Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

Tuesday, November 30, 2021

Experience! Gold! Thieves! - Kinder Surprise Houserules/Mods.

Your kind of party, eh?
Russ Nicholson for Citadel of Chaos.

Quicker Advancement.

  • If you're playing with only three classes (OD&D style), shift down the XP tables so MUs advance as Fighters, Fighters as Clerics and Clerics as Thieves (or unchanged), or:
  • Use 3e/4e/5e XP tables, and subtract that amount from corresponding older school class XP requirements. So, a BECMI Cleric needs 500 (3e) or 1200 (5e), a Fighter needs 1000 (3e) or 1700 (5e) to hit 2nd level. 

(This is one way of reducing the economy-busting amounts of gold that are an issue for some, and a way of speeding up advancement for the time-poor while keeping the staggered class advancement model)

Bonus Extra: if the table agrees, every time you roll a save, you get XP equal to the amount you missed or made the save by x10. Roll exactly your save value for 100 XP.

It's more book-keeping, but rewards general adventuring behaviour/risk-taking as you get something whether you fail or succeed. As your characters rise in level, it will make much less impact and you can drop it once it gets too cheese-paring.

Less Cash in Circulation.

Related to the lower XP requirement idea above and the fairly common trope that adventurers/heroes start off each story broke, hoping to make one big score and then end up cheated and broke again.

Characters do not keep ANY treasure that goes towards XP. 

It is out of your hands by the time the next adventure comes around, through debt, carousing, alms-giving, theft, gifts, living expenses (at the appropriate level of extravagance), cheats, gambling etc. You can even call it training costs. Narrate or hand wave this as your table likes.

Any cash (or choice items) you want to keep (in hand, in the bank, buried under a particular tree, put towards buying a castle, whatever) or spend on adventuring assistance/supplies does not count towards XP.

For extra misery, allow included living expenses to exceed the amount of XP you gain, so you end up in debt.

Are healing and curse removal costs inclusive or extras? 

More Thief Mods.

Because we just can't help it! 

Under either of the following (and I don't think they can work together), keep Hear Noise as a d6 skill (if that's in the system) and Backstab is unchanged.

Skills as saves: allocate your Thief skills to your saving throws (combine as appropriate), and test them on a d20 (or convert to %). 

You can swap a pair of saves/skills every time you gain a level.

You can apply Ability Score adjustments as agreed/appropriate.

Skills as hit rolls: each skill is an attack roll vs. unarmoured AC (or convert to %).

Your skill advances as a Fighter's attack progression, and leather/chain/plate can be used to represent grades of abnormal difficulty or increasingly stressful conditions.

In a mod of 2e AD&D weapon specialisation, the Thief can spend max. one of their NWP slots to specialise in a single skill at 1st level and get a +1 bonus. They can use a single additional slot gained at higher levels to specialise in another skill, or take their bonus to max. +2. This might also work with the 'skills as saves' method too.

Bonus Extras:

  • Thieves open doors, locks, chests, disarm traps etc on an Open Doors roll, but use INT and/or DEX (depending on characterisation, and Dragonwarriors would suggest an average) to generate a STR bonus equivalent.
  • Keep percentile skills, but you get to add your Prime Requisite % bonus to the base value.
  • Thief skills % start at equivalent of 3rd level and scale from there.

Commentary.

Quick crude mods for a basic D&D adjacent game. Not playtested but someone's probably already tried all/most/some of these already in the last 40+ years.

Realise I could have held them back to pay this Joesky Tax I've heard about, but they've been hanging around my drafts and notes for a while now so I'm putting them out rather than letting them fester.

XP for saves is a rip from T&T.


Wednesday, January 29, 2020

d66/d18 Gems and their Magical Properties


[Edit 21/06/2021 to replace old table & add pic]

All gems are worth their base value (1 to 18, below) in the common currency unit of my/your setting, multiplied by d6 x 10 or 10d6 (if you prefer).

They are either the size they would be in reality, or they are about the size, shape and colour of the dice you are holding at the time. Or compare them to bird's eggs, quail up to duck.

Gems can be kept as treasure (to be traded for cash and counted towards XP after an adventure) or can be used during an adventure as a one-shot magic item.

Once used, gems shatter, disintegrate or are otherwise destroyed; the remnants are worthless.

If you intend to save a gem to use in a future episode/session of your current adventure, it cannot be counted towards experience even if you later change your mind and trade it for cash (you still get the money). Define the boundaries/unit of 'an adventure' if your game does not already cover this.

