Dungeon Campaign (Start to Finish)

Started by sixsideddice, 01 June 2012, 02:39:57 PM

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Techno

Looking forward to the thread Six !
Christopher Lee in what ?
Cheers - Phil.


sixsideddice

Dungeon World Rule Additions & Dungeon World Variation Rules:

The first thing I wanted to do before getting down to creating this new campaign, was to make up some new rules to give the thing more of a true `role playing` feel. Dungeon World works just fine as a miniatures based dungeon crawl.. with  a lot of rpg elements thrown in to give it that `old school` feel; but I wanted to make the game a lot more flexible to allow for a complete rules experience which could stand alone just as well either with or without miniatures… pen and paper gaming. I tend to experiment a lot in my games, and I often do things very differently in Dungeon World than the way the game was originally written. But really, this is all just part of being imaginative and `house rules` have always been the domain of imaginative Dungeon Masters ever since the early pioneer days when the role playing games first evolved…. I think almost all game hosts do this with their favourite set of rules to some extent or another. But house rules tend to be a very personal thing, and reflect the preferred preferences of the Dungeon Master and his players, and are not always useful when trying to put out a generic set of guidelines others can easily enjoy and follow, so I tend usually to leave them out of things when I`m presenting guidelines for others. However, for completeness in describing my new campaign, I will be including my own house rules for everyone to see.

The following rules are used in conjunction with Dungeon World 2nd edition:


To Hit roll a D20 and add the Dungeon World “Attacks” stats value to the die roll. If this total equals or exceeds the target`s Armour Class (AC), the hit is successful and will cause damage. E.g. a D20 roll from the Scout Battle Witch in melee against an Orc yields a 12 on the die. The Battle Witch`s Attacks are 4, so she adds +4 to the die roll. The final result is 12 + 4 = 16. An enemy`s Armour Class is always 10 plus its “Armour” stats. In Dungeon World An Orc`s Armour is 4. So the Orc`s Armour class is 10 + 4 = 14. The Scout Battle Witch`s Attack of 16 beats the Orcs Armour of 14. So the Witch`s wounds the Orc.

The maximum "Attacks" value a Hero or Monster can have in Dungeon World is usually 10 (in extremely rare cases, this can be higher): but the highest "Attacks" value possible in these Variation rules is 10 = i.e. +10.

Critical Hit & Fumbles A natural 20 thrown on the “To Hit” roll is a Critical Hit (and is always an automatic success), and does double maximum weapon damage. E.G. A Short Sword scoring a Critical Hit will automatically hit and cause 12 damage.

A natural 1 rolled is an automatic failure. Draken Masters might like to turn a natural 1 into a Fumble if appropriate to the situation. E.g. a Hero shoots his bow and throws a 1: the DM tells him "oh dear! Your bow string just snapped".

Armour Class A Hero or Monster`s Armour Class is always 10 plus its Dungeon World “Armour” value â€" giving a range of between 11 (Armour 1) and 16 (Armour 6), which is perfectly adequate for the game. No Armour at all (Armour Class value 10) might, for example, be a non combatant, unarmed civilian, a bystander, etc (in Dungeon World, that would be Armour 0).

Damage/Wounds The following is a very simple formula for calculating the amount of damage a weapon hit inflicts in melee or ranged combat.

Dagger/Knife 1D4
Short Sword 1D6
One Handed Sword/Axe/Mace 1D6+1
Spear 1D8 (cannot use in confined dungeon space if there is a figure on both flanks of the spear
user - unless the other figures are friendly spearmen)
Sling 1D4+1
Two Handed Sword/Axe 1D10
Short (Composite) Bow 1D6
Crossbow 1D8+1
Longbow 1D10+2
Arcane (Black Power) Pistol 2D4
Black Powder Musket 1D12
Burning Torch 1D6

Optonal: if you wish to speed up combat resolution considerably: add the wielder`s "Attacks" value to the damage the weapon inflicts. e.g. a Mage (Weapon Attacks 4) makes a "To Hit" roll and hits with his knife. The total damage inflicted would be 1D4 +4 for the Mage`s Weapon Attack value. But be careful, this optional rule has the knock on affect of making even a single hit extremely dangerous - especially to the Heroes. If you employ the above rule, I`d strongly advise you restrict all Monster attacks upon Heroes to a generic 1D6 per successful hit and wound.

Ranged Attacks and Melee (Using the “Attacks” Stats from Dungeon World)

Models with “Attacks 5” may roll to hit a second time if the first attack is a hit.
Models with “Attacks 6” roll to hit twice in combat.
Models with more than “Attacks 6” roll to hit three times.

Temporarily adds apply.

