Saturday, February 29, 2020

Weapon Proficiencies Revisited, Fighting Styles, and Weapon Groups

So yesterday we touched on NWPs and now we will touch on WPs. A few grognards got a bit shitty with me over the NWPs, making fun comments like "why would I use this instead of the RC skills and weapon mastery" or "why make something so simple like B/X complicated", etc...

I want to address this a little bit before I dive into this topic today. If you prefer RC, use it. If you don't like what I am doing here, don't read it. Plain and simple. I am doing this ultimately for my desires, and if you don't like that, jog on. I will not cater to the bad-wrong-fun crowd, ever.

Or as Mark taught me;


Now that that is out of the way, let's move on.

For me the Weapon Proficiency (hereafter WP) system from 1e and then expanded in 2e is one of the sweetest things from AD&D and earliest forms of character customization I ever saw. To move, as a Fighter, to Weapon Specialization sang to me. When the Complete Fighters Handbook came out, Weapon Groups and Fighting Styles were the icing on the delicious cake.

So I am bringing that back, after a fashion.

Old School Essentials already gives us WPs for B/X, so I am not breaking any new ground here, despite Grognard cries of foul! What I am proposing is as follows.

Martial Classes start with 4 WPs, Semi-Martial with 3, and Non-Martial with 2 (Magic-Users can take a melee and ranged this way), but where these come into their own is for the Fighter.

The Fighter, with his 4 WPs can use them to buy Groups, Specialize in a particular weapon (thereby opening up improvements over time), and even purchase a Fighting Style to further their dominance of the battlefield. Let's break these down one at a time.

Weapon specialization: Instead of allowing all Martial Classes to use this, ONLY Fighters in BXR may Specialize in a weapon, costing 1 WP to do so, on top of the original WP spent to be proficient in the weapon. This gives them a +1 to hit and a +2 to damage with said weapon, and also opens up the multiple attack options for them.

Level
Melee Attacks per Round
Ranged Attacks per Round
1-7
3/2
5/2
8-14
2/1
3/1

So a Fighter specialized in long sword for example would get 1 attack on the first round, and 2 on the second, rinse repeat, until they hit 8th level, when they would get 2 attacks per round.

The same fighter specialized in longbow would get 2 attacks on the first round, and 3 on the second, rinse repeat, until they hit 8th level, when they would get 3 attacks per round.

Obviously this is a very powerful thing, couple with the +1/+2 bonus as well, which is why a Fighter can only Specialize in one weapon, it is their specialty after all, but it gets a bit better at 4th level, when the Fighter gains another WP and can choose to Double Specialize. This means they double-down and focus on their primary Specialization gaining an additional +1 to hit and +1 to damage, raising it to +2/+3 in total.

Characters using non-proficient weapons with suffers a penalty to attack rolls; 
Martial Class characters incur a -2 penalty.
Semi-Martial Class characters incur a -3 penalty.
Non-Martial Class characters incur a -4 penalty.

Another form of WP Specialization the Fighter, and ONLY the Fighter can take is Fighting Style specialization. For the cost of 1 WP they can choose from the following;

Style
Description
Benefit
Ranged Weapon Style
Archers, marksmen and snipers use ranged weapons as if they were an extension of their body making uncanny shots.
Increase all ranges by 25% and eliminate point blank penalties.
Single-Weapon Style
The character wields a single weapon in one hand and nothing in their free hand.
Gain a +1 to AC when wielding a single weapon only.
Two-Hander Style
The character wields a weapon that requires or accommodates two-hands such as pole-arms or bastard swords.
You may add +1 to damage when wielding a two-handed weapon.
Two-Weapon Style
The character wields a weapon in each hand, making two attacks per round. The weapons may be the same size.
You reduce the penalties for Two Weapon Attacks by 1.
Weapon and Shield Style
The character wields a weapon in their primary hand and a shield on their off-hand.
You gain the Shield Punch maneuver, allowing you to make a 2nd attack with the shield at -2, doing 1d3 damage.

A Fighter may only ever be Specialized in 1 style, again as this is their specialty, and there are no Double Specializations for Fighting styles. That said, a creative DM could make those rules if they wanted to, they are just outside the purview of these rules in specific.

