Kilgore on August 22nd, 2010

Here is the what we’re calling the Alpha version of our Five Color Game Wizards & Warriors:

Wizards & Warriors 5 Color Game Alpha by Lord Kilgore

Wizards & Warriors ALPHA
Free PDF

It’s the 22 page player’s section and still needs some work. But a number of readers have expressed interest in this project and we’ve got a rough version of the player’s half ready, so here it is. Check it out if interested and, by all means, give us some feedback.

This product is not intended for any sort of professional or money-making publication, and so there is currently no art other than the frontpiece currently serving as the “cover” of the coverless Alpha PDF. I doubt there will be any art in the “finished” product.

Something else that is “missing” from this are how-to-play tips, in-depth descriptions of game concepts, and detailed examples of gameplay. As this is not intended for sale or for non-gamers to pick up on their own and learn, none of that sort of thing is included. It’s D&D with a few different classes and variant rules; no reason to start off explaining what a role-playing game is or give too many details about what armor class represents or how hit points work. The mechanical crunch is defined in simple, easy-to-tweak terms. And that’s about it.

Be aware that this has undergone nothing resembling playtesting in its current form. Many of the rules are our house rules from Labyrinth Lord and have been used for a while, but the chracter classes are brand new and untried. I think we’ve got a great start here, but no doubt some tweaking will be required along the way.

I can’t say when the GM section is going to be ready. I’d been thinking we were mostly done with monsters but upon looking again I see we’ve got quite a ways to go. And magic items have not even been started yet. Also, I’m not exactly sure what else is going to go into the GM section. I want a 48-page book when we’re done, so we’ll have to see how much room is left.

So check it out if interested, and let me know what you think. We like what we’ve got so far, but we also realize that we’re probably overlooking some obvious issues and we know that it can be improved.

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Kilgore on August 19th, 2010

What do people do about helmets?

1981 B/X D&D doesn’t seem to say anything about helmets. Labyrinth Lord (based on B/X) has a helmet in the equipment list but no rules for effects, though the Advanced Edition Companion uses the AD&D rule (below).

The AD&D Dungeon Masters Guide, of course, includes this:

Helmets:
It is assumed that an appropriate type of head armoring will be added to the suit of armor in order to allow uniform protection of the wearer. Wearing of a “great helm” adds the appropriate weight and restricts vision to the front 60″ only, but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head (d6, 1-3 = head blow).

To be honest, I’ve never really used this rule. I’ve been tempted from time to time to do so, maybe by just including a 6d roll along with every d20 to-hit roll, but have never gone ahead with it. I’ve also thought about the idea of a natural ’20′ indicating a “head shot” that causes double damage to those wearing helmets and triple damage to those without. Or maybe normal damage if wearing a helmet and double damage to those without.

Philotomy writes:

Wearing a suit of armor (i.e. doesn’t include “shield only”) without a helmet grants attackers a +1 bonus to the attack roll. (I followed the OD&D practice where an armor bonus/penalty applies to the enemy’s attack roll rather than to the PC’s armor class.)

This effectively grants an AC penalty to those wearing armor but no helmet and fits in with the AD&D view that “it is assumed that an appropriate type of head armoring will be added to the suit of armor.”

Generally, I’ve ruled that helmets don’t make any difference unless something specific comes up and I rule otherwise. Rocks raining down from above may cause 1d4 damage to those without helmets but only 1 damage to those with, for instance. Or maybe someone wearing a visored helmet gets a bonus when trying to avoid a medusa’s gaze. But I’ve never had any formal rules. Only on-the-spot rulings.

How do others handle helmets?

Kilgore on August 14th, 2010

One of the major things we’ve decided to do with our Five Color Game is to remove the ability score for Wisdom from the game. This wasn’t a light decision, and I’ve always been a bit of a fan of WIS for a number of things. But with the removal of clerics and druids and the simplification of many other things, we’ve decided it had to go. The characteristics that WIS encompasses have mostly been included in INT.