Adds A Hero receives a +2 to his “To Hit” roll if flanking an enemy all ready engaged with another Hero. A Hero receives +2 to his “To Hit” roll if charging an enemy (must move at least 2 squares to be classed as charging). A Charge allows a Hero to be moved double the normal movement allowance for that move. A Hero with Stealth receives a +4 to the “To Hit” roll when attacking an enemy from behind (on the first round of a new combat only) â€" this is called a Back Stab attack.

The Draken Master should be fluid, and be prepared to make up relevant adds (or minuses) in mid game as situation demands.

Wounds A Hero or Monster`s Wounds/Hits are multiplied by 5 in this RPG variation. E.G. The Scout Battle Witch`s Wounds in Dungeon World are 6. Thus, multiplied by five the Witch`s starting Wounds become 30 here. Keep track of all wounds (mark these on the Hero character sheet or on a note pad if it’s a Monster). When the wounds are reduced to `0` the Hero is classed as unconscious and critically ill. If the Hero takes a further 6 wounds, the Hero dies. Monsters reduced to `0`are always automatically classed as dead.

Apply common sense when using these Variation rules alongside Dungeon World. For example, a +1 (power up) bonus is the same as an Attacks +1 in these rules. A trap inflicting 1 to 3 wounds would convert to: 5, 10 and 15 wounds respectively.

Dungeon World versus Dungeons & Dragons

It may be obvious by now that when I designed this Dungeon World rpg game variation, it was with games like the Dungeons and Dragons 3.5 and 4th Edition rules very much in my mind. Start with Armour Class 10 (unarmed) and add +1 to 6 to arrive at a final Armour Class of all Heroes and Monsters. For Hit Dice you can round odd numbers up or down to the nearest complete five if you like (e.g. 77 becomes 75. Round 38 up to 40, etc.) but it’s really not necessary to do so just because Dungeon World Heroes and Monster stats work in multiples of 5. Similarly, assuming you will be using Dungeons and Dragons a lot as your base for Adventures; when it comes to spells, just keep things simple... keep the essence of the D&D spells intact, but they don`t need to be complicated. As a DM, I find I can usually `wing it` needing only a reminder of what a Dungeons & Dragons spell is all about... then use storytelling to do the rest. Good story telling is almost always the key to a successful game.


Task Resolution and Skills

It falls to the Draken Master to decide whether an in game task is Easy, Tricky, Difficult, or Impossible. Impossible Tasks should be pretty rare.

D20 Number Needed

Easy
10
Tricky
15
Difficult
20
Impossible
25

Examples:
Easy: Picking a lock without setting off a trap.
Tricky: listening at a door to hear if there are any sounds beyond, made by a Monster trying to be very quiet.
Difficult: Shooting an arrow at the far wall in a chamber to hit a button which will open the portcullis.
Impossible: Picking the lock mechanism of a colour coded door which (in Dungeon World) normally requiring a corresponding coloured key.

A Hero with a Special Ability that might be relevant to the task receives a +4 to the die roll attempt. For example: a Hero with “Stealth” would receive a +4 if trying to sneak past a Monster without being detected. A sleeping Hero with “Listen” would receive +4 to see if he wakes up in time not to be `surprised` when a Monster approaches. A Hero with“ Traps” would receive a +4 if trying to work out how a trap works; then might need to make a second +4 task check to try to disarm the trap. In some cases, more than one Hero may assist in a task. If the assisting Hero has a relevant skill, that help can be added to the attempt. A second or even a third Hero may help in a task. If a Hero has no relevant skill to add (DM permitting) he/she may only add +1 to the task.

Any task (even an Impossible Task) always succeeds if the die roll yields a natural 20.

Incidentally Please note: normal Dungeon World `?` Traps are applied and resolved in game as normal using the Dungeon World rules. In all cases, the new rules for Tasks only apply to dungeon specific situations, written into the game or made up by the Draken Master.

An entirely new skill may be purchased (usually between games) by a Hero at a cost of 500 gold. The new skill is marked on the Hero character sheet and has a start task resolution bonus of +0. If the Draken Master decides an existing Dungeon World Special Ability applies to the newly purchased skill (e.g. Trap, Listen, Stealth, Checking, etc); then the new skill will start at +4 and not at 0.

A pre-existing special ability can be improved just like other purchased skills; always +1 at a time. Between games a Hero may increase any existing skill by +1 at a cost of 500 gold per increment bonus.

The Maximum bonus a Hero may have in any skill is +8.

If you are used to playing other rpg games you will know that some task checks require a success roll of 30/35 etc. Just treat the highest task resolution you can get in Dungeon World as an Impossible task and you can`t go wrong. Even with a skill of +8 any Hero will have his work cut out to succeed in an Impossible (25) check... that’s what friends are for (each friend helping will increase to the chance of success).

