Showing posts with label crown & valor. Show all posts
Showing posts with label crown & valor. Show all posts

10 March 2023

OSR Class - Gygaxian Monk

While I have presented the Holmes-style Monk that I use in Crown & Valor, I think there is room for the traditional 1e-style monk as well. In order to differentiate it from the former kind, I call this one the Ascetic, the Hermit, the Dervish or the Shaolin, depending on their culture. The mechanics are the same. 

Ascetics are hermits, dervishes, and monks who trade civilization for the wastelands and lock themselves away from others in the Realm of Men. Rather than a monastic life, an ascetic leads a solitary life, where he prays, fasts, studies and fights evil spirits and the restless dead with his bare hands.

         Having traded away worldliness for holiness has its benefits. The ascetic is empowered by God with the abilities necessary to live such a lonesome and militant life.

          Ascetics never retain wealth, being limited to that which they can lift off the ground while at full health. They may never own more than six magic items.

                Their godly life demands that they are always Lawful. If an ascetic loses his Lawful alignment for any reason, he loses all granted powers until he regains it.

          Solitary creatures, Ascetics will never take on more than a single Retainer regardless of their CHA score, and will never marry.

The Ascetic’s Class Abilities:

Arms and Armor: An ascetic never wears armor nor uses a shield, although he may wear a helmet. He may use the following weapons: the staff, club, crossbow, dagger, hatchet, spear and pole arm. 

Attack and Save: Ascetics attack and save as Clerics of the same level.

 

Armor of Michael: Ascetics gain a natural +1 to their AC at first level and then +1 per level.

 

Touch of Jacob: Ascetics may strike any target with their bare hands and feet for 1d6 +STR modifier damage (minimum 1.) They may use these bare attacks or any weapon they hold to deal damage to any target, including intangible targets such as ghosts and gaseous-form vampires.

 

Special Immunity: Ascetics have the same immunities to touch attacks as Elves do.

 

Metabolic Mastery: Normally, a figure will begin to die after three weeks without food, three days without water, and three minutes without air. Ascetics can bear an additional time period before beginning to die at first level and then one more at each odd level (5 at level 3, 4 at level 5, 5 and level 7 and so forth.) In the case of food and water, they are unaffected until these extra periods have expired.

 

Keen Senses: Ascetics hear noise on 1-2 on d6 like demi-men do, instead of the normal 1 on d6.

 

Silent Step: Ascetics hide and sneak at an additional +1 range (up to 1-4 on d6) while wearing no armor.

Spell-Like Abilities:  The following abilities are granted by their steadfast loyalty to God. They are automatic but are suppressed by any ability which suppresses magic, and are subject to Dispel Magic counterspelling.

  • At second level, he can reveal a trap in an area as the Guided Foot spell, once per day.
  • At third level, he can command a lock to open, as a Knock spell, once per day.
  • At fourth level, he may Save vs. Spell against any spell or spell-like ability that only targets them. This is in addition to any save afforded otherwise.
  • At fifth level, the ascetic can see in the dark like a demi-man.
  • At sixth level, the ascetic can turn ethereal for one Turn per day.
  • At seventh level, the ascetic gains immunity to poison and gains an additional bonus Save against Poison-class attacks.

Strongholds: Ascetics do not establish abbeys like a cleric does, nor castles, nor towers. Rather, an ascetic will create a small fortification large enough only for him and a few others, in which to lock himself away from the world. At 9th level and higher, like-minded acolytes will build their own encampments nearby (within the same hex) but will not be subjects of the ascetic.

 

Forge Lore: starting at level 9, ascetics can create wands, staves, wands and rings using the same rules as Magic-Users do. They may not create other kinds of magic items.




 

 


05 March 2023

OSR Ranger for Crown & Valor

The OSR Ranger is not Aragorn, but neither is he not-Aragorn. I picture him more like an 18th and 19th (and 20th) century mountain man on the American frontier: self-sufficient and beset by wanderlust. 


The chassis of the class is the Hobbit class. You can see it with the hide and sneak abilities and with the ranged attack bonus. 


As a nod to the 1e Ranger, this ranger gets two hit dice at level 1. He then matches the fighting-man into Name levels, and caps out on hit dice a little sooner. 


On that I added the animal empathy and some ad hoc magic. I’m really not sure about the magic, and I’m not sure if I will ever have enough playtest experience to know whether it’s good, too strong, too weak, or off brand. Share your opinions and suggestions in the comments or via email. 


Here’s the .doc file


The Ranger


Rangers are rustics and wild men who live at the border of the Realms of Men. They are self-sufficient, and live off the fat of the land. Some prefer the forest, some the mountains, and some the desert, but the Ranger never prefers the city or the mythic Underworld. 


Oftentimes, the Ranger follows the druidic faith because of his reverence for this good earth beneath his feet and for the animals and plants which dwell upon it. 


Rangers crave solitude. Their brothers are the animals. The forest is their cathedral. Their hymns are the wind.  They are naturally suited to adventure due to their self-reliance and comfort in the Wilderlands. Sometimes, they will find a home as a scout or spy for an army or befriend some Elves.


