Wednesday, August 31, 2005

OGL or d20

After writing Town Generator, I've been looking into OGL and d20. It's just a little bit confusing. I want my content to conform to OGL. d20 steps in and confuses things.

I don't think I'll worry about d20. SRD seems to be something I want to build off of. d20 seems to be more important for mind-share/branding stuff. Plus, the definition for interactive game could include just about anything. Hell, double clicking on an icon and seeing the software runs sounds pretty "Interactive" to me. Wohoo! that's another software launch for me! Anyhow, need to protect the brand. Fair enough.

OGL sounds okay.

If someone can comment on Town Generator on how it conforms to OGL, that would be great. I've tried to make generic the language from v1.1 to v1.1.1. I think I'm good wrt Product Identity.

Tags:

Friday, August 26, 2005

Town Generator

I've written a utiltiy for generating towns called Town Generator

I also have a blog entry for comments for it.

I'm going to bed now.

Friday, August 19, 2005

Wild Shot

Normally, there is no chance of your shot going wild or your blow falling astray. With this alternate rule, we'll finally find out where those misplaced attacks land. This rule variant does not apply to regular melee or ranged attacks.

A natural 1 on a d20 always misses. This is unchanged.

The chance of hitting something else is determined by the natural result of an otherwise missed roll. This is called the Wild Shot Range.

Condition          | Wild Shot Range
-------------------+--------------------------------------------
Normal | 0 (no chance of a Wild Shot)
Ranged into Melee | +4
Melee into Grapple | +4 (target loses Dex bonus to AC)
Range into Grapple | +8 (target loses Dex bonus to AC)
Melee Obstacle | +2 (eg. the target pulls a chair in your way)
Cover | +4 (eg. A creature in front of your target)
Better Cover | +8 (eg. A creature is behind an arrow slit)


Under normal conditions, we don't care where the shot or blow falls on a miss. 50% of the time your ammo breaks or is otherwise lost.

For creatures to provide cover, they need to be the same size or larger than your target. A creature smaller than your target can be used as a Melee Obstacle.

Your target also gets "Better Cover" if there are 2 or more creatures in front of it. The target's AC is also +8. The Melee Obstacle also gives your target a +2 to his AC. A melee obstacle is some object that is between you and your target that doesn't grant him cover but does get in your way. For example, if the target pulls a chair between you.

A natural 1 is always a miss and not a Wild Shot. If your attack roll is a miss otherwise, a natural roll of 1 plus your Wild Shot Range is a Wild Shot.

For example, if your ranged attack is with a target that is in melee, your Wild Shot Range is:
  +4 for Ranged into Melee.
If someone is standing in front of that same target, your Wild Shot Range is:
  +4 for Ranged into Melee and
  +4 for Cover for
  +8 Total.

In the first example, if a natural 2-5 misses your target, you have a Wild Shot. In the second example, if a natural 2-9 misses your target, you have a Wild Shot.

You only ever have a Wild Shot if you would have missed your target's touch AC.

If your attack is Wild, determine where your shot/blow fell. If there is cover or obstacles involved, the blow will always fall on the closest one. Where there are more than one candidates, determine randomly giving weight to size.

Once object or creature is determined, roll an attack against the object or creature. Because you are not trying to hit the target, use only adjustments that are inherent in the weapon, such as masterwork, magic bonuses and the creature's strength. Do not use bonuses that are inherent in the creature attacking, such as your base attack adjustment, feats, and dexterity. The reason strength is included is that its bonus to your attack roll is due to your ability to plow through armor. Dexterity's bonus is due to making a well placed shot.

For medium sized inanimate objects, you need a 5 to hit (10 - 5 (0 Dex)). In most cases, you can take 10 against inanimate objects. Roll to hit against the target's normal AC (with Dex bonus if not otherwise denied.)

Most inanimate objects will break or be tossed aside on a hit.

An Example.

