Thursday, October 11, 2018

Special Combat Magic Pt. II

This article continues from Pt. I, addressing holy symbols and magical wands as personally attuned devices.

Clerical Symbols: If the symbol is a weapon (a bow, a sword, a spear, a hammer, a staff, etc.), then use the weapon guidelines in the previous article (click here). If the symbol is something else, the following guidelines apply instead. Immortal patrons or their more powerful servants typically provide these personal devices to worthy clerics. They enable their owners to focus the power of their faiths and engender a numinous manifestation in one of three ways.
         1. Tower of Faith: The device is brandished toward one attacker. From this point forward, its owner's armor class and saving throws receive a bonus equal to the symbol’s magical rating against attacks from the targeted foe. Though it requires a combat action to invoke, this protection remains in power until the owner dismisses it, the foe is felled, or the encounter ends.
         2. Lordly Supremacy: As above, the symbol must be brandished before the owner’s foes, which requires one combat action. Supremacy is comparable to turning undead, except it may be used against living foes with alignments directly opposite the owner’s, or against sworn-enemies of the owner’s faith. In the case of BECMI (which has only 3 alignments), use only against enemies of the faith or at the DM’s discretion. Foes are turned as undead with the same or higher number of HD. Add the symbol’s magical bonus to the turning score and to the number of HD turned. A “D” result destroys undead only; other foes drop to their knees and prostrate themselves in awe/fear before the cleric (player characters and monstrous beings are stunned instead). Unless some mechanics are in place to convert groveling foes, treat as a Charm spell. Supremacy can only be attempted once per encounter.
         3. Mystical Shield: This action is similar to deflecting a spell with a weapon (click here for the earlier article). As with previous options, the holy symbol must be held up ostensibly toward the spellcaster for the deflection to take place

Top Illustration: Pathfinder - Kyra v Undead by FilKearney
Digital Art / Drawings & Paintings / Fantasy©2014-2018 FilKearney.

Wands and Rods: Rods are much more uncommon than wands in this context, though they work like wands. Staves are considered weapons and should be treated as such. The personal device of a magic-user, such as the one Captain Isledemer d’Alberran carries, bears three main functions.
         1. Spell Enhancing: Though magic-users in the world of Calidar can weave magic without relying on enchanted items, they can use personal wands to improve one aspect of spell-casting. Aspects include range, area of effect, duration, and damage. At the player’s discretion (subject to the DM’s agreement), one aspect can be improved +5% for each “plus” of the personal wand’s enchantment (thus +5% to +20% for wands +1 to +4). As regards BECMI game mechanics, the established rule that no spell can inflict more than 20 dice of damage (a maximum of 20x6=120 points) should remain in force (see Rules Cyclopedia, page 32). An alternative aspect can also lower a target’s saving throw by the wand’s number of “plusses.”
         2. Deflection: A personal wand may deflect direct attacks like weapons do (see previous article for details). Used in this manner, the owner is considered having “Basic” combat skill; Expertise, Mastery, and Grand Mastery combat skills only apply to wands when deflecting spells (as opposed to melee and other ranged attacks).
         3. Wizardly Dueling: Personal wands (and the more common dueling wands found in schools of magic) can be used within the context of non-lethal dueling, calling forth a combination of their owners’ moves and short range, instantaneous telekinetic effects. Maximum range is 30’ between the two contestants. A personal device does not use magical charges during wizardly duels. Each round, contestants secretly pick one of six moves and reveal their choices simultaneously.
        Cross reference these choices on the Wizardly Dueling chart below to determine which move succeeds. For example: “Dodge” vs. “Lunge” results in the “Dodge’s” success, the “Lunge” being entirely foiled. Moves are simultaneous, unless an “Initiative” result comes up; roll for initiative—the faster moves then succeeds (reroll ties). Both moves fail with a “Nil.” outcome. Colors are only for cosmetic effect (red is a defensive move, green is an attack). “NPC” moves are numbered to allow for random DM rolls.

