Thursday, July 16, 2020

GLOG: Character Creation for Carolingia

The Base Adventurer

LevelXPHPTemplatesSkillsSave
106 + Con1114
2200+22-12
3400+23+110
4800+24-8
51200+14+18
62000+14-7
73000+14+17
84000+14-6
95000+14+16
+1+1000+14-5

Skills

You start with three skills at proficient - two from your class, one you pick (as shown on the Base Adventurer table). There isn't a skill list. A skill is any word or short phrase of similar scope to the ones provided in the classes. When you gain a skill either from your class or simply as shown on the Base Adventurer, you can either advance a skill to expert or pick a new skill. If you have a skill at proficient, you can do anything someone quite capable in that field can do, and gain +3 to all relevant rolls. If you are expert in a skill, you can do extraordinary things with it, and gain +5 to all relevant rolls.

Ability Scores

Ability scores are 3d6 down the line swap two. Your abilities are, in order, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Modifiers are per the typical old-school distribution:
Ability Score |Modifier
3-3
4-5-2
6-8-1
9-12+0
13-15+1
16-17+2
18+3

You add your Strength modifier to melee to-hit rolls and encumbrance limit, Dexterity to AC and ranged to-hit rolls, Constitution to HP, Intelligence to known languages (2 + Int) and as a penalty to Saves against Mage spells, Wisdom to initiative rolls and as a penalty to Saves against Witch spells, and Charisma to hireling morale checks and as a penalty to Saves against Chanter spells.

Equipment and Encumbrance

If you have a backpack and a belt or baldric, you can carry 12 + Str slots worth of items without getting encumbered. Each 5 slots you're carrying after that halves your combat movement speed, reduces your overland movement speed by 25%, and incurs a -2 penalty to all physical rolls. Any item 3 slots or larger that isn't wearable must be carried in your hands.

You start with the following: a backpack, a bedroll (1 slot), warm clothing (0 slots), 3 days preserved rations (1/3 slot each), a waterskin (1 slot when full), 3d6 shillings/sous (silver pieces in games not set in Carolingia) and the equipment your class gives you.

Wednesday, July 15, 2020

GLOG: Weapon and Armor Lists for More Generic Fantasy

I have a post about weapons and armor, but it's very much oriented for my Carolingia setting - Northern European early medieval technology and fashions, specifically circa 800-840 CE. I want to run some stuff with my GLOG hack that are set in a more generic fantasy milieu with high medieval or late medieval levels of technology (currently, Deep Carbon Observatory). Here's an equipment list for that sort of setting (somewhat generic, but that's the point).

Weapons

WeaponTo-HitCostSlotsProperties
Unarmed-2--Grapple, 1 damage
Dagger-15 sp1/3Grapple, thrown -2 10/25
Arming sword010 sp1Close, horseback
Mace05 sp1Close
Warhammer05 sp1Close
Javelin02 sp1/3Close, thrown +1 45/90
Longsword+120 sp1Close, two-handed
Spear+17 sp3Reach, horseback, thrown 0 20/40
Horseman's axe+115 sp2Close, horseback
Horseman's pick+115 sp2Close, horseback
Greatsword+240 sp2Reach, two-handed
Various polearms+210 sp4Reach, two-handed
Lance*+27 sp3Reach, horseback only, shatter
Hunting Bow020 sp2Two-handed, ranged 100/300
Sling+11 sp1/3Ranged 100/1000
Longbow+140 sp2Two-handed, ranged 200/600
Crossbow+250 sp2Two-handed, ranged 100/400, reload 1
Heavy crossbow+3100 sp4Two-handed, ranged 200/500, reload 6

* A lance is just a spear used from horseback

All the properties are the same as in the main post about combat, save for the addition of the reload property. Weapons with reload must spend the number of actions indicated after attacking before they can attack again.

Armor and Shields

Unarmored AC is 10. In addition to your armor's AC bonus, AC is also modified by your Dexterity modifier. You cannot cast spells while wearing armor other than a helmet. Your base AC, including shields, helmets, and armor but not Dex bonus or any other bonuses, cannot exceed 18.

ArmorACCostSlotsStealth
Leather Helmet +1 10 sp 1 -
Helmet +2 20 sp 1 -
Full Helmet* +3 30 sp 1 -1
Textile 12 20 sp 3 -
Mail Hauberk 13 60 sp 4 -2
Brigandine1470 sp4-2
Full plate15400 sp5-2

* A full helmet is exactly like a regular helmet with the visor up, but with the visor down it has the properties above. At DM discretion, you will also have trouble seeing and hearing things with visor down.

