Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Sunday, October 19, 2025

Yet Another Mass Combat Hack - Using "Field Combat Rules for Shadowdark" in OSE

OK, for those who have been tuning in to the channel, we had a knock down drag out battle a couple of weeks ago in the campaign world.

There was strategizing. And cookies.

But prior to that, I needed to come up with a mass combat system for the session, something light enough that it didn't bog down our usual chaos. Plus I'd never run mass combat before. A couple of our crew have wargame and other miniatures battle experience, so I didn't want to look like a total noob. 

So what to do?

Well, of course obsessively look for the "perfect" system through all the mass combat rules I've acquired. And then homebrew off the favorite. As you do.

So, this exercise wasn't completely cut from whole cloth. After looking at how I had already inventoried my spreadsheets of potential forces of allies and foes, I needed to find something that worked off a similar structure as to what I already had in mind and had modeled a bit in my prep.

So of the sheaf of options, I chose "Field Combat Rules for Shadowdark" by Connor Ludovissy for my starting point. The system starts with the extrapolation of an individual NPC combatant to a "unit" of similar capability. While Connor's assumption is five combatants per unit, my combatant number ("company") was more nebulous, in that it could represent a larger group of militia archers or a small group of elite knights.

For example, here is a unit of what may be considered militia from the original rules:

"2. Fighter Unit

  • Men and women with basic training and sharp weapons.
  • HP 24, AC 12, ATK 1, 1d8 damage, close
  • When half of unit is lost, DC 12 WIS or flees."

Very simple stats, and easily ported over to our B/X-OSE environment. In fact, I just kept the SD morale roles to simplify the number of dice on the table.

But the simple combat rules really stood out, especially since they give the option to give bonuses to units when PCs incorporate themselves into the unit, both for damage and morale. Field Combat Rules 4 and 5 line out most of this:

"4. Player characters may fight as individuals using their unmodified statblocks. However, characters with allies of a similar type may also form units, and their stats can be abstracted (adding additional damage and HP as indicated).

5. Any unit that is forced to flee leaves the battlefield and does not enter combat again. A friendly unit accompanied closely by a player character has advantage on WIS checks against fleeing from battle."

I modded it slightly: "Party members can either attack an individual target or add their damage to a unit & +2 morale." I figured that the miscreants would want to go stab the various big-bads directly, or step back and fire spells. Which they did.   

Here's a couple of final example stat blocks, with a couple of  different "Companies":

Opposing forces (mutant foot, cavalry, and chimera) had similar stats.  Certain groups, like the undead soldiers and zealots, were exempt from morale effects.

As noted, I kept a similar number of hit points per company as Connor had in his units. Damage was based on an assumed HD average for the group: 1HD: d6, 2HD: d8, 3+HD: d10. Damage was also modified to reflect "averaging" effects of various attack abilities and bonuses, so we weren't getting bogged down if a mutant had an extra claw attack, or some chimera had poison or not. I can see adding a single extra "ability" for a group of combatants without too much complexity, such as a secondary damage or effect on a foe. I wouldn't go further than that in the spirit of keeping the combat light and fast. Connor recommends changing damage as the unit takes losses, so I would probably add a rule about dropping the damage die by one once the unit take half damage to represent their decreased effectiveness.

For our battle, groups of allied combatants were split out and printed onto individual sheets, so each player had their own batch of mercs and mooks to manage, between two and five groups. Likewise, they were in charge of moving the company's meeple, calling actions, and noting if the PC was in the group or separate. Late-arriving or reserve combatant units (such as the Khanate cavalry or the mutant chimera) were added to the field based on timer rolls.

I ran the opposing forces, both individual high-level NPCs/monsters, as well as the various combat units. For this battle, this involved rolling/selecting actions for about a dozen combat units and four NPCs/monsters. Although two NPCs got taken out in the first couple of rounds, simplifying my tasks...

Initiative was by side, the usual Dueling D6 of Doom per B/X-OSE (Connor also reverts to side-based initiative in his rules). 

Overall, as an experimental method, I think it works well. I would need to refine it in the future, particularly with respect to PC values added to combatant units. I wasn't sure how to manage some bonuses, so we mostly just stuck with normal PC combat bonuses, although I may choose to stick to unmodified PC damage in the future (e.g. 1d8 vs 1d8+2 STR +1 magic). Something to refine. Otherwise, we didn't bog down or have too much ambiguity on what was happening, and the battle was regarded as fun. Which is what counts.