Wizardly Dueling

V NPC
PC >
Dodge
Feint
Parry
Flick
Lunge
Swish
      1.  Dodge
Nil.
Feint
Nil.
Flick
Dodge
Dodge
      2.  Feint
Feint
Initiative
Parry
Flick
Feint
Swish
      3.  Parry
Nil.
Parry
Nil.
Flick
Parry
Swish
      4.  Flick
Flick
Flick
Flick
Initiative
Lunge
Initiative
      5.  Lunge
Dodge
Feint
Parry
Lunge
Initiative
Lunge
      6.  Swish
Dodge
Swish
Swish
Initiative
Lunge
Initiative

Combat Results: Successful moves result in three possible effects: Prestige, Advantage, and Damage. In a dueling contest, the first opponent to reach +7 Prestige wins the match. Advantage can be a bonus (+) or a penalty (–) to initiative during the next round, if any, or some other outcome at the DM’s discretion. Damage: It is non-lethal and applies to the contestant failing a move; 1 hit equals 1/10 the winner’s total hit points rounded up (the "winner" being the author of a successful move). The first contestant to reach or exceed his/her original total is stunned, and therefore eliminated. Treat a personal wand’s magical “plusses” as damage bonuses (actual hit points—not the number of “hits.”)
         Certain moves require a specific follow-up maneuver. The move following a “Feint” must be an attack. The move following a “Lunge” must be a defense. An incorrect move following a “Feint” or a “Lunge” results in this move failing altogether (essentially a fumble). Called the Scorpion, a “Feint-Lunge-Parry” sequence is deemed a “master stroke” that will earn a +1 Prestige bonus if completed successfully. Called a Pixie Kiss, “Swish-Dodge-Flick” is another.

Combat Results

Definitions
Effect when Successful
Dodge
Defeats swishes and lunges.
Prestige: –1 for dodge, –2 to opponent
Advantage: None
Damage: None
Feint
Foils lunges and dodges.
Prestige: +1 for feint, –1 to opponent
Advantage: +2 bonus to initiative on next round
Damage: 1 hit on opponent
Parry
Deflects feints and lunges.
Prestige: –1 to opponent
Advantage: +1 bonus to initiative on next round
Damage: None
Flick
Small attack with good chances of success.
Prestige: None
Advantage: None
Damage: 1 hit on opponent
Lunge
A risky but powerful attack to disarm.
Prestige: +2 for lunge
Advantage: Opponent must dodge on the next round to recover the dislodged wand.
Damage: 3 hits on opponent
Swish
An attack knocking an opponent off balance.
Prestige: +1 for swish
Advantage: –2 to opponent’s initiative on next round
Damage: 2 hits on opponent
Nil.
Both maneuvers cancel each other.
Prestige: –1 for both
Advantage: None
Damage: None

Special Competition Rules: Among other rules that a DM could invent, it is generally accepted among Caldwen wizards that one must use all six moves before repeating one, or incur a –1 Prestige penalty. Another house rule among gentlefolk adds another penalty for using the same move twice in a row. Mandatory moves and attempts to complete master strokes imply that contestants might incur penalties either deliberately or unavoidably. Using ESP effects on a contestant is grounds for disqualification.

Dueling Expertise: Wizardly dueling can be considered a “General Skill” (see Rules Cyclopedia, page 81). Any magic-user with a personal wand is deemed to possess at least “Basic” dueling skills. These aptitudes can be improved to “Skilled, Expert, Master,” and “Grand Master.”
  • Skilled: A wand owner who won at least 5 duels, or the holder of a Spellcraft License*. A skilled duelist wins tied initiative rolls (void if opponent is also skilled).
  • Expert: A wand owner with twice as many victories as defeats, or a Bachelor* alumnus. An expert wins all initiative rolls (void if opponent is also an expert).
  • Master: A wand owner with three times as many victories as defeats, or a Master* alumnus. A master can combine two moves each round (unopposed attacks automatically succeed).
  • Grand Master: A wand owner with four times as many victories as defeats, or a PHD* alumnus. A grand master always knows whether the opponent’s next move is an attack or a defense (void if opponent is also a grand master).
(*) Diplomas obtained from accredited schools of magic such as those in the Magiocracy of Caldwen.

Beyond Dueling: Taken out of their dueling context, the three attack moves can be used at any time as harmless effects available to wand owners up to a 30’ range, such as: “Flick,” which produces a flick of the fingers against a target; “Lunge” is equivalent to a poke in the nose, and “Swish” is a slap in the face, none of which inflict actual damage.

This concludes the articles on personal devices. Do playtest the dueling mechanics if you have an opportunity and send feedback on what 
works or doesn’t. Thanks!



