OSRIC RPG: AD&D 1st Edition Clone [rating tbd]

Started by RubySlippers, January 24, 2018, 03:26:05 PM

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sullivanthedreadlord

Cool. I am looking forward to when this starts. How is combat going to be handled?
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

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RubySlippers

Well it depends I have the your heroes and the local bar drunks aren't they lose but you get XP for style points.

Then serious fighting then you will roll your attacks and damage, or do your spell and roll damage and I'll see how you did if there are saves to be made on my end.

Once you get better the case of the first going to those with combat skills goes up for example a couple low hit die muscle against you all else being equals favors the heroes, if they pick a fight to start. Its like the Four Musketeers in the movies they might be brave if its two or more to one but one on one most opponents will tend to avoid the fighting. Of course big bad henchmen and villains and mindless undead are another matter.

Oh and all heroes have a hit point counter on their left forearms and quests can be found by looking for the Quest Arrows over key people and the Board of Quests in each towns 'adventuring tavern'. Also all serving wenches my have a Cha of 12+ and a Breast Cup Size C or more. Did I mention this isn't the most serious game in spots?  ;D

Foxy DeVille

Let's see how this works for ya...
Name: Shurr-Snaga
Race: Half-Orc
Gender: Female
Class(es): Cleric/Fighter
XP: 0/0
Faith: The Wanderer, also pays homage to the Grand Whore
Alignment: Chaotic Neutral

Racial Abilities:
Languages: Common, Dwarfish, Goblin, Orcish
Infravision: 60 ft

Saving Throws:
Aimed Magic Items: 14
Breath Weapons: 16
Death, Paralysis, Poison: 10
Petrifaction, Polymorph: 13
Spells: 15

ABILITY SCORES:
Strength: 17
Dexterity: 13
Constitution: 16
Intelligence: 11
Wisdom: 14
Charisma: 12

Class Abilities:

Cleric
Spell Casting: Bless, Command, Cure Light Wounds
Turning Undead

Fighter
Bonus Attacks
Fighting the Unskilled
Weapon Specialization: Bastard Sword
Double Specialization: Bastard Sword

HP 11
AC 3

Weapon Proficiencies [4 + 1 every 2 levels]: Bastard Sword (double specialization), Hand Axe

Inventory:
Holy Symbol, Pewter
Hand Axe (x2)
Banded Mail
Shield, Large

Wealth: 87 gp

Magic Items:
Manslaughter (Bastard Sword +1, +3 vs Humans)

Background Info:
Shurr-Snaga knows nothing of her parentage, all her memories of childhood consist of being a cruelly treated slave of an orc tribe. When the tribe as attacked by adventurers, Shurr-Snaga managed to run off with the chieftain's magic sword and leave him defenseless. She followed the adventurers back to civilization. Shurr-Snaga initially found work cleaning in a brothel until she became old and imposing enough to become a bouncer. She really really like her job but desires more money to acquire things that a proper lady would have and to lavish gifts upon a half-elven dominatrix she is smitten with. 

RubySlippers

Oops note class level next to each class yo folks have for example Cleric 1/Fighter 1.

And note for weapons the weapon statistics including all the relevant attack and damage modifiers that apply to keep things easy for me, note damage is split S-M creatures and L creatures.

And I'll allow the Human weapon bonus if it only applies to [Evil Humans] your supposed to be heroes even if a fleeting CN one.

Chulanowa

Had my time tied up lately. Will work on an idea tonight!

sullivanthedreadlord

what are Weapon Proficiencies and can you only select the same weapon once and what do they do besides let you use a weapon with out a penalty?
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

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RubySlippers

They are listed under your classes, normally the race determines any special rules, but you get one weapon per proficiency slot and its per version. For example if you are an elf and want to take Long Sword, Short Sword and Dagger its three proficiencies. A Composite Short Bow and Short Bow are two proficiencies. If your a Fighter or Ranger you can specialize in a weapon as well.

And that's about it you can use the given weapon without a penalty unless you specialize or double specialize then you get more attacks and boost to hit and damage.

sullivanthedreadlord

so i can put all my proficiency in longsword and it will be a x2. what does that mean for being able to hit? I have no idea what my to hit bonus is.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

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RubySlippers

#33
Fighter or Rangers only, if I allow weapon specialization for those classes and I do. For a thief you can just learn to use two separate weapons since your an elf Long Sword or Short Sword would be a good choice for one of them and then add Dagger to start.

