Thursday, 13 August 2020

5e: Old School Foes

I wanted some traditional-feeling enemies for a low power 5e D&D campaign - while keeping elements of the 5e flavour. I came up with the following.

Template
CR PB +2
AC  HP
ST DE CO IN WI CH
ATT:    Damage:

Orc (Pig-faced) | Scifi fantasy art, Pig face, Fantasy art

CHALLENGE 0

Kobold Mook
CR 0 (10 XP) PB +2
AC  10/12 w shield HP 2 (d6-1)
ST -3 DE +0 CO -1 IN -1 WI -2 CH -2
Dagger (1h) or kobold spear (1h): Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Spear does 1d6 2-handed.
Sling (2h loading): Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an Attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

CHALLENGE 1/8

Pig Orc
CR 1/8 (25 XP) PB +2
AC 14/16 (ringmail, shield) HP 11
ST +1 DE +0 CO +1 IN -1 WI +0 CH -1
Spear, Hand Axe or Scimitar ATT: +3  Damage: 1d6+1
Halberd or Glaive (2h) ATT+3 Damage 1d10+1, reach 10'
Flail, Longsword or Battle Axe ATT +3 Damage 1d8+1
Light Crossbow (2h) ATT +2 Damage 1d8 range 80'/320'

Goblin Minion
CR 1/8 (25 XP) PB +2
AC 13/15 (hide, shield)  HP 7
ST -1 DE +1 CO +0 IN -1 WI -1 CH -1
Skills: Stealth+5
Goblin Dagger ATT: +3  Damage: 1d4+1 
Goblin Spear (1h or 2h) ATT +3 Damage: 1d4+1/1d6+1
Shortbow (2h) ATT: +3 Damage: 1d6+1 range 80'/320'
Nimble Escape: Disengage or Hide as bonus action.

CHALLENGE 1/4

Hobgoblin Grunt
CR 1/4 (50 XP) PB +2
AC 15/17 (scale, shield) HP 11
ST +1 DE +1 CO +1 IN -1 WI -1 CH -1
Spear or Scimitar ATT: +3  Damage: 1d6+1 (2d6+1 with Martial Advantage)
Heavy Crossbow (2h) ATT +3 Damage 1d10+1
Martial Advantage: Once per turn the hobgoblin can deal an extra 1d6 damage to a creature it hits with a melee weapon attack if that creature is within 5' of an ally of the hobgoblin that isn't incapacitated.

Human Brigand
CR 1/4 (50 XP) PB +2
AC 14/16 (ring or chain shirt, shield) HP 16
ST +2 DE +1 CO +1 IN +0 WI +0 CH +0
Longsword, Flail or Battle Axe ATT: +4  Damage: 1d8+2/2-h 1d10+2
Heavy crossbow (2h) ATT+3 Damage 1d10+1 range 100'/400'

Human Guard Corporal 
CR 1/4 (50 XP) PB +2
AC 16/18 (chainmail, shield) HP 16
ST +2 DE +0 CO +1 IN +0 WI +0 CH +0
Skills: Perception +2
Halberd (2h) ATT: +4 Damage: 1d10+2, reach 10'
Spear ATT +4 Damage 1d6+2, 2h 1d8+2.
Mace ATT +4 Damage 1d6+2 blunt - Subdual
Heavy Crossbow (2h) ATT +2 Damage 1d10 range 80'/320'
Subdual: an opponent reduced to 0 hp by guard's mace, but not killed outright, is unconscious & stable.

Tuesday, 14 July 2020

Running Mini Six

In response to a query from Melan/Gabor Lux.

The main campaign page for my Mini Six Primeval Thule game, including some house rules (like shields add to parry/block not soak) - https://simonsprimevalthule.blogspot.com/2020/01/the-valley-of-scorn-palace-of-silver.html

15 sessions in so far. I've been mostly running it online text chat recently, so there are some full session logs, eg https://simonsprimevalthule.blogspot.com/2020/07/sp15-1212215-ar-tizun-thane.html - session opens with a fight between PCs and Berbalangs and there's a spellcasting lizardman shaman PC so you can see the magic system in action. So far we've played through Palace of the Silver Princess and are now playing Halls of Tizun Thane. Dungeon crawls seem to work fantastically well in Mini Six; there's not a lot of routine attrition to track but there's always a fear that any fight could be your last, so PCs avoid unnecessary combat. I used standard starting PC attribute & skill levels (which is pretty powerful, feels like about 5th level in D&D) and the recommended advancement of 3-7 CP/session, more to the low end for online sessions, which feels like a nice rate.