Monday, October 8, 2018

G+ Shutting Down (Updated 10/9/18)

Just found out that Google Plus is going to shut down. Here is an article I found on Gizmodo about this:

Google+, a social network that we can certainly say existed and not much more, is slated for a long-overdue trip down the memory hole.
A ten-month sunsetting period was announced in a Google blog post today about increased security efforts, dubbed Project Strobe, which found a bug in Google+ that could have leaked some personal information users posted to their profiles, though according to Strobe’s analysis no one else was aware of or took advantage of the vulnerability.
That may have something to do with Google+’s relative obscurity as an online social destination. Despite integration with the company’s other, hugely successful products like Gmail, Blogger, and YouTube, Google admits usage is negligible. In the company’s own words, “90 percent of Google+ user sessions are less than five seconds.”
Given the potential for abuse, and the fact that almost no one is using Google+, Alphabet opted to take the path of least resistance and yank the doddering network off life support. Users (whoever they might be) have had plenty of time to download and migrate their data before the platform’s final days arrive in August of next year.
----------------------------------
If you're unsure where to migrate to follow your favorite topics, here are the ones I manage on Facebook.


Mind you, there is another alternative for people who will not do Facebook. MeWe seems to have a fast-growing diaspora of gamers. I've created three similar groups there for the occasion. Members have been trickling in.

D&D BECMI on MeWe: Click Here 
Mystara on MeWe: Click Here 
Calidar on MeWe: Click Here 

To connect with me on MeWe: Click Here 


Saturday, October 6, 2018

Special Combat Magic Pt. I

Ever thought a wand’s magic could be used to deflect a sword? How about a sword deflecting a spell? Looks great in a story, but would it work in a game? Maybe. It’s what this article is about.

                Back in 2014, I’d devised special magical wands for use in the world of Calidar. As a system-agnostic setting, its original treatment left out left out how to use this concept with specific game systems. Interpretation can vary a lot as a result. I’m taking a shot at smoothing out conceptual kinks, at least for D&D BECMI. From here onward, it shouldn’t be too hard to extrapolate how to adapt these ideas to other game versions as well. Certainly, such devices could be used outside Caldwen, as unusual NPC plot devices or as exceptional rewards for deserving PCs.

Top Illustration: The Swordsman by DiegoGisbertLlorens, 
Digital Art / Drawings & Paintings / Fantasy©2014-2018 DiegoGisbertLlorens

The Original Material


Here’s what was published in CAL1 “In Stranger Skies,” page 86.

Personal Devices: Magic objects are sometimes created for one specific person: usually weapons, wands, and holy symbols. Called personal devices, they are attuned to their owners and will not manifest their powers in anyone else’s hands. The initial enchantment demands quests for rare components and much more time than “common” magic objects should require (gods grant personal holy symbols to deserving priors—mortals cannot enchant those).
                Part of the owner’s life force is bound to a personal device. If the device is destroyed, its owner suffers a permanent loss of vitality. Unless bestowed by a deity, only one personal device can be owned at any given time. If the rightful owner is killed, the item disintegrates or travels back to the god who created it. An undead creature may be able to retain a personal device. The owner can sense the general direction of a stolen device’s location, or whether it still lies in the same plane or universe.
                As appropriate to the game system used, personal devices are rated with magic adjustments, usually +1 to +4, including wands and holy symbols (on a 1-20 scale, +1 is a slight bonus while +4 is a major one, as appropriate to the intended game system). They enable owners to use an action to deflect an attack, as if they generated magic shields. They improve the owners’ defenses against melee, ranged, or spell attacks according to their adjustments.
                A mage’s personal wand (or a prior’s personal holy symbol) does not generate specific spells in addition to those the owner can cast, such as, for example, a staff of fiery storm which only produces this single effect. Personal wands are not needed to cast magic. Instead, they improve one aspect of the owner’s spell-casting: either range, area of effect, duration, or damage in 10% increments rounded up to the next unit. As an option, a device’s adjustment bonus can instead lower a target’s defense against the owner’s spell. These properties do not require magic charges. 

The Nitty-Gritty

The above is fairly vague and potentially far reaching since it concerns weapons, clerical symbols, and magic-user wands. Using “established” D&D BECMI game mechanics, each of these three categories ought to get a separate look. To begin with, personal devices are intended for characters level 9 or higher, although one may fall into less experienced hands for a limited duration. An immortal servant could bestow this item for the duration of a mission or a quest, or the object was stolen and its rightful owner is likely to come looking for it—whichever best serves the DM’s purposes.

