and hanging on, a goblin can make a number of attacks equal to its DEX bonus. Opponent may make a STR vs STR roll to dislodge the goblin on their round, otherwise another headstab attack can be made.

Eat anything: A goblin can live on almost anything that isn't fighting it right now. Allows forage rolls in dungeons and cities. If other party members attempt to eat what it finds, make a save vs poison. On success they gain the benefits of a ration. On failure they take -2 for the next turn as they vomit uncontrollably.

Snivel: By slumping and letting their noses drip pathetically, a goblin can appear to be harmless. Opponents will prefer other targets unless the goblin attacks them.

Mock: A goblin's taunting crosses the language barrier. It can say something or make a gesture to offend any intelligent opponent. GM determines how NPCs react.

Saturday, 12 October 2019

Hacking Feast of Legends

Is this the face of a ruthless murderhobo?
A few thoughts on Wendys Burgers' Feast of Legends and what it would take to hack it for long term play.

I figure by now almost everyone will be aware that Wendys has released an RPG. Reddit has been buzzing with it. Some people seem fairly gobsmacked. But restaurants have a long history of giving out toys as a marketing gimmick, maybe they're just catching onto the idea that adults like toys too.

It's strongly themed, with monster names like pangs, grumbles and freezer burns. The BBEG is a clown, which suits me because I believe clowns are powerful and worthy of respect.

The game


Mechanically, this is familiar ground. Task resolution is d20 + mods vs target number. Criticals on 20 and 1. FoL drops Con and Wis from the traditional six stats (folding them into Str and Int) and adds Arcana as a measure of magical talent to make five. Stat bonuses are generated by rolling 4d4 and consulting a chart.  There are no spells, but all characters gain access to spell-like abilities or party buffs as they level. (The game calls them skills, but half of them are always-on passive effects.) Dex appears to be entirely about agility and aim, initiative is by rolling d20 with no mods or other bonuses and all characters get the same movement.

At chargen you pick an Order (which is effectively a choice between Bard, Fighter and Magic-user/Diplomat) and a class, which is a development path within that broad category. There are a bundle of classes. That's good, because picking your class provides most of your opportunity for differentiating characters. All members of a class gain exactly the same stat bonuses and abilities when levelling. 4d4 has a steeper bell curve than 3d6, so characters are going to start out closer in stats than under D20. A Baconator warrior is a Baconator warrior is a Baconator warrior.

There's no skill system or advancement mechanic. The rules are tightly focused on skirmish combat. You gain a level when the bundled adventure says you do. Levels come with HP increases and new spell abilities/buffs, by class. This wouldn't be a bad introductory RPG, there's nothing extra to the core game here. Advancement is capped at level 5.

The hack


I think that playing it RAW would benefit someone new to the hobby, but experienced players would be frustrated by the lack of character choice. To introduce some, I'd get rid of the individual classes, but keep the class levelling packages. Let players pick an order, and then choose a level-appropriate class package out of all the available selections when they advance. I like it with a small number of core classes. This might throw class balance out the window, but I'm okay with that.

I'd introduce a skill system with maybe ten to twelve broad skills. With the kind of stat bonuses 4d4 produces, a system like Sine Nomine's Stars Without Number uses might be a good fit. 2d6 + stat bonus + skill vs target of 8, adjusted up or down to account for difficulty. I should explain this - when I heard about a fast food RPG, I thought it would be thematically perfect for playing Dunkey and Matt Halton's The Gustatory. That setting's less about fighting your problems and more about problem solving and interacting with traditional enemies in a different environment. A skill system would add another dimension to to the game. No crits for skills, just pass or fail.

I haven't run a combat yet to see how it plays out, but the characters start at 4 HD and gain 8 + 2d4 hp per level. The first monster the players encounter has 5 HD. The median weapon damage for the equipment list is d8, so if combat doesn't run long it's only because the characters' team buffing abilities make a big impact. I'd like to stretch out advancement across 5 extra levels and try adding D20 monsters with their HD stepped up to d12 to see how they fill out the in-between levels.