Keep it Simple: the Draken Master must decide if a new skill is appropriate or available for a Hero to learn perhaps even role play the experience. To keep it simple, it is pretty safe to assume heroes can ride, swim, read and write, cook, make a camp fire, possess outdoor survival skills, make his/her own arrows - and possess a whole host of other mundane abilities unless the Draken Master decides it might be more fun to have the Heroes learn these things from scratch.

The skills a Hero can purchase might include all the listings found in other role playing games, such as Dungeons and Dragons, Warhammer Fantasy Role Playing Game, etc. So start browsing for ideas.

A Player may come up with his/her own new skills. It is then up to the player to tell the Draken Master of a new skill he or she wishes to learn, and together (through friendly compromise) the new skill ability can be fleshed out, written down by the Draken Master... in effect, added to the rules for posterity; and then purchased in game for the normal price. The price reflects finding a teacher, and then the teacher`s fee for sharing his art with the prospective Hero. Unfortunately, like in real life - little in this world is ever free.

New Skills might of course include Magic Spells. A +1 add to combat (“To Hit”) would cost 500 gold to learn but remember like all other skills: +8 is the maximum which can be learned.

Warning:
The Draken Master should not feel obliged to let the players get their own way all the time. Always be aware that a wrong new skill may unbalance the game and ruin the fun for everyone. Be fair, be wise, and be mature about your choices.

Game Phases & Initiative:

The variation rules plays a bit differently than a normal game of Dungeon World. Forget the four phase move as described in Dungeon World, and instead think in terms of (dare I say it again) Dungeons and Dragons! The Heroes move through the dungeon, role playing as they go. The Draken Master talks to the players, describing what the heroes can see, smell, hear and feel. If you like, this part of the game can be called `the exploration phase`. When things heat up and an encounter is imminent, we move to the `action` part of the game, at which point the Draken Master will ask the Players each individually to roll for initiative, and the Draken Master also rolls a D20 initiative die just one roll for his own creatures. Each Player decides what their respective Hero wants to try to do in his or her phase; the results are thrown for, and the Draken Master describes the outcome.

Remember: Initiative is now rolled for separately by each Hero (but the Monsters roll collectively) on a D20. The highest rolling Hero goes first, then second highest, etc. The Monsters all get to move and act at once when their turn sequence comes - as they all share a joint initiative roll. Remember also: There is no Non Mover`s Shooting Phase in this game variation. BUT a Hero (who is not surprised and off-guard) who faces a Monster bearing down on him ready to engage in close combat is allowed to shoot a ranged weapon or cast a spell before contact is made.

I have kept things pretty loose and open regarding actions within a game move. If exploring develops into an action encounter; the DM simply asks the players what they want their Heroes to attempt to do. Many things don`t need to be set as tasks at all, and are merely time consuming. If for example a Hero wants to sheath his sword and pull a bow from his back and notch an arrow â€" in my own games I would class this as an action. I usually rule that an action replaces movement, so a Hero could probably switch his sword for a bow, notch an arrow and still get a shot off at the end of his move... but that would be it. Maybe the shot at the end would need a Task check 10 or 15 to allow the Hero to proceed? Always be flexible, this is meant to be epic story telling not just endless tests against the dice.

Using this Dungeon World variation of the rules, I find a perfectly satisfactory rpg can be played out... adding an entirely new yet very simple layer and depth to the game. Now, I find I can play Dungeon World rpg`s straight from my eBook â€" the rules are that easy to remember.

Dungeon World Variations (Additional Rules)

How to use Dungeon World Stats to represent attributes for Task Resolution (TR for short).

Movement: The average for a human Hero is 4 (Squares) per action phase. Slower movement (e.g. a Dwarf or Halfling) will reduce all Movement Skill and Resolution based Tests by -2 per movement point below 4. Each point above 4 (e.g. Elves have a movement of 5) will increase Tests by +2. Movement Tests might include all Dexterity based skills -jumping climbing, catching a thrown object, swimming, juggling, general co-ordination, etc.

Movement increases cannot be purchased. You are born as you are (unless a Draken Master deems otherwise).

Attacks: Weapon Attacks and Shooting (just called "Attacks" in the Variation rules) apply to Task Resolutions involving feats of Strength and Endurance.

Attack adds can be purchased, and the maximum is 10.

Armour: this ability is also used to represent Constitution (general well being) in all Task Resolutions relating to fitness, health, survival traits, and Stamina.

Armour adds can be purchased, and the maximum is 6.

Hits/Wounds adds can be purchased. Maximum Hero is 10.

Hit Points/Wounds are never used in Task Resolutions.

