Monday, September 26, 2016

Empress core rules - Sections 1-2

I said it would happen, didn't I?  For now, I'm just going to post the rules in chunks, as they currently stand in my big Google Doc.  If I find a better way to organize this stuff, I'll be circling back.

So let's get started.  There's a very brief intro, and then a big chapter on changes to basic character statistics.  Please forgive me for renaming abilities to attributes...in retrospect, there's no good reason for that.  I'll probably change it in a future version, but for now, it's all over the place.



1. Introduction

I love Lamentations of the Flame Queen (LotFP)!  Mostly!  The parts I’m less fond of aren’t bad...they’re just not for me.  And I think there are some easy ways we can improve upon D&D in general.  That’s what OSR is all about, right?


Empress is my homebrew attempt to adapt LotFP to my needs.  The following sections will detail my divergence from the core rules.


2. Characters

2.1. Attributes (Abilities)

Let’s call them attributes instead of abilities.  Empress has different ones, but they have a lot of overlap.  Here they are, and what they’re used for:


Table I: Attributes
attribute
explanation
uses
Toughness
Basically, Strength and Constitution combined.
  • Hit Points
  • Fortitude saving throws
  • Power Modifier
Agility
Athletic ability, including speed, reflexes, coordination and stamina.
  • Reflexes saving throws
  • Initiative
Dexterity
Aim and precision.  It’s criminal that this and Agility are so often lumped together.
  • Attack Modifier
Intellect
Essentially the same as Intelligence combined with the spiritual aspects of Wisdom
  • Mind saving throw
Perception
Quick-thinking, intuition and judgement.  Wisdom sometimes covered this, weirdly.
  • Wits saving throws
Nerve
Willpower and mental fortitude.  Why didn’t D&D have this?
  • Will saving throw
Charisma
More or less what it always meant.
  • Reaction roll
  • Retainers


2.1.1. Attribute modifiers

Just as with LotFP, each attribute has a corresponding attribute modifier, based on the attribute’s current level.  The following chart includes the values from LotFP, but also includes levels outside the 3-18 range (since various things can cause attributes to stray from human norms).


Table II: Attribute modifiers
attribute level
attribute modifier
1
-4
2-3
-3
4-5
-2
6-8
-1
9-12
+0
13-15
+1
16-17
+2
18-19
+3
20
+4


Attribute values below one often signifies death or loss of mind.  For levels 20 and up, the modifier increases by one per level.  At 30 and above (which should never be a factor) the modifier increases by two every level.


2.2. Classes

The classes are even more limited.  We have Warrior, Mage and Specialist, but no Cleric nor demi-human classes.  Mages come in many flavors, so the GM and player must determine what kind of Mage the character gets a level in.  There are more skills available for Specialists.


In Empress, there are no restrictions on multiclassing, whatsoever.  In fact, it is probably a good thing, since classes are a little more specialized than in OD&D.  Taking up a new class, however, requires access to some kind of training.  That is of course in addition to the required expenditure of experience points; see later for more details.


The meanings of the classes are very similar to in LotFP; Warriors are martial artists, Mages are various kinds of spellcasters, and Specialists are pretty much everything else, a grab bag of practical skills.  


Still, there are broad implications, especially when you consider the freedom to multiclass in Empress.  For instance, you can simulate a diverse array of class concepts just by mixing and matching these three.  For instance, 1e AD&D paladins and rangers would both have levels in each class, with the rangers devoting a bit more to Specialist (for Animal Handling, Bushcraft, Climb and Stealth).  Even a knight may want a level or two in Specialist for the Animal Handling skill (i.e. horsemanship).


In addition, using Empress’ system of spell drawbacks, combined with the vast catalog of OGL spell effects, gives us the ability to represent an extremely wide variety of spellcasters.  Old-school magic-users and clerics are very easy to approximate, while it’s also possible to have Mages who suffer fatigue from spell-casting, risk mishap and madness, require special magic wands, or whatever.  The Mage class could even be used to simulate alchemists, or even a modern pulp super-scientist.


