Sunday, January 23, 2022

Heartbreaker Time

Like almost everyone thinking about D&D these days, I have a fantasy heartbreaker that I tinker with. It's kind of a mashup between 5e and OSR stuff with copious influence from internet forums, specifically The Gaming Den. This text is cooped from a Google doc, so it often references a nonexistent book that it is part of. The only particularly interesting thing here is the Grit Dice section.

 CHILDREN OF STRANGE LANDS

Children of Strange Lands (CoSL) is a fantasy heartbreaker RPG that makes use of many of the tropes of Dungeons and Dragons, especially older editions like Basic D&D. The players form a party of adventurers and seek treasure and fame by exploring dungeons and other dangerous areas while dealing with traps and monsters. As characters gain power and levels, they will begin travelling with an entourage and eventually become movers and shakers in the world of Arde. Play is facilitated by an MC who takes on the roles of the NPCs and adjudicates the rules. It should be noted that the MC is a player like any other. They have taken on more responsibility, but they should not be an authoritarian figure. In addition, they are also there to have fun, so the MC’s enjoyment is as important as that of any other player.


You will need pencils, paper, polyhedral dice, and two colors of counters or tokens.


Game terms will be italicized when they have not yet been introduced, bold when they are being explained, and Capitalized thereafter. 


Creature and Character are used interchangeably, both referring to anything that is able to act on its own turn. For example, A PC, a monster and a golem are all creatures/characters; while a ballista is not.


This book concerns itself with characters from 1st to 5th level. At 1st level, characters are notably competent - a 1st level Rogue is a much better fighter than the average guard; but they are still challenged by obstacles like a rushing river or an angry bear. By 5th level, a PC should be able to deal with most personal mundane challenges using their abilities. 

Mechanics

Most obstacles in Children of Strange Lands are overcome by rolling 1d20 + a character’s modifiers and comparing the result to a target number (TN.) Certain tests, like reaction and morale rolls, use 2d6. The other common polyhedrals (d4, d8, d10, etc.) also make appearances as grit dice, damage rolls or rolled on  a chart.


Whenever dividing results, always round down.

Attributes

The base attributes in Children of Strange Lands are:


Might - Strength and endurance.

Agility - Physical skill and coordination.

Perception - Awareness of the character’s environment.

Cunning - Mental acuity and quick thinking.

Will - Mental toughness and heart..

Other Stats

Several stats are common to all creatures in CoSL.  They are typically, but not entirely derived from the attributes and bonuses described above.


Proficiency Bonus: The bonus a character adds to ability checks that they are proficient in. Proficiencies are gained through a character’s class, talents and knowledges.

Grit Dice: Each character has a number of grit dice based on their class and level that they can add to rolls.

Speed:  The walking speed of the character, measured in squares on the battle map. Creatures and characters can also have flying, burrowing, climbing and swimming speeds. A creature’s running and travel speed are influenced by their base speed.

Armor Class (AC):  The measure of how difficult it is to land a solid blow on a creature with a melee or projectile attack. A creature’s Agility defense plus any bonus from the armor they are wearing. Most weapon and monster attacks target AC. 

Level: An approximate measure of character power.  All characters and creatures in Children of Strange Lands have a level, even if it is zero.

Hit Points: Based on class and level, the amount of damage a creature can take before becoming knocked out

Body:  The amount of wounds a character can take before dying or being incapacitated.

Mana - Magical and spiritual energy. Spellcasters use mana to power their magic, while other characters can spend them to use or attune certain magical items.  Mana can be spent or tapped.  Tapped mana is regained when the effect it was being used to sustain is ended. Spent mana is regained at  dawn.



Rolling Dice

When a character is presented with a task or obstacle that has a chance of failure (and that will impact the story) they must make an attribute check. They roll 1d20 + their relevant Attribute Score + their proficiency bonus (if proficient.) They may also choose to spend one of their Grit Dice and add its roll to the result. 

The Flaming Minotaurs are confronted by a chasm in the floor of the dungeon they are exploring. After a brief consultation they decide to jump it.  The MC decides this is a difficult Agility check and informs the players. Jacinda has an Agility of 3 and is proficient in Agility checks, allowing her to add her Proficiency Bonus of +2. She rolls 1d20 + 5 and gets a 16, clearing the chasm. Turgon the Magnificent is less agile, with an Agility of 1 and no relevant proficiencies. He rolls 1d20 + 1 and gets an 11, potentially falling into the chasm.

Sometimes an ability check is called for to avoid or withstand an attack, spell or special maneuver. In those circumstances the ability check is often referred to as a saving throw.

When making your character in the next chapter, you might want to keep the following table in mind. It lists the common TNs for ability checks and saving throws. It is repeated with greater detail in Chapter 3.


Difficulty Examples

TN

Name

6

Very Easy

8

Easy

10

Simple

12

Typical

14

Difficult

16

Hard

18

Impressive

20

Awesome

22

Outlandish


Grit Dice

Characters have a number (usually 2-10) of Grit Dice they can spend in a variety of ways. The number and size of a character’s Grit Dice is primarily determined by their class and level; but talents, spells and certain consumable items can provide extra Grit Dice to use in specific circumstances. 

Adding to an Attribute Check: Characters may use an instant action to spend a die, roll it and add the result to their ability check.

