30 September 2014
06 August 2014
Impede Me Not
This doesn't completely solve the problem of armor classes in a swashbuckling Old School Renaissance game, but it's a start, and it has the added benefit of increasing the value of charisma.
21 July 2014
Renaissance Firearms Simplified
All handheld muzzle-loading firearms cause 2d6 points of damage.
Firearms with rifled barrels have the same range bonuses as other missile weapons in Swords & Wizardry White Box: +2 at short range (x 1), +1 at medium range (x 2), and 0 at long range (x 3).
Firearms with smoothbore barrels have the following range penalties: 0 at short range, -1 at medium range, and -2 at long range.
The rate of fire is 1/8 for rifles, 1/6 for muskets and pistols, and 1/4 for blunderbusses.
Base ranges are 30 ft. for pistols, 40 ft. for blunderbusses, 50 ft. for muskets, and 80 ft. for rifles.
Blunderbusses have variable damage potential depending on the range of their target: 3d6 at short range, 2d6 at medium rage, and 1d6 at long range. Unlike other firearms, they have their own range bonuses and penalties: +2 at short range, -2 at medium range, and -4 at long range.
Matchlock firearms have a 1 in 8 chance of misfiring in dry conditions, a 1 in 6 chance of misfiring in damp conditions, and a 1 in 4 chance of misfiring in wet conditions. Wheellock firearms have a flat 1 in 8 chance of misfiring regardless of conditions. Flintlock firearms have a flat 1 in 10 chance of misfiring regardless of conditions. A misfire means the weapon failed to discharge.
20 July 2014
Renaissance Weaponry Simplified
WEAPONS | ||||
---|---|---|---|---|
Weapon | Hands Req. | Type | Rate of Fire | Range |
Axe | 2 | mêlée | ||
Bow | 2 | missile | 2 | 70 ft. |
Club | 1 or 2 | mêlée | ||
Crossbow, Heavy | 2 | missile | 1/4 | 80 ft. |
Crossbow, Light | 2 | missile | 1/2 | 40 ft. |
Dagger | 1 | both | 2 | 10 ft. |
Dirk | 1 | mêlée | ||
Hatchet | 1 | both | 1 | 10 ft. |
Lance | 1 | mêlée | ||
Mace | 1 | mêlée | ||
Morning Star | 2 | mêlée | ||
Pick | 2 | mêlée | ||
Pike | 1 or 2 | mêlée | ||
Pole Arm | 2 | mêlée | ||
Quarterstaff | 2 | mêlée | ||
Scimitar | 1 | mêlée | ||
Sling | 1 | missile | 1 | 40 ft. |
Spear | 1 or 2 | both | 1 | 20 ft. |
Sword | 1 | mêlée | ||
Sword, Two-Handed | 2 | mêlée | ||
Weapons wielded with one hand cause 1d6 points of damage. | ||||
Weapons wielded with two hands cause 1d6+1 points of damage. | ||||
Random Weapon Table
Roll 1d20
- Axe
- Bow
- Club
- Heavy Crossbow
- Light Crossbow
- Dagger
- Dirk
- Hatchet
- Lance
- Mace
- Morning Star
- Pick
- Pike
- Pole Arm
- Quarterstaff
- Scimitar
- Sling
- Spear
- Sword
- Two-Handed Sword
19 June 2014
Rethinking My Renaissance
Due to this Old School Renaissance revelation, I have decided to design my new swashbuckling Renaissance role-playing game using the Swords & Wizardry White Box rules instead of Labyrinth Lord. It has a freer style of gameplay and game design, which I think is essential for a good swashbuckling game. I still appreciate Basic/Expert D&D and Labyrinth Lord, but Swords & Wizardry White Box better suits my practical and creative needs at this time.
13 June 2014
Renaissance Firearms Revised
All handheld firearms cause 2d6 points of damage.
Firearms with rifled barrels have the same range bonuses and penalties as other missile weapons in Basic/Expert D&D and Labyrinth Lord: +1 at short range, 0 at medium range, -1 at long range.