Connor's rules are seven pages in length (including cover). There is space left on a few pages for notetaking or homebrewing rules. The rules include unit examples, an example combat, and rules for training forces. I would highly recommend it for mass combat scenarios, as it can be readily modified for a rules-light combat, whether the opposing forces are a handful of skirmishers, or of multiple unit types and capabilities. Since the individual combat units are essentially NPCs, I wouldn't have any hesitation in dropping this into a one-shot or for people not familiar with mass combat. I would still use a battle map of some sort, as physically moving units and being able to visualize positions is helpful for immersion.

Other rules considered/read during the process:

Thursday, October 13, 2022

Post-Game Report: Neuförde Gets Its Bridge...

Sunday Game Recap, for those of you who are following along at home. We had three Repeat Offenders, and two new folks. One of the new was brewery staff who'd been told by her manager that she needed to spend part of her shift trying out the game. If we all had bosses like that...

Repeats:

  • Bonk – Fighter: the strongest man in his (very small) village
  • Jax – The Conflicted Barbarian (and her majestic war-dog Goober)
  • Frederick – “Antiquities collector”

New:

  • Staive – Cleric to a randomly rolled "god of truth"
  • Denna - The Brewery halfling.

As is my habit, I had the two new players roll for Random Headgear. Staive found himself wearing a dark grey Bedouin-style wrap, and Denna wears a fabulous top-hat. Because of course.

The party started in Neuförde, their current base of operations.

Bonk used some of his gold to upgrade from leather to plate (I rolled that a suit was available at the trading post). Due to the shady background of the local halfling merchants, it must have fallen off a wagon...

Hanging in town, the party decide to go find the hired engineer who was to direct the reconstruction of the washed-out bridge. The bridge (a feature on the original town map) has been a running issue, and said engineer was tardy on arriving to town. 

(I'd outlined this session mentally, so was prepped, at least in a skeletal fashion)

The party elected to make the two day trip downriver on an available trader's flatboat. This was the biggest river Bonk has seen -


Skagit River, Washington

On the first day, the wandering monster roll came up positive (from the OSE reference booklet random monster table): ankheg. I didn't feel it was appropriate to physically encounter the critter, so treated the “encounter” as spoor. The party noted the burrows along the shore and assumed it to be very large nutria.

Obviously a Dire Nutria

Thursday, December 30, 2021

Improvised Solo Adventure

Greetings, fellow adventurers!

Currently having the mixed blessing of the inadvertent adventure of cancelled flights due to a combination of the plague and two atmospheric rivers gut-punching the West Coast.

Thankfully, I'm visiting family, so much better off than the poor souls stuck at airports or hotels. And I have a notebook and the interwebs. 

So I cobbled together a quick and dirty solo adventure of random rolls using OSE as a framework. 

Initially I grabbed a PC from a random character generator - yielding a cleric with above average WIS and CHA and equipped with plate and shield. Solid start. I bumped our hero to 2nd level for a spell, and gave him two Meatshields extras.

I could have found a procedural dungeon generator, but went bare-bones with a simple d6 roll:

1-3: corridor

4: Door

5: intersection ('T' or 'cross' 50/50)

6: Room

When a room was rolled, it got the B/X random stocking roll:

Monsters were generated using the OSE Reference Booklet.

Encounters were d6 for surprise plus 2d6 for reaction. Combat was loosely based on Kevin Crawford's Solo Heroes. Successful monster attacks caused 1 point of damage, and heroes/hirelings caused 1hd damage (e.g. a 2HD monster required 2 hits to go down).

How did it go?

The adventure:


Monday, August 23, 2021

Jam Entry - The Funnel

Oop - been remiss on my scribblings and paltry efforts....

Stumbled upon the itch.o jam page. I honestly haven't perused itch.io much other than a few recommended downloads, and only had a passing familiarity with their jams. But it's always good to have a deadline...

The one that caught my interest was the Funnel Jam - building a 0-level funnel game and/or adventure to run classless PCs into 1st level characters. 

I previously built a funnel adventure, complete with a 0-level character mini game in my 2018 One Page Dungeon entry. The 0-level mechanics are loosely based on the DCC method, with some added randomness and a brief framework for attempting class-like skills. Most importantly, a PC doesn't "know" if they are potentially good at something until the first time they attempt an action, at which point the player rolls the relevant stat.

Without the imposed space restriction, I could add to the 0-level character mini-game, as well as build a small adventure that our hapless mooks may find themselves in... In this case, they are The Help for a local mage, who has asked them to open and tidy up his summer house for the season. Unfortunately, it has squatters, as well as other tenants left from more diabolical activities. It's going to take some serious elbow grease to get these dust bunnies all swept up...

