Saturday, September 16, 2006

Religion

Goblinoid religion is based around worship of Deities (singular or group), Beast or the force of Nature.

Most Goblinoids are fairly fickle in their worship, and will prey to whichever religion they deem the greatest threat (either from environmental circumstances like a plague or storm, or from an organised religious following taking control of their social surroundings and demanding worship). Some goblinoids will always secretly worship their chosen god while paying lip service to any others as required, others (including many priests) are fanatical followers of their "one true god" and would not worship another god even under threat of death.

Dieties:
Bane (The Black Lord), Baphomet (The Guardian), Beshaba (Maid of Misfortune), Bhaal (Lord of Murder), The Elder Elemental God, Erythnul (The Slaughter), Gruumsh (He-who-Never-Sleeps), Jubilex (The Faceless Lord), Leira (Lady of the Mists), Lolth (The Spider Queen), Loviatar (Maiden of Pain), Malar (The Beastlord), Mask (Lord of Shadows), Myrkul (Lord of Bones), Set (The Serpent God), Shar (Mistress of the Night), Talona (Lady of Poison), Umberlee (The Bitch Queen), Vaprak (The Destoyer), Vecna (The Whispered One), Wee Jas (The Dead Witch), Yeenoghu (The Plague bringer).
The deities of the Goblinoids are worshipped out of fear (for the harm they control or bring into the world) and craving (for the power they can grant to the faithful). All deities are considered to be of lingering evil intent, and never benevolent or neutral in their outlook.

Pantheons:
The Lost Gods - Baphomet, The Elder Elemental God, Jubilex, Set
The Three - Beeshaba, Shar, Wee Jas (and Vecna)
The Fury - Bhaal, Erythnul, Loviatar, Malar, Umberlee
Death - Myrkul, Talona, Yeenoghu

Some dieties are worshipped as a small group of related entities that are percieved by some goblinoids to have a relationship, serve a common purpose, or oversee similar aspects. Even clerics may serve a pantheon rather then an individual diety. This does not mean that individual worship of pantheon members (and conflict between them) is uncommon. Many dieties do not belong to a pantheon, and many of the dieties that are in a pantheon have worshippers who believe they are not (or who dispute their 'correct place' within the pantheon).

Druidic Cults:
Ashbound, Children of Winter, Gatekeepers, Greensinger, Wardens of the Wood.
There are no deities of nature. Those characters that hold nature in reverence over any Deity or Beast are normally aligned to one of the druidic cults above. Nature is still perceived as a threatening force that brings disaster if left unappeased, not a happy loving force of universal kindness.

Beast Cults:
Ankheg, Basilisk, Behir, Bulette, Carrion Crawler, Dire Animals (Ape, Wolf, Boar, Lion, Bear, Tiger), Displacer Beast, Harpy, Manticore, Otyugh, Rust Monster.
The worship of beasts is fairly uncommon, but still occurs in some of the more isolated tribes and clans. The beast is either worshiped out of fear, or otherwise the tribe has some sort of symbiotic relationship with the beast in question where the beasts are afforded the respect and privileges of the tribe.


Most tribes will not allow religious conflict to take place within the tribe (especially when other nearby tribes, races or monstrous predators are a serious threat) however it is not uncommon for a "religious overthrow" to occur within a tribe from time to time. It is also not unusual for a tribe to either forbid open worship or discussion of religion, or designate a 'preferred tribal religion'. In the later case other religions are either forbidden, or permitted on the basis that they serve a common purpose and keep their political influence to a minimum.

By far the most commonly worshiped of the deities are Gruumsh and Vecna, and these two religions often oppose each other - sometimes with conflict escalating to inter-tribal war. Most other religions will not openly oppose another, as this weakens both of them and allows the other nearby religions to gain dominance. Individuals within a religion are free to oppose other religions, and sometimes local worshipers of different religions will actively band together to serve a common purpose (often to overthrow a more powerful enemy). Conflict and power struggle within a religion can also occur, especially within some of the more chaotic religions, but such issues are normally resolved quickly in a very violent manner).

Source: Beast Cults are monsters from the Monster Manual. Druidic Cults are from the Eberron Setting. Dieties are from Forgotten Realms, Greyhawk and Conan campaign settings (but in many cases will not be identical to the gods/religions/priests as presented in those settings).

Dragonmarked Orcs

I really like the Dragonmark concept from the Eberron campaign setting, so I'm including it in this campaign setting. The only real change I'm making is that only Orcs can posses Dragonmarks, this helps explain some of that races prevalence and also provides more PC/NPC options for the race which I want to be the most commonly occurring.

This also makes the Dragonmark houses the fourth aspect of political/social influence throughout the region (the other three being Races, Tribes/Clans and Religions/Cults).

"Dargonmarks are elaborate skin patterns - more intricate and colorful than birthmarks, more distinctive then any tattoo - that also grant their bearers innate spell-like abilities. There are twelve families of dragonmarks, each one associated with a number of closely related manifestations."

The following feats and prestige classes will be of interest to players who want a Dragonmarked character -
Feat: Aberrant Dragonmark, pg 47
Feat: Least Dragonmark, pg 56
Feat: Lesser Dragonmark, pg 56
Feat: Greater Dragonmark, pg 54
Feat: Favoured in (Dragonmark) House, pg 53
Prestige class: Dragonmark Heir, pg 73

The 12 (non-aberrant) Dragonmarks are listed below with the associated houses and the services they provide -
Mark of Detection, House Medani - warning, counter espionage
Mark of Finding, House Tharashk - finding, investigating, bounty hunting
Mark of Handling, House Vadalis - livestock selling/training/breeding
Mark of Healing, House Jorasco - healing services(mundane and magical)
Mark of Hospitality, House Ghallanda - hostels, inns/taverns, cooking, brewing
Mark of Making, House Canith - repair and creating crafted items
Mark of Passage, House Orien - couriers, transportation
Mark of Scribing, House Sivis - scribes, messengers, mediators and diplomats
Mark of Sentinel, House Deneith - watchmen, bodyguards, "sentinel marshals"
Mark of Shadow, House Thuranni - entertainment, artisans, espionage
Mark of Storm, House Lyrandar - shipping and agriculture
Mark of Warding, House Kundark - banking, security


Eberron Campign Setting pgs 62-67. WotC
http://www.wizards.com/default.asp?x=dnd/eberron

Feat: True Professional

Prereq: None
Benefit: You may ignore level-based rank limits on any one Craft skill.