Lastly we have Weapon Groups, another benefit of being a Martial Class. Unlike Semi-Martial and Non-Martial classes who can only spend their WPs to gain proficiency with a single weapon at a time, Martial Class characters may spend a single WP to take a Weapon Group Proficiency. These groups are mostly open and are as follows;

Group
Includes
Axes
Battle Axe, Great Axe, Hand Axe, Throwing Axe
Bows
Long Bow, Short Bow, Composite Long Bow, Composite Short bow
Clubs
Club, Mace, Morning Star, Tetsubo, Warhammer
Crossbows
Heavy Crossbow, Light Crossbow, Hand Crossbow
Long Blades
Bastard Sword, Long Sword, Rapier, Scimitar, Two-Handed Sword
Medium Blades
Cutlass, Sabre
Polearms
Bardiche, Fauchard, Glaive, Halberd, Lucerne Hammer, Ranseur, Voulge
Short Blades
Dagger, Dirk, Knife, Short Sword, Stiletto
Spears
Harpoon, Javelin, Long Spear, Pike, Short Spear, Trident

By spending a single WP on a group, the Martial Class Character is considered to be proficient with all the weapons listed in that group.

Bringing it all together, we will look at Gus, the 1st level Fighter.

He has 4 WPs available to him. He see's himself as a Sword & Board fighter, so he makes the following choices;

1 WP for Long Blades Group
1 WP for Specialization with Long Sword
1 WP for Specialization in Weapon & Shield Fighting Style
1 WP for Short Blades

Gus is going to dominate his battle field in melee, but his choices have made him very vulnerable at range, where he will suffer a -2 non-proficient weapon penalty, but he will be minimum +1 to hit, +2 damage with his long sword, and get his Shield Punch as a additional attack each round.

I hope you find these revisions to the rules useful and they give you plenty of excitement playing what I consider to be my favourite class of all time, the Fighter.

Look for a whole Fighter Revisited article coming soon and thank you for your time today.

Until next time...

Andrew Collas
a.k.a. Celtic Viking, Grumpy Old Gamer, Bear

"Steampunks dress as though they are Russian royalty; Dieselpunks as though they’re off to assassinate them!." — From the Internet

Friday, February 28, 2020

B/X Revised: Non-Weapon Proficiencies and You!

Okay so I have been kicking this can around my brain all morning and have decided on how I want to do this. I will present the raw information here now, but understand the descriptions for the most part of copy-paste from Myth & Magic (the less said about that fiasco the better).

Obviously your mileage will vary on this subject, but for me this covers the basics nicely.


Classes will give NWPs as well as Backgrounds, which will come in later articles.


Submitted for your perusal;



Non-Weapon Revisited (NWP)

NWPs represent a selection of skills or non-magical, non-class abilities the character has learned over the course of their life. The amount received at first level for a character is based on their class, plus and bonus “Languages” from INT.

Martial Classes start with 2 NWPs and gain another every 4 levels.
Semi-Martial Classes start with 3 NWPs and gain another every 3 levels.
Non-Martial Classes start with 4 NWPs and gain another every 2 levels.

When you take an NWP the first time (Novice rank) you get a +1 to the governing Ability Score for the purposes of the Ability Check. A second level (Professional rank) gives a +2, and a third (Master rank) gives +2 and Advantage. Unskilled attemtps have Disadvantage by default.

NWP: Complexity of Checks

When attempting to use an NWP the character makes the appropriate Ability Check and attempts to roll under their governing Ability score. If there are levels of complexity, a penalty is applied to the Ability Score (not the roll) to achieve success;

Complexity
Penalty
Easy
0
Average
-3
Difficult
-6
Exceptional
-9
Legendary
-11

NWP: Descriptions

The following is the description of all the NWPs currently in the game;

Acrobatics (Dex): Acrobatics encompasses all forms of acrobatic moves, including tumbles, gymnastics, jumps and dives. It cannot be done with armor other than padded, leather, studded leather, elven chain or mithral chain, and a penalty equal to the normal DR Adjustment of the armor applies.

Animal Handling (Wis): The character knows how to care for, placate and train animals. This can work on wild animals, but the character is at Disadvantage with non-domesticated beasts.

Appraising (Int): Appraising encompasses the ability to gauge the value of objects that trade in the open market. Gems, jewelry, works of art, decorative suits of armor, and ancient weaponry are only some of the items that can be appraised.

Astronomy (Int): This encompasses the study of the stars and celestial bodies. Astronomers keep star charts and discover codes and meanings in the stars.

