Showing posts with label Oe. Show all posts
Showing posts with label Oe. Show all posts

01 April 2015

Fudging the Swashbuckling in Non-Fudge Games

The combat of Dungeons & Dragons is considered by some to be rather too two-dimensional for the needs of swashbuckling action. Sure, one can role-play the combat (it's always better that way regardless of the system), but if the results still come down to "roll to hit, hit, roll damage" or "roll to hit, miss" no matter what incredible stunts or brilliant tactics you perform, it can seem unrewarding and even boring. Swashbuckling should never be boring.

Tunnels & Trolls solved this problem with the attribute-based "saving roll," which enabled player-characters not only to avoid certain death in the manner of the D&D saving throw, but to take risky moves to gain an advantage in a fight or perform other feats. This game mechanic depends on dynamic attribute ratings that have no upper limit, and it would be simpler just to play T&T than adapt its rules to a game such as D&D. This is actually an excellent idea for anyone who wants to play a swashbuckling role-playing game. Just strip out the fantasy elements (or keep some if you want to play a fantasy swashbuckling game in the spirit of, say, the Sinbad movies) and T&T will probably serve you well in conveying that cinematic swashbuckling action.

D&D played as written tends to reward caution, not derring-do. This doesn't prevent us from tinkering with it, though, in the hopes of transforming it into a game worthy of the exploits of Errol Flynn. One of my untested ideas is simply to import the Fudge rules of action resolution and apply them to the standard D&D attributes. Convert the attributes to the Fudge trait ladder, then whenever a player character wants to try something crazy, the referee determines how difficult it is and the player rolls four Fudge dice per the standard rules for an unopposed roll. If the result is equal to or greater than the difficulty level, then the player character accomplishes the stunt. When an attack is made, revert to the D&D rules, modified by a suitable bonus or penalty depending on whether the stunt succeeds or fails (if appropriate). The conversion I use for the 3-18 range is as follows:

18Superb
16-17Great
13-15Good
9-12Fair
6-8Mediocre
4-5Poor
3Terrible

For those who don't like the idea of inflating the importance of the existing attributes, a seventh attribute (called "swashbuckling" perhaps) could be added. It could be generated in the same manner as the usual attributes (3d6, 4d6 drop lowest die, or whatever), converted to the Fudge trait ladder, and used as above.

I have yet to playtest any of this, so use at your own risk...

06 August 2014

Impede Me Not

In most swashbuckling fiction, the heroes engage in heroic antics without the impediment of armor, yet in Dungeons & Dragons (and related games), the only thing (short of magic) that saves an unarmored adventurer from having the worst armor class is a bonus for high dexterity. As a partial remedy for this, I recommend allowing swashbucklers who abstain from wearing armor to take advantage of armor class bonuses for both high dexterity and high charisma (due to audacity). (I believe this option was first suggested in an OSR Web log — I forget which one — in which the subject of unarmored barbarians or Barsoomians arose. I think it is equally relevant to the historical or quasi-historical swashbuckling genre.)

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

These rules for Renaissance firearms are for use with OD&D, Swords & Wizardry White Box, and my own Renaissance swashbuckling game based on both.

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

This is the revised chart of standard weapons (excluding firearms) for my Old School Renaissance swashbuckling game of the actual or imagined Renaissance (for use with Swords & Wizardry White Box or OD&D). The Renaissance Armor chart has also been revised to include Ascending AC values for Swords & Wizardry.

WEAPONS
WeaponHands Req.TypeRate of FireRange
Axe2mêlée  
Bow2missile270 ft.
Club1 or 2mêlée  
Crossbow, Heavy2missile1/480 ft.
Crossbow, Light2missile1/240 ft.
Dagger1both210 ft.
Dirk1mêlée  
Hatchet1both110 ft.
Lance1mêlée  
Mace1mêlée  
Morning Star2mêlée  
Pick2mêlée  
Pike1 or 2mêlée  
Pole Arm2mêlée  
Quarterstaff2mêlée  
Scimitar1mêlée  
Sling1missile140 ft.
Spear1 or 2both120 ft.
Sword1mêlée  
Sword, Two-Handed2mêlée  
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

  1. Axe
  2. Bow
  3. Club
  4. Heavy Crossbow
  5. Light Crossbow
  6. Dagger
  7. Dirk
  8. Hatchet
  9. Lance
  10. Mace
  11. Morning Star
  12. Pick
  13. Pike
  14. Pole Arm
  15. Quarterstaff
  16. Scimitar
  17. Sling
  18. Spear
  19. Sword
  20. Two-Handed Sword

19 June 2014

Rethinking My Renaissance

OD&D (Books I-III) and its streamlined clone, Swords & Wizardry White Box, have become my favorite form of the Original Game. I initially thought Basic/Expert D&D or Labyrinth Lord with extra spells and beasts from 1st edition AD&D would be the perfect iteration for me, but after playing a session recently, I realized that OD&D and S&W more closely match my style of refereeing, are easier to learn, and are astonishingly easy to house rule. They are also incredibly easy to use as the framework for new role-playing games as I discovered whilst working on my entry for last year's Swords & Wizardry Appreciation Day contest. (I was unable to submit it due to the limitations of Blogger, but I am working on converting it into a PDF so I can distribute it.)

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.

06 May 2014

Renaissance Armor

This is my armor chart for Old School Renaissance swashbuckling in the actual Renaissance (or any fictional setting reminiscent of the Renaissance). It is for use with Basic/Expert D&D, Labyrinth Lord, OD&D, Swords & Wizardry, or any compatible game.

ARMOR CLASSES
Type of ArmorArmor Class
Unarmored9 [10]
Padded8 [11]
Leather7 [12]
Scale6 [13]
Brigandine5 [14]
Partial Plate4 [15]
Plate & Brigandine3 [16]
Full Plate2 [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.]