Showing posts with label Zocchi dice. Show all posts
Showing posts with label Zocchi dice. Show all posts

Sunday, September 6, 2015

Alpha-Test Session Report

Shots from our game table for the first-ever run of Great & Small.
Printed rules and Zocchi dice



Observations:
  • Gamers will eat healthy snacks if you provide them.  Some of the gang brought popcorn and chips, of course, but I supplied a bowl of cantaloupe and some fresh carrots & celery.  All gone by session's end.
  • The probabilities seemed to be exactly where I wanted them to be, dice-roll-wise.  The Zocchi dice finally got their time to shine at my table.
  • The B/X-based rules run like a charm without the use of ability scores, as I suspected. You can design and run an OSR game using nothing but stat blocks, the race-as-class concept, and a collection of templates to add on top of them. I'll have more to say about that in a future post.
  • The adventure I wrote wasn't enough of a challenge for 1st-level characters, except for the final challenge, which was beyond their abilities.  Need to scale it better on a re-write.
My players went through the Spooky Old Warren with Evra, the snake magic-user; Holly, the rabbit scout; Meander, the gopher tortoise guardian; Brogan, the rabbit warrior; and Bramble, the rabbit seer.

No one died, not even in the yellow mold room.

Friday, September 4, 2015

Sample PCs for Great & Small

NOTE: These stats have been edited to conform to the rules revisions posted on 9/8/15.

Tomorrow (Saturday, Sept. 5, 2015) I'm running my homebrew adventure, "Secret Of The Spooky Old Warren," for some friends, and using pre-genned characters.  I thought I'd share their stats, so you, dear reader, can get an idea what beginning PCs for Great & Small look like.

Remember while reading this that "Secret Of The Spooky Old Warren" assumes most of the party will be rabbits or other Tiny sized characters.  For variety, I've included three non-rabbit characters, though I will only be allowing two (at most) at the game table tomorrow.

Bramble
1st-level rabbit, Seer (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. Deception
Threat: 9 (Easy)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Trance: precognition grants +2 bonus to you or one ally on a single dice roll
Brogan
1st-level rabbit, Warrior (d2), 6 hp
AC: 6
Attacks: 1 bite (1d5), rear kick (1d2)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. FearThreat: 3 (Tough)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Combat Specialization: +1 to attack, +2 on damage with bite
Chamomile
1st-level rabbit, Storyteller (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. Charm
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Enthrall with lore check
  • Grant +1 bonus to Seer attempt to enter Trance
  • Inspire Allies: +1 bonus on rolls to all within 50 ft.
Evra 
1st-level constrictor snake, Magic-User (d2), 9 hp
AC: 5
Attacks: 1 bite (1d3), constriction (1d2) 
MV: 4 (crawling, climbing, swimming)
Save Bonus: +1d2 vs. Spells
SZ: Small
Threat: 9 (Easy)
Special:
  • +1 on Warrior lore checks involving feats of strength (including melee attacks)
  • +1 on Trickster lore checks to hide in shadows & move silently
  • Diminished Profile: fits into spaces small enough for Diminutive creatures
  • Read Magic
  • Spellcasting: 2 cantrips, 2 spells, 1 ritual
Fallon
1st-level rabbit, Herbalist (d2), 4 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp) 
MV: 8
Save Bonus: +1d2 vs. Poison
SZ: Tiny
Threat: 9 (Easy)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength 
  • Know Average recipes for two schools of herbalism
  • Begin with 2d5 prepared doses of Average herbs of your choice.
Holly
1st-level rabbit, Scout (d2), 6 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Device
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Master of Scents
  • +2 on all lore checks to detect traps, find hidden objects, follow a trail, identify subjects by use of your senses , or spring traps.
  • Know 1d5 additional species languages
Source
Lulu
1st-level rabbit, Healer (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Trauma
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Absorb 1 (+1d2) hp/level of damage from another
Meander
1st-level gopher tortoise, Guardian (d2), 6 hp
AC: 3/-1
Attacks: 1 bite (1d3) 
MV: 1
Save Bonus: +1d2 vs. Fear
SZ: Tiny
Threat: 6 (Average)
Special:
  • +2 bonus on Herbalist lore checks to identify edible plants & fresh water
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -5 on all Runner lore checks
  • -3 on Trickster lore checks
  • Initiative Penalty: all your actions have a Speed of 2 (Slow)
  • Protective Shell: AC -1 when withdrawn into shell
  • +2 on attack & damage rolls vs. opponents who threaten that which is under your protection
  • Grant +1 bonus to allies' attack & damage rolls when they are defending your charge
  • Opponents who fail Tough save vs. paralysis suffer -1 on attack & damage rolls when fighting you, your allies, or your charge.
Polly
1st-level rabbit, Runner (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Blast
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • +1d2 to Initiative score
  • +1d2 improvement to AC once per encounter
  • +1d2 to Run speed
Ritixitik
1st-level squirrel, Warrior (d2), 4 hp
AC: 6
Attacks: 1 bite (1d5) 
MV: 4 (climbing)
Save Bonus: +1d2 vs.Fear
SZ: Diminutive
Threat: 3 (Tough)
Special:
  • +2 bonus on lore checks to hide in shadows & move silently
  • +4 bonus on all lore checks to balance or climb
  • -3 on Warrior lore checks for feats of strength 
  • Brachiation: full move rate in branches
  • Scamper: move at full run speed while climbing, if going in straight line
  • Vestigial Hands: +1 bonus to manipulate fine tools, spring traps, perform “sleight of paw” tricks, or other activities that mimic the ape or human use of real hands.
  • Combat Specialization: +1 to attack, +2 on damage with bite
Rose
1st-level rabbit, Trickster (d2), 6 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Paralysis
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • +4 to hit on sneak attacks; double damage
  • Play Dead: opponents must save vs. paralysis at -4 to detect

