Here's the first draft of my Redwall classes for the GLOG (for the Arnold K GLOG, not any other hack, but it'll probably work fine in pretty much any of them). It's races-as-class for all of the major non-vermin species (except for voles, you can probably just multiclass mouse and shrew or something). I might add vermin, birds, cats, reptiles, and amphibians in at some point, but maybe not because most of those will be better off as NPCs. We'll see.
Link
Quick Edit: I've moved squirrels to medium size. Thanks to deus ex parabola from the OSR Discord for pointing this out.
Wednesday, March 25, 2020
Sunday, March 22, 2020
GLOG: The Mouse (Redwall class)
Recently deus ex parabola (from the OSR discord) and I have been talking a lot about a Redwall hack of the GLOG. If you don't know what Redwall is, it's a series of children's books about talking rodents and mustelids having adventures and it's fantastic. Here's my take on what a Mouse class would look like (I don't have my own GLOG hack, so it's written for the Arnold K. GLOG. Hopefully it should work for most hacks). Most of it is stolen from the Goblin Guts Fighter and Knight, because those represent a lot of what the Mouse is about.
Size: Small
You gain +1 HP and +1 Save vs Fear for every Mouse template you possess.
Starting Equipment: Any two-handed weapon or any one-handed weapon and a shield (with 20 ammo if ranged), light armor
Starting Skill (1d3): 1. Wanderer, 2. Farmer, 3. Teenager
A Parry, +1 Attack
B Fury of the Small
C Tricky, +1 Attack
D Indomitable, Cleave
Parry: Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the incoming damage by 12 points instead of 1d12.
Fury of the Small: You have +1 Defense vs enemies larger than you. Once per day, you can gain +1 Attack and +1 Damage vs enemies larger than you for the rest of the combat.
Tricky: You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make a Dex check opposed by the target's Str or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.
Indomitable: When you are reduced to zero hitpoints, make a Save vs Death. On a success, you are instead reduced to 1 hitpoint. Once per day when you fail a save, you can reroll it.
Cleave: Whenever you reduce a creature to 0 HP with an attack, you can make another attack with the same weapon.
Size
Redwall involves a lot of various creatures of different sizes. There are 4 different size categories: Small, Medium, Large, and Huge. Small creatures get -1 Str, -1 Con, and can reroll Dex. Medium creatures get no bonuses or penalties. Large creatures can reroll Str and get -1 Dex. Huge creatures get +2 Str, can reroll Con, and get -2 Dex. The minimum and maximum ability scores are still 4 and 16.The Mouse
Size: Small
You gain +1 HP and +1 Save vs Fear for every Mouse template you possess.
Starting Equipment: Any two-handed weapon or any one-handed weapon and a shield (with 20 ammo if ranged), light armor
Starting Skill (1d3): 1. Wanderer, 2. Farmer, 3. Teenager
A Parry, +1 Attack
B Fury of the Small
C Tricky, +1 Attack
D Indomitable, Cleave
Parry: Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the incoming damage by 12 points instead of 1d12.
Fury of the Small: You have +1 Defense vs enemies larger than you. Once per day, you can gain +1 Attack and +1 Damage vs enemies larger than you for the rest of the combat.
Tricky: You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make a Dex check opposed by the target's Str or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.
Indomitable: When you are reduced to zero hitpoints, make a Save vs Death. On a success, you are instead reduced to 1 hitpoint. Once per day when you fail a save, you can reroll it.
Cleave: Whenever you reduce a creature to 0 HP with an attack, you can make another attack with the same weapon.
Tuesday, March 17, 2020
The Fighter and The Cavalier
I'm going to start my overview of my (still very much in development) system with the classes, and the classes with the Fighter and the Cavalier (which are pretty similar classes).
Classes are definitely very derivative of the GLOG. You get 5 templates at most, one per level. You can still level up beyond that, but you only get the "+1" benefits from the class you have the most templates from. Classes do not have different XP requirements. Skills are a d8 system that I'll make a post about at some point. 1 p. (1 pence/denier) is 1 XP.