Shields increase your AC by their AC modifier while you're wielding them. You can't use that arm for anything else or cast Witch or Mage spells while wielding a shield. If you take damage from an enemy's attack while wielding a shield, you can choose to sunder the shield, breaking it irreparably, to negate the damage.


ShieldACCostSlots
Small Shield +1 1 sp 1
Shield +2 1 sp 3

Changed Starting Equipment

If your class would start with a mail shirt, you instead start with textile armor.

GLOG: The Mage

The Mage is my slightly modified take on the traditional GLOG wizard. More than any of my other classes, it takes extremely heavily from the original GLOG Wizards as well as from Skerples' wizard schools from Many Rats on a Stick. Some of the stuff is also a bit crowdsourced from wonderful folks at the OSR Discord.

What is a Mage? 

Mages are a rare thing in Carolingia. While witches and chanters are generally distrusted, due to their potential to harm without recourse and the way more powerful spells tend to go wrong, mages are doubly taboo because of their intercourse with all sorts of otherworldly creatures - demons and fey, starspawn and even the spirits of the dead. Their spells are all spirits summoned up by rituals written in their spellbooks or on collections of runes and put to use in a manner befitting their origin.

Starting Equipment: Robes and a strange hat, a staff, a spellbook or other method of scribing spells, a clay pot of ink, a quill, a stick of incense, a dagger, a sling, and 20 bullets.

Skills: Occult Lore and 1d3: 1. Smoking, 2. Illuminating, 3. Brewing

Damage: 1d6

A: Spellcasting, Spell Scribing, +1 MD
B: Spell Breeding, Preparatory Casting, +1 MD, +1 Spell
C: +1 MD, +1 Spell
D: +1 MD, +1 Spell


Spellcasting: You can pick a list of spells, and write 1 spell from the first 6 spells on that list (picked or rolled depending on your DM) in your spellbook. You do not have to prepare spells; instead you can cast any spell you have written in your spellbook at any time so long as you have MD available. Each spell list has an associated cantrip, which you also know, and a drawback. You gain a new spell from your spell list for every further template of Mage you take (from the first 8 at template B, first 10 at template C, and all 12 at template D).

Spell Scribing: If you encounter a spell written down in any form, you can spend 1 week researching the spell to put it in your own notation and 10 d. of ink and various experimental components to write it in your spellbook. You can spend a week per [dice] and 10 * [dice] d. of various components to instill a spell you have in your spellbook into a staff, wand, or rune. You cannot instill more [dice] into this object than your maximum. When casting the spell through this object you can cast it with at most [dice] MD, and however many MD you choose are removed from the object. Once the object reaches 0 [dice], it crumbles to dust. You cannot put more than 1 MD into a rune or 2 MD into a wand.

Spell Breeding: You can attempt to breed two spells you have written in your spellbook. This process takes a month and 100 d. of various experimental components. The results of the cross-breeding are up to you and your DM to determine. There's a 1-in-6 chance the process goes horribly wrong, and a separate 1-in-6 chance to lose one of the spells involved, removing it from your spellbook.

Preparatory Casting: You can prepare a number of spells no greater than your number of Mage templates by meditating an hour per spell prepared. When you cast these spells, you cannot suffer a Mishap or a Doom. Once you've cast a prepared spell, you no longer have it prepared. You also lose your prepared spells when you sleep or after 24 hours.


Spell Lists:

Spell descriptions can be found here.

Arcana:

Arcana spells are drawn from the very spirits of magic itself.

Cantrip: If you spend 1 minute touching, smelling, and tasting an object, you can determine whether it is magical. If you spend 10 minutes, you can determine the general nature of the magical effect.

Drawback: You cannot bathe more than once per month or consume hot liquids (above room temperature). If you do, you cannot cast spells for a day afterwards.

Spell List:
  1.  Detect Magic
  2.  Magic Missile
  3.  Mage Hand
  4.  Unseen Servant
  5.  Floating Disk
  6.  Magic Stone
  7.  Animate Object
  8.  Find Familiar
  9.  Wall of Force
  10.  Werelight
  11.  Forcecage
  12.  Summon
Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  Cannot cast spells for the next 1d4 hours.
  4.  Deplete one MD.
  5.  Take 1d4 damage and gain a painful, permanent scar in a prominent location.
  6.  You summon a random supernatural being as per the summon spell. It's not happy.
Dooms:
  1.  Lose the ability to cast spells for a day.
  2.  Lose the ability to cast spells for a week.
  3.  Permanently lose the ability to cast spells.

Celestial: 

Celestial spells are drawn from the horrors which crowd around the walls of the world.

Cantrip: Your eyes glow with a faint light - not enough to see detail or explore thoroughly with, but enough to see a few feet ahead with. This light only barely shines through your eyelids, but never goes out.