Weapons: The +1 to +4 attack and damage bonuses are straightforward. Game rules already cover parrying as a fighter option (see Rules Cyclopedia, pg. 104).
                A personal device allows its owner to spend an action and deflect one specific attack. This includes a melee or a ranged attack aimed directly at the device owner, unless it scored a critical hit. The deflection action is spent, whether or not the affected attack failed on its own.
                Any character class/race can use this option, not just fighters. It should be announced at the beginning of a combat round; the first direct attack should trigger the deflection, if any, unless the player stated the source of the attack (i.e. “My character will deflect attacks from the nightmarish, eye-popping armored ogre…”) If no direct attack is aimed at the device owner during the remainder of the combat round, then this action is wasted.
                At the DM’s discretion, a player may keep options open, saving a deflection right up until the character’s turn to act comes up in the initiative sequence; if no deflection had taken place up to this point, the character may either continue to deflect or perform some other action, voiding any deflection for the rest of the combat round. This option is best limited to characters with “Skilled” proficiency or better with the selected weapon (see Rules Cyclopedia, pg. 76). At “Expert” proficiency, the device owner needs not waste a deflection on attacks that failed on their own. At “Master” proficiency, the device owner earns a +2 bonus to the following round’s initiative roll when deflecting an attack. At “Grand Master,” a successful deflection enables the device owner to perform an immediate melee attack over and above the normal number of attacks the character is allowed during this combat round, provided the attacker is within immediate reach.
                Deflection can affect a spell cast directly at the device owner with one of the following results: 1. If the spell did not allow a saving throw, one is now allowed—if it succeeds, the spell is deflected; 2. If the spell allowed a saving throw, the die roll receives a modifier equal to the device’s magical bonus.

Limitations: Deflection is useless against breath weapons and area of effect spells. It cannot be selected against an invisible opponent or one that the device owner isn’t aware of (i.e. “My character is deflecting anything that comes her way, I don’t care what it is!” Sorry, no can do.) Therefore, a thief’s “legitimate” backstab attempt cannot be deflected, and neither can attacks if the device owner is surprised. Deflection isn’t an option if the character does not have the personal device in hand at the beginning of the round. Finally, use common sense as regards the nature of the personal devices—certain weapons cannot be used to deflect, such as: bolas, darts, nets, slings, whips, bad breath, etc. One’s body parts cannot be enchanted as personal devices, though this matter could be debated concerning mystics (or creatures that do not typically use weapons to fight).

Coming Next, In Special Combat Magic Pt. II:
Clerical Symbols & Magical Wands

Tuesday, October 2, 2018

On Wings of Darkness, Live!

     So here we are, one more Kickstarter going live, another nail-biting moment to endure, and hopefully, the birth of a new Gazetteer to enjoy with friends old and new. Months of work, headaches, debates, guesswork, fateful decisions, knocking at doors, jumping up and down for attention, and waving towels at passing spaceships (hopefully avoiding Vogons) all lead to the dreaded crowdfunding gauntlet.

The Setting
     This Gazetteer dives straight into Caldwen’s magiocracy, a nation of wizards hell-bent on exploring all aspects of magic, demonology, and necromancy, in ways as pragmatic as they are shameless. In keeping with the nature of my writing, eccentric wizards enjoy a certain amount of chaos tempered with laws to prevent self-inflicted doom or wars of extermination with all other realms of Calidar. Despite the magiocracy’s many grim and sinister realities, humor still emerges, making it all bearable.

The Contents
     A book 132 pages long written in condensed type is no small feat. This one counts about 100,000 words (probably more) by the time Thorfinn flags holes in the layout. Although I can’t possibly compete with lead publishers on sales prices and distribution (my books are POD), I make up the handicap with my own design style and by increasing the written content to 1,000 words per full page of text.
     I’ve taken various approaches with the writing, such as linking the Word file with an Excel doc for the purpose of tabulating the various sections’ word counts, intended art, and maps, therefore estimating as accurately as possible whether the text fits where it is supposed to. No such thing as WYSIWYG for me. By the time editing, corrections, and actual layout take place, stuff doesn’t end up quite where I expected it. It’s a moving target.
     Another new thing this time around, I added a ton of hyperlinks to the text intended for the PDF, much like a Wikipedia file. This should make it easier for readers to find something quickly without manually running a global search. It certainly helped me during design stages, considering the number of interconnected NPCs, places, references, and concepts in this book. I wouldn’t dare using the printed version without the PDF at hand. Fortunately, everyone gets this PDF with their books.