Anyway, here it is, for your perusal.

Download here

The Funnel Jam runs thru August 31.

Friday, July 9, 2021

Dying Heroically

I recently watched Daniel Norton's discussion on alternatives to death at 0 hit points. While most games I've played in tend towards expiration at 0 hp, I have played in a game using Cavegirl's Horrible Wounds table (My PCs have avoided its effects, but I recall a henchman cleric now has a serious speech impediment from taking a swinging-log trap to the face). Likewise, I've followed the Ten Dead Rats AP and the 'Critical Injuries' table in their house rules has been used with some effect.

So while death is certainly still on the table, it's not a sure thing, nor is it necessarily saved away, as in certain modern editions. 

So, an alternative that I'm thought experimenting here... At 0hp, one still dies, but has the chance to go out in a blaze of glory.
 
In Pathfinder, orcs have 'ferocity,' the ability to make an additional final attack or other action upon being reduced to 0 hp (dying the following round unless healed). 

So, give the characters an opportunity to die a cinematic death via one final action upon hitting 0 hp. They still die at 0 hp, but there's that chance to slightly salve to wound of losing a PC by closing out their chapter with something cool.

"Roland at Roncesvalles"
by Alphonse Marie Adolphe De Neuville

Now, not ever character gets to take this action. After all, most will still die ignominiously in the dark (shanked by a goblin, melted by slime, bonked by a falling rock trap)...



So here goes:

Sunday, October 6, 2019

New Black Hack classes...


Hi all - just uploaded to DrivethruRPG my take on eight classes for The Black Hack: Alchemist, Bard, Monk, Ninja, Plague Doctor, Ranger, Tiefling, and Warlock.

I tried to emulate David's original tone and style, as well as make each class simple and unique as befitting the game. 


PWYW on DriveThru -
https://www.drivethrurpg.com/product/290768/The-Black-Hack-Whack-Classes

So take a look and throw a coin in the tip jar if you are so inclined.  Thanks!

I also uploaded a significant revision to my homage to B1, "Vobleavira Haven Complex"
https://www.drivethrurpg.com/product/279317/Vobleavira-Haven-Complex

I added encounters, cleaned up some text and consistency, and hopefully made this an improved and more playable product.

Thursday, January 26, 2017

Hitting things with sticks (and Swords & Wizardry Light)

Been poring through Tenkar's Swords & Wizardry Light treatment.  Erik was kind/brave enough to leave a Word copy laying about unattended, so I was making some personal edits and additions, including adding pared down interpretations of the four additional S&W Complete Rules classes (Assassin, Druid, Monk, and Ranger).  I was working on the Druid, when I noticed that the S&W druid doesn't have 'club' as a weapon option on the equipment list.

Source
I was bit confused by this, as the AD&D 1st Edition, where S&W gets a lot of its inspiration and mechanics, includes the club as a druid weapon - after all, the class is often constrained to non-metallic weapons, in addition to armor...

So I'm not sure if this was an oversight or other simplification.  But anyway, my S&W druids will be allowed to swing clubs. Likewise, my Light version of the druid will be issued a club or spear as part of starting equipment.

Which brings me to a very brief rant.  Ok, I know that D&D,etc. isn't specifically 'realistic' or sometimes even internally consistent, but after all these years of reading the rules, I noticed that there is only one other class that can't wallop things with a cudgel.

Come on folks, anyone can pick up a stick...  no skill or significant strength required... Give the poor magic users a club.

Source

Anyway, here's my tweaks and additions to Erik's original document - feel free to swipe for use and abuse.

Thursday, December 15, 2016

Armor fixin's

To follow up on my previous post on the availability of plate and better-quality armors to PC's, especially the lower-level proles, a bit of spitballing on the availability of armor repair or fabrication based on town size.

Does your character need armor repaired or fabricated (or upgraded, per my last post)?  Well, an armorer is necessary.  Will one be available in the next town down the road?


If you don't have a town spec'ed out prior to the characters' arrival, or need some stats to build one out, S. John Ross' Medieval Demographics is a good starting point.  Donjon has an automated calculator for ease.

Since this calculator, doesn't have an 'armorer' category, we can use blacksmiths as a surrogate.   Based on the demographics stats, not every town (especially smaller burgs) will have a blacksmith. A leatherworker would be better surrogate for a light armorer, but this particular calculator doesn't have that occupation, although the harness-maker could substitute in, as well.  Optionally, one can build out populations off Rob Conley's 'Fantasy Demographics' which includes both leatherworkers and metalworkers.