One thing I learned to do different from the book; I automatically hand out a Hero Point at the end of every full session. I rarely give them in-session, though I may give bonus CP. I find this works best; HP are a nice resource to both save and spend. In this session https://simonsprimevalthule.blogspot.com/2020/06/sp14-10-1212215-ar-fall-of-saya-24-cp.html a player who'd been hoarding his HP blew all 6 on a single attack (3 on to hit, 3 on damage) - and destroyed the unkillable Night Thing.

Here's a thread I started back in February when I'd just begun the game https://www.therpgsite.com/showthread.php?41734-d6-System!-%28WEG-Star-Wars-et-al%29&highlight=Mini+Six

Tuesday, 16 June 2020

Bonus Magic-User spells in 1e AD&D/OSRIC

https://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=84318&p=2085053#p2085053

Re bonus spells for high INT. I don't much like the idea of an MU-1 starting play with three Sleep spells, but I think it would work well if the MU could choose a School and get specific, curated spells based on their INT (INT 13 1 1st, INT 14 2 1st, INT 15 2 1st & 1 2nd, INT 16 2 1st 2 2nd, INT 17 2 1st 2 2nd 1 3rd, INT 18 2 1st 2 2nd 1 3rd 1 4th). Toss a Magic Missile to your Evoker, oh DM of Plenty!

Bonus Spells Lists by Spell School.

Evocation
1 1st - Magic Missile
2 1st - Shield
3 2nd - Web
4 2nd - Stinking Cloud
5 3rd - Lightning Bolt
6 4th - Fire Shield

Abjuration
1 1st - Protection from Evil
2
3
4
5 3rd - Dispel Magic
6 4th - Minor Globe of Invulnerability

Alteration
1 1st - Feather Fall
2 1st - Comprehend Languages
3 2nd - Continual Light
4 2nd - Darkness 15' Radius
5 3rd - Blink
6 4th - Dimension Door

Conjuration
1 1st - Find Familiar
2 1st - Unseen Servant
3
4
5 3rd - Monster Summoning I
6 4th - Monster Summoning II

Divination
1 - Detect Magic
2 - Identify
3 - ESP
4 - Locate Object
5 - Clairuadience
6 - Confusion

Enchantment
1 1st - Friends
2 1st - Charm Person
3 2nd - Forget
4 2nd - Ray of Enfeeblement
5 3rd - Suggestion
6 4th - Fire Charm

Necromancy
1
2
3
4
5 - Feign Death
6

Saturday, 23 May 2020

A high power 5e default array?

The traditonal 5e D&D Standard Human +1 to all stats is not a very attractive option. I'm wondering whether in a high power setting like Odyssey of the Dragon Lords, rather than the 15 14 13 12 10 8 standard array, a higher power stat array of odd numbers would work better, eg:

17 15 13 13 11 9

That would still allow for characters with an attribute penalty, but the standard human would become

18 (+4) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)

Which is nice, but not world-shattering I'd think. Maybe allow 30 points point buy, or best 3 of 5d6 in order & replace one roll with a 15, for players who really hate standard arrays.

Sunday, 19 April 2020

Manors & Dominions

I'll use the lowest listed 1e PHB rate of 5 sp/month as a default, with a Fighter of level 5-8 as ruler or steward, or a level 8 Cleric Patriarch, able to raise 6sp/month, about the OD&D level at 10 sp per gp.  Other rates as below.

1e AD&D uses monthly rates:
Fighter Dominion 7 sp/month Presumed default. This seems an appropriate rate for Paladins also, and possibly Rangers, if Aragorn is an example.
Clerical Dominion 9 sp/month Presumably includes tithes, so we can see that the Church may claim up to 2sp/month/person above the default rate.
Magic-User Dominion 5 sp/month Magic-Users apparently make poor rulers, having "many other demands on their time". This seems an appropriate income rate for other classes without specific rulership skill, such as Druids, Thieves & Assassins.
A kindly GM may allow the weaker rulership classes to employ a Steward, typically a Fighter type of level 5-8, who can raise taxes at the default rate of 6 sp/month, or 7 sp/month if the Steward is a Fighter type of level 9+. 9 sp/month should be reserved for theocratic dominons.
Note that subsistence income and minimal average GDP per person, including the non-productive, is 1 sp/day, or 30 sp/month. A typical 5 person household produces GDP of 150 sp/month.

New Manors
Initially attract freeholders on a manor equal to 'Max Henchmen' score x10 and if there's plenty of land grow as per table below. Of course diplomacy and conquest can enable rapid growth...
For random potential areas optionally roll 3d4 for the likely gp/year reflecting resources; Fighter Lords add +2 to the roll. 10gp/year assumes a near optimum environment.

