Super Simple Martial Artist Class for D&D (early editions)

Posted by Joshua on Apr 21, 2012

The Monk is a Fighter, with the following special rules:

  • AC is 3, unarmored.
  • Attack is 1d6, unarmed.
  • May use any object that she can lift as an improvised buckler, for AC 2.
  • May attack with any object she can lift (1d6 damage); the only advantage to this is not actually having to touch the target (in case it’s on fire or is an ooze or something) and she gets the reach of the object (if you’re using rules for reach).  The Martial Artist isn’t subject to the penalties for the size of the object (if you’re using those) as long as she’s not using the extra reach, since she can just change her grip to not use it at full extension.
  • May not use missile weapons, or ordinary weapons except as improvised bucklers/ways of extending reach (i.e. doesn’t get additional damage if using variable weapon damage rules, doesn’t get bonuses for magic weapons).

That’s it.  You’re encouraged to also use “Super Simple Combat Maneuvers“, to give the Martial Artist more variety and the chance to do take-downs, holds, and the like.

If you want a Martial Artist with Esoteric Chi powers, you could base it on an Elf instead, and adapt the spells to chi powers, but that’s for another day.


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Actual Play: Castle Nicodemus, March 12

Posted by Joshua on Mar 19, 2012

My Lord,
Once again I found myself at Castle Nicodemus, in the company of Philip the Bloody, Darf and his bugbears, and a newcomer who introduced himself as Hayle, and proudly announced that he was a Thief.  What is the Guild teaching youngsters nowadays, I ask you?

We returned once more to the building where I had previously bested the Gelatinous Cube, hoping to find the stairs down and perhaps recover some more treasure.  I swear that I’ve spent more on oil on these expeditions than I have recovered in gold. But hope springs eternal, eh?

Taking care to spike the doors open behind us, so that we would have no more of the foolishness of being unable to chase the mysterious spear-flinger due to recalcitrant doors, we were able to map out the section of the building that led to the room with a desk where the dwarf lost his hand (and no more, thanks to my quick action with a tourniquet, not that he ever thanked me. Dwarves.) and past the greasy remains of the Cube.

We were attacked  by a shadowy figure, again throwing a spear.  The mage, Philip, used a wand of unusual design the emitted a weird ray, but was unable to hit the fleeing creature, nor were we able to overtake it before losing it.  We suspected a secret door, and indeed it was slightly past this section where, Philip sensed some opening, but was unable to pinpoint it.  With the aid of some fine sand, I was able to detect an air current, which revealed a secret passage.  The passage was narrow, and led to a room much like the desk room, but full of shelving with shattered jars.  There was a funny, acidic smell, and a ochre-colored sludge started flowing towards us.

We retreated through the secret passage, and attacked it with fire. This had some effect, but it kept advancing.  The wizard used his wand of rays (which he called his phaser, I know not why.  Perhaps its power is related to the phases of the moon? At one point he handed it to me, but I was unable to examine it closely). As usual, he was ineffective, but it caused the jelly to retreat to a position above the doorway and out of our line of sight.  A jelly of unusual cunning, it seemed.

I poured out some of my stock of oil in front of us, and threw a chunk of rations beneath the doorway.  This had the desired effect of luring it once more into view as it oozed down to engulf the treat.  Once again we attacked it with torches and the “phaser”, and it oozed forward and attacked me.  Unfortunately, it scored a hit on me, and only my armor saved me from certain death.  The armor was ruined, but I was merely stunned, and my companions had the wit to drop a torch into the oil slick that I had prepared and roasted the beast… it retreated but this time the wizard was able to hit it with the beam and it finally stopped moving.  He fired into it again to make sure.

At this point I was more than ready to retreat and lick my wounds, but my companions wished to press on.  Not wishing to dare the way out alone, with the mysterious spear-thrower lurking about, I reluctantly followed; at least one of the hired men offered me the use of his armor.  I demurred, since even I would not stoop to taking candy from the mouths of babes, but he insisted that he hadn’t been in the slightest danger so far.  Seeing as how God loves fools, it seemed to me he would be safe enough.  Since I am not one, I donned the armor.

Past the ruined room, we found a door, and from behind the door came the sound of heavy breathing. After a quick, but not nearly silent enough conversation (honestly, amateurs), the party opened the door, only to be confronted by an enraged Owl Bear.  Philip’s sleep spell was ineffective.  We ran, proving we were not so foolish as all that, and made it safely out of the castle, shutting the secret door on the Owl Bear….only barely after the dwarf made it through.  I harbor some doubts as to whether Philip actually intended to wait for the dwarf; I should perhaps be more wary of letting him get behind me in the future, should our paths cross again.

Having restocked my supplies, I intend to have another go tonight.  We shall see if I survive, or manage to recover anything of worth.  Should you not hear from me again, know that that I remain,

your obedient humble servant,
Kylie


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D&D to Zounds! conversion

Posted by Joshua on Mar 5, 2012
D&D to Zounds! conversion

Stats (min 1)
Toughness 2 +/- CON bonus
Will 2 +/- WIS bonus
Stamina 2
Actions 2 +/- INT bonus (positive only)

Powers
If not spell-casting class, or if Cleric:
Name of your Class 4 + (Level)
If spell-casting class (including Cleric):
Combat Spells 4 + Highest Level Spell you can cast. Advantage: Flexible (choose number of spells equal to your score in spells) Disadvantage: Shots (number of shots = power level)
All classes:
Ruggedness 4 + (HP / 6, round nearest)
Reflexes 4 +/- DEX bonus

Shticks
Charisma 4 +/- CHA bonus
Languages 4 +/- INT bonus
If Melee combat class (Fighter, Paladin, Ranger, etc):
Brawn 4 +/- STR bonus
If Missile combat class (Fighter, Ranger, Thief, etc):
Aim 4 +/- DEX bonus
If spell-casting class:
Knowledge 4 +/- INT bonus (WIS bonus for Clerics)

Restrictions
If Cleric:
Must obey tenets of the church

Equipment
Small weapon d4 Thrown d4 Leather Armor d4
Medium weapon/staff d6 Bow d6 Chainmail d6
2H Weapon d8 Crossbow d8 Plate Armor d8
Cheap equipment d4
Medium equipment d6
Expensive equipment d8


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50 Ways to Save that Party!

Posted by Joshua on Mar 2, 2012

There must be 50 ways to save that party!
Let them slip out the back, Jack,
Make a new plan, Stan,
no need to destroy, Roy,
just listen to me…

In event of an immanent unacceptable TPK roll 1d8 on each table.
Foes
1. capture them
2. flee
3. parley
4. turn on each other
5. become distracted
6. change sides
7. surrender
8. are defeated by a miracle. (Stop. Do not roll on because.)

because
1. somebody the party once helped arrives*
2. an old enemy of the party arrives*
3. an enemy of the foes arrives
4. a powerful supernatural entity intervenes
5. an unforeseen disaster occurs
6. they mistake one of the party for somebody else
7. they have a change of plans
8. reroll.

* substitute a mysterious stranger if the party has no plausible old enemies or allies.

Note that in many games TPKs are entirely acceptable, or acceptable under certain circumstances. This is just for the times when a GM wants to stop a TPK in progress without fudging the dice.


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Wizards

Posted by Joshua on Feb 29, 2012

A  little thing I did


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