You cannot buy gems on the open market to take them into an adventure to use as magic items under normal circumstances. Their magical powers are a property of the condition of 'adventure' and as such do not operate outside of this - they are drained by exposure to the mundane.

Ignore any of this that doesn't fit with the game you want to play.

Roll 2d6:

1st d6 (1 to 2) 2nd d6:

  1. Quartz (1): reroll 1s on any roll, once.
  2. Lapis Lazuli (2): reroll a failed fear/ morale save.
  3. Topaz (3): reroll a failed spell save.
  4. Coral (4): cure wounds at 0 hp.
  5. Turquoise (5): reroll or force a Reaction Roll.
  6. Amethyst (6): reroll a failed Strength roll.

1st d6 (3 to 4) 2nd d6:

  1. Amber (7): reroll a failed Constitution roll.
  2. Carnelian (8): reroll a failed warding, spell casting or attack (melee or missile) roll.
  3. Opal (9): reroll a failed Intelligence or Wisdom roll.
  4. Jacinth (10): reroll fire damage or failed fire save.
  5. Aquamarine (11): cure wounds or doubles effect of your casting.
  6. Jade (12): reroll a failed Dexterity or Charisma roll, or a failed missile attack roll (thrown or device).

1st d6 (5 to 6) 2nd d6:

  1. Serpentine (13): reroll a failed attempt to deceive/ stealth/ steal/ backstab.
  2. Pearl (14): reroll a failed polymorph/ petrification save.
  3. Ruby (15): reverse a failed roll, automatically succeed on a roll, or convert a success to a best possible result.
  4. Sapphire (16): recover a cast spell without penalty.
  5. Diamond (17): protection from damage, or reroll a death save.
  6. Emerald (18): protection from/ dispel magic.

This table is based on the Gem Generator from the UK Corgi paperback edition of Tunnels & Trolls, which is where I first encountered the d66 table.

Thursday, December 12, 2019

d66/d36 Celtic Treasures

[Edit 18/06/2021 to sort table out]

Table to generate treasures for Celtic/pseudo-Celtic historical/fantasy/archaeological settings.

By convenient coincidence, the list of suggested treasures in 2nd edition AD&D HR3: Celts Campaign Sourcebook (Graeme Davis, 1992) is 36 items, so I've added some suggested values (in whatever currency  wealth units you're using) and put it into a d66 table.

Roll 2d6:

1 on 1st d6:

  1. Amphora of imported wine (25/50/75/150)
  2. Bronze bridle-bit, decorated (30)
  3. Bronze chamfron, decorated (75)
  4. Bronze chariot-fittings, decorated (150)
  5. Bronze cauldron, decorated (100)
  6. Bronze drinking cup, imported from Greece (75)

2 on 1st d6:

  1. Bronze horn, decorated (75)
  2. Bronze mace, decorated (50)
  3. Bronze mirror, decorated (100)
  4. Bronze serving-dish (30)
  5. Cloak with richly-embroidered border (100)
  6. Decorated helmet with silver boar crest (150)

3 on 1st d6:

  1. Electrum torc (neck ring) (125)
  2. Fidchell/Gwyddbwyll set  (50)
  3. Fine cloth, imported (50/75/150)
  4. Gilt-bronze arm-ring (50)
  5. Gilt-bronze bracelet (25)
  6. Gilt-bronze brooch (25)

4 on 1st d6:

  1. Gilt-bronze chariot-fittings (250)
  2. Gilt-bronze cloak pin (25)
  3. Gilt-bronze head-band (30)
  4. Gilt-bronze ornamented scabbard (30)
  5. Gold arm-ring (50/75)
  6. Gold finger-ring (25/75)

5 on 1st d6:

  1. Gold head-band (175)
  2. Gold torc (neck-ring) (250)
  3. Harp, fine quality, decorated with silver and gold inlay (275)
  4. Helmet with ornamented bronze facing (50)
  5. Iron cauldron-chains (75)
  6. Shield with decorated bronze facing (150)

6 on 1st d6:

  1. Silver drinking-cup (50)
  2. Silvered bronze belt-clasp (25)
  3. Spear with silver inlay on blade (50)
  4. Sword with silver inlay on blade (75)
  5. Sword belt with gilt-bronze fittings (25)
  6. Sword belt with gold fittings (50)

I'm still undecided on a standard format for tables, but I don't need to look up how to convert them every time I do a new one. Turned out to be pointless because every table eventually ended up unreadable due to browser incompatibility or my limited ability.