Grog is trying to aid Korg. Korg has just been attacked by a ghoul that is on the other side of him from Grog. Grog has Precise Shot and Point Blank Shot (+1). His base attack adjustment is +5, Dex +3, his longbow is +2 and +2 from Str. Korg's AC is 19.

The ghoul is 30' away. Grog' attack roll is +11 (+5+3+2+1). His Wild Shot Range is +8 (2-9) because the ghoul is in melee and Korg is in the way. The ghoul's AC is 18 (14 + 4 from Korg's cover).

While Grog' Wild Shot Range means that a natural roll of 2-9 means that it goes Wild, he'll hit the ghoul on a 7 or better. Thus a natural roll of 7, 8, or 9 are not Wild. A natural 1 always misses. A natural 2, 3, 4, 5, or 6 are Wild.

Let's say Grog rolls a natural 5 - the shot goes Wild and might hit Korg. Korg's AC is 19. Grog rolls a d20 + 2. The +2 is from the magical properties of the longbow. A natural roll of 17 or better hits Korg.

Tuesday, August 16, 2005

Kusarigama

Kusarigama (Exotic Weapon)
    cost:     27 gp
Dmg(S): 1d4/1d4
Dmg(M): 1d6/1d6
Critical: x2/x2
Weight: 12 lb.
type: Slashing/Bludgeoning


Kusarigama, spiked (Exotic Weapon)
    cost:     30 gp
Dmg(S): 1d4/1d6
Dmg(M): 1d6/2d4
Critical: x2/x2
Weight: 12 lb.
type: Slashing/Piercing


For the spiked Kusarigama, the ball at the end of the chain has spikes. The ball at the end of the 9-12' chain is a reach weapon. When using it as a double weapon, the Kama end is considered the light weapon. The weapon threatens both near (5') and far opponents (10').

The ball & chain portion acts like a spiked chain when used as a single attack.

To use the ball & chain (and the spiked chain for that matter), you need to have the area around you clear of obstacles.



wikipedia:

Saturday, August 06, 2005

Falling Damage Chart for Creatures

    Size                    Damage Increment     Maximum Increments   
Smaller than Tiny 0 0
Tiny 1d2 5
Small 1d3 10
Medium 1d6 20
Large 2d6 40
Huge 3d6 80
Gargantuan 4d6 160
Colossal 5d6 320


Up to its damage increment is subdual damage. This is different than the standard rules which take the first roll as your subdual damage. Roll your falling damage, then roll how much of that is subdual. For example, a medium sized creature falls 30 feet. Its damage is 3d6. Roll another 1d6 to determine how much of the 3d6 is subdual. If his 3d6 roll is 5 and his 1d6 roll is 6 then all of the 5 points are subdual.

For creatures small or larger, VP damage is the total number of die less the number of die used for subdual damage. If the creature failes a Fort save DC 15+VP damage, he will take double VP damage.

Friday, July 08, 2005

Vitality Points

Vitality Points (VP) are a measure of how hurt/damaged you are. Hit Points are a measure of how worn down you are, modified by ability to take or avoid damage. Basically, instead of waiting until you reach -CON when you go below 0 HP, this system will kick in.

Each character starts off with VP equal to their Constitution score plus HP increases due to things like the toughness feat and multiplied by a size factor.
  Colossal    8
Gargantuan 4
Huge 2
Large 1
Medium 1
Small 1
Tiny 1/2
Diminutive 1/4
Fine 1/8


If a monster doesn't have a CON score, its VP is also 0. Quite likely, it is also immune to critical hits. When its HP is reduced to zero, it is dead.

VP damage occurs when HP is reduced to zero, with critical hits, or when CON is reduced. Only lethal damage can affect VP. Non-lethal damage only affects HP.

With every point of CON damage VP is reduced as well (no saving throw to avoid this VP damage). Thus if a character's VP is 17 (CON 14 + Toughness 3) and she is poisoned for 4 pts of CON damage, her VP is also reduced by 4 pts to 13. Her VP can heal back up to 17 even if her CON is still reduced.