The Kickstarter
     There are several points of note. I’ve kept the same pricing structure as the previous Kickstarter, but added back a fee for shipping outside the US. That’s mostly due to uncertainties related to the Brexit issue in the UK. There’s no way to tell how this is going to affect printing and shipping six months down the road. It’s a shot in the dark, and I don’t like it anymore than any of you do.
     Other news: I’m back to 6 core pledge levels:
  • $5 Airman: You get a png file of the main Gazetteer map at 150 dpi. That’s better than the previous Gazetteer, which had issued free poster map at 96 dpi.
  • $10 Bosun: Your reward is the above plus the story at the beginning of the book. It picks up from where the episode ended in CAL1: “In Stranger Skies.” The story takes the Star Phoenix to Caldwen, as a way to introduce readers to important aspects of the magiocracy. This story unveils more about the nature and character of the Star Phoenix.
  • $15 Master: In addition to the free digital map, your core reward is the complete PDF for Wings of Darkness.” This is great if you’re also interested in the earlier books’ PDF files. You can get there here more cheaply than present retail prices on DTRPG.
  • $30 First Mate: Now we’re talking! You essentially get the softcover book. This is a good pledge level to acquire earlier books in print form, at prices lower than those on DTRPG. You also receive two of the fold-up maps (players’ and referee version, printed). You can get the others as add-ons if you wish.
  • $55 Captain: Sailing right along. Your core reward is the hardcover book, printed in color on premium paper. You also receive 3 fold-up maps, as described above. There’s something new here. With the core book, there’s a separate booklet, “Adventure in Caldwen.” It starts out, in PDF form, as a 24 page collection of adventures. However, the final number of pages connects directly with the stretch goals—the more are unlocked, the greater the number of pages. The delivery date may be later, since I’ll have to write this material while production work is underway on everything else. It’s a marathon.
  • $150 Admiral: You get the lion’s share of the booty. Aside from the autographed hardcover book, you get CA2 “Adventures in Caldwen” in print, plus all seven fold up maps, both printed and in digital form at full dpi resolution. I don’t sell my maps as digital files to the public—period—only their printed copies; Admirals are the only exception. I can also arrange for Admirals to pick a name for pre-rolled characters listed in CA2, on a first-come, first-served basis, as the number of characters is limited. As the adventure grows, I’m sure we can find other features begging for familiar names.
     There are lots of add-ons for new Calidar backers. These are all offered at prices lower than those listed on DTRPG, so it’s a good occasion to stock up on stuff. The good thing about these sideline items is that they all contribute to the intended funding, and to the stretch goals. The more of the latter we can unlock, the bigger CA2 “Adventures in Caldwen” gets, so everyone benefits.
     Here you have it. These are the insider news about this Kickstarter. If you have any questions, do feel free to ask, here or on the Kickstarter page. Click the image below for a direct link. Cheers, and thank you for joining this new endeavor.


Other News updates: The project flew past its 33% funding mark within the first hour from launch. It blasted ahead of its funding goal by the morning of the 4th day. Reached the 1st Stretch Goal by the morning of the 5th day, and the 2nd one the following morning. It still has until October 31 before it ends.  Stay tuned!



Big Announcement: The very next project following CA2 "On Wings of Darkness" will aim to produce kits translatings system-neutral stats and general game concepts defining the World of Calidar for the D&D® Game's 5th Edition and perhaps earlier versions (subject to copyrights limitations and OGL permissions). The present idea is to provide game stats indexed chronologically by page and sorted by topic (NPCs, Monsters, etc.) The intention is to make free PDFs and low-cost booklets. Keep in touch!

Meanwhile, we're approaching the 4th Stretch Goal. Thank you everyone who chipped in. This will bring CA2 "Adventures in Caldwen," the supplement associated with your core reward up to 40 pages. Everyone benefits. 



And while we're add it, let's unlock Stretch Goal #4 and start sailing toward #5 with more than 2 weeks still to go. Talk to your friends about this project, and make it a great weekend


We've been a bit busy these past several days. In short:



#Calidar's 10th Stretch Goal was reached last night while many of you were out partying for Halloween. That wasn't so scary. So, "Adventures in Caldwen" has reached its top page count, now at 64, on top of the core sourcebook's 132 and up to 7 fold-up maps. This leaves just one ultimate Stretch Goal, which will unlock the Players' Guide to Caldwen. Will we reach it? The next three days or so will tell. Please pass the word! Of all Calidar Kickstarters, this is probably the most rewarding one. Thank you all for this.




Monday, October 1, 2018

Happy Dave Arneson Day!

Amid the mad dash to promote my impending kickstarter, I take a moment of peace and joy to salute Dave Arneson. Thank you for your work and for a lifetime of enjoyment. May your legacy live on.