Since the experience point scale is the same for all classes, a character gains levels according to his or her total number of levels across classes.  As a level is gained, it can be applied to whatever class makes sense for the character, given the character’s adventuring activities and available training.


2.2.1. Class perks

Characters also receive minor perks every few three levels they earn in any given class.  These are described in more detail in the section on experience and character creation.


2.3. Hit Points

When a character gains a new highest level, he or she can add a new hit die of the appropriate type, modifying the roll by his or her Toughness modifier (like how Constitution was previously used).  Hit Points are increased by this amount; if the modified roll is less than one, the character still increases HP by one.


A player may choose, instead of rolling his hit die, to take a flat value of HP equal to half the die size.  Thus, a Warrior can choose between rolling 1d8 for HP, or taking four.  If the player rolls the die, then he or she has to take whatever is rolled, even if it is lower than the flat value.


2.4. Saving throws

We’re replacing the old-school saves with 3ed Reflex/Fortitude/Will saving throws, plus two more: Wits and Mind.  Wits is for spotting danger, surprise, ambush, etc.  Mind is used primarily by Mages to successfully perform difficult magic.


2.4.1. Using saving throws

Rolling a saving throw is very much like it’s always been.  Based on a character’s attributes and class levels, he or she will have different values for different saving throws, and the different saving throws are used in different situations.  When the character is presented with a sudden risk, he or she gets to roll a d20 to mitigate or totally avoid disaster.  If the roll is equal or higher than the saving throw number, the character is successful in doing this.  For some situations, saving throws might be subject to modifiers, to represent hazards that are easier or harder to avoid than whatever passes for normal.


Determining which saving throw to use in which situations is usually pretty easy.  Reflex saving throws are used when the character has to avoid some hazard, like the breath of a dragon or an out-of-control cart in a narrow alley.  Fortitude saving throws are used for situations where the character must resist by endurance, such as handling the effects of poison, surviving while in critical condition, etc.  Will saving throws are generally reserved for resistance to magic, but they can also be used to try to resist other compulsions such as the effects of madness.


Wits saving throws are used to spot important details in passing, especially signs of danger.  They can also be used for reacting to surprises and traps.  Mind is used mainly for Mages to successfully perform difficult works of magic.  It can also be used for things like maintaining concentration, sensing the nature of undisguised magic auras, solving abstract problems (though these are usually best handled directly by the PC) and a few things like that.


2.4.2. Calculating saving throw levels

For a zero-level character with average attributes, all of the saving throws are at fifteen; they all go down to 14 at level one.  Before considering class and level, each saving throw subtracts a different attribute modifier. Fortitude subtracts the Toughness modifier, Reflexes uses Agility, Will relies on the Nerve modifier, Wits subtracts the modifier of Perception, and Mind uses Intellect.


There is no saving throw for Dexterity because that is basically what the attack roll is.  There’s no saving throw for Charisma because that might curtail role-playing.


Each class has several saving throws for which it drops by one per level.  This is a good reason to multiclass.  Warriors improve on Fortitude and Reflexes, Specialists advance Wits, and Mages increment Will and Mind.  Specialists may also spend one skill point for another saving throw bonus of his or her choice.


2.5. Skills

Skills are almost the exclusive province of the Specialist class.  The mechanics for rolling them are pretty much unchanged.  The following sections details some modest changes.


2.5.1. Skill progression

Each level, Specialists earn four skill points.  They may not spend more than two points on any single skill per level.  As stated, one point may be spent to improve any one saving throw by one.


2.5.2. Skill bonuses

A concept introduced in these rules is that a skill might occasionally be of use in a saving throw or attack roll.  That should be more the exception than the rule, but when it seems reasonable, the GM can then allow the skill level to be used as a bonus for a d20 roll (i.e. hit or saving throw).  This is called a skill bonus to whatever is being rolled.