Initiative Bonus (which is not actually an attribute and cannot be raised beyond possessing the ability) but allows a Hero an intrinsic awareness of what’s happening around him/her. This adds +4 to all Task Resolutions demanding astuteness, being in tune with nature, general observation, judging if a person feels `right` or is lying, seems good or bad, instinctively sensing whether it’s going to rain later, perhaps allowing the Hero to be good at cards, gambling, etc. Initiative Bonus is the only attribute that can never be raised beyond the basic +4. But more than one (2 max) Initiative Bonus can be added together to complete a single task resolution.

Checking can be combined with Initiative Bonus to give an additional +1 to relevant Task Resolutions. Similarly, Initiative Bonus will add +1 to any Task check made against the Checking ability. On its own, Checking will add +4 to Task Resolutions requiring observation, recognition (perhaps recognising a person at long range), and noticing changes in environment (it’s getting colder, and so on).

Charisma: there is no Hero stat for Charisma in the Dungeron World rules. But the following rules may be used in the variation rules to create such precedence.

Give every newly created Hero an initial starting Charisma of `0`. To this, throw one negative D4, and one positive D4. Throw the negative die and subtract the result from the charisma. Throw one positive die and add this to the charisma. For example: a Hero is created and throws a negative D4 and rolls a 2. He then rolls a positive D4 and rolls a 3. So -2 +3 = 1. So the new character starts the game with a Charisma of 1.

After this initial attribute is set up, the Hero can purchase +1 bonuses in this attribute just like skills (maximum allowed is +8). Each 500 gold spend in this way represents the time and money spent on gaining the social and educational benefits of that privilege.

Its up to the Draken Master whether he wants to include any racial bonuses for non human starting Heroes? Such as +2 for Elves, -1 for Dwarves, etc. Personally, I don`t usually do this. If I want a charismatic Hero NPC, I just make one that way when I create the stats.

Alternatively, instead of using "Attacks", "Armour" and so on as attributes for task checks, you might simply prefer to make up new traits using the same formula you used for Charisma to make things like: Dexterity: Agility, Endurance, Physical Charm, etc.

Other Special Abilities may also benefit the user in certain situations - as the Drakon Master sees fit. As a Player, if you feel your Hero has a relevant ability... hammer it out with your Draken Master. If you have a kind and benevolent DM he may just allow you to use it. Special Abilities such as these usually start with a basic Task Resolution bonus of +4. Additional bonus increments (+1 at a time) may be purchased as the game goes on.

sixsideddice

03 June 2012, 11:46:21 AM #17 Last Edit: 03 June 2012, 11:55:58 AM by sixsideddice
A New Dungeon World Core Rules Addition

The Wizard - Hero Class:

This is a new optional Hero Kit which a player can use to create a dedicated Wizard class character. By dedicated Wizard I mean a character that specialises in casting magic to the exclusion of many Special Abilities others are able to learn.

A newly created Wizard will start play with the following starter game stats:

Movement 4:
Weapon Attacks 2:
Armour 3:
Wounds 4:

The Wizard starts with 1D4 Special Abilities from the new Wizard`s Spell List. After this, the Wizard will have to purchase new spells whether from the new Wizard`s Spell List or the learnable Special Abilities from Dungeon World, or find them (in scrolls etc) during their adventurers... but finding spells should be a very rare occurrence - normally they must be purchased at a cost of 2000 gold each new spell learned. I know it may look like "Hey! the Wizard is totally useless as a starting kit". But as the Wizard progresses through the game, he will ultimately become very powerful - but possessing a few built in weaknesses. The Wizard is really an option intended for linked campaign games. For `one off` games the players may not always see this class as a practical option.

There is a maximum cap of 8 Spells a Wizard may know at any one time. After this, an already known spell would have to be discarded to make room for learning a new one. If the Wizard ever wants to re-learn a spell that has been discarded, he or she will have to rest up for a day, meditate, hit the books, and study to re-learn the old spell: i.e. there is a 12 hour rest delay in relearning.

A Wizard may only cast 8 spells per game session or per level of the dungeon explored â€" whichever comes first. The Player and the Draken Master should keep a count of the spells used up during an adventure. This limitation represents the fatiguing affects that wielding magic has on the mind and body of the caster.

The Wizard can never learn the following Special Abilities from the Dungeon World rules:

Berserk Attack: Charge Attack: Dedicated Shot: Master Shot: Poison Attack: Regeneration: Fire Weapon (Advanced â€"with extra fire damage counters): Listen: Traps: Undying: Acid
Spit: Underfoot Attack: Battle Chant: Checking:

The Wizard can learn the following Special Abilities from the Dungeon World rules:

Fire Weapon (Basic): Swift Mover: Stealth: Control Enemy: Gaze Attack: Fly: Multi Shot: Initiative Bonus: Healing Touch: Field Healing:

New Wizard Spell List:

An asterisk * next to a spell title means that spell can be used by some very rare Monsters… not only player characters.