Sunday, August 23, 2015

Streamlined Initiative & Updated Runner Niche

One of my goals for the final version of Great & Small is simplified rules using a unified dice resolution mechanic.  Which is the reason I settled on the current engine, 2d10 +/- modifiers = 20+ meaning a success.

My current version of initiative has always felt too clunky to me, though.  I adapted it more or less as-is from B/X and the Rules Cyclopedia, but I've never felt it works simply enough for my design goals.

So, here's a streamlined version, that will likely replace the version in the Quick Start Core Rules.  The change alters the niche ability of Runners, as well.

Initiative
Your initiative equals your Total Level (or Hit Dice) + the Speed of the action you are declaring. Higher total scores go first, then next lowest scores in descending order.  In the event of a tie between player and BM, both sides should roll the core dice and add their Total Level (or Hit Dice).  The higher result wins.

Changes to the Runner niche
Under these revised initiative rules, Runners now add their niche die roll result to their total initiative score, instead of having all actions default to a Speed of Quick.  Thus, Runner characters' initiative equals Total Level (or Hit Dice) + Speed of declared action + niche die result.

Thursday, May 21, 2015

Building a Featured Creature from the Basics

NOTE: These stats have been edited to conform to the rules revisions posted on 9/8/15.
 
From here on out, I'm going to approach the Featured Creatures with a new strategy.  I'll be going in alphabetical order through the Monsters chapter of the Rules Cyclopedia, and converting animal monster entries there into playable character species.  I've been using the B/X rules and Rules Cyclopedia as the "DNA" of Great & Small, with the obvious tweaks and homebrews of my own creation.

Anyway, the first animal we find in the RC is "Animal Herd."  It's meant to represent statistics for various types of wild ungulates, such as caribou, deer, elk, goats, moose, and wild oxen.  It then groups the animals together by Hit Dice, with the "antelope, deer, goats" category listed as 1 to 2 Hit Dice, "wild horses, zebra" listed as 2 HD, "caribou, oxen" as 3 HD, and "elk, moose, cattle" as 4 HD.

Right away, this is problematic, because from a role-playing perspective, there is a big difference between deer and cattle, for  instance, or between oxen and zebras.

Since I already have stats for horse characters and was planning to give antelope and deer their own entries, I've decided to narrow the focus of "Animal Herd" to various types of cattle and related species like bison, buffalo, musk oxen, and oxen.

I assume that the listed HD for animals applies to adult specimens, so a beginning-level character with fewer than the listed HD is going to be an adolescent.  I have replaced the term "Hit Dice" for animal player characters with "Total Levels," but they mean essentially the same thing.  In G&S game terms, this means beginning herd animal characters will have Growth Spurt at 3rd Total Level (that is, at 3 HD), representing their finally achieving full physical maturity.

Finally, I'm left with the decision of how to assign starting hit points and hit points per level.  As I noted in a previous blog entry, I give each Featured Creature maximum possible hit points at 0-level, followed by an average value of their listed Hit Die type each consecutive level thereafter.  For herd animals, I have to choose between a 1d5 (or 1d6 if using standard dice) or a 1d7 (1d8 in standard dice), since oxen & cattle are listed with different HD choices.  I'm going to use a 1d7, since it reflects roughly the same level of hardiness as horses, who occupy the same Size category.

Finally, Rules Cyclopedia animal herds have kind of a neat special ability: they can spark a mass trample attack of the whole herd against foes, for 1d20 damage.  This is described in the original rules as  panic response with a percentage chance of occurrence. However, I'd like PC herd animals to have more agency, so I'm going to convert this attack form into a high-level special ability.

