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Tag: OSR (Page 9 of 19)

Non-Weapon Proficiencies in Andras

I have been wrestling with the NWP section of Andras for quite some time. I've even wrestled over the name. Since I want a skill system, it seems to follow that I should just call it a skill system. We'll see where the internal debate leads. At this point, the main reason I do not want to call it a skill system is that I do not want to get too close to d20, 3e or Pathfinder when handling these player abilities. As I said, we'll see.

Looking for inspiration for developing the system, I kept re-reading the chapters on Proficiencies in the PHB and the DMG. I even went back to Skills and Powers and looked at their redo of proficiencies. Considering the way that so many thing in Andras are already roll-under, I like the S&P way of doing it. I liked that in the S&P, the starting point is much lower than the starting point in the PHB. For example, Agriculture is INT+0 in the PHB. while in S&P, the starting score is 7 before adding adjustments for ability scores. If you have a character with 15 INT taking the agriculture NWP, a first level character will have a 75% chance of success. According to the S&P, the base score of 7 would be modified with a +2 due to Intelligence giving a final score of 9. Odds of success are 45%.

This may seem like no big deal, but it becomes an issue with Class NWPs like Spellcraft. Under the PHB, a wizard with 16 INT has a starting score of 14 for Spellcraft, whereas the S&P wizard would have a 10. That's a 20% differential. It strikes me as important because I still want 1st level character to be limited, but have more definition than their class description.

Sounds great, but I'm not using the character point system for character advancement. How would this look when the NWP's start with less power, but have the ability to improve over time? Would improvement over time re-create the overpowered feeling I get from the 2e proficiencies rules already?

Then I looked to my copies of Dragon. In particular, I found #225 to be very interesting. In it, Clayton Beal provides a revised proficiency system that keeps scores a little lower, but provides a simple way to determine advancement. In essence, every skill starts with a 10, it is then modified per the NWP in the Player's Handbook and then modified with the bonus from the ability. In other words, using a character with INT 15 taking the Agriculture NWP, the character starts with 11 as a score. Calculating that out, start with 10, then modify by 0 because Agriculture is INT+0 in the PHB, then modify by +1 referencing a table in the article. This is lower than the 15 under the original rules and higher than the 9 calculated from the S&P.

What about our Spellcraft example? Original PHB - 14, S&P, 10. Article in Dragon Magazine - 10. A base of 10 is modified by -2 (from the listing in the PHB) and then modified by a +2 from the ability score (INT 16).

So we have the NWP's calculated, how about advancement? Every level, a character can advance the score by one on an existing NWP. These points cannot be saved from level to level. Increase the score by one per level, or lose the point. What about third level characters that gain new NWP slots and the +1 bonus point? The bonus point cannot be added to the new NWPs, only the existing ones. So if my character wants to add the Bowyer NWP, the +1 point cannot be applied to it.

Now for the fun part, out of class NWPs. Under S&P, a character of one class that chooses a non-weapon proficiency from a different class receives a mild penalty. Under the rules in the PHB and Dragon 225, it costs double the slots. This may seem a minor trifle, but using Spellcraft as an example, a Rogue looking for the Spellcraft NWP pays 3 character points plus 2 extra for a final cost of 5 character points. In the Dragon Magazine article, it costs two proficiency slots. Considering that a character can take disadvantages in S&P, two points doesn't seem a high enough penalty. (An article in the same issue of Dragon demonstrates this with an 8 step process to create an S&P character.)

The word count is already high, so I'll end here. When I work out the final rules, I'll post them here as a PDF. It may not be the skill system in OpenQuest, though that is tempting, but it feels like 2e without the ability inflation.

Navigation in Tiezerakan

It's no secret that I love Spelljammer specifically and the idea of space fantasy in general. Having said that, I was always bothered by the helm concept. It didn't make sense to me that the pilot of a spacefaring ship had to be a Priest, Psionic or Wizard character. Sure there were the life-draining helm, but that is also problematic.

The main issue was that swashbuckling action and pirates evokes images of Anne Bonny, Mary Read, Gentleman Pirate Stede Bonnet and Blackbeard. The closest thing to a spellcaster was Blackbeard, but that is a bit of a stretch to even call him an illusionist. The captain of the ship is more like a Rogue character than a spell-caster. Although it is true that a spell-caster can work for a pirate, there just aren't enough higher level spell casters for all the ships in space.

