Showing posts with label Kindred. Show all posts
Showing posts with label Kindred. Show all posts

Monday, 27 May 2013

Fighting The Power Creep: Part The Second

Carrying on from my last Tunnels & Trolls post, where I set out to slay the power creep; an evil creature from the Mountains of Dice, and with attributes running into the thousands; I have created a couple of more house rules that can significantly help alter the tempo of game play..

I have also come to notice that what initially started out as a series of quick fixes is fast becoming / may well become its own rulebook!

AP scaling and the "Goldilocks Zone"
One of the biggest problems with the 7.x rules as they are written is the amount of AP it takes to raise any one attribute, a mere 10 times the current value of the attribute. This seems way too generous to me and, takes a lot of challenge out of the delving experience. Especially when you compare this to older editions, for example 5.5.

Example: A truly average character, Generic Erik has a score of 10 in each and every attribute. The 1000 AP that it would ordinarily take to raise one attribute under 5.x by at best two could equally raise five separate attributes by one point a piece using 7.x.

The other end of the scale that I have seen amongst the rulebooks (7.0 I believe), costs increasing any attribute at 100 times its current value in AP. This seems way too harsh to me. It bogs down character development, and can detract from fun and spontaneous play. Players need a measure of their progress and, their characters are it.

My solution would be to set the AP cost of increasing any given attribute by one at 50 times the current attribute value. You can of course set the value to whatever you wish but, I find that 50 works best for me. It keeps play moving, but doesn't remove the element of challenge from the game.

Whatever value decide to elect though should be carefully considered, as it will have a HUGE impact on your game.

Modified Modifiers
Not a big problem but, a common criticism of Tunnels & Trolls is how the modifiers massively effect play and, player choice. Let's face it, you'd have to be mad to play as a Human off the bat, especially in solo land where survival is the name of the game.
 
It's not that Humans are a bad choice (an extra Talent is nothing to be sneezed at) but, when the modifiers given to a Dwarf make them excellent Warriors, and Warriors are the only character Type that can play through most solo's, it's clear to see why most players pick them.

This also creates a problem with the way that level is measured in 7.x. Whilst it makes more sense to me to have level measured against your actual ability (your attributes), the scale used to measure your level is set to a "Human Average". So starting play as a Dwarf in 7.x can often mean that you roll up a second level character, which just doesn't "feel" right.
 
My solution, convert the multipliers in the rulebook into more manageable modifiers, akin to those in the "other game". Here's what I have for the Common Kindreds so far:

New Common Kindred Modifiers

Dwarf
CON: +3, LK: -1, STR: +3

Elf
CON: -1, CHR: +3, INT: +2, LK: +2, WIZ: +3

Fairy
CON: -3, CHR: +3, DEX: +3, LK: +3, STR: -3, WIZ: +3

Hobbit
CON: +3, DEX: +2, LK: +2, STR: -2

Leprechaun
DEX: +2, INT: +2, LK: +2, STR: -2

I'm still working on few further house rules to accompany the new system but  my current thoughts are that no attribute should ever drop below three at creation. If it does, it's value becomes three. The alternative to this is to say that if the modifier would drop an attribute to below three, that character cannot become that Kindred. Favoring freedom though, I much prefer the former.

I'm also considering a number of other options related to Kindred, including inherent powers, where for example a Minotaur may be better at charging his foe, whilst Skeletons take less damage from slashing weapons (but more from smashing ones). There's also the matter of drawing a line between "natural" and "created" Kindreds, along with any number of other loose ends..

Yup, there's a lot more in the power creep yet but, that's all for now folks.

Thursday, 2 May 2013

Predators, Tribbles And, The Fett

A recent discussion over at the Peryton Publishing Facebook page, in which we
conjured an alternate universe populated solely by science-fiction parodies (Shatner's Toupee meets a Tribble meets the Brain Slug's of Futurama anyone) has set me thinking.

The original topic matter was who would come out on top in a death match between Boba Fett and The Predator? This combined with the tangent that we traversed inspired Tom to want to pay homage to The Predator within his gaming world and, has set me wondering just how a Predator would shape up in Tunnels and Trolls terms.

What modifiers should the Kindred receive and, how should it's vast arsenal be statted out?

Whilst I am far away from reaching any definitive answers, I have found some great resources after a dig on-line, covering not only The Predator (which is apparently a "Yautja") and his weapons locker but, also a great fan-written supplement for the "other game" covering the usage of sci-fi weaponry in a fantasy setting.

Friday, 23 November 2012

Dungeon Master And The Daroou

In my ongoing project to convert the entire cast of champions from Dungeon Master to Tunnels and Trolls, I have again reached a point where it has become necessary to create another new kindred. The Daroou.