Drawback: You only regain MD when you sleep beneath the stars.

Spell List:
  1.  Dancing Lights
  2.  Starlight Lance
  3.  Bane
  4.  Hex
  5.  Moonbeam
  6.  Blindness/Deafness
  7.  Hideous Laughter
  8.  Bestow Curse
  9.  Crown of Madness
  10.  Wall of Light
  11.  Crown of Stars
  12.  Summon Starspawn
 Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  Glow brightly for 1d6 hours.
  4.  Laugh uncontrollably for 1d6 rounds.
  5.  Blinded for 1d4 hours.
  6.  You summon a random abomination as per the summon starspawn spell. It's not happy.
Dooms:
  1.  1d6 moon beasts (HD 2) appear and attempt to drag you to the moon.
  2.  2d4 star spawn (HD 3) appear and attempt to drown you.
  3.  A pillar of light descends from above, paralyzes you, and pulls you up into the sky.

Demonic:

Demonic spells are drawn from the insidious creatures which tempt humanity as they strive for its destruction.

Cantrip: You can light and extinguish small fires with a touch. Your hands and fingers are hard, blackened, cracked, and relatively impervious to heat and cold.

Drawback: If you're exposed to holy symbols, your skin begins to smoke and your eyes water. If you're directly touched by a holy symbol, you must Save vs Magic or become incapacitated with pain.

Spell List:
  1.  Scorching Ray
  2.  Ray of Frost
  3.  Darkness
  4.  Hoarfrost Hauberk
  5.  Imp Familiar
  6.  Magic Weapon
  7.  Wall of Ice
  8.  Darkvision
  9.  Cone of Cold
  10.  Consuming Shadows
  11.  Fireball
  12.  Summon Demon
 Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  Cloaked in impenetrable darkness and paralyzed for 1d6 rounds.
  4.  Hands are enclosed in ice, useless for 1d4 hours.
  5.  Feet are burned severely, can't walk for 1d6 hours.
  6.  You summon a random demon as per the summon demon spell. It's not happy.
Dooms:
  1.  Your body is taken over by a lesser demon for an hour.
  2.  Your body is taken over by a greater demon for a day.
  3.  Your body is permanently taken over by a demon prince. Your soul is rent and devoured.

Elemental: 

Elemental spells are drawn from the primal forces of nature in their great majesty and power.

Cantrip: You can identify when a natural place is the home of an elemental, and you know the immediate desires of an elemental when you meet one.

Drawback: If you offend an elemental, you cannot cast spells involving that element until you regain their favor. You cannot take more templates in this class if you've offended elementals and not made it up to them.

Spell List:
  1.  Speak with Elements
  2.  Produce Flame
  3.  Control Water
  4.  Mold Earth
  5.  Elemental Familiar
  6.  Gust of Wind
  7.  Acid Splash
  8.  Wall of Stone
  9.  Catapult Element
  10.  Chain Lightning
  11.  Hurricane
  12.  Summon Elemental
 Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  The earth rises up and restrains you for 1d4 rounds.
  4.  The air flees your lungs. Incapacitated 1d6 rounds.
  5.  Lightning strikes you. 3d6 damage, Save for half.
  6.  You summon a random elemental as per the summon elemental spell. It's not happy.
Dooms:
  1.  1 random element (not air) rebels against you and attacks you whenever it can for the next hour.
  2.  3 random elements (not air) rebel against you and attack you whenever they can for the next day.
  3.  All the elements rebel against you and attack you whenever they can for the rest of your life. Good luck breathing.

Fey:

Fey spells are drawn from those inscrutable, mysterious, playful, and harsh creatures of wood and earth, the fairies.

Cantrip: You can see in any natural light as if it were full sunlight, and know the size and shape of any underground space you're in.

Drawback: You cannot cast spells while you have any iron, steel, or salt on your person. If you cross a magical abjuration (i.e. a salt circle) or break the laws of hospitality, you lose all your prepared spells.

Spell List:
  1.  Charm Person
  2.  Illusion
  3.  Enthrall
  4.  Wild Shape
  5.  Silent Image
  6.  Command
  7.  Polymorph
  8.  Bestow Curse
  9.  Detect Thoughts
  10.  Phantasmal Force
  11.  Fear
  12.  Cloak of Darkness
 Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  You're surrounded by swirling illusions. Incapacitated for 1d6 rounds.
  4.  Become mute for 1d4 hours.
  5.  Become charmed by the first creature you see for 1d6 rounds.
  6.  Turn into a frog for 1d6 hours.
Dooms:
  1.  A great fey (15 HD) appears to you and strongly cautions you to stop causing issues (casting fey spells).
  2.  The same great fey abducts you for 24 hours as a warning. You return on 0 hitpoints.
  3.  The fey are hunting you with all their might. Say goodbye to your loved ones.