Drop the arbitrary levelling and bring in advancement by XP. Calculate levelling requirements and monster XP using the B/X hit dice and powers table. (Figure out a multiplier that makes numbers from one system workable in the other.) Have all the classes advance at the same rate.

And lastly, drop the buffs and debuffs based on what the players are eating. Too meta.

Saturday, 29 June 2019

B/X class reskin: Wombat

Wombat

Requirements: Minimum Con 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum level: 12
Allowed armour: Any, including shields
Allowed weapons: Small or normal-sized (see below)
Languages: Alignment language, common, wombatese, dwarfish, gnome, goblin, kobold
Saves and level as per Dwarf

Wombats are stout, hairy marsupials who average a height of approximately 4 feet and weigh about 150 pounds.  Wombats live underground and value community, sensible planning and well-built earthworks.  They have a reputation for being pragmatic, practical and utterly without romance.  That last part isn't true of course, but other races find "My darling, my only one, I've invested in a blue chip stock that pays an annuity which will support us in our old age" an unconvincing declaration of love.

Abilities
Combat: Wombats may use any kind of suitably-shaped armour, but only small or medium-sized weapons.  A wombat can use digging tools such as picks, chisels and shovels as weapons without penalty.
Infravision: Wombats have the ability to see in the dark with infravision up to 60'.
Fateless: Due to a common ancestor making a deal with the gods, divination spells with wombats as the target automatically fail.
Padded posterior: Backstabs against wombats do normal damage, even on a critical.
Strewth, what a beauty: Immune to fear effects from magical creatures.  Does not apply to undead or spell effects.
Burrowing animal: Suitably-equipped wombats can tunnel through soft earth at 1/4 normal movement rate and through hard-packed earth at 1/10.
Sapping: Provided there is access to the earth beneath, a wombat has a 2-in-6 chance of undermining a fortified barrier in a useful timeframe.

Drawbacks
Vegetarian: Wombats require 2 rations for every one that another race would eat, due to picking out and discarding the meat.  A level-1 wombat in a wilderness area has a 1-in-6 chance per hour of foraging enough edible tubers to make 2 rations.  The chance increases to 2-in-6 at level 4 and 3-in-6 at level 7.

Reaching 9th level
When a wombat reaches level 9, he or she has the option of founding an underground burrow that will attract wombats from far and wide, who will elect them mayor.  Wombats usually live in townships, so businesses and community groups from other nearby settlements will expand into the wombat's burrow.

*     *     *

Digger by Ursula Vernon is my favourite fantasy graphic novel.  It's about old curses, forgotten gods and the value of making friends in strange places.  It knows the value of following tension with a little comedy or even just some time for the characters to sit on a stump and think.  It's a compelling story, which I'm not going into because I'd genuinely hate to spoil it for anyone who has a chance to read it.  It won a Hugo award and you can read it online for free as a webcomic, so there's nothing stopping you.

It's probably not giving too much away to say that the main character is a displaced wombat who's uncomfortable dealing with gods and regards magic with nothing but contempt.  Named Digger, because that's a perfectly respectable name for a wombat.  Ever since noticing the OSR movement, I've wanted to play a Digger-style wombat in a game.  When I read Patrick Farley's article in Fight On! about penguins as a player race, it didn't seem quite so far-fetched.

Wombats are tunnellers and builders, which puts them in the same conceptual space as dwarves.  The class template above is mostly reskinned Dwarf.  I tried assembling it from scratch using Erin Smale's article on building classes, but it quickly began to look so Dwarf-like that I gave in and used Dwarf as a base.  The wombat has more race abilities, but they apply in very specific situations, so I hope the vegetarian drawback justifies levelling like a Dwarf.

A wombat's life tends to be more prosaic than a dwarf's.  They don't write grand sagas, but they do write their elderly aunt Matilda, because she doesn't get out much these days and could use the distraction.  They like comfortable burrows rather than grand underground galleries, because if you dig too deep it's balrogs, isn't it?