Athletics (Dex): An athletic character has trained and participated in sport-like activities. This training provides a greater chance to succeed at accuracy throwing, catching, running, jumping and other examples of athletic ability. This proficiency does not include activities covered under other skill sets, such as swimming or acrobatics, or in throwing attacks.

Climbing (Str): The character can scale trees, rocks, walls and other surfaces, with proper equipment if necessary. In most situations, a successful Climbing check allows the character to scale 20 feet as a full round action.

Craft (Varies): The craft proficiency reflects time spent working in a trade. Choosing one can represent your character’s past employment.

• Armorsmithing (Str): The character can create, alter and repair metal armor and shields. A forge is necessary.

• Blacksmithing (Str): Blacksmiths forge iron items, such as horseshoes and pitons. They may also work with other metals. Characters use this craft to create or repair metal or iron objects but not to forge weapons or armor.

• Bowyering (Dex): Bowyers are also fletchers. They repair and craft bows, arrows, crossbows and bolts. The character trained as a bowyer/fletcher can create a perfectly viable ranged weapon or missiles and can repair broken bows and crossbows. An Average check is generally suitable to create a short or longbow with one week’s worth of work or 6 arrows in a day.

• Brewing (Int): The character can primarily brew beer, mead, and ale, but could make wines and other spirits. Necessary materials, such as barrels, and the space to hold the barrels while the contents ferment, are required.

• Cobbling (Dex): Cobblers make and mend all manner of boots and shoes.

• Cooking (Int): Chefs know how to prepare elegant meals. Adventurers with a cooking background know how to safely prepare certain meats and to identify poisonous berries.

• Farming (Con): Farmers work crops. Within the context of farming, they are knowledgeable about agriculture, weather, animals and equipment.

• Gemcutting (Int): Gemcutters are jewelers. They know how to cut and appraise gems and fine metals.

• Leatherworking (Str): The character can, with proper materials, strip an animal of its hide and convert it into a suitable piece of leather for any purpose, including armor. This proficiency also encompasses knowledge of how to tan the leather and can be used for taxidermy.

• Locksmithing (Dex): Locksmiths craft and repair locks. The cost to create a lock varies based on the materials used, but the is generally 50 gold pieces per level of complexity.

• Masonry (Str): Masons cut, form and build with stone. Cutting requires a waterfront workstation.

• Mining (Wis): Miners mine rock for gems and alloy deposits. This craft requires a thorough understanding of the trade (ventilation, gases, lighting, equipment, etc.,) and an intuition to spot danger and treasure.

• Pottery (Dex): Armed with a wheel and kiln, the potter creates clay containers and can decorate them with glazes and paints.

• Tailoring (Dex): With a spinning wheel and loom, the tailor can create any number of wool, cotton or silk garments and decorations, such as suits, dresses, hats, wigs, decorative bags, tapestries and draperies.

• Weaponsmithing (Str): Weaponsmiths forge weapons. In most cases, creating a weapon requires a forge. On average, it takes 2 days to create a simple weapon (club, spear, etc.); 4 to 7 days to create a sword or axe; and as much as 40 days to create a two-handed sword.

• Woodworking (Str): Woodworking deals with the carving, curing, building and altering of wood.

Dark Arts (Int): There is a dark side to magic, such as demonology and exorcism. The character has studied this art and understands rituals and dark magic.

Decipher Script (Int): The character has studied the written form of many different languages. Although he cannot actually speak the languages, he has accumulated enough knowledge that he can discern the context of a writing. Simple uses identify glyphs or decipher the script of common languages.

Diplomacy (Cha): The character has a high level of social awareness and a deep understanding of the various castes in society. In the same evening, he can meld into high society and rub elbows with the gritty underworld. His understanding of social situations allows them to exemplify proper etiquette. Knowing the proper etiquette for a given situation does not guarantee that you will follow through. Roleplaying is still necessary.

Disguise (Cha): Disguise allows the character to disguise his person and voice. The complexity corresponds to how elaborate the disguise is intended to be, where Basic to Average disguises mask the character’s face or body to appear of the same sex, race and size. More complex checks could disguise sex, race, size and even voice.

Engineering (Int): Engineering is the knowledge of how to properly design a working structure and how to build things with utilitarian purpose, such as aqueducts and siege weaponry.