Necromancy:

Necromancy spells are drawn from the souls of the dead and those ineffable creatures which prey on them.

Cantrip: You can kill any plant or animal chicken-sized or smaller with a touch (your DM may impose restrictions on this).

Drawback: If you touch running water, you must Save or take damage equal to your maximum number of MD. Being immersed in running water deals this much damage per round.

Spell List:
  1.  Speak With Dead
  2.  Animate Dead
  3.  Blindness/Deafness
  4.  Ray of Sickness
  5.  Feign Death
  6.  Inflict Wounds
  7.  Vampiric Touch
  8.  Blight
  9.  Circle of Death
  10.  Word of Pain
  11.  Ritual of Lichdom
  12.  Word of Death
 Mishaps:
  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  All water within 50 feet becomes noxious and poisonous.
  4.  The ghosts of those you've troubled arise around you. Incapacitated for 1d4 rounds.
  5.  Every human corpse within 50 feet arises as a zombie or skeleton and attacks you for 1d4 rounds.
  6.  Your arm attacks you for 1d4 hours.
Dooms:
  1.  Your flesh withers with unholy energies. Lose 2 points from all physical stats.
  2.  Whenever you cast a necromancer spell, you must Save or have your skeleton seize control of your body for an hour. What are its motives? Who knows.
  3.  Your blood turns to glass. If your heart is still trying to pump, it all shatters and shreds you from the inside.

Sunday, June 28, 2020

Avatar GLOG I guess?

Not the blue people, the good one. With the platypus-bears.

The Base Adventurer
LevelXPHPTemplatesAttack/DodgeSave
1010 + Body1+015
2200+22+114
3400+23+213
4800+24+312
51200+14+311
62000+14+310
73000+14+39
84000+14+38
95000+14+37
+1+1000+14+36

You have 3 ability scores - Body, Spirit, and Luck. You add Body to mundane attack and to dodge; Spirit to bending attack and as a penalty to Saves vs your bending; and Luck as a bonus to your Save rolls. These are determined like your preferred GLOG hack (4d4, 3d6, 2d6 + 3, whatever). You get 100 XP for visiting a notable location and 10 XP per HD/level of enemy defeated, four times that if you have a significant emotional connection to them.

Classes 


Bender

Equipment: A backpack, a bedroll, and equipment befitting your bending type (a glider staff, a waterskin, etc.) or a weapon.

A: Bending, +1 BD
B: +1 BD
C: +1 BD
D: +1 BD

Bending: You are one of the four types of bender - water, fire, earth, or air. You start with 1 Bending Die (BD, it's a d6), and have an extra Bending Die if you aren't wearing armor. Bending Dice can be used for attack, defense, or mobility (more on this in the Combat section). They're depleted on a roll of 6, and regained with a good night's sleep. Minor non-combat uses of bending may not require a BD roll for effectiveness and depletion depending on how significant they are. You need at least one limb or a weapon free to bend, unless you are an air or fire bender, in which case you can use your mouth. Some bending may require specific motions at DM's discretion. Each type of bender also has a benefit from their type:
  • Water: You have a +1 to BD rolls at night.
  • Fire: You have a +1 to BD rolls in the day.
  • Earth: You have +1 to BD rolls to defend.
  • Air: Your jump distance is doubled, and you only take half fall damage.

Warrior

Equipment: A backpack, a bedroll, light armor, and two weapons or a weapon and a shield.

A: Armored, +1 Attack, +1 HP
B: +1 HP
C: +1 Attack, +1 HP
D: +1 HP

Armored: Your dodge penalty for armor is reduced by 1.

Acrobat

Equipment: A backpack, a bedroll, a rope and grapnel, and a weapon.

A: Acrobatic, +1 Attack, +1 Dodge
B: +1 Dodge
C: +1 Attack, +1 Dodge
D: +1 Dodge

Acrobatic: While not wearing armor, your jump distance is doubled, and you only take half fall damage. You can jump off of walls and wallrun without making a check.

Rogue

Equipment: A backpack, a bedroll, a rope, lockpicks, and a weapon.

A: Sneak Attack, +1 Attack, +1 Stealth
B: +1 Stealth
C: +1 Attack, +1 Stealth
D: +1 Stealth

Sneak Attack: Your attacks deal double damage if your target is unaware of your presence.

Combat


Generally, on your turn you can move and act - acting is attacking, bending, or other miscellaneous things. You can jump 25 feet up, jump 50 feet horizontally, or run 75 feet on flat ground. More complicated movement may require a Body check. Initiative is individual initiative on a d20 modified by either Body or Luck.