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: Mail shirt; any two weapons and a shield or small shield, or any three weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); an adventurer's pack; 20p.
Javelin 1: You get +1 to hit versus enemies with at least 15 AC when throwing this weapon.
Javelin 2: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them when throwing this weapon.
Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.
Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg, 9 head, 10 reroll.
Spear 1: You can attack an enemy entering your range once per round.
Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.
Axe 1: You get +2 to hit versus enemies using shields.
Axe 2: You deal x3 instead of x2 damage on a critical hit.
Club 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Club 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (No, I haven't decided how I'm doing saves yet. This might be a Con save.) or be stunned until the end of your next turn.
Hewing Spear 1: Once per round, when you attack, you can make an additional attack with the butt of your spear, dealing 1d4 damage on a hit.
Hewing Spear 2: Once per round, if you miss an attack, you can instead attack another target within range.
Sling 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Sling 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (or a Con save.) or be stunned until the end of your next turn.
Bow 1: If an enemy has approached you by at least 20 feet this round, you deal an additional 1d4 damage on a hit.
Bow 2: You deal x3 instead of x2 damage on a critical hit.
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse); a mail shirt; any weapon and a shield or buckler, or any two weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); 2 lances; an adventurer's pack; 10p.
How Do Classes Work In This System Anyways?
I don't think I've ever actually put this into writing anywhere, so here goes.Classes are definitely very derivative of the GLOG. You get 5 templates at most, one per level. You can still level up beyond that, but you only get the "+1" benefits from the class you have the most templates from. Classes do not have different XP requirements. Skills are a d8 system that I'll make a post about at some point. 1 p. (1 pence/denier) is 1 XP.
What is a Fighter?
A Fighter is not your normal run-of-the-mill person waving around a weapon and hitting things while wearing tons of armor. A Fighter is a leader of men, a beacon of hope and glory, a standard of blood and steel. Importantly, Fighters fight on foot. They may ride horses to get to their destinations, but they do not do battle from the backs of other creatures (this isn't a moral prescription, it's just how they fight). The Fighter's damage die is a d10.The Fighter
Template | XP | HP | Abilities | Skill Points |
---|---|---|---|---|
1 | 0 | 1d8 | Weapon Specialization, +1 AB* | +2 |
2 | 600 | +1d8 | Inspiring Leader | +1 |
3 | 1800 | +1d8 | Weapon Specialization, +1 AB | +1 |
4 | 3500 | +1d8 | Intimidating Foe | +1 |
5 | 7500 | +1d8 | Extra Attack, +1 AB | +1 |
+1 | +5000 | +2** | +1/2 AB (round down, max +6) | +1/2 (round down) |
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: Mail shirt; any two weapons and a shield or small shield, or any three weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); an adventurer's pack; 20p.
Weapon Specialization
You get Weapon Specialization once at Fighter 1 and once at Fighter 3. You can either specialize in two weapon types, or specialize doubly in one.Javelin 1: You get +1 to hit versus enemies with at least 15 AC when throwing this weapon.
Javelin 2: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them when throwing this weapon.
Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.
Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg, 9 head, 10 reroll.
Spear 1: You can attack an enemy entering your range once per round.
Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.
Axe 1: You get +2 to hit versus enemies using shields.
Axe 2: You deal x3 instead of x2 damage on a critical hit.
Club 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Club 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (No, I haven't decided how I'm doing saves yet. This might be a Con save.) or be stunned until the end of your next turn.
Hewing Spear 1: Once per round, when you attack, you can make an additional attack with the butt of your spear, dealing 1d4 damage on a hit.
Hewing Spear 2: Once per round, if you miss an attack, you can instead attack another target within range.
Sling 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Sling 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (or a Con save.) or be stunned until the end of your next turn.
Bow 1: If an enemy has approached you by at least 20 feet this round, you deal an additional 1d4 damage on a hit.
Bow 2: You deal x3 instead of x2 damage on a critical hit.
