Friday, July 29, 2016

Basic Fantasy - Simply Proficient

Today I present material for Basic Fantasy, something that I call "Simply Proficient!". "Simply Proficient" is a set of rules that tries to bring a simple skill system to the game. It is inspired by the proficiency system found in the old Player's Option: Skills & Powers book for 2nd Advanced Dungeons & Dragons.

Now, the rules here are incomplete and bare-bones, but it has the basic idea I am shooting for. It has been something I've worked on-and-off with for a long time. Eventually, I would like to submit it on the Basic Fantasy forums, like I have with my "Simple Halloween" and "Powder & Shot" supplements.

Note: I didn't include a list of proficiencies as I haven't written them yet, but it shouldn't be to hard to create your own or to search online for a list of old AD&D proficiencies.

SIMPLY PROFICIENT

(version 0)

Proficiencies represents knowledge pertaining to something outside of combat and the adventuring life (well, mostly). They cover things not normally encountered or needed while exploring dungeons and catacombs, like a knowledge of history, cooking, blacksmithing, etc.

Starting Proficiencies
Characters start with 4 proficiencies. One represents their background, one is tied to their race, another from their character class, and another proficiency of their choice. All proficiency's start at the Basic rating.

Intelligence and Proficiencies
A high or low Intelligence score will modify a character's starting proficiencies. A character will always have at least one proficiency.

Gaining Proficiencies
Characters gain one additional proficiency at 3rd level and every third level thereafter. They can either increase a proficiency they already possess by one step, or obtain a new proficiency at the Basic rating.

The Proficiency Check
The Proficiency Check requires you to roll equal to or under the proficiency's Proficiency Score on a d20.

Proficiency Score
A proficiency's score is: 8 + ability modifier + Proficiency Rating.

Proficiency Rating
The Proficiency Rating is a measure of a character's level of knowledge of the proficiency. Each rating provides a bonus to determine the Proficiency Score. There are four different ratings; Non-proficiency (+0), Basic proficiency (+2), Expert proficiency (+4), and Master proficiency (+6).

Automatic Success and Failure
When making a Proficiency Check, a natural roll of 1 is an automatic success, while a natural 20 is an automatic failure.

Varied Difficulty
The basic proficiency check assumes a static target number (TN), with nothing beyond the character's proficiency rating and natural abilities to determine their chance of success. If you wish for more variation, you can apply a modifier to target number. Beneficial circumstances would increase the TN, while detrimental conditions would lower the TN. The modifiers should range from +/- 1 to 3.

Magic Items & Proficiencies

Magic items can be made to interact with the proficiency rules. Most magic items will grant the character a +1 to +3 bonus on their proficiency checks with one proficiency, or rarely, two proficiencies. Some more uncommon items might boost a character's proficiency rating, so long as they have the proficiency to begin with. Some rare magic items might even grant a character a proficiency rating even if they do not possess the proficiency. There might also be cursed items that have the opposite effect of those noted above.

Sunday, July 24, 2016

Fantasy AGE - Light Arcana

Today, I have a new magic arcana, the Light arcana. I wrote this arcana while I was creating a low-level priest-like mage for playtesting purposes and thought I'd share it. I also had to create set of rules concerning partially blinded and totally blind characters.

Light Arcana

You bring light where there is darkness.

Novice: You learn the spells dazzling display and ghost light.
Journeyman: You learn the spell blinding bolt. You also gain the focus Intelligence (Light arcana).
Master: You learn the spell sunburst. You can choose one spell stunt you can perform for -1 SP when casting Light arcana spells.

DAZZLING DISPLAY

Requirements: Light arcana (Novice).
Spell Type: Attack. MP Cost: 4.
Casting Time: Major. Target Number: 11.
Test: Dexterity (Acrobatics) vs Spellpower.
You create a burst of scintillating light in a 6-by-6 yard area in front of you. Anyone within the area must make a Dexterity (Acrobatics) test against your Spellpower or be Dazzled for one minute. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.

GHOST LIGHT

Requirements: Light arcana (Novice).
Spell Type: Utility. MP Cost: 3 per hour.
Casting Time: Major. Target Number: 9.
Test: None.
You create a pinpoint of light that illuminates a 10 yard radius around it. This light is under your control and has a Speed of 6 + your Willpower. You can change its direction with a Minor action. In addition, anyone within the illuminated area has a -2 penalty to Dexterity (Stealth) tests. This Illumination lasts for one minute, but can be extended for 3 MP per additional minute.

BLINDING BOLT

Requirements: Light arcana (Journeyman).
Spell Type: Attack. MP Cost: 6.
Casting Time: Major. Target Number: 12.
Test: Constitution (Stamina) vs Spellpower.
You cast a bolt of blinding light against a single target within 20 yards of you. The bolt inflicts 1d6 + Willpower penetrating damage and the target is Blinded. Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight.
If the target makes a successful Constitution (Stamina) test against your Spellpower, this spell only inflicts 1d6 penetrating damage and the target is only Dazzled for one round. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.

SUNBURST

Requirements: Light arcana (Master).
Spell Type: Defense. MP Cost: 8.
Casting Time: Major. Target Number: 14.
Test: Constitution (Stamina) vs Spellpower.
You create a blinding light in a 10 yard radius around you. Anyone within the area is Blinded. Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight. If they succeed on a Dexterity (Acrobatics) test against your Spellpower, the target is only Dazzled for one round. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.
In addition to the above effects, creatures with a vulnerability to sunlight within the spell's area take 2d6 + Willpower penetrating damage, with a successful test reducing the penetrating damage to 1d6 + Willpower.

Blindness Rules

There are two states of blindness, partial blindness and total blindness. Partial blindness is handled by the Dazzled condition and total blindness by the Blinded condition.

Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense

Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight.

Saturday, July 9, 2016

AGE of Tamriel - Classless Characters

Today, I have another preview of my AGE of Tamriel project.

This time it is a set of rules that tries to emulate the free-form character development that the Elder Scrolls games are known for. These rules were not present in my previous AoT, I didn't have enough written down at the time to include it.

Now, these rules are not complete, but show the general idea I am shooting for. Here is the PDF link. And again, these rules are incomplete and subject to change, so keep that in mind when looking this over.

Those of you who frequent Roninarmy.com's Fantasy AGE forums should recognize influences of DiBastet's "Classless AGE" and DracoDruid's "Free-form Fantasy AGE" within these rules. Or it would have, if I remembered to of included DracoDruid's talents, but I was a bit hasty in getting this ready for another AoT preview.

Friday, July 8, 2016

5th Edition - The Witch Knight Fighter Archetype

Today I present a new fighter archetype for 5th Edition; the Witch Knight!

The idea for the archetype came from two places; from my previous mentioned D&D setting, and as an experiment to see if I could create a variant on the eldritch fighter that uses pact magic instead of traditional spellcasting.

The look of the document was made using the online editor at homebrewery.naturalcrit.com. I spent roughly six hours fiddling with the code while also catching up on the few episodes of Critical Role that I've missed. My earlier attempts at re-creating that 5th Edition style, as seen in my miqo'te and 5E santa write-ups, was a combination of GIMP and Open Office. Using the homebrewery editor was much, much faster and more enjoyable.

Overall I think it turned out okay, if from a rather unoriginal idea; it is basically the first seven levels of the warlock class, minus a few class abilities. So, I have no idea on how well it would play in-game or if it is well-balanced, but it was fun writing it.

You can find the homebrewery link here or download a PDF of it here.