Source: Conan: Aquilonia pg 138, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Master Tracker

Prereq: Track, Wisdom 15+
Benefit: You gain a +4 bonus to all Search checks and Survival checks while tracking.

Source: Conan: Aquilonia pg 137, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Clarity

Prereq: Wis 14+, Alertness*
Benefit: You recieve a +4 bonus to all Listen, Search and Spot checks.

* nb: The feat Skill Potential (Listen & Spot) is equivalent to Alertness.

Source: Conan: Hyboria's Fiercest pg 69, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Quick Stealth

Prereq: Hide 6+ ranks.
Benefit: Whenever you are hiding and moving more then one-half and up to your full speed, you do not suffer the -5 penalty to your checks.
Normal: You may move up to one-half your speed and hide at no penalty. Moving faster than one-half and up to your full speed confers a -5 penalty to your Hide check.

Source: Conan: Hyboria's Fiercest pg 71, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Drive Your Enemy Before You

Prereq: Improved Bull Rush
Benefit: When you charge, you strike your opponent with such force that you gain a +4 bonus to attack and damage rolls, as well as driving your opponent back back as if you had performed a bull rush (use your attack roll as your bull rush total). This feat can only be used with melee weapons.

Source: Conan: Hyboria's Fiercest pg 70, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Wounded Fury

Prereq: Constitution 15+, Rage class ability
Benefit: When reduced to to 50% or less of your hit points in battle while in a rage, you gain a +2 bonus to attack and and damage rolls and a +2 bonus to saving throws against spells and spell like effects. When reduced to 25% or less of your hit points these bonuses become +3.

Source: Conan: Hyboria's Fiercest pg 72, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Ambush

Prereq: Hide 5+ ranks, Move Silently 5+ ranks, Improved Initiative.
Benefit: If you are aware of opponents and they are not aware of you, you may take an additional move action during the surprise round.
Normal: During a surprise round, only one standard action is allowed.

Source: Conan: Hyboria's Fiercest pg 69, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Sidewinder

Prereq: None
Benefit: You gain a +2 damage bonus when you flank an opponent.

Source: Conan: Hyboria's Fallen pg 73, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Wednesday, September 13, 2006

Feat: Eyes of the Cat

Prereq: Spot 1 rank, may only be taken at character creation (level 1 feat)
Benefit: You gain low-light vision. That is, you can see outdoors twice as well as ordinary humans by starlight, moonlight, torchlight or other conditions of poor illumination.

Source: Conan RPG pg 115, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Light-Footed

Prereq: Sneak Attack class feature, Hide 1 rank, Move Silently 1 rank
Benefit: Whenever you are unarmored and carrying at most 20 pounds of gear in total, you gain an extra +1 die to your sneak attack damage, +1 dodge bonus, and a +1 circumstance bonus to all Hide and Move Silently checks.

Source: Conan RPG pg 121, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Heavy Armor proficiency restrictions

No character class automatically gains the Heavy Armor proficiency. If a character wishes to have this feat they must purchase it with a feat slot.

This is because in the campaign setting heavy armor is fairly scarce, with most characters using medium or light armor. Only the dwarves had the craftsmanship to produce items of heavy armor, these pieces are scavenged by the goblinoid races and selectively adapted for use by the few have trained to wear it effectively in combat.

A likely bunch of lads

The guys and girls I game with have decided to give this a go. No finished characters yet, but the preliminary character options look like good fun.

Ann - Kobold (Rogue?)
Derrik - Bugbear Druid
Georg - Orc Fighter/Sorceror
Josh - Warforged Barbarian
Ray - Goblin Artificer
Simon - Ogre Ranger

If the game lasts more then a few sessions and I can drag them away from playing WoW, I'll try get them to post some details on their characters.

Race: Warforged

Warforged characters possess the following racial traits:
+2 Constitution, -2 Wisdom, -2 Charisma.
Base land speed of 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. It is not considered natural armor. This plating takes up the same space as armor normally would, therefore the warforged cannot wear or benift from worn armor items. Composite plating also causes a 5% arcane spell failure chance, similar to the penalty for wearing light armor (and subject to the same rules).
Light Fortification: When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is rolled normally.
A natural attack in the form of a slam attack that deals 1d4 points of damage.
Living Construct Subtype.
Favored Class: Fighter.
Medium size.


Living Construct Subtype.
Refer to the sourcebook for full details, some points of note include:
Does not need sleep (but a wizard needs 8 hours of rest).
Does not need to eat or breathe, but can benefit from potions and other consumed effects.
If between 0 and -10 hitpoints the warforged becomes inert (unconcious and helpless, cannot perform any actions) but does not lose an extra hit point each round.
Cannot heal damage naturally.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.


The racial feats for Warforged from the Eberron sourcebook are:
Adamantine Body (pg 50).
Improved Damage Reduction (pg 55).
Improved Fortification (pg 55).
Mithral Body (pg 57), Mithral Fluidity (pg 57).


Eberron Campign Setting pgs 22-24. WotC
http://www.wizards.com/default.asp?x=dnd/eberron

Monday, September 11, 2006

Class: Ranger (revised)

This post shows the revised list of special class features for each level. In addition to the changes from 3.0 to 3.5, the variant ranger (without spell casting) from the "Complete Warrior" rules are used. Finally some of the alternative Combat Styles from the "Conan: Hyboria's Fiercest" are presented.

Also remember that a character may replace any special class feature with a terrain feat (as mentioned in the post "About terrain feats").