When HP is reduced to zero, all damage becomes VP damage (no saving throw to avoid this VP damage). HP can't be reduced below zero. When HP is zero, the character is disabled, stable, dying or dead (see below).

When a critical hit is scored HP gets damaged as normal. For VP, the character must make a Fortitude save, DC 15+VP damage or take the VP damage. VP damage is the minimal normal damage for the weapon. For example, VP damage for a 3rd level Rogue (STR adj +2) using a Rapier +1 and a sneak attack would be 6 points: 1 (for the d6) + 2 (STR) + 1 (magic) + 2 (sneak attack).

When VP is reduced to zero, the character is dead.

VP heals slowly. It takes (7 - CON adjustment) to heal 1 pt. If your CON adjustment is 0, 1 pt of VP takes 7 days. If your CON adjustment is +3, 1 pt of VP takes only 4 days to heal. If your CON adjustment is -2, you'll have to wait for 9 days to heal one pt. As long as the character is able to eat, drink, sleep, and isn't fatigued, VP healing happens automatically. Under long term care, the amount healed is double. Under complete bed rest, the amount healed is doubled. Thus, a normal character (10 CON) under long term care and bed rest can heal 4pts per week (spread the points out over the week).

Magical or herbal healing heals HP as normal. In addition, VP is healed according to the adjustment to the die roll. For example, if the healing source gives 2d8 + 4 points of healing, the character gets 2d8+4 to HP and 4 to VP.

Healing CON damage does not heal VP.

Regeneration: Only lethal damage can affect VP. Thus wounds that can regenerate don't damage VP.

Fast Healing: If a character (or monster) can heal at a fast rate, VP that was cause by healable wounds (for example, starvation is not healable), heals at an accelerated rate. Instead of taking days, it will take hours. Plus, the number of points healed is the Fast Healing rate / 5 (minimum of 1). For example, a typical Five-Headed Hydra has a Fast Healing rate of 15 and a CON of 20. Thus every two hours (7 - 5 for Con), the hydra will heal 3 (15/5) points of VP.

When your HP is reduced to 0, you can be 1) disabled, 2) stable, 3) dying, or 4) dead. Hitting exactly 0 HP means you are automatically disabled. Otherwise, you are dying and need to make a saving throw next round.

A disabled character is stable and conscious (same as the standard definition).

A stable character is unconscious but not dying. In the standard rules, a character has a 10% chance of becoming disabled and a 90% chance of losing 1 HP. In this variation, that HP loss is VP loss instead.

A dying character needs to make a Fortitude save, DC 10 + rounds dying (not counting the round you first started dying). How much you save (or fail) by determines what happens:
  natural 19-20:        stable
save: still dying but no VP loss
fail by -1 to -10: dying, 1 pt VP damage.
fail by -11 or less: dying, 2 pt VP damage.
natural 1-2: dying, 2 pt VP damage.


A dead character is dead.

Falling damage: You take 1 pt of VP damage for each die of lethal damage suffered from the fall.

An example...

Bushnell Kite has 16 HP and 10 VP. His Fortitude save adjustment is +2. In the previous battle, he suffered 4 pts of VP from a critical hit and then he took a shot from a Cure Light Wounds Wand to bring him to max HP and 1 pt of VP healing. His current VP is 7. Poor Bushnell is attacked by a worg. In two bites, Bushnell is reduced to exactly 0 HP. Disabled, Bushnell is a sitting duck. One more bite for 5 pts of damage reduces his VP from 7 to 2. Bushnell is now dying. The worg moves off to attack someone else. The next round, Bushnell needs to make a Fortitude save DC 10 (rounds is zero). He rolls a 8 (6 + 2). He loses 1 pt of VP. He now has 1 pt of VP. Next round he rolls against DC 11. His total roll is 17. He's still dying but he hasn't lost any more VP. The next round he rolls a natural 20 so he is stable.