Inspiring Leader
Your hirelings get +1 + your Charisma modifier to morale checks and your allies get +2 to Saves vs Fear (or Wis saves vs being frightened) when within 20 feet of you. You can add your level to your hireling limit.Intimidating Foe
Any enemy within 5 feet of you has disadvantage on Saves vs Fear (or Wis saves vs being frightened). When you attack an enemy, you can force them to make a Morale check. You cannot use this ability twice against the same enemy.Extra Attack
When you make a weapon attack, you can instead attack twice with the same weapon.What is a Cavalier?
Cavaliers, like Fighters, are leaders as well as warriors. They survey the battlefield from their commanding position atop their mount, then deliver a resounding charge, the thunder of hooves echoing into the histories and myths. Cavaliers aren't incompetent on foot - in fact, they're still better than anyone who isn't a Fighter - but they still aren't necessarily the best for a campaign focused on dungeon delving. Cavaliers are also not horse archers. Horse archers are from Far Away in the areas I'm focusing on currently, but I'll make a separate class for them at some point. The Cavalier's damage die is a d10.The Cavalier
Template | XP | HP | Abilities | Skill Points |
---|---|---|---|---|
1 | 0 | 1d8 | Charge 1d4, +1 AB* | +2, Horsemanship 4 |
2 | 500 | +1d8 | Inspiring Leader | +1 |
3 | 1500 | +1d8 | Charge 1d8, +1 AB | +1 |
4 | 3500 | +1d8 | Terrifying Onslaught | +1 |
5 | 7500 | +1d8 | Charge 1d12 +1 AB | +1 |
+1 | +5000 | +2** | +1/2 AB (round down, max +6) | +1/2 (round down) |
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse); a mail shirt; any weapon and a shield or buckler, or any two weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); 2 lances; an adventurer's pack; 10p.
Charge
When you are mounted on a horse or similar mount and have moved at least 20 feet this round, you deal an additional 1d4 damage to your target with a melee weapon attack (instead of the +1 damage a mounted charge already gives for all characters). This damage increases to 1d8 at Cavalier 3 and 1d12 at Cavalier 5.Inspiring Leader
Your hirelings get +1 + your Charisma modifier to morale checks and your allies get +2 to Saves vs Fear (or Wis saves vs being frightened) when within 20 feet of you. You can add your level to your hireling limit.Terrifying Onslaught
Any enemy you have attacked in within the round has disadvantage on Saves vs Fear (or Wis saves vs being frightened). When you attack an enemy, you can force them to make a Morale check. You cannot use this ability twice against the same enemy.Tuesday, March 3, 2020
General Setting Outline and Classes
What do I want the setting to be like?
First things first, it should probably have a name. I'm very bad at thinking of names for things, but let's call it Carolingia, after the time period and places it emulates, for now. Hopefully I'll come up with a better name at some point. Anyways, Carolingia is based on Europe, mostly Northern and Western, in 840 CE. It's a fascinating period. Emperor Louis the Pious, son of the legendary Charlemagne, has just died, and his sons tear the empire apart in civil war. The Carolingians and the Byzantines dispute the title of Roman Emperor. There's fighting on all the borders of the empire, with the Umayyads in Iberia, the Byzantines and Lombards in Italy, the Slavs and Avars in Slovenia, Bavaria, Bohemia, and Germany, the Danes and Norse in Frisia, Francia, and Aquitaine. Outside the empire, the British Isles are also heavily raided by the Vikings, with both Scotland and Ireland being settled invaded in force. The Vikings, of course, are not entirely destructive. In Central and Eastern Europe, they establish trading posts, and begin to exert control over the river networks of what would later be Russia and the Ukraine.
Now, of course, I don't want to just directly mimic real life but with magic thrown in. That would be boring, and wouldn't make any sense. My goal is to capture the feeling of all these fascinating events and put that feeling into a weird, magical setting. Fantasy with longships and chain hauberks, with shield walls and bearded axes, with hewing spears and reasonable early feudalism, not your generic plate armor and monarchical capitalism thinly disguised as feudalism.