Forgery (Dex): A successful forgery check allows a character to perfectly mimic the handwriting of another person or design an official-looking document. Certain materials are required, such as an example writing, proper inks and molding wax.

Gambling (Cha): The character knows how to cheat at games of chance, such as dice, cards, chess and any other gambling game. In most cases, one’s Gambling check is opposed by the untrained subject’s WIS check. If both parties are trained in Gambling, the higher roll wins; the cheater wins the prize or his opponent notices the deception.

Gathering Information (Cha): Gathering information is a social proficiency that equates to the skillful mining for information using bluffs, persuasion or intimidation. It does not replace roleplaying. It provides clues and insight into how the proficient character should approach the task of uncovering vital information.

Geography (Int): The character has studied a region’s geography. The character could know the location of a certain geographic landmark and could recall the area’s terrain type, environment and local creatures.

Healing (Int): The character is skilled in handling and treating wounds with medicinal salves, herbs and bandages. He is also knowledgeable about illnesses, diseases, poisons and the effects of certain attacks, so Healing can be used to discern causes of death. A proficiency check to mend a wound requires a first aid kit, which includes the necessary tools, wraps, thread, herbs and salves. A portion of the kit is used completely on either a successful or failed check and heals 1d3 damage. Standard first aid kits cost 5 gold pieces, weighs one pound, and has 4 uses. (See the Equipment chapter.) Common uses of the Healing proficiency include staunching blood flow, stalling the effects of a minor poison, providing longer-term care and recognizing someone’s malady or cause of death.

History (Int): Historians retain a wealth of information on ancient cultures and past events in general.

Know Language (Int): There are two applications of this proficiency. Any character with an INT of 7 or less, or who is subject to illiteracy by a class restriction, must take this proficiency to read and write their native tongue. This proficiency may also be taken by any character with an INT score of 8 or higher that wishes to speak, read and write an additional language. Know Language is unlike any other proficiency. Most of the time, a character is not required to roll a proficiency check to speak, read or write a language. The DM is permitted to require a check when a character deals with a higher or lost form of the language or an obscure dialect.

Lip Reading (Int): The character can read the lips of a person nearby without that person noticing. The complexity relates to the distance between the character and his target and any other intervening distractions. A failed check could result in the character simply failing or the target noticing the character’s stare. The complexity relates to the distance between the lip reader and his target, and how well the target is concealing his lip movements. It’s generally easy to read the lips of a person within 20 feet that is not attempting to hide his words.

Local Lore (Int): The character accumulates knowledge on the history and current goings on in a specific location. Proficiency checks determine how much local lore is obtained, retained and/or recalled. The obscurity or secrecy of the information sought determines the complexity of a check. Local Lore also encompasses knowledge of the official positions in a government, the hierarchy of the local nobility and the knowledge of crests and banners. With the DM's permission, Local Lore checks can be made after sufficient time has been spent in a new location to learn the nobility and bureaucracy of the land.

Open Locks (Dex): The character is skilled at opening locks without a key. The character must use a lockpick, unless the DM rules it possible to do so without one, in which case the complexity shifts up at least one category. Locks are categorized by the complexity required to open them.

Mercantalism (Cha): The character is knowledgeable and comfortable with the trading practices of the times. He can negotiate with merchants, establish a trade route and even manage a country’s exports. Basic and Average mercantilism checks can lower or raise a negotiated price or uncover information in any location pertaining to the normal trade practices. Such information could include the who’s who in over-the-counter and black market trade. Exceptional or even Legendary acts of mercantilism can help gain a meeting with the most powerful merchants and certainly help to start a small trading initiative.

Mountaineering (Wis): Mountaineering encompasses the skills to climb, find trails, locate shelter, hunt game and navigate to a water source in mountainous terrain. Basic to Average checks often suffice to find well-trodden paths, to climb fairly shallow faces with proper equipment and to find shelter or sustenance. Exceptional checks help to locate a safe path where no path exists or to ensure the safety of many others in a mountain pass. Mountaineering is akin to Wilderness Survival, but focussed on the high-altitude and treacherous terrain of the mountain and the skills to climb rock faces, which is not provided in Wilderness Survival.

Perception (Int): A character with this proficiency no longer relies on simple instincts. He uses his training to locate a muffled conversation, to notice a secret door or to spot an assassin lying in wait. He also draws from experience to r act quickly to danger. A Perception check is used to search, spot and listen. Target complexities are set based on how muffled or hidden the sound or object may be. Perception checks can be used by characters to also oppose others actively attempting to sneak or hide.