Conjure Elemental: This spell conjures either a Water or Fire Elemental to fight for the caster (caster decides which to create). The conjured Elemental must stay within 10 squares of the caster, and must remain in line off sight to the caster at all times or the Elemental will vanish and be removed from play immediately. The caster can only conjure an Elemental once per game session or dungeon level- whichever comes first.

*Dispel Enemy Magic/Ranged Attack: This spell will automatically nullify any ranged attack made against self or any friendly member of the party within 4 squares of the caster both
the attacker and the target of the enemy attack must be in line of sight to the caster. Can be cast at anytime during the Non Mover`s Shooting Phase.

*Sleep: This spell will send 4 Wounds worth of enemies to sleep (not Undead Monsters). Place the affected enemy miniature(s) lying down to show the spell has worked. If the Wizard throws a 2, 3, 4, or 5 on a D6, the spell works and lasts the entire move. If he throws a 1 or a 6 the spell fails to work this move. The Wizard nominates which enemy or enemies he wants to send to Sleep. Spell range - 6 squares. Can be cast in the Mover`s Action or the Non Mover`s Shooting Phase.

Protection from Undead:This spell will keep 8 Wounds worth of Undead creatures away from the caster - i.e. the spell stops them from moving into caster`s kill zone (ranged weapon attacks still apply). If the Wizard throws a 2, 3, 4, or 5 on a D6, the spell works and lasts the entire move. If he throws a 1 or a 6 the spell fails to work this move. The Wizard nominates when he casts the spell which enemy or enemies he wants to keep at bay. Spell range - no Undead Monster can move adjacent to the caster. Can be cast in the Mover`s Action or the Non Mover`s Shooting Phase (when using the standard rules).

Unlock: This spell can be used to unlock any locked door in a dungeon... unless the Draken Master expresses says “no” to an attempt.

*Teleport: The caster may teleport himself immediatelyto anywhere in the dungeon currently within his line of sight. The caster may not teleport into a square containing another miniature. Can be cast in the Mover`s Action or Non Mover`s Shooting Phase.

Walk on Water: The caster may walk on and across water for the duration of his Mover`s Action Phase.

Single Wish: The Caster can cast this spell to force the Draken Master to take back an
adverse dice roll. This spell can only be cast once per game session or explored dungeon level - whichever comes first.


Players should feel free to discuss (with the Draken Master) the possibility of making up their own new spells. Just remember to keep it balanced, and keep things fair.

Additional Spells for Dungeon World:

Let There Be Light: causes light (like that of a candle) to appear at the end of the caster`s staff, hand held crystal, fingertip, etc. The light will last as long as the caster concentrates on the spell - potentially for hours if not distracted or fatigued; the spell can be extinguished at will by the caster at any time.

Read Arcane Languages: allows the caster a 50% 50% chance (plus 10% per 4 hours rested) of knowing and deciphering arcane/magical writings.

Detect Evil: allows the caster to sense when he/she is close to the presence of evil (or sense good, if the caster is evil).

Entangle: the caster may use any natural object (rope, vines, weeds, roots, etc) to ensnare and confine a single target… a second advanced level in this skill (purchase the skill twice) will allow the spell to work on multiple adjacent targets. Advanced skill in this spell also might allow the caster to tie/untie rope knots etc.

Levitation: the Caster may levitate self or one other off the ground for one move.

*Web: creates a mass of sticky strands which are difficult to destroy except with flame. Can be used to block an affected area from being moved through (the end of a bridge, in front of a portal, a cave mouth etc).

*You Cannot Move: holds a single target in place for one move. The chance of caster success is 100%... minus 10% per point of “Armour” the target possesses.

Breath Water: Allows the caster to breath water; lasts as long as the caster concentrates on the spell.

Cause Confusion: the caster confused the target, making it agitated, docile, befuddled, so it does not overly think of the caster and instead is lost in other concerns. A second purchase of this skill makes it an advanced spell, at which point the caster can affect multiple targets and even affect the type of confusion the target(s) suffer.

Invisibility Spell: the caster can make a target not notice his/her presence for one move - as long as the caster does not move and remains silent. A second purchase of this skill allows the caster to make self and friends in close proximity invisible.

Flames: the caster causes nearby inflammatory objects to burst into flames.

Create Illusion: the caster can create minor illusions. A second purchase of this spell can create more elaborate illusions with limited (repetitive) movement. A third purchase of this spell can create life like illusions. None of the spell illusions are touchable, and the spell may be seen for what it is if contact is made with any part of it. A forth purchase of the spell makes physical contact with the illusion believable.