Rangers rely on their physical, mental, and spiritual fortitude and on their wits. A character must have at least a score of 13 in both Wisdom and Constitution in order to be a Ranger. A character with a 16 or more in either score gets +20% to his XP. 


The Ranger’s Class Abilities: 


Arms & Armor: A Ranger may wear any nonmetal armor and carry a nonmetal shield. He may use the following weapons: Any sword except for those particular magic swords reserved for the fighting-man, any axe, any curved bow, dagger, oil, sling, staff and spear.


Attack and Save: The Ranger uses the same attack progression and Save tables as the fighting-man.


Keening Skill: Rangers are adept at ranged attacks. They get +1 to hit with any such attack. 


Hiding and Sneaking: Rangers are adept at camouflage and stealth. They gain a +1 to any sneaking attempt on a d6. They hide in plain sight outdoors on a 1-5 on d6 and indoors on a 1-3 on d6. Magical light, such as a Magic-User’s Light spell, will spoil these hiding attempts.


Ambush: In cloistered wood, swamp, or other suitable virgin environs, rangers can be nearly invisible and can move almost silently, surprising a known enemy on a 1-3 on d6. If he is with rangers and elves only, the ambush fgoes off on a 1-4. In a similar space, any party with a ranger will only br surprised on a 1 on d6 insead of the normal 1-2.


Swift Overland Travel: a ranger in leather armor or lighter  receives an additional movement point per day. 


Tracking: A ranger can throw a Wisdom check on d20 to track prey. A rull must be made each day, It is modified by conditions, time passed, and number of the prey.


Animal Friendship: When a ranger is first created, choose a terrain type. The ranger gets a +2 to reaction rolls with animals native to that terrain type and a +1 to reactions to unnatural animals (but not man types, giants etc.)


Forge Lore: Starting at level 5, the ranger can produce curative potions of a similar kind as the cleric, but as a cleric two levels lower. At level 9, he may make any weapon or armor he can use as well as wondrous items of a type useful in the terrain he inhabits. 


Limitations: A ranger can never own more than six magic itams. He may only own what he can lift off the ground while at full health. He may use horses or beasts of burden, but cannot retain wealth. 


In order to build a stronghold, he must Squander money along the way and then use that Squander total as if it were money for his stronghold. 



 

28 February 2023

Crown & Valor Beta Rules

Here are the player-facing rules. I'm writing the Ref guide with lots of cool guy stuff now, and there will be monsters in that book. I'm not using a ton of monsters, tbh, and I don't think there are any new ones, so that part is not all that exciting. 


14 February 2023

Crown & Valor Update


Among other d&d things, I put the Crown & Valor player’s guide manuscript to bed. I’ve got a really good idea of what the front and back covers will look like: almost the same as Treasure Hunters looked. 

What I am wondering is, is there somewhere I can get saddle stitched books POD? Neither Amazon nor lulu have that choice. There are some places that will do it but they’re all super expensive. I simply can’t afford to spend $500 on 25 copies. 

Another thing I got done today was sleeving the big binder of stuff. There are two to four more sheets of paper to go in, and then it’s done. 

I discovered that when I took all the handouts out and put them in a separate binder, I didn’t need to keep the 3 1/2” one - I went to two 2” binders instead. This seems like it would be bulkier, but it’s going to be easier at the table because half of it can stay off to the side. 

Two of the sheets are done now, ready to print tomorrow. They are the procedures for monthly upkeep and winter upkeep. Taxes, diseases, rumors, omens, homage gifts, weddings and births and funerals. 

Then diseases, which I will write this week, and then done. All done. And very slim. 

07 February 2023

New Character Sheet!

I’m very excited to show you! The official Crown & Valor character sheet artwork arrived yesterday. I’m putting the finishing touches on it by adding some text. Tomorrow it should be 100% ready to add to the manuscript! 

Here is the WIP featuring the gorgeous art by my mystery art friend:




You can see that we will use slot-based inventory and the number of slots will be pretty low. I decided to err on the low side to encourage bringing along porters. 

I am a huge fan of the maths and engineering behind 1 GP = 1/10 lb and the knock-ons of that, but coin-based encumbrance is a fiddly pain when you’re a at the table, and that’s when you need to know it. 

Ergo, voila, and Shazam: slot-based encumbrance. 

I’ll let you know how that goes. 

08 December 2022

Bards


I don’t like the Bard class. I think it’s silly. Not “a bit silly,” but rather “all the silly.” 

That said, I do like poets, performers, and storytellers. We are telling stories here, after all.

I do not want to discourage my players from having artistic characters. Quite the contrary: my game Crown & Valor even has a rule about how music can speed up healing on the road.

Here is the process of becoming a Bard in my D&D games:

1) Tell me your character is a musician. Spend some money on an instrument. Like 25GP is fine. 

2) Get a busking license from the thieves guild. 

3) There is no step three. Bam, you’re a Bard. 

If you have a character who wants to become a bard, he will have to get the instrument and take six months to become proficient in it. It counts as a language for the purpose of calculating your total languages known, but even an INT 3 guy can learn to play one instrument (by ear.)

I think you could gish this concept with a spellcaster. The arcane casters could cast a spell with their guitar or whatever. The cleric could be a Cantor, or a hymnist caster.