2.5.3. Difficult feats

In general, it is assumed that any exercise of a skill that is worth rolling for is something of a difficult feat that should require some specialized skill.  Otherwise, the default 1-in-6 chance of success is a bit harsh.  For instance, no roll is required to hide behind a bunch of huge boulders.


However, among those things that could be considered feats, some feats might considered especially difficult.  If the GM deems that the use of a skill calls for exceptional ability, there are a couple of ways to handle it.  One way is to follow up a skill check with an appropriate saving throw.  For instance, if a character with Bushcraft is trying to fish from the ice in a snowstorm, the GM should call for a Fortitude save.


In addition, if the GM decides that the feat is something only a master would attempt, then the character might be required to make two skill rolls, succeeding at both.  If the GM decides that isn’t enough, because the player is trying to accomplish something truly legendary, then require three successful rolls.  Anything harder than that should probably not be possible.  


If the GM wants to allow for easier skill feats, then he or she can roll two or three times, declaring the feat a success if any of the rolls is successful.


2.5.4. New skills

2.5.4.1. Animal handling

Used for animal lore and assessment, managing domestic animals, expert packing of cargo (see LotFP animal encumbrance rules), and animal training.  Useful mostly for understanding animals, including the control and properly use of domestic animals in difficult situations.  This can be particularly useful for calming pack animals that have been spooked (i.e. failed their morale rolls).  If used to train an animal for combat, it can be treated like the Leadership skill (see below) for establishing loyalty.


2.5.4.2. Arcana

This skill is used to impart an understanding of how supernatural forces work, including the metaphysics of magic and the deeper secrets of cosmology.  Even at the higher levels of skill, this is likely to be riddled with rumors, myths and outright misinformation.  Of course, this is just as true for the Lore skill.  Note: Mages add one to this skill level for every two levels of Mage obtained.


2.5.4.3. Business

This skill has a few uses.  It can improve the return of investments by a percent equal to the skill level minus one.  It’s also useful for assessing market value for pretty much anything.  Actual bargaining can be role-played when important or interesting, but when it’s not, roll this skill to see if the character can get a good deal.  Once he or she fails, no more bargains are available for the day in that marketplace.  Bargains are 4d20% off, if an exact number is needed.


2.5.4.4. Command

This skill is used to coordinate groups of combatants on the battlefield.  A character with this skill may lead a group with a size equal to ten to the power of one less than his or her skill level; i.e. 10 at level 2, 100 at level 3, 1k at level 4, 10k at level 5 and 100k at level 6.  By leading the group, they will rely on the commander’s Warrior level for purposes of Initiative level (i.e. act in an organized fashion).  Also, this is the largest size group the character may effective issue commands to.  A skill roll is needed to maintain cohesion in the heat of battle every round where the commander is not in direct contact with the troops.  If cohesion is lost, so too are the initiative benefits.


2.5.4.5. Craft

This is the general skill for constructing things other than buildings (that’s covered by Architecture).  In games that are meant to focus on adventuring, this should be used to cover all such applications, as broad as that may seem.  A character trying to construct anything complicated or mechanical uses the lower of his or her Craft and Tinker skills.


2.5.4.6. Deception

Used for disguise, faking a condition (disease, madness, royalty, etc.), and otherwise making something seem as something other than it is.  Close inspection and suspicion either penetrates the sham, or gives a Wits save to increase suspicion (GM decision).  Literate characters can use this skill for forgery.


This skill can also be used for delivering Sneak Attacks like the Stealth skill, but these attacks are “sucker punches,“ usually concealed by a seemingly peaceful demeanor.  Stealth is used when the attacker relies on the victim being unaware of the attacker’s presence, whereas deception relies on the victim being aware of the attacker’s presence but unaware of the attacker’s intent to attack.


2.5.4.7. First aid

Allows a character to stabilize another character who is in critical condition, or providing an additional saving throw against poison, disease and similar conditions.  Takes 1d6 rounds to administer.