Charm: the caster has a small chance (10% per Armour of the caster, Minus 10% Armour of the target: minimal chance of success 10%) of making a living target tame, pliable, and friendly to the caster for a full day. A second purchase of the spell causes no increased affect; but a third purchase will make a charm spell permanent on a target (with a 10% chance of the target breaking the spell once a month).

*Alter Self: allows the caster to appear to have the shape and sound of another person. A second purchase will allow the caster to take on animal form and sound. Spell lasts as long as the caster concentrates.

True Change: allows the caster to change shape into a small animal for as long as the caster concentrates on the change.

Predict Weather: the caster has an unerring ability to predict weather patterns.

*Heat Metal:
the caster can make an item (such as a sword) become too hot to hold.

*Silence: the caster can create a circle of silence around self (and a small party); no sound will escape from outside or within this circle of silence. A second purchased Silence skill will allow the caster and party within the silenced area to communicate with one another but anyone outside the circle will not be able to hear any sound within.

Speak With Corpses: the caster can communicate (in a limited way) with recently deceased (up to 1 day old corpse) humans and humanoids (provided they speak a language the caster can understand).

*Insect Plague: the caster can create/summon a cloud of insects to harass and annoy an enemy. -2 on all skill and to “hit” rolls.

Ventriloquism: the caster can throw his/her voice anywhere within line of sight. The target(s) of such a spell will believe the words come from close by (where ever the caster directs the voice to).

Ground Slush: the caster creates a patch of muddy, sticky, slushy hindering ground underfoot (can cast up to 6 squares away) which will hinder target(s) for 1D6 moves.. reduces movement by half.

*Polymorph Self: the caster may instantly teleport to another place. The caster must know the intended destination fairly intimately. This spell can only be cast twice a day. If more attempts are made, the caster starts with a 60% likelihood of success, with a minus 10% chance each attempt after that…  the likelihood of a fumble becomes greater each attempt after the initial two times (5% cumulative).

Polymorph Other: similar to Polymorph Self, except the caster casts the spell on another.












sixsideddice

                             Early Firearms in Dungeon World:



Harquebus

Attack
Dice 8: Range 12 (8-12)

-1 from target Armour (on the Kill roll) when range is 6 or less squares.

If the shooter rolls 4 or more 1`s when rolling the “To Hit”dice, the weapon misfires (no hits on the enemy this move I`m afraid) and the shooter must, instead, take 2 automatic wounds.


Pistol:

Attack Dice 6:
Range 7 (6-7)

-1 from target Armour (on the Kill roll) when range is 3 or less squares.

If the shooter rolls 3 or more 1`s when rolling the “To Hit”dice, the weapon misfires (no hits on the enemy this move I`m afraid) and the shooter must instead take 1 automatic wound.


Blunderbuss:

Attack Dice 8: Range 5 (8-5)

A Blunderbuss has no short range.

A Blunderbuss may potentially hit multiple targets when fired. The first target (the nearest) along the line of fire is hit on the “To Hit” roll of a 4, 5, or 6 and has Armour reduced by -1 on the Kill roll. The second nearest target (which must be within 2 squares of the initial target square) is hit on the roll of a 5 or 6 (no target Armour reduction). A third potential target must be adjacent to the second and hits on the roll of a 6. A forth available target must be adjacent to the third and is also hit on the roll of a 6.

A Blunderbuss may be fired at an adjacent enemy or enemies (i.e. within the shooters kill zone) in the Non Movers Shooting Phase â€" but only on the initial move the enemy moved adjacent to the firer.

A Blunderbuss goes BANG! Inflicting 1D6-1 wounds on the weapon wielder if the shooter rolls 3 or more 1`s when rolling the “To Hit” dice.

sixsideddice


Artificer

One of my players has shown an interest in having an Artificer as his character starter kit : (Wiki: a skilled worker; a craftsperson. One that contrives, devises, or constructs something).

I`ll create the stats and rules for this over the next few days. This new player is a deep person used to multiple options in complex PC and X-Box games, so I will need to make the rules quite detailed I think. hmmm *thinks hard*  :-\

nikharwood

Quote from: sixsideddice on 03 June 2012, 12:08:52 PM
This new player is a deep person used to multiple options in complex PC and X-Box games, so I will need to make the rules quite detailed I think. hmmm *thinks hard*  :-\

Nah - don't overcomplicate your rules - unless he absolutely insists on meta-gaming: just make sure that the gaming experience is deep enough for him...immerse in atmosphere, add ingenuity, intrigue, conundrum and enigma, toss in some nifty combat and other encounters and you'll be fine...and the trick to making all that work beautifully is the KISS approach if you ask me - strip rules down to make everything flow & intuitive - lose complexity, gain kudos  8)