Class Features
Level 1: 1st favored enemy, Track, wild empathy
Level 2: Combat style
Level 3: Endurance
Level 4: Animal companion
Level 5: 2nd favored enemy
Level 6: Improved combat style, Fast movement
Level 7: Woodland stride
Level 8: Swift tracker
Level 9: Evasion
Level 10: 3rd favored enemy

Fast Movement: At 6th level, the ranger's base land speed is increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.


Alternative Combat Styles

Ambusher style
Weapon required: Any missile or thrown
2nd level: Point Blank Shot feat; 6th level: bonus +1 to attack and damage rolls at point blank range.

Animal Hunter style
Weapon required: Any
2nd level: Alertness feat; 6th level: bonus +1 to attack and damage rolls against animals and non-magical beasts.

Borderer style
Weapon required: Any missile or thrown
2nd level: Point Blank Shot feat; 6th level: Shot on the Run feat.

Crossbow style
Weapon required: Any crossbow
2nd level: Rapid Reload feat; 6th level: Precise Shot feat.

Javelin style
Weapon required: Javelin
2nd level: Point Blank Shot feat; 6th level: Far Shot feat.

Skirmisher style
Weapon required: Any
2nd level: Dodge feat; 6th level: Mobility feat.

Skirmisher style
Weapon required: Any
2nd level: Run feat; 6th level: base speed increases by five feet per round.

Twin throwing weapon style
Applies to: any single handed throwing weapon
2nd level: Quick Draw feat; 6th level: Improved Initiative feat.

Two-handed combat style
Applies to: any mellee weapon weilded with both hands (except polearms)
2nd level: Power Attack feat; 6th level: Cleave feat.

Unarmed Combat style
Weapon required: fighting unarmed
2nd level: Improved Unarmed Strike feat; 6th level: Improved Grapple feat


Sources:

D&D System Reference Document / Players Handbook, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

D&D Complete Warrior pg 13, WotC
http://www.wizards.com/default.asp?x=products/dndacc/176640000

Source: Conan: Hyboria's Fiercest pgs 76-82, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Mountain Training

Prereq: Survival 3+ ranks.
Benefit: In mountain terrain, you gain the following benefits - a +2 insight bonus with Survival checks and checks made to navigate or determine surprise; Your overland speed is calculated as if your speed were 10 feet faster; Your ambushes cause each of your opponents to suffer a -2 penalty with checks made to determine surprise. In any terrain you gain a synergy bonus from your Survival skill with any Athletics/Climb checks made to scale a natural surface and any Acrobatics/balance check to traverse across a natural slope, and you gain 5 points of falling damage resistance.

Source: Spycraft RPG (ver 2.0) pg 207, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

Feat: Desert Training

Prereq: Survival 3+ ranks.
Benefit: In desert and plains terrain, you gain the following benefits - a +2 insight bonus with Survival checks and checks made to navigate or determine surprise; Your overland speed is calculated as if your speed were 10 feet faster; Your ambushes cause each of your opponents to suffer a -2 penalty with checks made to determine surprise. In any terrain you require only 1/2 the standard amount of water each day and you gain 5 points of heat damage resistance.

Source: Spycraft RPG (ver 2.0) pg 206, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

About terrain feats

Terrain feats are a category of feats presented in the Spycraft RPG. Although they can be chosen in place of any general feat selection, they can also be chosen by a ranger in place of any other specific level based class ability (refer to the Ranger class revision notes for more details).

The terrain feats available for use in this game are:
Aquatic Training.
Artic Training.
Desert Training.
Forest Training.
Jungle Training.
Mountain Training.
Night Training.
Swamp Training.
Urban Training.

Feats in italic have another post on this site describing how to use them.


Source: Spycraft RPG (ver 2.0) pg 206-207, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

Sunday, September 10, 2006

No fireballs or magic missiles, please cast something else ...

All spells of the Evocation and Invocation type no longer do any physical damage. It is planned for PCs, NPCs and monsters to make extensive use of the other spells in their place.

The non-damaging effects of Evocation and Invocation spells still occur.
The caster may elect to have the damage aspect (if any) occur as an illusion type effect. In this case the targets get an illusion saving throw in addition to any other saving throw the spell provides (targets may not elect to disbelieve the effect). If the illusion save is successful the target recognises the illusion and takes no damage. If the save fails the target believes they take the damage, but will realise after 1d4 rounds (or the end of combat, or being awoken from "thinking" they died) that no damage was actually inflicted.


Some of the reasoning behind the idea

I'm really bored with the whole fireball your way through a dungeon thing. I want to see guards running off after illusions, powerful monsters being weakened with necromancy, and charmed minions being knocked out and disabled rather then cooked up medium-well. I want to see divinations being cast to find a better way to get the job done and summoned monsters sent in to join the fray.

There are so many interesting spells in the core D&D books and in the d20 expansions. A lot of good fantasy literature has magic that turns things around, but doesn't just kill stuff all the time. I think it will be fun to have PCs, NPCs and monsters casting and being affected by spells that really seem "magical".

Twice as many spells for all

If your character can cast spells, work out your usual number of spells you can memorise and cast per day (including bonuses from ability scores), then double it - this is the number of spells your character actually can prepare and cast in a day.

I do intend to be quite strict in ensuring characters list their prepared spells ahead of time. I will also be very strict in enforcing wizards only having access to spells they have found and learnt successfully, as well as needing their spell-book in order to prepare the spell.


Some of the reasoning behind the idea

With a level 10 cap on characters and no damage from evocation spells - I think its important to provide a good reason for people to want to play these classes with their character. I also like the idea of there being lots of lower level spells potentially in circulation, and think that will make a nice compliment to the existing playoffs between combat abilities and character skills.

This is not a particularly balanced rule, but its available to everyone both sides of the GM screen. I think it provides more options in game for low level casters, and I think the fact the level cap is in place should hopefully limit any consequences that are too disastrous. It may result in the party having more single and multi-classed casters and less single class warriors, and for this game I have no problem with that.