Performance (Cha): Performance includes whatever forms of entertainment the character fancies. Some examples include juggling, singing, dancing, playing a musical instrument, oration and impersonation. The character chooses two mediums with one NWP proficiency slot. Successful performances earn coin, cause diversions or simply entertain.

Persuasion (Cha): The character to make a compelling argument to convince a subject NPC character to see things their way, respond more favorably, or comply with a request. The character engages the NPC in conversation for at least 10 rounds (meaning that the subject must be willing to talk with the character in the first place); subjects whose attitudes are threatening or hostile aren't affected by this proficiency. Basic complexity means that the subject's reaction is modified by +2 in favor of the character. This bonus is cumulative with any other reaction modifiers, such as those derived from CHA.

Religion (Int): Religion grants the character a vast amount of knowledge on the various deities and religions, both new and old. Devotion to a religion is not required.

Riding (Air-Based) (Dex): This proficiency allows a character to skillfully ride aerial mounts. It encompasses more than the simple ability to remain mounted while flying; proficiency here can allow for some truly inspiring feats, such as dives, turns, rolls and mounted aerial combat.

Riding (Land-Based) (Dex): This proficiency allows a character to ride land-based mounts and to perform feats of skill while riding, like hunting with ranged weapons, jumping from a galloping mount and engaging in melee combat while mounted. This proficiency also encompasses charioteering.

Rope Use (Dex): The character works well with all sorts of knots and lashings. He can tie or loosen a good knot with a Basic check or rig a knot to slip quickly with an Average check. Higher checks help with lassoing a nearby target and even assist in escaping tight bindings.

Sailing (Wis): A sailing character may have been a pirate, captain, deckhand or fisherman. Sailing provides the knowledge to navigate and maintain a ship.

Sciences (Int): Sciences other than astrology are often pursued, such as biology or mathematics, but such sciences are not as prevalent to a campaign in fantasy as astrology is. The character has a broad knowledge base of these more obscure sciences affecting the campaign. These sciences are usually limited to: anthropology (study of cultures), biology and physiology (study of life and the body), horology (study of time), mathematics (study of numbers and form), metallurgy (study of alloys and metals), and metaphysics (the philosophical study of nature and the being, also encompasses the scientific study of magic in the world).

Spellcraft (Int): The character has studied the art of magic in all its disciplines and spheres. This proficiency allows the character to attempt to discern an ongoing and visible spell effect and teaches the character about the intricacies of magical rituals. There is no requirement that the character be a spell caster. When rolling a Spellcraft check to discern an ongoing and visible spell effect, level 1 spells require a Basic check, spells of levels 2 – 3 require an Average check, spells of levels 4 – 5 require a Superior check and spells of levels 6 – 9 require an Exceptional check.

Stealth (Dex): Stealth encompasses hiding and moving silently. It helps a character remain unnoticed. A character uses his environment, whether it be shadows or underbrush, to hide or blend into the background. He also uses deliberate and silent movements to slip away unheard. Stealth cannot be done with armor other than padded, leather, studded leather, brigandine, elven chain or mithral chain, unless the armor is magically silenced or properly oiled. A penalty equal to the normal AC Adjustment of the armor applies.

Streetwise (Wis): There are victims and there are predators on the mean streets of any city. The character knows how to walk like a predator, or even a victim if looking to draw attention. They also know where to go to find things that are less than above-board. Overall this NWP is the lore and knowledge proficiency of the criminal world.

Swimming (Str): There are two different types of swimming. There is staying afloat, which most people can do without special training, and then there is swimming against a strong current in the open ocean, which only those proficient in swimming can do. An unarmored character can swim a number of feet equal to double his movement rate in one round. The complexity of a swim check relates to the waters and intended speed or distance of the swim. An open water swim in fairly rocky conditions is fairly difficult. A truly legendary swim check would be required in such an open water swim if the swimmer were armored.

Tracking (Wis): The character can identify and discern different types of tracks and can follow tracks without prints by analyzing underbrush, branches, soil and the indicators left on the surface. A successful check identifies the tracks and allows the character to follow them until the terrain or weather changes, which requires another check. All checks assume visible tracks, thus intervening precipitation or meddling could either require a higher complexity check or nullify the chances of success.

