Monday, September 29, 2014

Savage Lance

So, a bit of a wrist-off that I did in early 2014, just defining some ground rules for using Savage Worlds with the Dragonlance Setting. Someone had honestly been posting a message every six months for three years, asking if someone was going to get back to them on some conversions they'd done.

I took an hour and wrote a bit down, covering some of the more unique races and the three Orders of Magic:

+3 Begin with d8 in Strength; can increase to d12+4 through Edges
+2 Size +1 (Includes a +1 to Toughness)
-1 -2 to Charisma
-2 Major Personality Hindrance; Arrogant, Bloodthirsty, Code of Honor, or Vengeful

-2 Curious Hindrance
-1 Small (compared to humans)
-1 Pace 5
+2 Brave (no Spirit requirement)
+2 Fortunate (extra benny; may combine with luck and Great Luck)
+1 Free d6 Taunt
+1 Free d6 Stealth

Gully Dwarf
-3 Smarts can never go above d6
-1 Pace 5
-1 Outsider
+1 +4 to resist disease
+1 +4 to resist poison
+1 Low light vision
+2 Free d6 in Vigor
+1 Free d6 Survival

-1 Pace 5
-1 Small (size -1)
+2 McGyver Edge
+1 Free d6 Repair
+1 Low Light Vision

Magic in Dragonlance

Spells allowed by order:

White Robes
All except: Greater Healing, Healing, Succor, Zombie, Disguise

Red Robes
All except: Greater Healing, Healing, Succor, Zombie, Slumber

Black Robes
All except: Greater Healing, Healing, Succor, Disguise, Slumber

Wednesday, September 17, 2014

Three Ranger Limit

For those not familiar with 1st edition AD&D, there was a rule that you could only have 3 rangers in one party. There's not a big reason given for this, and so the whys of it aren't exactly clear, but since three rangers can do some fairly hefty damage to an army of humanoids or giants (adding their level to damage with each attack), it may be a balance issue. Since rangers have high ability score requirements, they are kinda rare, so it's hard to reach the "Three Ranger Limit". However, it also sounds like the name of a card game. Thus, from Deeper Pulleditoutofmyassistan, I bring you the game "Three Ranger Limit".

Thursday, September 4, 2014

ODE: Metagame mechanics

So, I've been thinking about ODE recently, due to a couple discussions I've been having, and got to thinking about metagame mechanics; Hackmaster's Honor, Savage World's Bennies, and so on. In keeping with ODE's "gas station playable" system, I'm going to suggest pennies or similar coins, though pretty much any type of distributable counter would work. If you've got someone who simply CANNOT live without their dice at the table, use those... the mechanics of the meta-mechanics might throw them into paroxysms. It also adds an interesting twist if you can tell everyone's counters apart, though it's not necessary.

Each player starts with a certain number of counters; 3 would be a normal gaming session, but you might want more or less. The GM starts with none. As play progresses, players can spend counters to improve their play; I've got a few examples below. However, whenever they spend a counter, it is given to the GM, who can use it to influence ANOTHER play... not the one just influenced. When the GM spends a counter, it is given to the player who has the least counters (or one at random, if they're tied for the least), who can spend it to influence another play. This flow of counters can be stopped by either side... the GM can choose to sit on counters received to keep players from getting them back, then spend them in a flurry at the end. Or the players may hoard their counters, keeping the balls in their court, as it were. Players and GMs can also wage war with their own counters... the GM spends a counter, so you spend another to undo their counter, and so on. The only limitation is that counters, once used on a play, can't be used again on that same play (so you and the GM don't pass them back and forth infinitely).

Note that counters can be spent to influence ANY play which affects your character... you might provide a penalty to your opponent hitting you, or a bonus to your figuring things out. The only thing counters can't be spent on are metagame actions... you can't spend a counter to make an attribute raise play trump.

Uses for counters:
*Add +5 or -5 to a single play
*Make a single play trump (again, if necessary)
*Avoid or inflict a complication
*Draw a single card (which can take you above the hand limit) to either use for the play or to replace the one you choose to use for the play.

Counters can also be used to effect one's hand; if used this way, they don't count as having been used for the play.
*Draw up to 3 cards (subject to hand limit)
*Discard entire hand, shuffle the deck, and draw the same number of cards you just had.