Revised d20 Skill list

I have presented here the changes to the d20 skill list I will be using in the game. Generally this represents a consolidation of some of the lesser used skills into other skills. Most these changed are from the skill changes between 3.0 and 3.5, or some of the more useful changes made to the skill list in the Spycraft RPG.

To determine if a new skill is available to your character as a class skill, just check if one or more of the old skills it replaces used to be a class skill. Use the reverse logic to determine if you meet the skill requirements for a prestige class defined with the old skill system.

The complete skill list with revisions is now:
Acrobatics
Appraise
Athletics
Bluff
Craft (various)
Diplomacy
Disable device
Disguise
Forgery
Handle Animal
Heal
Hide
Intimidate
Knowledge (various)
Listen
Move silently
Open lock
Read/Write language
Ride
Resolve
Search
Sense Motive
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Use magice device

Special
Listen and Spot: The lowest of these two skills is used for general awareness checks - including detection by scent or touch, noticing something when not actively looking, and the character's "6th sense".

Extended skills
Appraise: Decipher script; Detect forgery; Authenticate items.
Bluff: Gather information; Trade based haggling; Starting rumors; Impressing (convincing the target to have a favourable view of the character - through seduction, "gaining the targets confidence", or exaggerating the implied benefits of a relationship).
Diplomacy: Bribery; Dealing with a regular "contact"; Persuading (influencing a target who has a neutral or favourable view of the character).
Disguise: Blending into a crowd and keeping a low profile (with or without a disguise, by altering behaviour and body language).
Intimidate: Coercion (influencing a target who has a negative view of the character).
Sense Motive: Innuendo (as both speaker and listener).
Sleight of Hand: Escape artist; stashing items; Concealing actions.
Survival: Use rope (alternative, if athletics skill is lower).

New
Acrobatics: Balance; Jump; Tumble; Reduce falling damage.
Athletics: Climb; Swim; Use rope; Forced march; Power lifting; Smash; Speed rush.
Read/Write language: Reading and writing a language requires a specific skill choice (see languages).
Resolve: Concentration; Resisting impressing/persuading/coercing checks; (npc) Morale bonus.

Removed
Balance
Climb
Deceipher script
Gather information
Innuendo
Jump
Profession (a character's ability to perform a profession is based only on them possesing skills and abilities used by that profession, in particular a few ranks in knowledge, craft, bluff and/or diplomacy if appropriate)
Swim
Tumble
Use rope

About chance feats

Chance feats are a category of feats presented in the Spycraft RPG, the main thing they have in common is that they interact with the Action Dice mechanic, either in terms of dice or error/threat ranges.

Although they can be chosen in place of any general feat selection, they are all in the 'chance feat' category. The main reason for this is the number of chance feats a character has has an impact on the use of some individual chance feats (such as "Fortunate"). They are also often presented as a range of feats available to choose from, for example a bonus feat choice from some prestige classes.

The chance feats available for use in this game are:
All or Nothing, Better Luck Next Time.
Black Cat, Jinx, Tough Luck.
Fortunate.
Lucky Break, Misfortune.

Feats in italic have another post on this site describing how to use them, feats listed after another feat need the previous feat(s) as a prerequisite.


Source: Spycraft RPG (ver 2.0) pg 189-191, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

Saturday, September 09, 2006

Action Dice

A slightly modified version of the action dice mechanic from the Spycraft game is being used in place of the Action point system from Eberron. A variation on the "Left for Dead" fate point option from the Conan RPG (page 68) has also been included.

At the start of each session, mission or adventure stage (as indicated by the GM) characters start the game with 3 action dice. As the game progresses the GM can give extra action dice to players for any behaviour worth rewarding - good role playing, a creative or well thought of idea, solving a situation in an innovative fashion, etc. Extra action dice are typically handed out at a rate of one every 10-30 minutes, and usually in a way that gives everyone an opportunity to earn them.

When a GM gives an action die to another player, he also gives himself an extra one. The GM can use action dice in a similar way to the players.

Players have the following options:
1) Boost a die roll.
Not all die rolls can be boosted (e.g. those that relate to character generation definitely cannot). But attack rolls, saving throws and skill rolls always can. Initiative and damage rolls can also be boosted, but no more then one die can be spent to boost these two rolls. The result of the rolled action dice is added on to the roll to be boosted. If a 4 is rolled on the d4, the dice "explodes" - 4 is added to the roll and it is rolled again. Dice can continue to explode (similar to shadowrun dice rolling).
2) Boost your armor class.
You may spend one action die to increase your AC by 2 for a number of rounds equal to the action die roll result.
3) Heal your character.
Outside of combat you may spend action dice to heal, subtracting the action die roll result from the hit point damage you have taken.
4) Activate a threat on a skill check.
When you roll a 20 on a skill check you can spend an action dice to score a critical success, you can ask the GM what the result of a critical success would be for that check, it would typically be the most perfect result obtainable for the check in the situation.
5) Activate a threat on an attack roll.
When you roll a 20 (or less depending on the weapon) on an attack roll you can spend an action dice to score a critical hit. You can use this to cause the same critical hit result as if your follow up roll succeeded (as per normal D&D critical hit rules), without having to make the follow up roll. Alternatively you can force your opponent to make a damage save (fortitude save versus 10 + half the damage suffered, round down) or be knocked out. As a final alternative the character may elect to replace the damage with an automatically successful special maneuver (trip, disarm, bull-rush, sunder, etc), if the weapon and range could realistically provide that result.
6) Activate an opponent's error.
If the opponent rolls a 1 (or sometimes slightly higher then a 1) on a skill roll or an attack roll, you can spend one or more action dice to force a critical failure. The GM will describe likely results depending how many action dice you want to spend. Typical results include a weapon or item being dropped or broken, or a skill result having an effect the opposite of what was intended.
7) Have their character "Left for Dead".
If at the end of combat a character has between -1 and -10 hit points, and he is at the mercy of the surviving enemy (because other PCs are dead, have fled, or been captured, etc) the character may spend an action dice in order to be left for dead. The GM will then provide a way for him to revive to 1 hit point at a safe opportunity later on.