Lord's CHA: Initial Freeholders (Manor)
3-4:  10; Growth -3%
5-6: 20; Growth -2%
7-8: 30; Growth -1%
9-11: 40; Growth +0%
12-13: 50; Growth +0%
14: 60; Growth +0.5%
15: 70; Growth +1.5%
16: 80; Growth +2%
17: 100; Growth +3%
18: 150; Growth +4%
19: 200; Growth +5%
A typical manor in settled farmlands is 640 acres, or 1 square mile. Maximum manor size in borderlands is roughly 2 miles diameter (one 2 mile hex), or just over 3 square miles, of which no more than 1 square mile is likely farmland. Exceptions apply to rulers of exceptional charisma - see below. Otherwise new manors must be created to administer the growing population.

Manor Current Population & Base Growth Rate (annual)
Under 20       +30%
20                 +25%
40                 +20%
60                 +15%
80                 +10%
100                 +5%
125                 +4%
150                 +3%
200                 +2%
300                 +1% requires 1.5 square miles farmland
400                 +0% " 2 sq m"
500                  -1% " 2.5 sq m"
600                  -2% " 3 sq m"
700                  -3% " 3.5 sq m"
800                  -4% " 4 sq m"
900+                -5% " 4.5 sq m"

A sub-infeudinated manor must have a lord or thane, preferably a henchman/retainer of the higher lord.

Resource Investment
For every 200gp spent on resource development in a month, a manor will attract 1d10 more people. Growth limits still apply.

Typical Domain Costs
A typical domain has gross income of 10gp/person/year and expenses of 75% of income, leaving a net income of 2.5gp/person/year.
Garrison: 20% (civilised)-30% (borderland)-40% (wilderness) of income (2gp-4gp/person/year)
Stronghold Upkeep: 5% of stronghold cost per year; typical strongholds cost = annual domain income x2 (civilised) x3 (borderland)  x4 (wilderness), so typically 10%-20% of income, 1-2gp/person/year
Salt Tax: 20% of gross income to higher lord, 2gp/person/year
Tithes: 0% (wilderness) -5% (borderland)-10% (civilised) of gross income to local churches/temples, 0gp-1gp/person/year
Festivals & Alms: 5% of income, 0.5gp/person/year

Urban Investment
It takes 1 year to create a new settlement at a suitable locale. Once created, the settlement maximum population figure is added to the maximum population figures above, so eg +30% annual growth requires a population fewer than 20 above the numbers below.
Investment  Additional Maximum Population
 10,000gp      +1000 Small Town
 25,000gp      +3000 Town
 75,000gp      +10000 Small City
200,000gp     +25000 Large City
625,000gp     +100000 Metropolis
2,500,000gp  +500000 Grand Metropolis

Wednesday, 15 April 2020

Growing a Manor (D&D & Mini Six)

The following rules are for D&D based systems. For Mini Six, replace Charisma with Charm - either rolled or taking 3 per Die for passive, so eg Charm 3d6+2 is a passive score of 11.

MANORS & DOMINIONS
OSRIC says high level Fighter Lords can extract 1gp/month per resident in a freehold; for general play I'm going with 10gp/year gross income for a typical borderland manor, which is the OD&D level. Initially attract I reckon freeholders on a manor equal to 'Max Henchmen' score x10 and if there's plenty of land grow quickly to around 100, slower thereafter. Of course diplomacy and conquest can enable rapid growth...

Lord's CHA: Initial Freeholders (Manor)
3-4:  10; Growth -3%
5-6: 20; Growth -2%
7-8: 30; Growth -1%
9-11: 40; Growth +0%
12-13: 50; Growth +0%
14: 60; Growth +0.5%
15: 70; Growth +1.5%
16: 80; Growth +2%
17: 100; Growth +3%
18: 150; Growth +4%
19+: 200; Growth +5%
A typical manor in settled farmlands is 640 acres, or 1 square mile. Maximum manor size in borderlands is roughly 2 miles diameter (one 2 mile hex), or just over 3 square miles, of which no more than 1 square mile is likely farmland.

Manor Current Population & Base Growth Rate (annual)
Under 20       +30%
20                  +25%
40                 +20%
60                 +15%
80                 +10%
100                 +5%
125                 +4%
150                 +3%
200                 +2%
300                 +1%
400                 +0%
500                  -1%
600                  -2%
700                  -3%
800                  -4%
900+                -5%

Saturday, 26 October 2019

An OSR style XP chart for 5e D&D

Chart assumes standard monster XP, and XP for GP. Typical treasure should cap at Tier III level, ca 50,000gp/hoard, with Tier IV hoards being exceptional.

Level   XP
1           0
2      1000
3      3000
4      7000
5    15000
6    30000
7    60000
8  100000
9  150000
10 200000 'Name Level'
11 300000
+1 +100,0000 up to Level 20.

Magic Item Crafting
Rarity Minimum Level Time Cost
Common     4           2 days       200gp
Uncommon 8           7 days    1,000gp
Rare             12      31 days    5,000gp
Very Rare    16      92 days   25,000gp
Legendary   20   366 days  125,000gp