2.5.4.8. Hobby

This refers to any skill that doesn’t have any immediate and obvious use for adventuring, like cooking, playing an instrument, etc.  These could occasionally come in handy to improve the reaction of an NPC, earn pocket cash or produce some obscure bit of trivia.  Skill points spent on hobbies buy two levels per point.  Here are some examples:


  • Angling
  • Calligraphy
  • Cooking
  • Dancing
  • Gambling
  • Gardening
  • Juggling
  • Literature
  • Painting
  • Partying
  • Play instrument
  • Poetry
  • Prestidigitation
  • Sewing
  • Singing
  • Sketching
  • Stagecraft


The GM should reward clever players for finding ways to make their hobbies have a meaningful game effect, but there should be limits on this.  For instance, the stagecraft skill shouldn’t be constantly used as a cheap way of getting disguise without paying up deception, and using angling shouldn’t be a substitute for bushcraft when attempting to survive.  When hobbies are used to replace adventuring skills, the GM should penalize their levels by at least -1.


2.5.4.9. Leadership

The character’s skill level (minus one) is added to his or her Charisma modifier for purposes of employing and motivating retainer loyalty.


2.5.4.10. Lore

This skill can be used to recall important facts from history and legend that are relevant to whatever adventures the characters are having.  This can be important when exploring ancient ruins, as well as understanding the intrigues of court - in other words, any stories of the past.


2.5.4.11. Medicine

This skill is used to bandage wounds, identify healing herbs, brew poultices, administer various treatments from bleeding to chirurgy.  It is used for long term care.  Successful use of this skill will cause an incapacitated character to heal an extra HP every day.  A successful roll also gives a patient a re-roll on any failed saving throw related to an illness.  Supplies and 2d4 sp of materials (roll once at start of treatment) are required per day of attention.


2.5.4.12. Naturalism

This is the scientific counterpart of Arcana, used to convey an understanding of natural processes and non-magical technology.  This may or may not be present in a setting, depending on whether or not it makes sense.  In some settings, there may be no distinction between Naturalism and Arcana,  in which case the unified skill could be called Alchemy, or something like that.


2.5.4.13. Scholarship

This skill can be used to perform non-magical research, which means finding answers to questions in books.  For this to be possible, the answer has to be actually present in the books available, and a successful skill roll means the character finds it.  


In addition, the GM may allow players to select a number of topics at any given time that their character is researching.  These must be topics that are more narrow than skills, like “history of country X” or “botany.”  If the character has access to sufficient literature on these topics, then he or she may use this skill level to roll for knowledge in those topics.  


It takes one day of study to increase a ‘book skill’ by one level, until it reaches the character’s Scholarship level.  Deprived of the necessary tomes, a character’s books skills decline by one level per day.  If the GM is generous, some books can detail physical skills, though books that do so effectively are probably less common than ones that instruct in heraldry.


Note that when a character relies on books in a non-native language, his or her Scholarship skill level is effectively capped at his or her Languages skill level.


Table III: Skill list
skills
Animal Handling
Arcana
Architecture
Bushcraft
Business
Climb
Command
Deception
First Aid
Hobby
Languages
Leadership
Lore
Medicine
Naturalism (optional)
Scholarship
Search
Sleight of Hand
Sneak Attack
Stealth
Tinker


New skills are italicized.  The Naturalism skill may not be included in all settings.


2.5.5. Changes to existing skills

This section describes the ways that existing skills are used differently.


2.5.5.1. Sneak Attack

The reduction of damage from armor Protection is applied before applying the Sneak Attack damage multiplier.


A successful sneak attack receives a bonus to hit equal to the character’s Stealth skill (if from behind) or Deception skill (if it’s a sucker punch).