Mundane Combat

Mundane combat works by opposed rolls. The attacker rolls Attack, and the defender rolls Dodge. Melee weapons have 5 foot range, or 10 foot range if they have reach. You can make an attack of opportunity against an opponent who leaves your range if you're using a melee weapon. You can use ranged weapons without penalty within the given range and with a -4 penalty to hit within twice that range. You can't attack a target outside that range, and you have a -4 penalty to hit a target within melee range.

Bending Combat

When you use bending to attack in combat, you can roll any number of BD you have to attack, dealing [sum] damage. Your opponent can either defend with bending - rolling any number of BD to negate [sum] damage, or can attempt to dodge. If they dodge, the procedure is the same as for a mundane attack. Dodging a bending attack should involve a significant amount of motion (doesn't count against movement on your turn). Bending doesn't have a specific range - that depends on common sense and how you describe your attack.

Gear

WeaponDamageSlotsProperties
Polearm 1d10 4 Reach, two-handed
Sword 1d8 1 -
Spear 1d6 3 Reach, thrown 25 ft.
Dagger 1d6 1/3 Thrown 25 ft.
Unarmed 1d4 - -
Bow 1d6 2 Ranged 200 ft.
Thrown* 1d4 1/3 Thrown 50 ft. 
*Boomerangs, darts, shuriken, etc.

ArmorDRSlotsDodge
Light 1 2 -1
Medium 2 3 -2
Heavy 3 4 -3

Shields take up 2 slots and give +1 Dodge.

Techniques


Techniques are the meat of Avatar GLOG. You get 1 technique automatically at 1st level. All others must be learned from someone who already knows the technique or from a repository of knowledge, such as an ancient scroll. Learning a technique may be a full quest or adventure in and of itself. I'm not going to make a comprehensive list or anything; you get to make those yourself. I'll provide a couple of examples.

Air Sphere
Prerequisites: Airbender A
You summon a ball of air to move around on. Your movement speed is multiplied by [dice] + 1 and you can move along walls.

Vibration Sense
Prerequisites: Earthbender A
You can sense anything moving while touching the ground or any underground structures within 200 feet. 

Lightning Redirection
Prerequisites: Firebender B
If an enemy makes a lightning attack against you, instead of dodging, you may Save. On a success, the attacker must dodge or take the damage instead.

Healing Hands
Prerequisites: Waterbender B
You can lay your hands (and water) on a wound, healing it on a [dice]-in-6. All BD used on this technique are automatically expended.

Metal Bending
Prerequisites: Earthbender D
You may bend metal as well as earth with your earthbending abilities.

Lightning Bending
Prerequisites: Firebender D
When you make a bending attack, you can choose to make it a lightning attack - it can't be defended against by bending, only by dodging, and it deals a minimum of half maximum damage. However, your BD deplete on a 2 or below for this technique, and if you roll a 1 on any of your BD, your attack fails and you take [dice] damage.


Blood Bending
Prerequisites: Waterbender D
If it's a full moon, you can seize control of [dice] enemies' bodies. You can't make use of their techniques or abilities, any attacks you force them to make have a -4 penalty, and their movement speed is halved. Waterbenders may Save to be immune to this ability.

Energy Bending
Prerequisites: Any 4 bender templates
If you spend a minute in contact with an incapacitated or restrained bender, you must make a contested Spirit roll against them. The loser of the contest loses all their bending abilities permanently.

Boomerang Master
Prerequisites: Warrior, Acrobat, or Rogue A
If you throw a boomerang, it will return to you no matter what. If you hit with a boomerang on a modified roll of 20 or above, the target must Save or be incapacitated for a round.

Thrown Weapon Master
Prerequisites: Warrior, Acrobat, or Rogue A
You have an effectively infinite supply of hidden thrown weapons. If you hit a thrown weapon attack against a target adjacent to a wall, you can pin one of their limbs.

Expert Swordsman
Prerequisites: Warrior C
You have +1 Attack and +1 Dodge in melee while wielding a sword.

Chi-Blocking Strikes
Prerequisites: 4 total templates of Warrior, Acrobat, and/or Rogue
When you hit someone with an unarmed strike, they must Save or lose control of a limb for a minute and deplete one BD.

Friday, June 19, 2020

GLOG: Weapons, Armor, and Combat

In this post I'm going to set out the rules for combat in my Carolingia GLOGhack. It's probably overcomplicated and is certainly unplaytested.

Edit: This post has been significantly edited as of 9/1/20

Weapons

Classes have specified damage dice. All weapon attacks a character of that class makes use their damage die (multiclass characters just take the highest, and this is why I'm aiming to make class capstones really good - so people don't just dip Fighter to get that sweet sweet d10). Primary fighters get a d10 damage die (Fighters, Cavaliers), spellcasters get a d6 damage die (Chanters, Mages, Witches), and anything in between gets a d8 (Scout, Wanderer).