Generally you spend action dice on your own character, it is not normal for you to be permitted to spend action dice helping another character.


Source: Spycraft RPG (ver 2.0) pg 61-63, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/


My thoughts

This is the best RPG mechanic I have ever seen, as it gives the player a way to do something a bit more special at a time chosen by them. It is also a great reward for good player contributions, as it lets them achieve more favourable outcomes within the game without resorting to undisclosed bias.

Feat: Skill Potential

Prereq: None.
Benefit: Choose any two skill (ideally two that have some similarity in terms of use, training or natural ability). You gain a +2 bonus to all skill checks for either of those skill. In addition choose one of the following abilities:
Your threat range with these skills increases from 20 to 19-20.
Once per session you get a bonus 1d4 action die that may be used to increase a single skill roll using either of these skills.
If your maximum rank with one of these skills is less then half the maximum rank of your other chosen skill, you make all skill check as as if it was exactly half (rounded up).
Special: You may take this feat multiple times, each time it applies to a different two chosen skills. The feat may be used instead of a skill based feat that is a prestige class prerequisite or a bonus feat from a class ability. The individual bonuses from this feat do not stack with the "Skill Mastery" feat, but different bonuses can be achieved for the same skill using these two feats.


Some of the reasoning behind the idea

Refer to the entry for 'Feat: Skill Mastery'.

Feat: Skill Mastery

Prereq: None.
Benefit: Choose any one skill and choose from two of the benefits below -
Gain a +4 bonus to all skill checks for that skill.
The skill is always considered a class skill for you.
Your maximum rank with the skill is increased by 3 (to your level + 6).
Once per session you may re-roll a failed skill check with that skill.
Your threat range with the skill increases from 20 to 19-20.
You may permanently change the ability score that your feat uses as a bonus to be either Int, Wis or Cha for the purpose of your character using the skill.
When spending action dice to increase your skill check roll, you roll and add double the number of action dice to your result.
Special: The first time this feat is chosen you automatically get the action dice benefit in addition to two others. You may take this feat multiple times, each time it applies to a different chosen skill. The feat may be used instead of a skill based feat that is a prestige class prerequisite or a bonus feat from a class ability.


Some of the reasoning behind the idea

All my d20 books have a collection of feats that give a bonus to one or more skills. Rather then have all these slightly different skills I thought it was more elegant to have a small number of generic skill based feats (of which this is one). It would have been nice if a d20 publisher did this for me, but (grumble, grumble) generic reusable components obviously don't help them sell more books.

As a feat this is probably slightly over powered. I don't have a problem with that given I'm trying to encourage players to make good use of skills and take some non combat feats. I'll also be using it with NPCs and monsters in the game.

Feat: Training

Prereq: None.
Benefit: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.
Special: You may take this feat multiple times, each time gaining 5 additional skill points with the same benefits.

Source: Spycraft RPG (ver 2.0) pg 201, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

Languages

The only written languages are Orcish, Hobgoblin, Dwarven and Human.
All the player class races have their own spoken language.
Each tribe, clan and large town also has a spoken 'dialect' that extends the prevalent racial language(s).

A character can automatically speak its own racial language at no cost. Learning another spoken language, or a dialect or written language (except dwarven) costs the character a skill point.

Orcish is the most widely spoken interracial language and serves the region as a de-facto "common" language. Hobgoblin has been adopted as a more "civilised" language by many merchants, tribal scholars and any sufficiently organised ruling class.

As spoken languages, Goblin and Hobgoblin are sufficiently similar for basic inter-language communication ("get back to work", "give me your axe", "I'm hungry") but not for more advanced communication such as tactics, trade or negotiating, or any serious attempt at persuading or diplomacy.

Character from a race without a written language that need one, often learn another written language they have come in contact with. Typical occurrences are orges that read/write orcish and some goblins and kobolds that read/write hobgoblin. Some tribes of isolated/primitive kobolds, gnolls, lizardmen and troglodytes have adopted small parts of the dwarven written language that they use as a form of hieroglyphics.

The written dwarven language is a skill in its own right, useful in penetrating the defenses of dwarven strongholds and unravelling the mystery of things found within them. Characters who wish to start the game with the ability to read and write dwarven may have no more then one point in the skill, and can only increase it as a result of in game opportunities.

There is no unique written language for 'magic'. Spells and scrolls are written in the other languages, but are always incomprehensible to those without spell casting abilities. For this reason wizards and artificers in particular often learn a few different written languages.

Starting character level and level cap

New characters will always start the game at level 4, including replacements and temporary substitutes.

No PC or NPC in the game can be higher then level 10. Gaining power beyond level 10 is achieved through accumulating equipment, magic, wealth and influence.

The majority of adventuring and combatant NPCs are level 3, with mundane civilian type NPCs being level 2. Elite and veteran combatants, influential civilians and seasoned adventurers are typically in the level 4-7 range.

Monsters with an effective level higher then 10 do exist, and they are creatures feared by all - sometimes opposed by massed armies lead by the bravest of heroes.


Some of the reasoning behind the idea

A few games feature a character level cap (and an implied character level distribution with in that cap) as a one of setting an overall power level and scope within the campaign setting, the most common I can think of is Eberron.

I obviously like the idea myself, it helps set a lid on power level inflation and stops a forgotten realms type scenario where there are over 100 NPC/monster spell casters with an effective caster level over 20. It also defines a typical region of character abilities and magic spells that will be typically be in play.

I think it also helps a player see his potential place in the world as he increases in level. If powerful NPCs are always 5 or more levels higher then the characters this signifies they will never truly be powers in their own right. Having a player see himself approach (or even overtake) some of the more important characters in level, gives him the opportunity to feel like a truly important part of the campaign setting.