Turgon feels like he’s not going to make it and digs deep to cross the chasm. He takes one of his Grit Dice (a d6) and rolls it, getting a 3. This gives him a total result of 14, which sees him land safely on the other side of the crevasse, breathing hard but otherwise fine. 

Regaining Hit Points: A character may use a minor action to spend and roll one of their Grit Dice, and regain a number of hit points equal to their roll + their Might score.

Characters with fighting styles also spend Grit to power their maneuvers. The maneuver description will indicate the type of action (usually a main action or as a rider on an attack) and what the Grit Die roll is added to.

Later the Flaming Minotaurs are battling some Beastfolk. A satyr lands a lucky hit on Jacinda and she uses her reaction to perform the maneuver Curtain of Iron. She rolls one of her d8 Grit dice, getting a 4 which she adds to her AC. The satyr’s blow is deflected by her parry.

Unless a character has an ability or is under an effect that says otherwise, they may only spend one Grit on any individual action.

Characters regain Grit with rest. A character reagins all their spent Grit after 8 hours uninterrupted rest in good conditions (food, high quality shelter, etc.) A guarded, wary rest, such as making camp in a dungeon or hostile wilderness allows a character to regain up to half of their total Grit. Characters who are miserable, usually from privation, do not regain Grit.

Certain status effects such as wounds or fatigue replace Grit dice in the character’s pool until they are healed.  If a character is healed from the effect replacing their Grit they must still regain that point of Grit through rest before they can use it again.


Advantage and Disadvantage

Sometimes circumstance makes a task easier or harder than normal. Instead of deciding on additional modifiers, the MC can simply give the character either advantage or disadvantage on the roll. A character with advantage rolls 2d20 and picks the highest roll while a character with disadvantage rolls 2d20 and picks the lowest. 


Time 


When the characters act, time passes. Different areas of play in the game measure time in different units. Combat, chases and other fast-moving events measure time in six-second rounds. Site Exploration actions like searching a room are measured in ten-minute long turns. Longer-term activities like Wilderness Travel and exploration are measured in four hour watches. Actions taken in a place of safety like a town might be measured in days, weeks, months or seasons depending on the activity and level of play.

Days - Getting information or equipment for your next expedition.

Weeks - Crafting items, running a street gang.

Months - Running a business or batony.

Seasons - Agriculture, training troops, construction.


Saturday, February 13, 2021

Campaign: The Sea of Worlds

I've been running a Sunday night 5e game over Zoom for the last couple months. I decided I wanted to promote exploration and emphasize the weirder aspects of D&D. Enter... The Sea of Worlds. The setting is a reimagined Inner Planes, specifically the point where the Elemental Plane of Air meets the Elemental Plane of Water.

Instead of repeating myself, here's the player document I made on the Homebrewery that explains the setting.

(The landscape on the first page is a wallpaper I found on google. The character illustrations are by me.)

The party started out as the crew of a ship whose captain just died. They were left with the ship, a debt and some leads on making money. The core system of play was intended to be the party sailing around, trading goods and exploring weird islands. To make things spicier, I decided that the sea would actually change over time.

The Wild Sea

Spinward of Firma is the Wild Sea, the source of Raw Chaos. The sea is not yet fixed in place, if it is not observed it begins to change. Islands move, appear, disappear and even drift in from possible worlds. They can be filled with both riches and danger. Settled Islands will become fixed, but the distance and seas between them can change as the world roils.

I bought a deck of blank hex cards and drew a bunch of islands on them. When the party travels, I draw cards from the deck to see where the party has ended up. Then they have a random encounter and can decide whether to explore the island or keep moving. If the party takes a long rest outside of a settlement, I gather up the tiles and shuffle them. The tiles are also shuffled every few weeks game-time if the party is in the main city during the Sequestering (everyone looks away from the ocean for a night, so the are stays chaotic.) It's been working out... OK.

What I Did Wrong:

My main error was making the whole ocean out of the random hexes. This incentivizes the party to pop in and out of settlements to try and get the map reset so their destination pops up closer to them. It has also made how exactly the map reset works confusing to both the players and me. Since I didn't think it through enough I'm spinning plates a little to keep it fun and support the design goals. Those goals being to make exploring unpredictable, promote travel, and make the players think carefully about whether to take a long rest. 

If I were to do this again (and I will because when you order a stack of hex cards they give you quite a lot,) I'd have major settled islands and the routes between them fixed on a larger map, with random areas of ocean that the party can try to take a shortcut through or explore in for adventure. Then it's more of a decision of the players to deal with the random ocean, rather than an obligation. (Though lots of adventures will require setting off into the unknown.) The setting would also be a little more rational too.

Next time: I'll take a little about the group and their adventures and share some more things I did wrong and how I would do things over if I had the chance.

Sunday, February 7, 2021

 I made a logo! It's been over a year and I made a logo. A little less impressive. 

I'm going to try and post some session recaps for the 5e game I'm running soon as a way of keeping myself updating. I'd also like to do some rules writing for my predictably derivative fantasy heartbreaker.

Sunday, January 12, 2020

This is the first post, mostly to see how the layout works.

I’m going to use the blog to post gaming stuff mostly. RPG session write ups, game reviews, rules and drawings. I hope there’ll even be a comic one day.

Heartbreaker Time

Like almost everyone thinking about D&D these days, I have a fantasy heartbreaker that I tinker with. It's kind of a mashup between ...