Because classes determine damage, weapons have certain to-hit bonuses and other properties to distinguish them.

WeaponTo-HitCostSlotsProperties
Unarmed-2--Grapple, 1 damage
Dagger-12 d.1/3Grapple, thrown -2 10/25
Handaxe02 d.1Close, thrown 0 10/25
Club07 p.1Close
Shortsword04 d.1/3Close
Javelin03 d.1/3Close, thrown +1 45/90
Sword+17 d.1Close, horseback
Spear+12 d.3Reach, horseback, thrown 0 20/40
Battleaxe+12 d.2Close, horseback
War Club+11 d.2.Close, horseback
Greataxe*+210 d.4Close, two-handed, +1 vs shields
Hewing Spear**+210 d.4Reach, two-handed
Lance***+22 d.3Reach, horseback only, shatter
Hunting Bow03 d.2Two-handed, ranged 100/300
Sling+11 d.1/3Ranged 100/1000
Bow+17 d.2Two-handed, ranged 200/600

* The greataxe, often known as the Dane axe, only came into use around 900 CE, and only became widespread outside of Scandinavia around 1050 CE, towards the end of the Early Medieval Period.
** There is dispute over the actual existence of the hewing spear, also known as the
atgeir or the "Viking halberd". No archaeological evidence has been uncovered.
*** A lance, in this context, is just a spear when used from horseback.

Properties:
What does all of the stuff in properties mean? Every melee weapon has a range: grapple, close, or reach. Grapple weapons are usable in a grapple or at 5 foot range. Close weapons are usable at 5 foot range, and reach weapons are usable from 5 feet to 10 feet. Next, some melee weapons are throwable. The modifier next to the thrown property is that weapon's to-hit modifier when thrown, and the numbers after that are the close and maximum range in feet. Horseback weapons are usable from horseback, and no others are. Two-handed weapons, as is probably self-evident, may only be wielded with two hands. Ranged-only weapons have the ranged property, and the two numbers following are the close and maximum range in feet. Unarmed attacks, the greataxe and lance have unique properties as well - unarmed attacks deal 1 damage regardless of your class damage die, the greataxe has +1 to hit vs. enemies with shields, and the lance may only be used as a practical weapon from horseback. The lance also has a 3-in-10 chance of breaking when hitting an enemy, and must be dropped on a hit even if it doesn't shatter.

Armor and Shields

Base AC is 10. In addition to your armor's AC bonus, AC is also modified by your Dexterity modifier. You cannot cast spells while wearing armor other than a helmet.

ArmorACCostSlotsStealth
Leather Helmet +1 5 d. 1 -
Helmet +2 15 d. 1 -
Lamellar Leather* 11 200 d. 3 -
Mail Shirt 12 30 d. 4 -2
Scale/Lamellar* 13 400 d. 4 -2
Mail Hauberk14100 d.5-2

* These types of armor are as expensive as they are because they're from Far Away and aren't common in the slightest in the usual areas of play in my setting.

Shields increase your AC by their AC modifier while you're wielding them. You can't use that arm for anything else or cast Witch or Mage spells while wielding a shield. If you take damage from an enemy's attack while wielding a shield, you can choose to sunder the shield, breaking it irreparably, to negate the damage.

ShieldACCostSlots
Small Shield +1 1 d. 1
Shield +2 1 d. 3


How To Use It All

Combat is pretty standard (add Str to melee and Dex to ranged, one attack per round, etc), other than a couple of things. Death & dismemberment is standard GLOG.

Critical Hits and Misses

On a critical hit (natural 20 on the attack roll), you automatically hit and deal double damage. On a critical miss (natural 1) you automatically miss and mark a notch on your weapon. If you reach 3 notches the weapon breaks. If an enemy gets a critical hit against you, in addition to the double damage, you mark a notch on your armor - helmet if you have one. If you reach 3 notches the armor breaks.

Fighting From Horseback

Fighting from horseback generally works like combat on foot. However, you cannot use a non-thrown ranged weapon from the back of a horse unless you're stationary. If you charge an enemy (move at least 20 feet before making a melee attack against them), you get +1 damage if you hit. You can only fight from a trained horse.

Initiative

First, each side rolls 1d20 + the Wis of the combatant with the highest modifier (NPCs generally have +0 Wis). Second, each side declares their intended actions. The side who won initiative declares their actions after the side who lost. Third, you go through the following order and resolve:
  1. Check morale for monsters and hirelings if appropriate.
  2. Movement (30 ft base)
  3. Ranged weapon attacks
  4. Melee attacks with reach weapons
  5. Melee attacks with close weapons
  6. Melee attacks with grapple weapons
  7. Any other actions
  8. Spellcasting
 Every action within each segment takes place simultaneously. Repeat to taste.