A maximum character level of 10 is quite low for a D&D game, but I think it will work well when combined with a slightly higher then normal PC death rate and the chance to begin epic / leadership-based adventuring a lot earlier then normal.

Allowed character classes

The following class options are available:
From standard D&D - Barbarian, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, Wizard. From Eberron - Artificer.

Minor variations will be posted separately for the Cleric and Ranger classes, they give the class a slightly different feel and some other options, but nothing too radical.

No classes automatically gain the Heavy Armor proficiency. If a character wishes to have this feat they must purchase it with a feat slot. This is explained elsewhere in its own post.

All classes that can cast spells should also check the few rule variations that relate to the magic system.

Prestige class options will be covered in other blog posts.


NB: The Artificer class is detailed in the main 'Eberron Campaign Setting' and will not be posted here.
http://www.wizards.com/default.asp?x=dnd/eberron


Some of the reasoning behind the idea

I like the idea behind the Artificer class that they are learning to make and use minor magic items without having the full spell casting ability of Wizards. I think it fits in well with the idea of gobliniod races who are recovering and using/examining magic items taken from the dwarven strongholds they are conquering.

Paladins are an archetypal fantasy RPG class, but not really what I'm looking for in this Orcs and Goblins campaign setting. I've mentioned previously that I don't like how they restrict options available to the whole the party when making a decision, and that was also a reason to exclude them.

For Bards, I like the social skills and influence they use in the game. But having them cast spells and magically influence things with music doesn't really fit in with the feel for the game, so they are out. I'm hoping rogues with a non-typical skill/feat choice, and casters with a focus on charm spells will be able to take the role of social manipulators in this game.

Ability score generation

Generate ability scores by allocating 78 points across the 6 standard d20 abilities (Str, Dex, Con, In, Wis, Cha). Then apply racial ability score adjustments, then level based (and any other) bonuses.

Bonus skills from intelligence are unrestricted

I want characters to have a good variety of skills, in particular a good assortment of skills with just a few ranks in each (as well as their high rank specialities of course).

I'm looking for a few mechanics to help this be achievable and again the Conan RPG has come to my aid - "Bonus skill points from a high Intelligence may be spent on any skill without penalty. In effect, all skills are treated as class skills for the various skill points gained through having a high Intelligence. This applies both at 1st level and at subsequent levels".

Source: Conan RPG pg 80, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Multiclassing and Favoured Classes

This game will not use the standard D&D restrictions on multi-class levels. As per the Conan RPG rules - "Any character can multiclass without penalty, so long as in the Game Master's opinion he is in a suitable environment in which to learn the necessary skills and talents of the class".

The Conan RPG also has a good alternative rule for favoured classes that I will be using - "... each race has one or more favoured classes. Rather then allowing for easier multi-classing for characters of that race and class, favoured classes grant bonus feats. A character who gains levels in the favoured class for his race gains one bonus feat at 1st level in that class, one at 5th level, and one at 10th level. Note that it is always class level that is considered for purposes of the favoured class bonus feats, not total character level".

Source: Conan RPG pg 16 and 40, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7


Some of the reasoning behind the idea

I really like a lot of the rules in the Conan RPG, so much so that this game was almost going to be run using the Conan rules as a base. In the end I decided to use D&D with some of my prefered Conan rules, mainly because I hope to run Conan games on other occassions and will use the rules then. The other reasons I already described under my entry relating to choice of system.

I'm also a big fan of multiclassing in general. Its a great way to make non-archetype characters that have a combination of abilities they bring to the game. If made well they avoid that one dimensional feel that so many single class characters to seem to posses.

Friday, September 08, 2006

Determining a character's hit point total

For this game hit points will be determined by rolling, not by calculating a maximum or average value. The first level hit points (which under normal rules are always calculated at maximum) will also be rolled.

In addition the hit point value will be recalculated (re-rolled) at the start of each session (or at key breaks between adventures and adventure stages) as advised by the GM.


Some of the reasoning behind the idea

Overall everyone will have lower hit points then in a normal game. This mechanic is also going to be used for NPCs and monsters (who will have hit point totals "as rolled" and not some inflated average or re-rolled total). This should see combatants on both sides go down a bit quicker, and I'm hoping it will make combat faster and more dangerous.

Another consequence of this is some feats and abilities become more useful. The relative value of hit point bonuses from constitution, feats and spell effects is higher. Cleave feats should be usable more often, and sneak attacks and other damgae bonuses may be help to dispatch a guard quickly. Feats that increase the chance to hit a target or avoid an attack now have more relative value, as do abilities that help win the surprise the round and initiative.

This will also mean that your character often has hit point totals lower then what you had in a previous session. In terms of role playing and narrative, this is your character not being quite at their peak (possibly from fatigue, a hangover, an illness, a nasty injuring that is still healing, etc). Likewise a character with higher then normal hit points is fresh, focused and driven to keep standing in the face of difficult odds. I think it will be a fun mechanic for player characters to have hit points higher or lower then normal, but to have that result for a limited time rather then the life of the character.

Race: Gnoll

Gnoll characters possess the following racial traits:
Strength +4, Constitution +2, Intelligence –2, Charisma –2.
A gnoll’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.
Racial Feats: A gnoll’s humanoid levels give it one feat.
+1 natural armor bonus.
Favored Class: Ranger.
Level adjustment +1.
Size Medium.


Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.

Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Gargoyle

Gargoyle characters possess the following racial traits:
+4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
Darkvision out to 60 feet.
Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
+4 natural armor bonus.
Special Quality - Damage reduction: 10/magic
Special Quality - Freeze: A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Favored Class: Fighter.
Level adjustment +5.
Medium size.


Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

In combat Gargoyles ambush by either remaining still, then suddenly attacking, or by diving onto their prey from above.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Bugbear

Bugbear characters possess the following racial traits:
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Favored Class: Rogue.
Level adjustment +1
Medium size.


Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Troglodyte

Troglodyte characters possess the following racial traits.
–2 Dexterity, +4 Constitution, –2 Intelligence.
A troglodyte’s base land speed is 30 feet.
Darkvision out to 90 feet.
Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
+6 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Special Attack - Stench: When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Favored Class: Cleric.
Level adjustment +2.
Medium size.


A troglodyte stands about 5 feet tall and weighs about 150 pounds.

Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Lizardman

(nb: D&D 3.0/3.5 source materials uses the name Lizardfolk)

Lizardfolk characters possess the following racial traits:
+2 Strength, +2 Constitution, –2 Intelligence.
A lizardfolk’s base land speed is 30 feet.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim.
Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
Racial Feats: A lizardfolk’s humanoid levels give it one feat.
+5 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Hold Breath: A lizardman can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Favored Class: Druid.
Level adjustment +1.
Medium size.


A lizardman is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardman can weigh from 200 to 250 pounds.

Lizardmen fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardmen have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Source: D&D System Reference Document / Monster Manual, WotChttp://www.wizards.com/default.asp?x=d20/article/srd35

Thursday, September 07, 2006

Race: Kobold

The Kobold is the first race I have broken down into racial variants (I don't want to get too carried away with this, but it was a good opportunity to cater for the favoured class presented in the original material, and provide one of the new classes as a varaint class).

Kobold (Cavern Kobold)
Cavern Kobold characters possess the following racial traits:
–4 Strength, +2 Dexterity, –2 Constitution.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
+1 natural armor bonus.
Favored Class: Artificer.
Level adjustment +0.
Small size (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters).


Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. They begin a fight by firing/throwing missiles, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Note
Under the standard rules the favoured class for kobolds is Sorceror, I have changed it to Artificer to reflect the fact that Kobolds have had the greatest racial success in pludering dwarven strongholds. Note however, that a summoner variant is available (see below).


Kobold (Summoned Kobold)
Summoned Kobold characters possess the same racial traits as Cavern kobolds with the following differences:
Racial Skills: A kobold character has a +2 racial bonus on Athletics and Listen checks.
Favored Class: Sorceror.

Summoned Kobolds appear very similar to cavern Kobolds, except their skin color ranges from medium blue to dark purple and their eyes are normally an orange color.

Summoned Kobolds have been appearing over the last year or so from summon monsters spells that have for some reason gone awry, generally appearing in small sized groups of 2-5 when summoned. They will do the casters bidding for the duration of the spell, but they remain in this plane of existence when the spell ends and will typically try to flee to safety at that time. A lot of casters are now summoning them deliberately if they suit the caster's current need.


Race: Hobgoblin

Hobgoblin characters possess the following racial traits:
+2 Dexterity, +2 Constitution.
A hobgoblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently checks.
Favored Class: Fighter.
Level adjustment +1.
Medium size.


Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.

These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Ogre

Ogre characters possess the following racial traits:
+10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.
An ogre’s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
Racial Feats: An ogre’s giant levels give it two feats.
Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
+5 natural armor bonus.
Favored Class: Barbarian.
Level adjustment +2.
Large size (–1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters, Space/Reach: 10 feet/10 feet).


Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Source: D&D System Reference Document / Monster Manual, WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Orc

Orc characters possess the following racial traits:
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
An orc’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Favored Class: Barbarian.
Medium size.

Dragonmarks: In this campaign setting, Orcs are the only race that may possess Dragonmarks (from the Eberron Campaign setting). Refer to the other posts against the 'Dragonmark' label for more details.

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult orc is a little over 6 feet tall and weighs about 210 pounds.

Orcs prefer those weapons that cause the most damage in the least time. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Source: D&D System Reference Document / Monster Manual WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Race: Goblin

Goblin characters possess the following racial traits:
–2 Strength, +2 Dexterity, –2 Charisma.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Favored Class: Rogue.
Small size (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters).


A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors.

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Source: D&D System Reference Document / Monster Manual WotC
http://www.wizards.com/default.asp?x=d20/article/srd35

Allowed character races

The main character racial options are going to be the gobliniods from the Monster Manual. I'll post more detailed rules on each of these later, but the list of PC and NPC races from most commonly occurring to least commonly occurring are - Goblins, Orcs, Kobolds, Hobgoblins, Ogres, Lizardfolk, Bugbears, Gnolls and Troglodytes.

For additional options I've also decided to include three of the races from the Eberron campaign setting that I really like - Warforged, Changelings and Shifters. To pad this list out I'm also including Gargoyles from the Monster Manual.

In the campaign setting Warforged and Gargoyles are going to be guardians they have finally broken free of the enchantments the dwarven empire used to enslave them as guardian creatures. I'm going to set up Shifters with a strong relationship with Gnolls, similar to the Goblin/Hobgoblin type of relationship. Changelings are going to be a specific type of creature that is brought to the world with summoning magic that often ends up remaining after the magic summoning has finished.

Dwarves and humans are going to be in small quantity and reserved for use as NPCs and "monster" encounters. Gnomes, Halflings, Elves and all their sub-racial variants will not be used, unless very rarely encountered as spectral remains of their long since extinct kingdoms.

NB: The Eberron races are detailed in the main 'Eberron Campaign Setting' and will not be posted here.
http://www.wizards.com/default.asp?x=dnd/eberron

The camaign will use the D&D (d20) system

For a fantasy game there was never any doubt I would use the Dungeons and Dragons * system, sure I'm going to incorporate quite a few changes - but I have decided this will be my starting point.

I know for many it is not their favourite system (some people even really loath it) and I would have to agree I have played a lot of systems that I would say are better. There are two main reasons I decided to use it.

1) Everyone I game with is familiar with this system and will not need to learn another one just to play my game. A lot of my fellow players are casual gamers (as I often am) and they will get more opportunity to immerse themselves in the setting and their character if they are not also learning a new system.

