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.




 

 


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. 

24 January 2023

Wonky XP Tables


At the start of the D&D game, Gary did a lot of fiddling with the XP tables of the several classes in a putative effort to balance the differing power levels. However, even though the classes have different XP requirements, the differences are basically a wash. Even the Cleric, which is significantly less XP-intensive than the other base classes, only leads the pack by a couple of levels until Name level. 

   After Name level, for some reason, Wizards and Clerics zoom past Fighting-Men. In fact, at certain XP totals, Clerics fight better than Fighting-Men, which seems pretty stupid to me.

    Soon after the start and then coming forward, those tables were sacrosanct and each iteration of the game kept them mostly the same until 3rd edition obliterated the tables and made new, uniform XP tables. 

    In the long view, I think there is a middle path between the two. I will show you a proposed set of new XP tables. They are based on power at XP level rather than power at character level and scale regularly. 

    The three classes of Men advance at the same rate from level 1 to level 14. Each increment is the same multiple times the last level, ending at 1 million XP at level 14 (which is the highest level for the classes of Men in my Crown and Valor retroclone.)

    Dwarfs and Hobbits also start at the same level, but need more XP to reach each subsequent level - their multiplier is higher. This will better simulate the reason for level caps to exist in the first place: to limit the eventual power level in search of better game balance. It will also suggest the worldbuilding element that demi-men are simply not as ambitious as Men are. 

    Elfs also follow the same kind of advancement as Dwarfs and Elfs, but since they have the abilities of two classes at the same time, their base Xp is much higher (4000 XP) and their multiplier is higher too. 

    In the case of Dwarfs (12 levels) and Elfs (10 levels), their max XP is the same at their caps as Men classes (14 levels.) Since Hobbits have considerably fewer levels to go (8 levels), their cap is also lower. While Dwarfs' level progression behaves mostly like Men, the Elf and Hobbit are special cases that are a little kludgy. Elfs start at double XP for level 2 and Hobbits have a relatively high number to get to their level cap. I'm okay with this though, since the "standard" old school progressions are basically a kludge as they are. It also keeps the classes (other than Hobbit) about equal in power at each XP level.

    On the following chart, you will see that the interval for Men is lowest, followed by the three other races in order. This is good because it confirms our assumption that Men are the most ambitious and the other races are less so in descending order.


These are the raw numbers with the interval n listed at the bottom. I'm going to clean up the numbers a little now but keep the spirit of the chart intact. After looking at the Hobbit's interval, I think it's too large. They will lag too far behind. Therefore, I changed 600k to 500k and that lowers the interval to 2.51. It will all look like this: 


I'm happy with this alternate table. It enforces the concept of ambition even more and keeps XP relevant for the demi-men longer, at a cost of raw power per XP level. It also keeps the magic Men from zooming past Frighting-Men at Name levels.