Trapworking (Int): The character is trained and skilled in the art of detecting, disabling and setting mechanical traps. Each use of the proficiency requires a different check. So, finding a hidden trap requires one check, disabling or resetting the trap requires another check; and setting a new trap requires a separate check, and so. Thus, while this skill requires only one slot, it actually provides three distinct proficiencies: Finding Traps, Disabling Traps and Setting Traps.

Wilderness Survival (Wis): The character is knowledgeable and intuitive about surviving in the wild, including how to gather nontoxic plants, berries and nuts for food and to find water; to avoid natural hazards; to hunt; to find the safest path; and to read the stars and weather. It also encompasses advanced fire-building. It is a very broad proficiency. Lower checks allow for the scavenging of enough rations, game and water for a number of days equal to the character’s WIS check.

Until next time...



Andrew Collasa.k.a. Celtic Viking, Grumpy Old Gamer, Bear

YouTube: https://www.youtube.com/watch?v=vAs5u9XfxWsFacebook: https://www.facebook.com/fantasyheartbreakergames/

"Steampunks dress as though they are Russian royalty; Dieselpunks as though they’re off to assassinate them!." — From the Internet

Ability Scores, Saving Throws, and Class Skills

Good morning,

So there is something that is burning at my mind as I start to design and codify what has become B/X Revised, and that is the point of Ability Scores. I cannot say I enjoy how they are used in 1e+ for D&D. Despite having Ability Score Checks in B/X and BECMI, they later become just a modifier delivery system and with the staggered bonuses, especially in 3e+ with the formula of -10 and divide by 2 then round-down, some numbers mean the same thing in the end.

So why even have them?

In True20 they answered this by just removing the number and ranking each ability as a modifier ranging from -5 to +5. A good system if you subscribe to the idea that all numbers should roll high.

What if, like me, you don't?

I enjoy the B/X Ability Check roll-under mechanic, so that all ability score values are useful. Just using the math and logic there is a better chance to roll under a 9 than an 8, or an 11 than a 10. This means players will find utility of those medium scores and not see them as a burden.

So here's what I propose.

All combat is 1d20 roll high, all non-attack/defend checks are 1d20 roll-under, as are Saving Throws.

What do I mean? Well we all understand the 1d20 roll high, essentially vs. AC, so there is no need to explain that. What I am proposing for the other is that we now make the Ability Check the standard for everything else. Want to climb a wall? Make a Strength Check. Need to resist that poison? Constitution Check please. Someone cast Charm Person on you? Wisdom Check por favor.

This allows us to take Saving Throws and Proficiency Throws and fold them into one mechanic, called the Ability Check. Easy, peasy, lemon squeezey.

Now the biggest part of this will be going through the spells and figuring out which effects which for purposes of Ability Checks, some are easy and others might be a bit more tricky. Breath weapons? Obviously a Dexterity Check. Death effects? Constitution Check if you will. Charm Person? As I suggested earlier, Wisdom Check please.  Sleep spell? I... uh... well... we might go with Constitution again? This is where some work will have to be done, but overall it is sound.

This does, in general, increase the survivability of characters, on paper that is. We all know that on-paper character sheets vs. the random whims of the dice gods are two very different things. Nothing like a bad roll at just the wrong time to make that character you were sure had ten levels in them look like a chump, and be a dead one at that at first level thanks to a pit trap, falling rocks, or a simple snake bite.

But Andrew, I hear you say, how will they get better at these checks as they level up? Which is a good questions, and my answer is they don't, for the most part. Now before you get out the pitchforks, tar, and torches, hear me out.

I already have a mechanic for increasing one Ability Score each level (more on that in a later post), and that allows the players to choose which ones they want to increase. Normally they will either want to increase the ones that have a penalty to them, aka below 9, or their primes for more experience points, or the ones that most benefit their class. Fighters want more strength, Magic-Users more intelligence, Clerics more wisdom, Thieves more dexterity, etc... but in this situation by the time they get to second level they should have had to make enough Ability Checks to see that they might want to increase their charisma, or wow did they ever need more wisdom for all those awareness/notice checks, or what have you. The idea is that they become more rounded characters as they level and grow, not just being one-note archetypes.

Okay but what does this have to do with Class Skills you might be wondering. Well I am glad I assumed you asked.