We considered using both INT and WIS as key components of our wizard classes, such as using one to determine success rates and chances of learning spells and the other to determine bonus spells. But that made the wizard class too dependent on two ability scores, and we’re trying to do a bit to untie the playability of a character from the scores rolled up during creation. So we rolled it all into INT. Wizards must have an intelligence score of 11 or more. Others must be warriors, which have no minimum requirements.

This leaves us with 3d6 in order for five ability scores, each of which can be modified based upon the color the player chooses for the PC.

This will likely be heresy for a great many.

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Kilgore on August 13th, 2010

5 color pentagon
I’ve not had much time to blog this week but I have actually made a fair amount of headway on a homebrew game based on old school D&D and utilizing the Five Color Magic concept. I’m hoping to have an “alpha” version of the game ready and printed up at Staples this weekend, though that might be pushing it a bit.

Here is what it looks like it’s going to be:

  • 48-page letter-size book
  • Character levels 1 through 8
  • Human PCs only
  • 5 wizard classes
  • 5 warrior classes
  • Roll to advance
  • Simplified monster write-ups

We’re thinking of the highly original name “Wizards & Warriors” because those are the two classes to choose from, with each having 5 colorized sub-classes. The mechanics of the game are going to be pretty much B/X D&D. The monster selection is going to be most of the AD&D list redone with combined single attacks and written in the OD&D matrix style. Other various tweaks and houserules that we’ve been using and like.

It is NOT going to be a Magic: The Roleplaying Game at all, rather more like D&D with magic and alignment loosely based on the five color scheme used in Magic: The Gathering.

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Kilgore on August 6th, 2010

I was looking for a quick way to display probabilities of results of various dice rolls and found SmallRoller:

SmallRoller

SmallRoller main screen

You get all sorts of options, including mixing dice types in the ‘options’ menu. I know that there are lot of dice rollers out there, but I haven’t tried many and this does what I need and is a standalone program versus something I need to be online to use.

What I like is the easy ability to display the probability curve of whatever you want:

SmallRoller Probability Curve

SmallRoller Probability Curve

It appears to be an older program that hasn’t been updated since 2005, but I think it does everything I need for analyzing various scenarios. If I was going to use something in a game, I’d probably look at one that was a little quicker to use.

What other dice rolling programs do people like?

Kilgore on August 4th, 2010

Interestingly, Grognardia and Delta’s D&D Hotspot each posted today on items that I’m planning to use (together) in the very near future: The Dungeon Geomorphs and the Monster & Treasure Assortment. I had wanted to use them last month for the AD&D game with my brother and son, but for various reasons it didn’t work out. So now I’m looking at a few options to give these things a whirl, and I can’t think of a better way than to use them together.

A few months back in a post on dungeon density I tossed up an example map I created using the geomorphs:

Sepia Test Dungeon from Geomorphs

Sepia Test Dungeon from Geomorphs

My plan is to put together a dungeon (maybe two or three levels) using the geomorphs and stock it straight from the Monster & Treasure Assortment. Hopefully, not only will this be a lot of fun to play through but it will give a little insight into how the game was expected to be played back in the day.

If you haven’t checked out the posts at Grognardia and Delta’s, I encourage you to go do so.

Kilgore on August 2nd, 2010

Grendelwulf has put together a great overview/summary of Original D&D and the supplements, including the never-published Supplement V: Kalibruhn.

UPDATE: He’s now added a Warriors of Mars write-up, something that I think should fit in neatly with the OD&D lineup.

At one point I had plans to do a sword-and-planet variation on Basic D&D, but that was before I became aware of the scope of the retro-clone scene and how much great stuff is out there already and in the works.

Kilgore on August 1st, 2010

This has to be seen to be believed: Adventure Generator!

It uses geomorphs based on those by Dyson Logos, encounters from your choice of Moldvay Basic or Moldvay/Cook/Marsh B/X, and dressing from AD&D’s DMG.

Simply incredible.

Now, I’ll admit that I’m not sure how much I’ll actually use this. The repetitive nature of large geomorph-based dungeons is off-putting (at least to me). But the scale of the thing and fun of scrolling through quick random megadungeons is mind-boggling.

I dare you to not try whipping up a couple just for fun.