I know I'm preaching to the converted here six - just sounded like you needed a reminder buddy :D

sixsideddice

QuoteNah - don't overcomplicate your rules - unless he absolutely insists on meta-gaming: just make sure that the gaming experience is deep enough for him...immerse in atmosphere, add ingenuity, intrigue, conundrum and enigma, toss in some nifty combat and other encounters and you'll be fine...and the trick to making all that work beautifully is the KISS approach if you ask me - strip rules down to make everything flow & intuitive - lose complexity, gain kudos 

I know I'm preaching to the converted here six - just sounded like you needed a reminder buddy

I knew it... I knew it.... thanks for that Nik  ;)  you`ve just convinced me to stay firmly on track and not to get lost in possibilities. *Quote from self* "a set of rules which starts out as an uncluttered idea can quickly get bogged down so that its original simplicity becomes a mere footnote"

sixsideddice

05 June 2012, 03:41:39 PM #22 Last Edit: 05 June 2012, 04:18:58 PM by sixsideddice
I`ve often noticed people on the forums asking one another "How do I go about making a random dungeon".. I`ve used the following system for making my own randomness for a long time. I find it really handy for making something up on the spur of the moment, or for adding new bits to existing dungeons (especially if tired and inspiration is low at the time).


Random Dungeon Layout


At the beginning of each move in which the Heroes win initiative and actively moves a Hero miniature to a position where it has line of sight to a newly revealed area, throw a die for the random layout of the dungeon tiles. Roll once on the table below for each direction a Hero has line of sight to (place all new tiles next to the last piece(s) lain). You only have to place what the Heroes can see. For all corridor, T junction or crossroad tiles rolled... place the tile and roll once again - place the second tile next to the first tile just placed. However, before a second roll is made, also throw a separate (different coloured) die once! If this separate die result yields a 1 then the second roll for a new room or corridor along that line of sight is ignored and a dead end tile is placed instead. If all further ways into the dungeon complex lead to dead ends â€" allow a Hero to discover a previously undetected secret door (only one) at the first dead end section they explore.

1-3 = Room: 4-6 = Corridor

Corridors:

o   1= Straight corridor - 4 squares long

o   2= Straight corridor - 2 squares long

o   3= Straight corridor - 4 squares long with a door at the end 1-3: on left, 4-6: on right

o   4= 4 square long corridor with door at the end, straight ahead

o   5= Junction (1-3: T junction, 4-6: crossroads)

o   6= Corridor with corner bend (1-3: left, 4-6: right)

Newly placed doors are open on a 1 and closed on a 2-6. To find out what is beyond the door roll a die 3 times. The first roll determines whether the Heroes discover a Room or a Corridor beyond the door; the second roll to determine size, and the third determines contents.

Rooms:

o   1= Small room (4 x 6 squares)

o   2= Smallish room (4 x 8 squares)

o   3-4= Medium room (6 x 6)

o   5= Large room (8 x 10)

o   6= Special* (6 x 12):

*Special (1d6)

   1= Communal Hall the Draken Master places 1 die of tables chairs and beds in the chamber. Roll 2 dice to check for Monsters, and then roll any successes on the Random Spawning Table.

   2= Hall of Healing the Draken Master places a crate of apples, a table full of food (and chairs) and a bookcase in the chamber.

   3= Storage Area the Draken Master places a table full of food, a crate of apples and a crate of skulls in the chamber. Roll 2 dice to check for Monsters, and then roll any
successes on the Random Spawning Table.

   4= Guard Post the Draken Master rolls on the Monster Random Spawning Table and duplicates any success results twice â€" then place the resulting Monsters in the chamber.

   5= Magic Dead Room! Heroes and Monsters within this chamber may not use any special abilities.

   6= Scenario Specific Room! The Draken Master will need a few pencil drawn cards (small index file cards work well) listing what these special chambers contain. Shuffle these
cards and place them face down before the game begins. Draw one when required.

Roll for room/corridor contents:

1-3= Empty.

o   4= Rubble Tile. The Draken Master Places 1 to 3 rubble pieces within the tile.

o   5= Dropped Item Tile. The Draken Master places 1 prop of his choosing in this tile. It may at first seem logically obvious the Draken Master will always place a nasty item in this tile; but a wise DM will sometimes place nice things there, to entice the Heroes to go down that way - especially if this furthers his devious plans to lure and herd the heroes where he wants them to go!

o   6= Special:


If special....

o   1-4= Empty

. 5= Monsters? Roll 3 dice to check for Monsters, and then roll any successes on the Random Spawning Table.

o   6= Ambush! The Drake Master automatically wins initiative for the next two moves (after this one).This represents the Heroes having walked into a trap or ambush, and allows the Monsters to gain momentum for a few moments while the Heroes re-gather their wits. Also Roll 3 dice to check for Monsters, and then roll any successes on the Random Spawning Table.