Same system applies, allowing us to use the Non-Weapon Proficiency (NWP hereafter) system to benefit that, and here's how. Each NWP, when taken, provides a +1 to a particular Ability Score for purposes of skill checks, and have be taken a second time for a +2, and a third time for a +2 as well as Advantage on the roll. This allows the character to focus their skill sets via the NWP choices to be good at what they can be. Think of it as a gradient of Novice, Professional, and Master levels.

To allow certain classes to excel at certain tasks, for example Thieves at climbing or lock-picking, they are given a small selection of NWPs as part of their starting class, allowing them to make choices for NWPs that augment that and focus them in as specialists.

For example a 1st level Thief might get Climbing, Locksmith, and Stealth as free NWPs during Character Creation, and then choose to take a second helping of Climbing and Locksmith with their NWP choices, focusing them in as the "go-to character" for those things.

This not only allows for the roll-under Ability Check to function as envisioned, but a level of character customization that doesn't require endlessly thought out builds of Feats, skill choices, and mutli-classing, that crumble when a single bad choice is made. Furthermore, with the NWP system in place, should the Thief get killed or incapacitated, other characters might have those NWPs thereby not paralyzing the entire party. Sure the Magic-User won't be as good a Locksmith as the Thief was, but her single NWP level in it allows her to try without penalty.

Obviously this needs play-testing, and that is what I will be doing with the three (possibly four) D&D groups I am running currently, but in my head the math works, the idea works, and I can see how it should play-out. That said no mechanic survives five rounds contact with the players, so we shall see.

Until next time...

Andrew Collas
a.k.a. Celtic Viking, Grumpy Old Gamer, Bear
YouTube: https://www.youtube.com/watch?v=vAs5u9XfxWs
Facebook: https://www.facebook.com/fantasyheartbreakergames/

"Steampunks dress as though they are Russian royalty; Dieselpunks as though they’re off to assassinate them!." — From the Internet

Thursday, February 27, 2020

New Cover Mock-Up

So here it is, the new cover mock-up;


Notice that I have revived the Fantasy Heartbreaker Games brand, as I think it is better for this than my alternate fantasy brand of Tin Hill Press.

All I need now is some custom art!

Andrew Collas
a.k.a. Celtic Viking, Grumpy Old Gamer, Bear
YouTube: https://www.youtube.com/watch?v=vAs5u9XfxWs
Facebook: https://www.facebook.com/fantasyheartbreakergames/

"Steampunks dress as though they are Russian royalty; Dieselpunks as though they’re off to assassinate them!." — From the Internet

Logo Concept

Hello again,

So as I obviously cannot use the D&D logos, that would be illegal and immoral, I have been playing around in Photoshop this morning and came up with this;


I like the simplicity of it to be sure. Thoughts?

Cheers!

Andrew Collas

a.k.a. Celtic Viking, Grumpy Old Gamer, Bear
https://www.youtube.com/watch?v=vAs5u9XfxWs

"Steampunks dress as though they are Russian royalty; Dieselpunks as though they’re off to assassinate them!." — From the Internet

Welcome

Hey everyone,

So here we have it, the official blog for my B/X Revised project.

I hope to develop the material here through essays and exercises in various things, as well as conversations about rpgs and gaming in general.

I've tried blogs before, most notable http://fourcolourcafe.blogspot.com/, and have varying degrees of success at maintaining them, but this one is the first I have ever created with a purpose. That purpose of course is ultimately to develop and finalize the B/X Revised rules I have been conceiving in me brainworks!


Now that trade dress will evolve, certainly removing and replacing the elements of copyright, but for now it is the inspiration that carries me forward.

I will also use this blog to talk about the setting I am developing, called Iconia, as well comic series set in that world currently under the working title Black Pudding. Can a serious old-school fantasy adventure comic survive in this day of irony and jadedness? We shall see, but at least the art will rock!



Prestor Brandt the Bastard Sword

Eylana the Lioness

As you can see the concept art, by Bonkz Arts, is coming together nicely and will certainly be a shining jewel in the crown of my creative ventures moving forward.

That's all I have to say right now, though I hope this will become a very regular thing for me moving forward. I have hope and desire to see this blossom into something more than just a scratching in my noggin.

I look forward to this adventure and hope that you will join me on the road to adventure, feel free to comment below at anytime and I look forward to speaking with you.

Cheers!

Andrew Collas, aka Celtic Viking, Grumpy Old Gamer, Bear
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