The final result looks like this:
--------------------------------
Herd Animal
There is great strength in numbers, as any herd beast can tell you.  But this does not mean that individual members of the herd are weak.  Indeed, many herd animals -- such as bison, or male cattle -- are symbols of strength and virulence among other species, and such individuals make for powerful foes on their own terms.  Nonetheless, even such great warriors would not deny that the true strength of the Hoofed Lords (as they like to call their species) lies in their vast herds: a veritable forest of sharp horns and muscled bulk waiting to gore and trample any enemy foolish enough to attack them.  For this reason, most predators prefer herd animal stragglers -- the sick, dying, or those too foolish to stay with the rest of the herd.


These stats can be used to represent characters from the species of bison, buffalo, cattle, oxen, or other Large grazing ungulates.

     AC: 7
     AT (Dam.): Head butt (1d5 [1d6])
     Beginning HP: 7 [8]
     Habitat: Any, plains
     MV: 16
     SZ: Medium


Species Traits:
  • Gore Bonus: male herd animals get a +1 bonus to attack rolls when making a Gore attack with their horns.
  • Growth Spurt: Herd animals gain a Size category at 3rd Total Levels, going from Medium to Large Size.
  • Low-Light Vision
  • Rouse The Herd: At 9th Total Level, a herd animal can release a call that sparks her entire herd into action against a single target, be it an individual or a group. This takes the form of a mass Trample attack.
  • Scent
  • +1 bonus on all Scout lore checks to hear noise or detect hidden objects
  • +2 bonus on Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
  • Special Maneuvers: Gore, Trample
  • Suitable Niches: Healer, Runner, Scout, Seer, Warrior.

Monday, February 2, 2015

Scaling, Size Category, & Hit Points

In the Great & Small Quick Start rules as they're currently written, each species of animal receives a fixed number of hit points per level, modified by the roll of their niche dice.  I derived the hit point values through more or less straight conversion of the animal stats (or stats of a similar creature) from the Basic/Expert rules, the Rules Cyclopedia, or some other basic edition resource or retroclone.  I gave each animal maximum possible hit points at 0-level, followed by an average value of their listed Hit Die type each consecutive level thereafter.

Tying hit point progression to species in this manner is just an iteration of the race-as-class concept from basic editions, in which dwarf, elf, and halfling were classes unto themselves.  But the method produces inconsistent results, giving divergent hp progressions to species of roughly equal profile (such as rabbits and small cats).  Some players may find this approach illogical and unsatisfactory.

Therefore, I've been toying with the idea of tying hit point progression to Size Category rather than species or niche.  In this scheme, rather than receiving a fixed amount of hp + niche die result per level, all characters roll for hit points per level on a die type tied to their Size.

Size determines type of die rolled for hit points per level according to the following table:

Hit Dice Per Level By Size Category (Zocchi Dice Progression)
Fine: 1 hp
Diminutive: 1d2
Tiny: 1d3
Small: 1d5
Medium: 1d7
Large: 1d10
Huge: 1d12
Gargantuan: 1d14
Colossal: 1d16

Hit Dice Per Level By Size Category (Standard Dice Progression)
Fine: 1d2
Diminutive: 1d3
Tiny: 1d4
Small: 1d6
Medium: 1d8
Large: 1d10
Huge: 1d12
Gargantuan: 2d8
Colossal: 1d20

Saturday, January 31, 2015

Simulating (or Replacing) the Zocchi Dice


One of the major differences between Great & Small and other “old-school” rpgs is its reliance on non-standard Zocchi dice, especially d3s, d5s, and d7s.  This choice was made mostly to give such dice something to do other than take up space in old Crown Royal bags, and give them a place of their own in the tradition of role-playing games.

However, Zocchi dice may not be to everyone’s taste, and can sometimes be hard to acquire (though at the time of this writing, most of them could be ordered from Chessex and DiceShop). If you do not have or do not want Zocchi dice, here are some things you can do to simulate them using the more standard set of RPG dice. 

I rolled a natural 176. Does that hit?
-- 1d2, roll 1d4 and divide by 2.
-- 1d3: roll 1d6 and divide by 2.
-- 1d5: roll 1d10 and divide by 2.
-- 1d7: roll 2d4-1.


These are the most commonly used Zocchi dice in Great & Small.  The larger, less frequently used ones can be simulated like so:

-- 1d14: roll (2d6 + 1d4) -2
-- 1d16: roll 3d6 -2
-- 1d24: roll (2d10 + 1d6) -2


Alternately, you could just use the standard array of dice in place of Zocchi dice.  If you use this option, the following guidelines should keep things relatively balanced.

The 1d2 and 1d3 are already fairly common in other classic fantasy games, so keeping them as is shouldn’t promote too many problems.

Niche die progression should be changed to 1d2 at 0-level, 1d3 at 3rd level, 1d4 at 6th level, and 1d6 at 9th level.

In general, damage dice or other non-core rolls calling for d5s should use d6s instead, and d7s should be replaced by d8s.