It's no surprise that Tunnels and Trolls didn't have this one covered as even looking at Daroou (the name of the champion in question after which I have named the kindred) I had a great deal of difficulty working out exactly what it was supposed to be.

In one respect it reminded me of the imps from the original Doom game, but after a conversation with a Dungeon Master old-hand, we agreed that Daroou looked a lot more like a Wookie. At least that's what he had always thought, and looking over the Internet, it seems he was not alone. The concept presented here in particular really captured my imagination, and shaped the Daroou as I will be casting them.

Given that a large proportion of the previously cast kindreds for the Dungeon Masters Series wouldn't be out of place in the jungle, I have decided that the Daroou will represent the all encompassing spirit of nature given physical form, protecting natural order as caretakers of the canopies and guardians of those who live in harmony with it.

All of the Daroou are in truth one entity (the jungle), taking many physical forms in order to protect itself and could be thought of as an immune system of sorts, called into action when the land feels threatened. As such all Daroou share a hive mind and cannot truly ever be killed, crumbling into dirt and dust when slain. This also makes them a poor choice for a PC as they would be totally out of place in most dungeons.

That being said, the Daroou still need to be statted out in order to be played, and in order for me to be able to complete the Dungeon Masters Series. So in relation to that I have decided to give them the attributes of a Jungle Troll (with the STR modifier rounded up for good measure) as they are in many respects, identical.

So the modifiers for the Daroou are as follows:

The Daroou
Attribute Modifiers: CHR x 4, CON x 3, INT x 0.75, LK x 0.75, STR x 3.

I hope you have as much fun introducing them to your campaign or, maybe their forest cousins as I did creating them.. Well, converting them. ;0). 

Monday, 15 October 2012

Dungeon Masters Series: The Bika

One of the more curious champions to be included in the original Dungeon Master is Wuuf, The Bika.

I say curious, as the avatar for Wuuf in the Atari ST release of the game clearly depicts her as an anthropomorphised fox but, in later releases Wuuf has become a dog / wolf (it's hard to tell which of the two it is).

Not a great leap in fairness but, this does shift my focus significantly when I am looking to convert the character concept into Tunnels and Trolls terms, which involves creating a new kindred.

This is because when we think of dogs, we attach words to them such as faithful and loyal. Wolves get words like lone and, foxes get words like cunning. It's the general perception of the species and, it's that which we want to translate into game terms.

So how do I see the Bika?

Very similar to Hobb's was my initial thought. Small and wily creatures of no great physical stature who need to be quick on their feet. So from an attributes point of view, I am looking to give them bonuses in DEX, INT and maybe SPD, with penalties in CON (unlike Hobbs who actually receive a bonus here due to their stout nature) and STR. They are quite fragile after all.

So after consideration, here is what I have decided to go with:

The Bika
Attribute Modifiers: CON x 0.5, DEX x 2, INT x 2, STR x 0.5.

In the end I opted not to modify the speed of the Bika. Although they may move a lot faster than your average delver, they are a lot closer to the ground too, so any gains granted by their agility would be lost by their short legs.

The Bika's cunning (an INT modifier greater than that of any of the common kindreds) gives them a great advantage in staying one step ahead of anyone who might try to make a meal of them and, their DEX is matched only by the Fae folk (who are no physical match for them).

All-in-all, quite a balanced kindred that could definitely make for some interesting role playing situations.

Sunday, 7 October 2012

Dungeon Masters Series: The Parties Half Over... The Parties Just Begining!

Mophus, The Healer marks the halfway point of our Dungeon Masters Series.. Or at least the halfway point of series one!

I have had so much fun rolling up these new characters, taking the originals as inspiration that I have decided that I will definitely be (T)rolling up the Chaos Strikes Back adventurers too.

So in the future expect to see Hawkkin (who I seriously need to dream up a creative name for), Centaurs, Bug-people (The Leef), and, some Alligator themed folk (distant cousins of the Makan and currently lacking a name).

With all of these new kindreds, I am also slowly drawing up a new setting. At the moment I am picturing it as being a rich and fertile rain forest, teaming with all variety of exotic wonders and perils to challenge even the hardiest Kaball's wayfarers.

Thursday, 27 September 2012

Dungeon Masters Series: Hisss

Well it's got to a point in the project where it has become necessary to build a new kindred, Something I have really been looking forward to from the outset.

The task at hand is to create a species of snake human hybrids (the original was apparently supposed to be a lizard according to a write up but as I have always seen it as snake, a snake it's going to be).