Anyway...

Not every blacksmith will have the skills to repair or fabricate armor.

Is an individual blacksmith sufficient skilled to work on armor (percentage)?

                                    Light/Medium/Heavy
Small (<1000)              65          25         10
Medium (1000-8000)   90         75          50
Large (>8000)              90         85          75

If so - what is their fabricating ability (includes upgrading) for a particular armor type?  (percentage, cumulative)
                                                Shitty/Standard/Exceptional

                                        Light                Medium                Heavy
Small (<1000)               25/70/5             50/45/5                  75/20/5
Medium (1000-8000)    20/70/10           35/55/10                40/55/5
Large (>8000)               5/85/15             10/75/15                20/70/10


Coincidentally, Lum over at Built by Gods Long Forgotten posted up his own theory/houserule on OD&D armor a couple of days after my prior post.  Take a look.

Wednesday, December 23, 2015

December RPG Blog Carnival: The Children's Crusade RPG

James at World Builder Blog is hosting this month's Blog Carnival, with the theme of Homebrew Holiday Gifts.  After all, who doesn't like a homemade gift?

So, I have this long-languishing project, that started out as an attempt to make a one-page ruleset, then a rules-lite ruleset, then what the hell, I'd better write an adventure too...

So, have the Children's Crusade rules and mini-adventure!

"As many stories and movies tell us, the solving of mysteries, foiling of evil plots, or rescuing of the abducted is much too serious of a matter to be left up to adults. And they wouldn't believe you anyway, so it’s up to you and your chums to go out and make things right.

All player characters (and perhaps the players, as well), whether they realize it or not, are 9-12 years old."

Download it, play it, let me know if/how it works.  Have fun!



Monday, May 4, 2015

200-Word Gaming Challenge

I'm not sure where I found this link, but David Schirduan posted up a 200-Word RPG challenge, a posting on G+ that apparently got out of hand and turned into a contest.  Build a game, setting, or hack within 200 words...

Ok, I had some time in the evenings during an out-of-town project, and a prompt like this is always tempting. Oh, and each contestant was allowed up to three entries...

Please note that each of these was constructed in approximately 30 minutes each.  Criticize accordingly.

1) Hack/PC class: because bad 80's fantasy movies need love too.

Download
 2) This is actually a distilled version of a larger piece I'm working on. Unfortunately, OpenOffice took a crap and turned my original draft into gibberish, so I'm in the process of recovering the draft and re-transcribing notes to rebuild the larger project - please stay tuned.
Download
 3) Mutant Wrasslin': Pretty self-explanatory.
download
Side note:  The critter picture ganked for the mutant game is from a real taxidermist, who melds animals into weird chimera.  Unfortunately, he was arrested for illegal importation of endangered animal remains.  That said, a few of those things beg for stats.

Sunday, September 7, 2014

15-minute character creation

Have a few friends, also lapsed gamers, mildly interested in pick-up games, and the question arose, "How long will it take to make up a character?" Good question, so I rifled through my file folders and came up with what I think/hope is essentially a 15-minute method for statting, creating a little color and background, and equipping a PC in OSR-dom.

1. 3d6, in order, swap 2.
2. Choose race and/or class (sticking with the original four classes/four races for now).
3. Race/class subclasses (optional) per Dyson Logos.
4. Character background (optional) per Chris Kutalik
5. Starting equipment per Chris Kutalik (alternately Built By Gods Long Forgotten)
6. Random headgear (REQUIRED) per B/X Blackrazor
7. Stat out bonuses, saves, spells, etc. Max HP at 1st level, roll for additional levels.

Kutalik's quick-generator also has pre-rolled stat blocks, but they seem a bit above-average.  I favor having more luck of the draw (i.e. average characters doing extraordinary deeds...).

***

Tuesday, July 8, 2014

Cantrips

The cantrip, or '0-level' spell, makes for some potentially useful utility spells that a conjurer may have picked up along the way - and also may add some color or surprise to other characters, perhaps a thief who picked up some tricks somewhere, or a failed cleric or mage acolyte who now campaigns under a different guise.