2.5.5.2. Stealth

Determining whether or not a character is detected depends on the skill of the character, and the Wits and awareness of potential observers.  Roll both the Stealth skill of the stealthy character and a Wits saving throw for those who would detect him or her.  If the observers are being vigilant, then the wannabe ninja will be spotted if either the saving throw succeeds or the skill roll fails.  If they are not particularly alert, however, then the stealthy character is detected only if both the saving throw succeeds and the Stealth roll fails.


Note that, under most conditions, the Wits saving throw is penalized.  If the stealthy character is not passing within three yards of the character rolling the save, then it is penalized by -2.  If there is a fair amount of ambient distraction (e.g. shadows, background noise, crowds, etc.), this increases any other penalties by anywhere from -2 to -4, or just making detection flat-out impossible.


2.5.6. Alternate skill mechanics

If the GM wants to bring the skill system more into line with other die-rolling mechanics in Empress, specifically roll-over on 1d20, this is easily accommodated.  First of all, a character’s initial skill level in any skill is 18; success occurs when rolling equal or higher than this value.  Every experience level, a Specialist gets 12 skill points.  It costs two of these points to buy a saving throw bonus.  No more than six can be spent on any skill per experience level.  Skill points reduce the skill level, instead of increasing it.


The major difference here is that skill levels are modified (downwards) by the character’s attributes.  For any given activity, the GM should choose the appropriate attribute modifier, and subtracts it from the effective skill level.  Since skills typically use the same attribute every time, the player is allowed to pre-calculate skill levels with these modifiers in mind.


In addition, if we are using a 1d20 system for resolving skill use, it makes more sense to apply roll modifiers for atypical situations, instead of calling for multiple rolls.


2.6. Hit Class

The degree to which it is difficult to hit a character in combat is measured by that character’s Hit Class (HC).  This is calculated simply - it is 12 for human-sized characters.


2.7. Combat modifiers

A character has an Attack Modifier calculated as their Dexterity modifier, plus one (if the character is at least first level), plus his or her Warrior levels.  A character also has a Power Modifier equal to his or her Toughness modifier (again, plus one if at least first level), plus his or her Warrior levels.  This is used for unarmed attacks, and both attack and defense during grappling, and optionally for melee attacks (instead of the Attack Modifier).


2.8. Initiative

A character has an Initiative level equal to his or her Agility modifier, plus one for non-zero level characters, and plus the character’s Warrior levels.


2.9. Monster stats

Monsters typically have hit dice (HD), dictating their HP and Combat Modifiers (i.e. Attack and Power modifiers).  Each HD translates into 1d8 HP and +1 to AM/PM.  These can be adjusted to reflect the relative offensive/defensive balance of an NPC, although varying HP is the simplest place to start.


Saving throw is based on HD as well.  For a given saving throw, a monster is either good, average or poor.  Good means that the save in question equals 14 minus the monster’s HD.  Average means that it is equal to 15 minus half (rounded down) its HD.  Poor means that the saving throw in question is 16.


A monster’s default Initiative Modifier is equal to its HD minus one..  This should be modified based on the how fast, aggressive and skilled it is.


A monster’s HC is based on its size.  It should be 16 for a tiny character, 14 for a small character, 12 for a man-sized monster, 10 for an ogre-sized monster, 8 for an elephant or giant, 6 for a whale or dragon and 4 for Godzilla.  AC should be based on similar principles of Coverage and Protection as armor.


Monster attacks have damage rolls, as well as ranges for missile attacks.  The GM can decide whether the monster counts as armed or unarmed for purposes of opportunity attacks, and what its reach is.


These are only loose guidelines for quickly describing monsters.  Final stats should be given in terms of HP, Initiative, Attack Modifier, Power Modifier, HC, AC and Protection, and saving throws, as well as attack stats (damage and, if applicable, ranges).