2) There is a large amount of material I already have for D&D that I 'm ready to use "as is". I have plenty of extra rules and custom rules I want to bring in, but not having to redevelop a large volume of rules that I basically am happy with is going to give me more time to spend on other stuff.

It is worth mentioning that a lot of the D&D 3.5 rules are available online as part of the SRD document provided by WotC here:
http://www.wizards.com/default.asp?x=d20/article/srd35

* The blog system is already complaining about what I'm doing, the ampersand symbol is not allowed in labels, so you will see me referring to Dungeons and Dragons as DnD as well as the more typical D&D.

Wednesday, September 06, 2006

Feat: Fortunate

Prereq: None.
Benefit: You may request 1 additional d4 action die from the DM, at which point the DM also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.

Source: Spycraft RPG (ver 2.0) pg 201, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/

Feat: Monster Slayer

Prereq: Power Attack, Base Attack Bonus +6
Benefit: When making a Power Attack against a foe of large size or greater, you now add twice as much to your damage rolls as you subtract from your attack roll, rather then the same amount as is usual for Power Attack. The modifiers have to apply to all your attacks this round. The total damage bonus may not exceed you Base Attack Bonus.

Source: Conan RPG pg 122, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

Feat: Toughness

Prereq: None.
Benefit: You gain bonus hit points equal to +1 per character level or hit die, up to a miximum of +10.
Special: Each time your character level increases, if you new level is 10th or below you gain another +1 bonus hit point.

Source: Conan RPG pg 127, Mongoose Publishing
http://www.mongoosepublishing.com/home/series.php?qsSeries=7

My thoughts
To me this version of the feat is much better then the original D&D 3rd edition version, especially when used with a game where hit points are rolled instead of calculated at maximum or an average

Feat: Multicultural

Prereq: Speak Language (your chosen race).
Benefit: Choose any one humanoid race other then your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race (according to the NPC Attitudes section in Chapter 5 of the DMG).

Source: Song & Silence pg 40, WotC
http://www.wizards.com/default.asp?x=products/dndacc/886680000

Feat: Chink In the Armor

Prereq: Expertise
Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.

Source: Song & Silence pg 38, WotC
http://www.wizards.com/default.asp?x=products/dndacc/886680000

Tasty Goblin

I guess 'RPG Collage' is an okay name for the blog, but it doesn't really help describe what I'm trying to do with me RPG setting. My first thought was 'Orc Brawl', but there is already a game called that, and it only describes half of the attitude I'm after in my game.

So its gone before the executive committee of multiple personalities that are room mates in my head. Their decision has just been finalised and approved in principle by the working group. Project 'Tasty Goblin' is go.

My next few postings are a bunch of feats. This isn't really the right emphasis for this stage of the project, but I need to push this blog's "labels" feature a bit to see how it copes with lots of related items.

So, what is the setting about ?

I obviously can't get down a few years worth of background musings in one concise post, so I'll try focus on the main ideas. I was going to explain all of my reasoning first, then present the concept - but I think it will be more fun to read the other way around.

I can already see that a small post will not really get across what I'm trying to do here, but it has to start somewhere. I will explain what I am trying to do in later posts, and why I have chose certain options. I'll obviously expand on ideas presented here as things further unfold.


The players are Orcs and other Goblinoid races. Members of tribes that
despite their ongoing feuds and wars have driven back the previously dominant
dwarves and humans into a few sparsely populated strongholds that await their
inevitable demise.

As the last resistance of these strongholds is wiped out, the future
challenges of the conquering horde are starting to emerge. The equipment, wealth
and magic being recovered from the strongholds is changing the power balance
between individuals and tribes, and in fact changing what it means to be an Orc
or Goblinoid.

Unrestrained by the social norms of typical realms, the players must make
their way through a land rife with violence and superstition - to find their
place either as the leaders or casualties of the new age.


Some of the reasoning behind the idea

I decided that if I focus obsessively on trying to make this setting original and distinct its not going to get me where I need to be. Where I need to be is running a game that is distinctive and fun. Distinctive in that it doesn't play out the way so many other RPGs do, and fun in that the players have a lot of room to decide how to play there characters.

D&D is often a fun game, it isn't always the best game - but there is something about it that so many of us remember from when we started playing it. My biggest disappointment in D&D games has resulted from having our choices in the game limited - maybe someone has a paladin, maybe we have to server the king, maybe the plot progression has no detours.

This kind of gives you an idea of what I'm trying to do. The players don't have to run around killing everything in sight (although I imagine they will do a fair bit of this just the same), but every time they are presented with a choice they will have so many more options. If they do end up doing "the right thing" it will be because they wanted to not because they had to. They will hopefully end up doing things for a variety of reasons, and the consequences that result should be more interesting, because the characters got to make decisions for reasons that made sense to them.

Tiny Url

The real reason for this post is to check how usable the label feature is in grouping related posts. I'm guessing at the moment that if this feature can't help me (or another reader) find related posts then using a blog format is going to be just too combersome.

Anyway I'll need to get my fellow players on this site when they are ready to make up characters, and when I do it will be easier to get them to type in my new tinyurl adress of http://tinyurl.com/pxd2j then my actually site name.

To find out more about tinyurl visit http://tinyurl.com

Getting started

Almost everyone who plays RPGs enjoys building campaign settings and filling them with interesting opportunities, and I am no exception.

I've tried to make a few settings in the past, but they always end up an unused collection of notes stuffed in a box never to be seen again. I'm back for another go, and it will be interesting to see if using a blog lengthens the life and usefulness of the project.

I think the main thing it will add is the ability to relate my ideas by category, and provide an opportunity for my players and anyone else interested to comment on things as they unfold. On the negative side, I'll need to avoid getting caught up in playing around with snappy blog features that don't actually help me get any content together.

I've called the site rpg-collage, because so much of what I want to build on is the great ideas I've come across in heaps of other roleplaying games. So a lot of what I present isn't original (I will also note the source of ideas I present), but I like to think that the way I am combining and using them is original - so for now I'll have to settle for that.