For inspiration I decided to look up the Yuan-Ti of Dungeons and Dragons fame. I have always thought that they were pretty cool, so the chance to play as one seems like something I should really jump at. Not to mention how well I think they'll compliment my Frogkin (which still need a little tweaking) should I decide to introduce them all into a campaign setting.

That's a post for another day though. Right now, I have my keen reptilian senses set on the here and now. ;0).

Looking over this entry I found in a Dungeons and Dragons 4th Edition Wiki, I think the way forward is to introduce Purebloods, Half-Bloods and, Abomonations. I'll be keeping the Makan name from Dungeon Master however, even though I am pretty sure that it has nothing to do with his species and, is probably just an indicator of where he hails from. Still, it sounds cool, so it's staying.

I have chosen Purebloods, Half-Bloods and, Abomonations as it seemed a very Tunnels and Trolls way to go. One is a 50/50 mix of man and snake, whilst the other two lean more towards 80/20 in either direction. This to me is very similar (but not identical) to way that Tunnels and Trolls handles Types. Rogues are the middle ground when it comes to magic / combat balance with Warriors and Wizards leaning more one way or the other.

That's my logic anyhow.

Purebloods: The "perfect" combination of human and snake, often resembling tall and slender humans with strong reptilian features in their faces and scales ordaining their bodies. Some Purebloods also possess a stub or short tail. Like all Makan kindreds, Purebloods have an innate distrust of the "goodly" kindreds who for centuries have hunted them as monsters.

Attribute Modifiers: CHR x 2, DEX x 1.5, INT x 1.5.

Half-Bloods: Similar in appearance to Purebloods, Half-Bloods are often the result of a coupling between a human (or humanoid such as an Elf) and as such possess more humanoid traits than their Pureblood cousins.

Makan DNA is significantly more dominant than human however, so such breeding will still always result in offspring possessing the scales and striking facial features that are the hallmark of all Makan.

Attribute Modifiers: CHR x 1.5, DEX x 1.5, INT x 1.5.

Abominations: Throwbacks that have inherited more than their fair share of reptilian DNA. Not much is known of the process that creates the Abomination as both of the parents are often Purebloods but, being born as such stands you in great stead in Makan society. Often refered to as the "Pure of the Pure" amongst their own kindred they are afforded great luxury by them and often hold positions of power and influence. 

Abominations are almost purely snakelike, with only a human chest and arms to separate them from the giant serpents that inhabit their homeland and, could be the missing link that connects the Pureblood to other races such as the Lamia or the Naga.

Attribute Modifiers: CHR x 2, DEX x 1.5, INT x 1.5, STR x 2.

Friday, 14 September 2012

Before You Croak

Well I've been feeling a bit low over the past couple of days so I figure what better to cheer me up than breaking out a few bones and cracking a few skulls.

Creating new characters is always fun and, today I even went as far as creating a whole new kindred. Quite why I couldn't tell you but, I was possessed of a desire to play as a frogman. Now, ordinarily ideas like this would just be written off with other systems but, as you know I favor Tunnels and Trolls where pretty much anything is possible as long as you can imagine it.

So inspired largely by the Slaan of Blood Bowl I set about creating a set of modifiers for my new kindred, that I will be naming the Frogkin.

Personally I see the Frogkin as having a more impressive physical stature than the average human and their ability for great leaps is certainly a feat routed in Strength, so I've gone for a modifier of 1.5.

Frogkin unlike the Slaan though have webbed hands, being more akin to frogs than men in my estimation, so i have added a 0.5 modifier for Dexterity.

Lastly I have decided that Frogkin can obviously swim a lot faster than they can walk so when traveling using this method they can effectively double their Speed, giving us the following modifiers:

Frogkin
DEX: x0.5, SPD: Doubled when swimming, STR: x1.5.

And here's what my first Frogkin Warrior looks like:

Name: Rwh-Whibb' Et.
Kindred: Frogkin.
Type: Warrior.
Level:  4.

Strength: 44
Constitution: 19
Dexterity: 15
Speed: 20
Intelligence: 12
Wizardry: 12
Luck: 19
Charisma: 16

Combat Adds: +50
Missile Adds:  +53

Languages:
Common, Brawk (Language of the Frogkin)

Weapon:
Short Sword (3+0, 30WU)

Armor:
Leather Jerkin (1 hit (doubled to 2), 15WU)

Other Items:
Napsack (10WU)

Talents:
Acrobatics (DEX+4): Ducking, dodging, bounding and, weaving with swanlike elegance.

Climb (STR+1)
Great Leap (STR+1)
Swim (STR+2)