Showing posts with label Complete Scoundrel. Show all posts
Showing posts with label Complete Scoundrel. Show all posts

Monday, 6 May 2013

Toxic Talents

Continuing on with my current theme of Talents within Tunnels & Trolls, I've
had another brainwave that I thought was worth sharing partially inspired by the Dungeons & Dragons supplement, Complete Scoundrel and, partially by the fact that I have never (ever EVER) like the poison rules as they are written for Tunnels & Trolls.

As presented in the rules all poisons are pretty much instantaneous in producing their effects and, most of the effects only cause additional damage.. Which is pretty dull, not to mention inaccurate. Most poisons take time to take effect and the actual effects of poisons, venoms and, toxins varies greatly.

How does this tie into our Talents theme though?

Well inspired by Complete Scoundrel, a Talent that I thought might be fun to play with would be Poison Master. Which is the same name as a Feat in the supplement but, my implementation is quite different. In the original supplement the Feat simply makes the poisons that you brew more deadly, where I envision the Talent being much more wide-reaching. Allowing you to both create your own toxins, and affording you a degree of resistance against poisoning due to your extended exposure to hazardous materials.

So for me, Poison Master looks something like this: Poison Master (CON / INT). To really work though, I need to change the nature of how poisons are handled. Given that I have never been too happy with poisons as is though, this really isn't an issue.

So what's the plan for poisons?

It'll take sometime to re-write all of the various toxins present in the 7.5 rulebook, but the plan is that every poison will be statted out something like this:

Name: The name of the item in question.
Type: Venom (generally naturally occurring and delivered through injection or contact), Toxin (venoms can be considered toxins by definition but this classification will be used to cover ailments such as diseases that can be delivered through open wounds or by ingestion), and Poisons (Almost exclusively consumed to be effective).
Cost: The cost of the materials needed to prepare one unit (one dose) of this poison.
Craft: The level of the INT SR required to manufacture one unit of this poison safely.
Save: The level of the CON SR that needs to be made by someone exposed to this poison to resist it's effects.
Failure: If you fail to safely manufacture the poison you suffer this effect unless you make a CON SR at the poisons level (the "Save" value of the poison).
Critical Failure: If you roll a fumble when preparing the poison or trying to resist it's effects you suffer this effect with no further SR allowed.
Effect: This is the effect of the poison when successfully delivered.

I'm also hoping to create more diverse poisons too, moving away from the purely vanilla nature of poisons causing a few more hits in combat. Effects such as nausea, hallucinations etc. Before I get too involved though I really do need to playtest the idea to see how well in pans out under scrutiny.

Sunday, 5 May 2013

Dungeons & Conversions

Do you know the great thing about D&D 3.5?

It's a great source of inspiration. Whilst I have no great interest in ever running any of the material as it is written, nor the system that it was written for if I can ever help it again, many of the supplements do have a lot to offer to the budding homebrewer.

A great example would be Complete Scoundrel. I recently picked up a copy of this because I was thinking to myself "Well, they've done Warrior World, how about Rogue World?", which is in itself a whole other matter, but keeping on topic, inside Complete Scoundrel I did find a lot of great material. Where they list Skills and Feats, I see Talents, likewise Prestige Classes can easily be broken down into the Talents that make them up. Equipment is a little trickier to convert but not impossible with a little common sense. The same goes for spells. Honestly, this book is a goldmine!

Then the matter of "Rogue World". I picked up this book expecting it to be rather "theif-centric".. Okay I made that word up but, I'm pretty sure that it communicates my point. I expected a world full of assassins, pick-pockets and, cat-burgulars. That's what I expected as that's pretty much how the D&D world views the rogue. What I got however was quite to the contrary as it turns out even Paladins can go rogue with this supplement..

So for the purposes of conversion, this particular book was a bit of a mixed bag of mostly good things. The Skills are good, as are the Feats, and equipment. I also like the idea of being able to flesh out the roguish nature naturally inherent in delvers into other classes but, given my previous example of the Paladin, doesn't always work in my opinion.

All-in-all though a good solid resource for adding some spice to your game.. Once you remove the "other game" that is. ;0).