# of cantrips available + INT bonus, each may be used once daily.  Select randomly.

A list of 'useful' cantrips.  Some of these probably exist elsewhere, some are de-powered 1st level or similar spells, some may even be original content...
  1. Dispel Swarm (up to 1 HP total)
  2. Heat Water (Boil up to 1 gallon)
  3. Water Witching (locates water but not quality (1/2 mile outside, 150 ft inside))
  4. Gnat Swarm (1d4 rounds, 5'radius, target -1 to hit)
  5. Fire Arrow (cast on arrow: +1d3 fire damage + 25% chance to set target on fire)
  6. Sticky Hands (1d4 turns, +2 climb/pickpocket)
  7. Stink Bomb (Save vs. Spells or nausea 1d4 rounds)
  8. Itch (2d4 rounds, 1 target -1 to hit/ physical actions)
  9. Obscuring Mist (1d6 rounds, 10' radius)
  10. Squeaky Hinge (Minor alarm on single portal)
  11. Annoying Buzz (1d6 rounds, 1 target -1 concentration (spell casting, picking locks, etc.))
  12. Sour drink/food (1 serving, not poisonous, but unpalatable)
  13. Fabulous Hair (1 day - +1 to reaction rolls)
  14. Tangle (upon 1 rope, hair, net, whip, etc.)
  15. Detect Food (locates food but not quality (1/2 mile outside, 150 ft inside))
  16. Command Vermin (up to 1/2 HD total, 1d4 turns, simple 1-word commands)
  17. Talking Page (One non-magical page of text or scroll in unknown language will translate - as text to speech)
  18. Predict Weather (1-2 days)
  19. Sparkle (1 target outlined, +1 to hit w/ missile, 1 round/level)
  20. Find Trinket (conjure item of up to 2 gp value from equipment list)
  21. Fumble (target saves or drops item)
  22. Sneezing Fit (target sneezes 1d4 rounds, no actions except defense)
  23. Kitchen Voice ("GETOUTOFTHEKITCHEN!") (causes one opponent to flee) 
  24. Conjure Cookie (Makes one delicious gooey cookie.  Everyone will be jealous.)
  25. Eyes in the Back of the Head (1d4 turns, surprise on 6 only)
  26. Sharpen (restore edge on one tool or weapon)
  27. Annoy Undead (your guess is as good as mine)
  28. Restful Sleep (+1 HP recovery)
  29. Dog Whistle (attracts 1d4 stray dogs)
  30. Magic Dart (1d3, addtl dart/3 levels)
  31. Sprint (move at 2x speed 1d4 rounds)


Friday, May 30, 2014

Lizardfolk as PC class

Source

Lizardman Character Class

Google and OSR Search aren't really turning up a lot of Lizardman as character class entries, although I know that they are out there - Anyway, here's mine, statted out for S&W (although easily convertible to other old-ish systems).

Available Classes:  Fighter, Shaman (as Cleric or Druid)
Max Level: 9
Prime requisites: Str 13, Con 13
HP:  2d8 @ 1st level, 1d8 subsequent levels
AC: 5/14 (natural armor), only shields allowed.
Atk: unarmed: 2 claws (1d3 ea.) + bite (1d6); armed: Melee weapon (variable) + bite (1d6) or thrown weapon (variable)
Allowed weapons: Club, spear, javelin, morningstar (as Aztec macuahuitl), trident (1d8 [+1dam if 2-handed]), sling
Move: 9/swim 12
AL: Any Neutral
Languages: Draconic + 1 additional
Special abilities: Hold breath # of rounds = 4xCon


Friday, May 16, 2014

"Studying Spells from Madness"

Missed a week.  Was focusing on work and posting my dungeon/mine geology treatise.  Plus I have a little game/writing project I'm working on, so hopefully I'll get it to a point that I want to post it soon.

So back at it....

"Studying Spells from Madness"

Long-term study of the arcane arts leaves an indelible mark on the mind of its practitioners, as spells are memorized, then ripped from the mind as the spell is spent...  It goes without saying that a wizard's mental health will be affected by this, as would any long-term user of a dangerous and unstable substance.

Some become twisted and fevered, and some use their mental scarring to twist the spells through their own machinations...
source

Sunday, February 23, 2014

Divine 'Stacking'

Delta recently discovered an interesting detail in the original Greyhawk Supplement regarding cooperation between magic users to access spell of higher levels or to counter a high-level MU's spell. 

To quote:
" Permanent Spell (p. 27): "Dispell Magic which are are least twice the level of the caster of the Permanent Spell will negate it, so three Warlocks could negate the spell of a 12th level Wizard...". Notice that the three Warlocks (level 8) are taking the sum of their levels for this consideration (3×8 = 24). "

Never saw that detail - and I don't have my AD&D books with me right now so I can't recall if it survived editions.

Anyway, I do think where this level-stacking may be applicable is not with the arcane casters, but with the divine.  Specifically with the turn undead skill, where two clerics working in concert, calling down their god's favors to banish the undead.