Firearms with unrifled barrels have the following range penalties: -1 at short range, -2 at medium range, -4 at long range.
Blunderbusses are an exception in both damage potential and range penalties. Their damage is 3d6 at short range, 2d6 at medium range, and 1d6 at long range. Their range penalties are 0 at short range, -4 at medium range, -8 at long range.
For the purposes of my game, all firearms requiring two hands will have the same effective range as a crossbow, and all pistols will have the same effective range as a sling.
Reloading requires 8 rounds (6 for fighters), modified by one's dexterity bonus or penalty.
Weapon costs and chances of misfiring are as stated in Lamentations of the Flame Princess.
08 May 2014
Renaissance Firearms
All damage caused by handheld firearms (pistols, arquebuses, muskets) is designated as special, which, in this case, means 2d8, drop the lower die; doubles are added. For example, if you roll a 2 and a 6, the damage is 6. If you roll a 5 and a 5, the damage is 10. Firearms reliably cause significant damage, but there is still a chance of only being grazed.
Since I'm using the range bonuses and penalties from Basic/Expert D&D and Labyrinth Lord (+1 at short range, 0 at medium range, -1 at long range), I'm extending it to firearms with rifled barrels as well. Firearms with unrifled barrels retain their usual penalties of 0 at short range, -4 at medium range, -8 at long range against specific targets. Against general targets (such as enemy troops in close formation), the penalties are 0 at short range, -2 at medium range, -4 at long range.
Firearms do not "ignore 5 points of Armor" at short range or any other range.
[Edit: See Renaissance Firearms Revised.]
07 May 2014
Renaissance Weaponry
Firearms will be detailed in a separate article.
Variable Weapon Damage
Damage/Weapon Type
1d4 - Dagger
1d4 - Rock
1d4 - Torch
1d6 - Arrow (Bow)
1d6 - Bolt (Crossbow)
1d6 - Club
1d6 - Dirk
1d6 - Hatchet
1d6 - Mace
1d6 - Quarterstaff
1d8 - Axe
1d8 - Morning Star
1d8 - Scimitar
1d8 - Spear
1d8 - Sword
1d8 - War Hammer
1d10 - Lance
1d10 - Pike
1d12 - Pole Arm
1d12 - Two-Handed Sword
Variable Weapon Damage
Damage/Weapon Type
1d6 - Arrow (Bow)
1d8 - Axe
1d6 - Bolt (Crossbow)
1d6 - Club
1d4 - Dagger
1d6 - Dirk
1d8 - Hammer, War
1d6 - Hatchet
1d10 - Lance
1d6 - Mace
1d8 - Morning Star
1d10 - Pike
1d12 - Pole Arm
1d6 - Quarterstaff
1d4 - Rock
1d8 - Scimitar
1d8 - Spear
1d8 - Sword
1d12 - Sword, Two-Handed
1d4 - Torch
Random Weapon Table
Roll 1d20
- Dagger
- Rock
- Torch
- Bow (Roll 1d6: 1-2=shortbow, 3-4=self bow, 5-6=longbow)
- Crossbow (Roll 1d6: 1-3=light crossbow, 4-6=heavy crossbow)
- Club
- Dirk
- Hatchet
- Mace
- Quarterstaff
- Axe
- Morning Star
- Scimitar
- Spear
- Sword
- War Hammer
- Lance
- Pike
- Pole Arm
- Two-Handed Sword
06 May 2014
Renaissance Armor
ARMOR CLASSES | |
---|---|
Type of Armor | Armor Class |
Unarmored | 9 [10] |
Padded | 8 [11] |
Leather | 7 [12] |
Scale | 6 [13] |
Brigandine | 5 [14] |
Partial Plate | 4 [15] |
Plate & Brigandine | 3 [16] |
Full Plate | 2 [17] |
(Shields improve armor class by 2.) | |
(Bucklers improve armor class by 1.) | |
(Parrying daggers improve armor class by 1 vs. mêlée weapons only.) | |
(Helmets improve armor class by 1.) |
Lamellar and laminar armor (more common in the East) vary in armor class depending on the material used.