Attacks of Opportunity

You may make a free attack against an opponent who leaves the reach of your melee weapon if they are not wielding either a melee weapon or a shield.

Melee

Melee combat works straightforwardly. You can attack an opponent in range once per round (unless you've got the Fighter D template), dealing damage on a hit. Grappling works somewhat differently - you can use your reaction to initiate grappling. Your opponent makes a free melee attack against you. Now neither combatant cannot attack each the other or move. Instead, during the other melee phase of initiative, both combatants roll 1d20 + Str + wrestling skill, if any. The winner of this contest (ties are a loss for both sides) can leave grappling or can inflict damage with a weapon of grappling range, if they're wielding one and if their grappling roll beats the loser's unshielded AC. If you win three grappling contests in a row, your opponent is pinned and is at your mercy.

Monday, June 15, 2020

GLOG: The Scout and the Wanderer

What is a Scout? 

Scouts are the eyes and ears of armies, the rangers of the wilderness, and the ambushers in the night. They can travel through the mountains and fens quickly and silently, attack their foes as they lie at rest in camp, and fortify their own positions against such attacks. They're sort of an amalgamation of rangers and rogues, in D&D terms.

Edit: Buffed the Scout with +1 to-hit per template rather than every other, 10/30/2020  

Starting Equipment: A leather helmet, any two weapons (3 javelins count as one weapon, ranged weapons come with 20 ammunition), a small shield, and a leather pouch of salt beef. 

Skills: Scouting and 1d3: 1. Stealth, 2. Horsemanship, 3. Bushcraft

Damage: 1d8

The Scout gains +1 HP and +1 Skill every other template, starting at A, and +1 Attack per template.

A: Bushwhacker, Concealed
B: Ambusher 1d6
C: Pioneer
D: Ambusher 2d6, Constant Vigilance

Bushwhacker: If you're traveling in the wilderness alone or only with other Scouts, you can travel at full speed despite slower and more difficult terrain.

Concealed: You're well practiced at avoiding detection while scouting. You have advantage on checks to hide in natural areas.

Ambusher: If you attack someone from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage. At Scout D, you instead deal an extra 2d6 damage.

Pioneer: You've become skilled at constructing field fortifications, roads, and other military engineering. In addition to being knowledgeable about these subjects and experienced in their construction, you have advantage on all checks involving military engineering.

Constant Vigilance: You can't be surprised, and you act in the initiative section before you would otherwise act (post on initiative coming but the tl;dr is like B/X initiative but long weapons go first).

What is a Wanderer?

Wanderers are my replacement for the rogue/thief, which are boring and don't really make sense in this setting. They get a bunch of disparate abilities and many, many skills compared to the average character. They also get benefits for visiting interesting or significant locations across the setting. The Wanderer steals quite heavily from Squig's Sage and Lexi's Traveler.

Starting Equipment: A leather helmet, any weapon (3 javelins count as one weapon, ranged weapons come with 20 ammunition), a dagger, a leather pouch of salt beef, and a sturdy walking stick.

Skills: Any two skills of your choice

Damage: 1d8

The Wanderer gains +1 Skill every template and +1 HP every second template.

A: Well-Traveled
B: Wanderer's Trick, +1 Attack
C: Keen Linguist
D: Constant Vigilance, Wanderer's Trick

Well-Traveled: Roll 1d8 on the following table. If you visit one of the locations listed in-game, you gain its benefit as well. Your DM may also grant you benefits from other significant locations you visit at their discretion. Obviously, if you're using this for your own game, you'll want to replace the locations with ones significant in your setting. Bonus points if you can tell which real-life locations I stole most of these from.
  1. The Imperial Palace at Aquis: You have +1 on reaction rolls with nobility and monks. You understand court etiquette, chivalrous values, and imperial politics.
  2. The Great Holy Grove at Urbs Aeterna: You have +1 on miracle checks for the common polytheism of the North (I'll write a proper post about religion at some point, and also come up with better names for these religions).
  3. The Fens of Edinshire: You can't get lost in wetlands, and can operate small watercraft with ease.
  4. The Stave Temple of Niưamark: You have +1 on miracle checks for the bitheism of the South.
  5. The Caves of the Dwerrow: You can see faintly even in complete darkness, and have a good sense for quality metalwork, as well as some skill at the forge. There's an air of the fey about you.
  6. The Woods of the Elves: You can't get lost in woodlands. Elves will deign to speak with you. You're very hard to deceive or mislead, and you have +2 on Saves vs Illusion and Charm. There's an air of the fey about you.
  7. The Walls of Nova Aeterna: You can scale any man-made surface, although it may take significant time. You understand basic principles of architecture and military engineering.
  8. The Depot of Adeby: You can sail large watercraft and are a skilled oarsman. You can predict the weather with 70% accuracy while at sea.