In 2e, everything else on a ship was a non-weapon proficiency, so why wouldn't piloting a spaceship be one as well? To solve that issue, I imagine a magical device that can be operated by anyone with sufficient skill is used to pilot the ship. I have spent the last two weeks attempting to draw this device in vain, so I have to describe it, instead of providing a picture. Sorry.

This device is an orb with three triangular shaped handles on it. Each of the handles are perpendicular to each other. In other words, one is the x-axis, another on the y-axis and the third lies along the z-axis. Each handle controls a gear that can spin a full 360 degrees. It is made to easily rotate to a specific setting and stay locked at the setting.

One handle controls the pitch of the craft, the other two control the yaw and roll respectively. The pilot rotates one or two of the handles to direct the craft in three-dimensional space. Being able to only control two of the three at any given moment is normally not an issue. The only time it may be an issue is when a craft is attempting evasive maneuvers. An observant attacker can sometimes anticipate evasive maneuvers because the ship can only move in two dimensions simultaneously.

Assigning a piloting skill based on DEX allows any rogue to pilot a spacecraft. Broadening it out to all classes, anyone can pilot a ship with the right training. I also imagine a unique spell/magic item that allows a pilot to use a third arm for maneuvering in tight spots and/or attempting evasive manuevers.

However, I would still set an 8 hour limit for how long a creature can act as pilot without losing concentration. Anyone piloting after 8 hours of piloting would suffer penalties to rolls and increased chance of being surprised.

One other thing that the use of this device allows is mutiny. No longer is it necessary to get the spell-casting pilot to join your cause - just eliminate the captain and bridge crew and get the best remaining man to pilot.

More coming about possible quests and adventures in Tiezerakan in future posts. Let me know what you think of the Pilot's Orb (working title only).

Comparison of Classes

One of my favorite authors for Dragon Magazine was Paul Crabaugh. For the handful of articles he wrote for D&D, I always appreciated his Class and Monster Generators. One the stated goals for Andras was to have a similar class creation system for DMs to use to better customize their world.

In 2e, a system was presented, but it states very plainly in the beginning that existing classes cannot be re-created using this system. In fairness, the same was true for Crabuagh's Customized Classes In Dragon #8. In some ways, it never felt right that I couldn't just re-create existing classes.

After a few months of experimenting with various systems, the conclusion is that the xp numbers are largely arbitrary. That may not be a surprise to anyone, but I thought that there might be a way to get reasonable close to the numbers, but I guess it wasn't meant to be.

Oddly enough, I can reach the numbers exactly for Basic Fantasy. Just not anything similar to 2e.

In the various experiments, there was a tension between the value of combat prowess versus the value of magical access. If combat was undervalued, the warrior group gained levels rapidly and the rogue group tended to have too many skills for the same xp levels. If magic was undervalued, there was little incentive to be a magic-user.

So as I wind down to a final version of the class generator, I find that Priests and Psionicists have the same XP progression level. Personally, I like that because I tend to characterize Psionic characters as anti-clerics. In other words, in function, they appear to generate magic in the same way, the difference is the source. Priests gain power from a deity and a psionic character gains power from within. It serves to make the psionic characters a persecuted group and also allows for deities to grant more anti-psionic miracles.

However, when the specific mythoi options for priests are used, their progression is a bit faster in my customized class system than a standard cleric. The main reason is that a specific mythos priest has access to half of the miracles that a cleric can access. In 2e parlance, that 8 schools with major access and 1 school with minor access versus 3-4 schools with major access and 1-3 schools with minor access.

The effect is not as pronounced with mages versus specialty wizards because of the bonuses that specialists gain.

In case you are wondering, my system makes the standard 2e paladin need almost 3000 xp to reach second level. Needless to say, I'll probably end up re-doing the paladin anyway. I want a battle priest/paladin/avenger class where alignment isn't so much a restriction as the specific deity served.

Maybe most surprising of all may be the fact that psionic powers are the most expensive form of magic.

I hope to have the generator ready in spreadsheet, pdf and php format soon. If anyone is interested, I will be happy to share the current working spreadsheet. I would upload it to the site, but it changes daily as I crunch numbers.

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