Brigandines are coats or jacks of metal plates riveted to canvas or leather and sometimes covered with another layer of leather or fabric. They may be worn alone or with plate.
Partial plate is usually just a cuirass when worn alone. When worn with a brigandine, it refers to articulated armor protecting the arms and legs.
Full plate is generally only used in jousting, parade, or (in the early Renaissance) by knights on the field of battle.
Common soldiers generally wear padded, leather, brigandine, partial plate or no armor.
Musketeers, noblemen, and adventurers in general tend to wear brigandine or no armor, but will sometimes wear partial plate on the field of battle.
Duelists and sailors (including pirates and privateers) wear no armor.
Parrying daggers are generally only used in duels or impromptu combat.
Helmets are common on the field of battle until the late Renaissance, and are often the only protection worn.
[Edit: Swords & Wizardry Ascending AC added 19 June 2014. Shields and bucklers modified 2 July 2014.]
09 April 2014
Logos or Signal Flags
Theoretical Swashbuckling is at the crosswinds of two of my other Web logs and interests: Applied Phantasticality (Old School Renaissance gaming) and Creative Reckoning (Fudge gaming). I've made two simple logos, one for each, but they are both relevant to this humble Web log.
The first is a logo designed as a link to OSR Search. This effort was inspired by, but falls short of, a similar link found at Zenopus Archives.
The second is a generic logo for Fudge. This is the variation suitable for black backgrounds. Three other variations for white backgrounds also exist.
26 March 2014
Prospectus
Let's hope this doesn't come back to haunt me like some kind of Black Spot.
27 February 2014
The Swashbuckling Advantage Redux
Last year, I posted "The Swashbuckling Advantage" in Applied Phantasticality. Here it is again with additional thoughts appended:
Via a circuitous route (looking up the Yaquinto war game Swashbuckler on boardgamegeek.com, seeing a photograph of a diorama inspired by the game, visiting the Web site of the diorama builder, and being referred to the Web site of Eureka Miniatures), I discovered a remarkable miniature war game called ...And One for All by Greg Hallam (available here as a free download and with illustrated examples of play). Its focus is the combat of swashbuckling movies both in style and substance. By "substance" I mean the gameplay itself is as freewheeling as the swashbuckling antics the game simulates. Anything you can think of doing in terms of interacting with your environment is permissible and actually improves your odds in combat. Neither time nor movement rates are measured in this game. The more actions you take, the better you fare, but the sooner you risk losing the initiative and relinquishing your turn. It might be the best interpretation of the genre ever designed.
I can't wait to try playing the game in the way it was intended, but I would naturally like to use it for other situations: Wild West brawls, for instance. In fact, this would work well with brawls in Boot Hill, spy action in Top Secret, martial arts in your favorite martial arts game, duels on Tékumel (Empire of the Petal Throne et al), or even the rough and bloody informal conflict in Dungeons & Dragons. In fact, I'd say it's especially appropriate for D&D, where combat is far more regimented and low level player characters are scarcely able to hit anything. Even if it isn't optimal where spellcasting and ranged weapons are present, it would be a great boon for resolving mêlée combat more quickly and with more interesting results. It also emphasizes player skill, which is generally considered a desirable quality for a game to have as far as the Old School Renaissance is concerned.
One minor modification would need to be made if it were to be used in conjunction with D&D. Each character would need to be assigned a Rating from one to four. I would suggest the following change to rule 3B:
4 High level characters; high HD monsters3 Medium level characters; medium HD monsters
2 Low level characters; low HD monsters
1 0 level characters; less than 1 HD monsters
Whether I adapt ...And One for All for use in my role-playing games or not, I intend to play it as a traditional miniature war game, too. I might also play it with LEGO Minifigures and a LEGO diorama. (Why not?)
To use ...And One for All with Fudge, consider this change to rule 3B:
4 Characters with Great or Superb combat skills3 Characters with Good combat skills
2 Characters with Fair combat skills
1 Characters with Mediocre or worse combat skills