Wanderer's Trick: Roll 1d12 on the following table. Roll again at Wanderer D, and if you roll the same option pick the option above or below.
  1. Excellent Stimulants: When you make a pot or cup of your stimulant of choice (tea, coffee, or mate), anyone who drinks it hot gains 1d6 hitpoints. You can only regain hitpoints from this once per day. Honey, for tea or mate, or milk, for coffee, grants an additional +1 hitpoint.
  2. Fine Tinder: You can light a fire under any conditions.
  3. Magical Chicanery: You can use the cantrips of 2 Mage or Witch spell lists of your choice.
  4. Arcane Secrets: You learn one Mage or Witch spell of your choice and gain +1 MD.
  5. Learned Loremastery: You learn one Chanter Epic of your choice and gain +1 MD.
  6. Silver Tongue: You are truly excellent at convincing people of your point of view, winning arguments, and lying.
  7. Inspiring Leader: Your hirelings get +1 + your Charisma modifier (if your Charisma is at least +0) to morale checks and your allies get +2 to Saves vs Fear when within 20 feet of you. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders than, say, a wizard.
  8. Renowned: Scholars and fellow wanderers have a 4-in-6 chance of having heard of you, 3-in-6 for spellcasters or nobles, 2-in-6 for commoners. Roll 1d6 for what they've heard: 1. Something bad, 2-3. Something neutral or negative and positive things, 4-5. Something good, 6. Something fantastic. These may be true or they may be rumors. Bad things give -1 on reaction rolls, good things give +1, and fantastic things give +2.
  9. Uncanny Mimic: You can mimic any sound you've ever heard perfectly, and can do perfect impressions of anyone you've heard talk.
  10. Dextrous Hands: You're very good at any small task requiring manual dexterity, such as picking locks or pockets.
  11. Person of Faith: You gain +1 on all miracle checks for a religion of your choice.
  12. Brewmaster: You know how to make one Witches' Brew (not the broomstick or cloud-pine sprig) and know how to brew one type of alcohol (spirits, beer, mead, cider, or wine).

Keen Linguist: Whenever you encounter a language you don't already explicitly know, you have a 4-in-6 chance of being able to understand that particular phrase, inscription, or the like. You have a 2-in-6 chance of also being conversant, although not fluent, in that language.

Constant Vigilance: You can't be surprised, and you act in the initiative section before you would otherwise act.


Tuesday, June 2, 2020

GLOG: The Fighter and the Cavalier

This post is just a simple adaptation of my earlier Fighter and Cavalier classes to GLOG because I've decided to make Carolingia into a GLOG hack.

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).

Starting Equipment: A leather helmet, a mail shirt, any two weapons (3 javelins count as one weapon, ranged weapons come with 20 ammunition), and either a shield or a small shield.

Skills: Wrestling and 1d3: 1. Sailing, 2. Poetry, 3. Farming

Damage: 1d10

Fighters get +1 HP and +1 Attack per template

A: Weapon Specialization
B: Inspiring Leader
C: Weapon Specialization
D: Intimidating Foe, Extra Attack

Weapon Specialization 

You get Weapon Specialization once at Fighter A and once at Fighter C. 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 (if your Charisma is at least +0) to morale checks and your allies get +2 to Saves vs Fear when within 20 feet of you. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders than, say, a wizard.

Intimidating Foe

When you attack an enemy, they must make a Save vs Fear or become frightened of you for 1 minute. Whether they saved or not you cannot use this ability on them again during this combat.

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.

Starting Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse), a leather helmet, a mail shirt, any weapon (three javelins count as 1 weapon, ranged weapons come with 20 ammunition), a shield or small shield, and 2 lances.

Skills: Horsemanship and 1d3: 1. Herding, 2. Wrestling, 3. Scouting

Damage: 1d10

Cavaliers get +1 HP and +1 Attack per template.

A: Charge 1d4
B: Charge 1d6, Inspiring Leader
C: Charge 1d8
D: Charge 1d12, Terrifying Onslaught

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 1d6 at Cavalier B, 1d8 at Cavalier C, and a whopping 1d12 at Cavalier D.

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. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders better than, say, a wizard.

Terrifying Onslaught

When you use your Charge on an enemy, you can force them to check Morale. You cannot use this ability against the same opponent twice in the same combat.