Tuesday, March 06, 2012
Another monent in Gaming Infamy
This little wonderment of mishap occurred not long after a few 3.5e players got together when I offered to run them through some old-school-cool game: Swords & Wizardry. As I recall, we never got to the actual adventure that night and there were a bunch of characters lost, lol! I used the 'beta' of Michael Curtis' Stonehell Dungeon when he was posting it in sections on his excellent blog and added some flavor to the surface in the form of a small military fort on a desert borderland called Fort Sarwidge. Lots of fun times!
Labels:
Mindless Wandering,
Swords n Wizardry
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Thursday, February 23, 2012
Character Attack Ranks in Onn
Attack Ranks
All characters attack at Attack Rank A (1
attack per round). Bards, the Fighting-men classes and Shao Disciples have the
ability to make more than 1 attack per round against monsters of 1 Hit Dice or
greater when they reach higher experience levels.
Characters with a listed number of
attacks per round make all of their attacks as normal on their initiative.
Characters with a number of attacks per 2 rounds make 2 attacks on even
numbered rounds and the balance of their attacks on odd numbered rounds.
| Character Attack Ranks |
| Rank | Bards | Fighting-men | Shao Disciples | Attacks/Round |
| A | 1-9 | 1-6 | 1-7 | 1/round |
| B | 10+ | 7-12 | 8-14 | 3/2 rounds |
| C | - | 13-18 | 15+ | 2/round |
| D | - | 19+ | - | 5/2 rounds |
| E | - | - | - | 3/round |
Labels:
Classes,
Onn,
Rule Book,
Rules,
Swords n Wizardry
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Saturday, February 18, 2012
A little fun from Gaming moments past
I'm a hardcore KotDT fan, and when funny stuff happened at our gaming table I'd do a small strip commemorating the moment... for the longest time when we ordered out for food invariably someone's food was left off the order and a delivery person (sometimes a cute delivery person ^_^) would have to run it out late. For the longest time it was also the same person's food too, lol! Well we tried a different place that didn't have delivery so one of the group went to get the food, which should have been about a half an hour or so...
Friday, January 27, 2012
Turning Undead in Onn
I thought I'd share a small slice of one of the changes for the Revised Core Rules - Clerics and Divine Champions versus the Undead.
Clerics and Divine Champions Turn Undead by rolling 3d6 plus their
Wisdom adjustment and cross reference the result according to their level and
the number rolled on the chart. Successful turnings have a 30 ft radius
centered on the character and any creature to be affected must be able to see
them. A successful turning attempt affects 1d6 HD of undead, plus an additional
1d6 per point of the Cleric’s Charisma adjustment. A minimum of 1 creature will
be turned on a successful attempt. The creatures in the area of effect will be
turned from the weakest to the strongest if different types of undead are in
the area. Turned undead are forced to retreat outside area of effect - if they
cannot, they will move as far away as possible and only attack to defend
themselves.
If the Cleric scores double or greater than the number needed to turn,
he destroys up to the number of HD
indicated. If triple the number needed is scored he destroys an additional 1d6
HD of undead creatures and if quadruple the needed score is reached, an
additional 2d6 HD are destroyed.
For example – Jana the
Adept (3rd level Cleric) possesses a Wisdom of 15 (+1) and Charisma of 17 (+2)
She encounters 7 Skeletons and 2 ghouls Winning Initiative, she moves to within
30 ft of them all and pronounces the evil possessing the undead to be driven
off. Her turn check is a 14 on 3d6+1, and her number affected is 12 HD rolled
on 3d6 (1d6, plus an additional d6 for each point of her Charisma adjustment).
Jana has doubled the score of the roll needed to turn the Skeletons, so all 7
of them vaporize in the holy light of her Deity, leaving 5 HD for the Ghouls. Only 1 ghoul is turned,
leaving the other unaffected. Each Ghoul has 3 HD, and the remaining 5 HD of
Jana’s number affected will only affect one of them, the partial HD left having
no effect on the remaining Ghoul.
| Clerics versus Undead Table |
| Undead HD | Clr 1 | Clr 2 | Clr 3 | Clr 4 | Clr 5 |
| <1 HD | 10 | 7 | 4 | 4 | 4 |
| 1 HD | 13 | 10 | 7 | 4 | 4 |
| 2 HD | 16 | 13 | 10 | 7 | 4 |
| 3-4 HD | 19 | 16 | 13 | 10 | 7 |
| 5 HD | 22 | 19 | 16 | 13 | 10 |
| 6 HD | - | 22 | 19 | 16 | 13 |
Labels:
Classes,
Rules,
Swords n Wizardry
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Sunday, January 01, 2012
Using Monster XP as XP Needed
Everyone has seen and/or created their perfect 'Class Creator' for their game system. They take into account most aspects of the classes and assign point values to each ability in order to custom build classes players may want to play.
This isn't one of those things, lol. I took the monster XPV chart and the adjustments used for monster abilities and built the class XP values for each level through 10th. This is all highly a mental exercise for fun, but if you consider that a HD is a HD no matter the values and spellcasting and combat ability balance out, here is how I assigned the adjustments:
Cleric - Starts out on the Class B Level monster line (equivelent to 1-1 HD), +1 for turning ability, +1 for 1st/2nd level spells, +1 for 3rd/4th level spells, +1 for 5th level spells.
Fighting-man - Starts out on the 1 HD line, +1 for combat ability.
Magic-user - Starts out on the Class A Level monster line (equivelent to 1/2 HD), +1 for 1st/2nd level spells, +1 for 3rd/4th level spells, +1 for 5th level spells.
Keep in mind I'm using the Onn XPV chart (adapted from Swords & Wizardry Core Rules), but the XP chart looks like this:
| If Characters needed the XP they are worth as Monsters to Advance |
| Level | Cleric | Fighting-man | Magic-user |
| 1 | 0 | 0 | 0 |
| 2 | 120 | 60 | 60 |
| 3 | 240 | 120 | 120 |
| 4 | 400 | 240 | 240 |
| 5 | 800 | 400 | 600 |
| 6 | 1,100 | 600 | 800 |
| 7 | 1,700 | 800 | 1,100 |
| 8 | 2,000 | 1,100 | 1,400 |
| 9 | 2,500 | 1,400 | 2,000 |
| 10 | 3,000 | 1,700 | 2,500 |
Labels:
Classes,
Experience Points,
Swords n Wizardry
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