Your hit bonus is +0 for melee weapons but any ranged weapons its +1 off your base ability scores but as an elf you get a bonus with Long Sword, Short Sword and all pulled bows if trained in them or not of +1, your class can't learn any kind of bow as long as your only a Thief. They are assumed sneaky city or town types using discrete weapons not useful at long range generally bows don't fit them but a sling does being highly portable.

sullivanthedreadlord

with my sneak attack or back stab I'm better off using a better weapon since it multiplies the damage of the dice instead of adding like sneak damage dice like it does it does in later versions of D&D and pathfinder. So I should sneak with a long sword or a short sword but I'm going for a long sword for damage. I may just get a short sword later just to have a backup weapon. So I am going to guess and say that my over all bonus with a Long Sword is a +1 then.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

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RubySlippers

Yes. But well Backstab in these rules only demands surprise so its easier in the original rules you needed to attack via the 'back' to get the multiplier. And yes a mighty +1 to attack until you get stronger (good luck) or get a magical weapon to help. But your not the fighter its fine your the sneaky bastard who can do the subtle work every group needs one.  ;D

sullivanthedreadlord

So I'm in a bar... I want to steal that mans wallet to pay for drinks.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

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RubySlippers

Or seduce him, take him in back, knee him in the testicular fortitude with authority and take their coin purse.  >:)

Your average human has 4 hit points so you hit for double damage unarmed its 1d3 Damage x 2 (non-lethal) so a good chance he will be on the ground unconscious for a little while.

Chulanowa

I'm gonna be going with a gnome Illusionist, possibly mixed with fighter or thief (just to have something to do beyond level 5.)

RubySlippers

Well it will give enough people for me to run this, and gnomes can be fun. ^_^

Thief would be a good choice adding in the might of illusionary magic.

Chulanowa

#40
She's still a work in progress, as I figure out just what I want her to look like, but aside from that...

Name: Fnicket Tiffwilliker
Race: Gnome
Gender: Female
Class(es): Illusionist 1 / Thief 1
XP: Illusionist: 0/2,500 | Thief: 0/1,250
Faith: Observes the Hill Goddess's holidays with family, but keeps a little fold-out shrine to the Two-Faced Shadow.
Alignment: Chaotic Good

Racial Abilities:
+1 bonus per 3.5 points of con to saves vs. magic and poison (+4 total)
+1 to hit vs. goblins and kobolds
-4 to attacks rolls by bugbears, giants, gnolls, ogres, ogre magi, titans and trolls
Infravision 60'
Detect the existence of...
...slopes or grades: 80%
...unsafe floors, walls, or ceilings: 70%
...depth underground: 60%
...direction of north when underground: 50%

Saving Throws:
Aimed Magic Items: 11
Breath Weapons: 15
Death, Paralysis, Poison: 13
Petrify, Polymorph: 13
Spells: 12

ABILITY SCORES:
Strength: 8
Dexterity: 16 (+10% XP)
Contitution: 15
Intelligence: 17
Wisdom: 11
Charisma: 14

Class Abilities:
Backstab
Climb Walls: 65%
Find Trap: 25%
Hear Noise: 15%
Hide in Shadows: 20%
Move Quietly: 20%
Open Locks: 45%
Pick Pockets: 35%
Read Languages: 1%

HP 6/6
AC 6 (-2 for leather armor, -2 for Dexterity)

Weapon Proficiencies [insert number of proficiencies here]: 2 (-3 to-hit for nonproficiency)
Dagger
Sling

Inventory: TBD

Wealth: 120 GP

Magic Items: TBD

Background Info [bullet points and short bits are fine] Still working on this; I'm seeing her as a locksmith's daughter in some gnomish town whose skill with illusion magic - above the gnorm for gnomes (ahem) led to her joining up with a traveling circus... where her skill with pickpocketing, lockpicking, flimflammery, and evaluation of gems were as valuable as her ability to put on a show. Despite essentially being a carnies, she takes her magical studies quite seriously and has a deep occult bent that she tries to keep to herself. if you see a gnome dancing naked aroudn a blue fire painted with gold leaf sigils with twelve copies of herself, you've seen too much.

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

RubySlippers

Half-Orc > Cleric 1/ Fighter 1
Gnome > Illusionist 1/Thief 1
Elf > Thief 1

There you go the team supreme so far ... 

sullivanthedreadlord

Looks good. I guess we just don't have a ranged fighter or a Blasty mage?
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

RubySlippers

Well magic users are not in categories they are all general practitioners but some lean to blasty magics. And the fighter can pick up ranged weapons later in fact I recommend a Composite Bow with a high pull so they can use the strength modifiers to damage with it. And Illusionists with Spectral Force and experience can still be a power on the battlefield if one gets creative with them.

Note to the gnome I want you to list in game what monsters and spell effects you have seen and experienced and how often so I can determine how good they are for saving throws and the like if you met and fought orcs say ten times you will do a decent orc or orcs in an illusion you have never seen a dragon of a given type good luck creating a realistic one.

RubySlippers

I'll be setting up the threads for the game on Monday.

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

RubySlippers