Table IV: Average monster stats
HD
HP
CMs
Initiative
good save
avg. save
poor save
damage
-1
1.5 (1d2)
-1
-2
16
16
16
1
0
2.5 (1d4)
+0
-1
15
16
16
1d2
1
4.5
+1
0
13
15
16
1d4
2
9
+2
1
12
14
16
1d6
3
13.5
+3
2
11
14
16
1d6
4
18
+4
3
10
13
16
1d8
5
22.5
+5
4
9
13
16
1d8
6
27
+6
5
8
12
16
1d10
7
31.5
+6
6
7
12
16
1d10
8
36
+8
7
6
11
16
1d12
9
40.5
+9
8
5
11
16
1d12
10
45
+10
9
4
10
16
2d8
11
49.5
+11
10
3
10
16
2d8
12
54
+12
11
2
9
16
1d20
13
58.5
+13
12
2
9
16
1d20
14
63
+14
13
2
8
16
2d12
15
67.5
+15
14
2
8
16
2d12
16
72
+16
15
2
7
16
3d10
17
76.5
+17
16
2
7
16
3d10
18
81
+18
17
2
6
16
2d20
19
85.5
+19
18
2
6
16
2d20
20
90
+20
19
2
5
16
4d12


2.9.1. Compact format

We can express that with a compact format, as follows:


Name
HD: Hit Dice, HP: Hit Points, Morale: Morale, Move: Movement Rate
HC: Hit Class, AC: Armor Class, Protection: Protection[, Shield: shield size]
Initiative: Initiative level, AM: Attack Modifier, PM: Power Modifier
Ref: Reflexes, For: Fortitude, Will: Will, Wits: Wits, Mind: Mind
Attacks -
  • attack - Damage: damage[, Range: short / medium / long]
Notes: anything else


2.9.2. Generic format

The generic format is very similar to the compact format, but it is meant to be used differently. On some occasions, it may be desirable to describe an encounter’s Hit Dice in terms of a range, rather than an absolute value.  The two main reasons you’d want to do this are (1) because the description is for a species, not a single encounter, so its stats could reasonably vary, or (2) because the encounter is meant to be scaled for adventuring parties of different strength.


In such cases, start by determining the HD of the actual encounter, and use the average monster statistics for that HD rating (see table above).  For saving throws, the generic listing should dictate which are good, which are average and which are poor.  For Initiative, AM, PM and damage, the generic listing provides modifiers to the effective HD of the creature for purposes of calculating that value.


Values for Morale, movement, HC, AC and Protection are pretty consistent across HD.  However, the GM may choose to equip humanoid creatures with varied armor.  This goes for any of these statistics, as the GM can equip adversaries with whatever weapons that he or she chooses, or generally override anything as needed.


Here’s what the generic format looks like:


Name (X-Y HD)
Morale: Morale, Move: Movement Rate
HC: Hit Class, AC: Armor Class, Protection: Protection[, Shield: shield size]
Initiative: Initiative level, AM: Attack Modifier, PM: Power Modifier
Ref: Reflexes, For: Fortitude, Will: Will, Wits: Wits, Mind: Mind
Attacks -
  • attack - Damage: damage[, Range: short / medium / long]
Notes: anything else


For instance, here is the generic listing for an Ogre:


Ogre (3-6 HD)
Morale: 9, Move: 50’
HC: 10, AC: 14, Protection: 2
Initiative: 0, AM: -1, PM: +1
Ref: average, For: good, Will: poor, Wits: average, Mind: poor
Attacks -
  • Big weapon - Damage: +1
Notes: Ogre weapon attacks can only be parried by 18+ Toughness


Here is the corresponding compact listing for a 4 HD Ogre with 18 HP:


Ogre (young adult)
HD: 4, HP: 18, Morale: 9, Move: 50’
HC: 10, AC: 14, Protection: 2
Initiative: 3, AM: +3, PM: +5
Ref: 13, For: 10, Will: 16, Wits: 13, Mind: 16
Attacks -
  • Big weapon - Damage: 1d8
Notes: Ogre weapon attacks can only be parried by 18+ Toughness

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