By letting the majority of Dungeon Monsters be determined randomly in the way described above servers three direct purposes in the game. (1) In a competitive game where the Draken Master is actively trying to win against the Hero Player(s), it limits the DM`s power slightly within the complex. (2) In a solo game (i.e. a game where either a single Player or a group of Players run the Heroes through the Dungeon without a Draken Master) the above system for determining the spawning of Monsters coupled with the normal rules described in DW for the initial placement of newly created Monsters adds an `unknown` chance element to the game. (3) Determining the random creation of spawned Monsters for most the rooms and corridors greatly reduces the burden placed on the Draken masters head; allowing him to concentrate more on his own Scenario Specific Rooms - which are of course where the main plot encounters will take place; and are the driving force behind the game storyline.


Hopefully these few simple rules will kick start your imagination into wanting to make up some new ideas of your own (additions to the things listed above). Use the tables as they stand for the first few games; by which time you`ll get to know how it all works - and you`ll be able to start coming up with things that I have not included in the lists. At which time - just sit down for a few minutes, look at your collection of miniatures: check what dungeon tiles you have available to you: and come up with something suitably fiendish and monstrous to spice up your games.


As always and I can`t reiterate this enough times Dungeon World (for the most part) is a series of guidelines and suggestions... the rest is all down to you to make your fantasy world live and breathe in any way you choose.

sixsideddice

And the shape of the new campaign has finally been decided... actually the others decided for me (and I just smiled secretly to myself because it suits me just fine as I have all the figures scenery and props).

The new campaign... which we plan to run for a very long time, so can start slow and build over the months and even years ahead... will be firmly set in "Middle Earth" with a lot of pre-industrialised Steampunk (the Dwarves and Saruman)  and bits of Gothic Ravenloft thrown in for good measure  8)


Six  :-\


sixsideddice

Campaign location has firmly been decided. The game will take place to the North of the regions described in the books; there are plenty of unexplored land masses there for me to dabble with and means I can use "Arnor" and "Angmar" as the base for all my plans.



Oh and Nik... I`ve finally picked up a nice shiney new copy of Pathfinder Core Rules, DM`s Guide, and the Bestiary....   wow is all I need to say  8)


First game is planned for next Saturday  :D

Squirrel

Quote from: sixsideddice on 15 June 2012, 09:18:30 AM
Campaign location has firmly been decided. The game will take place to the North of the regions described in the books; there are plenty of unexplored land masses there for me to dabble with and means I can use "Arnor" and "Angmar" as the base for all my plans.

First game is planned for next Saturday  :D

Sound cool Six 8) I'll look forward to reading how it goes.

Cheers,

Kev

nikharwood

Quote from: sixsideddice on 15 June 2012, 09:18:30 AM
Oh and Nik... I`ve finally picked up a nice shiney new copy of Pathfinder Core Rules, DM`s Guide, and the Bestiary....   wow is all I need to say  8)


First game is planned for next Saturday  :D

Excellent - looking forward to seeing / hearing about how it goes; I am being good though and resisting buying any more RPG stuff until I've unloaded way more of my surplus to create the shelf-space  :)

sixsideddice

QuoteI am being good though and resisting buying any more RPG stuff until I've unloaded way more of my surplus to create the shelf-space 

Good man yer`self there Nik....  *sighhhhs*  I`m hopeless I`m afraid.

Actually, its all your fault Nik  8) if you hadn`t set me on the path, I`d never have been tempted. But I was kinda good. I thought about it for a good nine months before I actually made the jump away from 3.5 and into Pathfinder. I especially like the way it translates and amalgamates so easily into  DW and vice versa. First game session was sweet...  will relate how it went later, soon as I get a few hours spare. Second session is tonight ^^


Six  :)

sixsideddice

Cheers Squirrel....  pics and write up on the first sessions coming very soon  :)

Maenoferren

Quote from: nikharwood on 15 June 2012, 10:37:27 PM
Excellent - looking forward to seeing / hearing about how it goes; I am being good though and resisting buying any more RPG stuff until I've unloaded way more of my surplus to create the shelf-space  :)
naaahhhhh get yourself a copy on Triple Ace Games Leagues of adventure - mine arrived yesterday, very nice it is too. played a few games so far...ubiquity system works well  and with the lot I play with, an overweight  consulting detective with a steam powered dog called snack... hence the order - snack...attack and a ex military doctor with a damaged leg... and these are the two who shall defend queen and country against the dashed enemies of the state.... oh lord rpreserve us :)
Sometimes I wonder - why is that frisbee geting bigger - and then it hits me!