Astlan’s / D&D
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The Author Guy.
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2020-06-02 at 15:26 #9823
The Author Guy
MemberFor highly experienced Necromancers:
[quote]
Name: Undead ArmySpell Code: W15IN-D1h-R1000-AMx
Material: A battlefield where lots of people have died.
Description: This spell allows the caster to raise the dead bodies of fallen soldiers on an old battlefield (may even be several centuries). The caster may raise an army of skeletons and zombies (zombies only if the battlefield is less than 1 year old) to march at his or her banner. The number raised is equal to the square of the level of the wizard casting the spell. The skeletons and zombies are able to understand simple battle commands and will obey the caster. The base cost of the spell is 225 points plus a cost of 1 mana point per animated corpse. UPGRADE(xx/xx/1 h:1 mana pt/corpse)
[/quote]
Wizard, 15th level, Indirect, Necromancy, Duration 1 hour, Range 10000 ft, Area: basically the area around the caster within range, e.g. 1000 ft radius.
2020-06-02 at 15:26 #9820Lunarmage
MemberSlightly off topic, where can we find this game ‘Animus’?
2020-06-02 at 15:26 #9834michael of oz
Member[biggrin] If you find any extra hours in the day to work on the D &D modules that would be great I would buy them. It not like you have a life and 3 soon to be released books[biggrin] , to fill up your day , sleep is overrated. Just ask tizzy
2020-06-02 at 15:26 #9833The Author Guy
MemberTizzy would not care if you didn’t play.
He would only want to ensure that you bought every rulebook, expansion, module, playset, licensed figures, etc that were issued.
:d/
2020-06-02 at 15:26 #9824The Author Guy
MemberWhat sort of deranged wizard would ever cast this spell?
[quote]
Name: Nuclear BlastSpell Code: W13IP-DI-R0-A1000 square radius.
Material: Two separate pieces, weighing 3 ounces each of plutonium or two 6-ounce pieces of uranium.
Description: This extremely dread and powerful spell is extremely dangerous to cast. Since this is a zero range spell, the caster who wishes to survive must cast it as a programmed spell. The first effect of this spell is to do 50d10 DT of heat and fire damage to all objects within the area of effect. The second is a super-large area of effect Gamma Blast spell. The Gamma Blast does 5d10 DT additional damage to all within the area. All living targets must make a CON AR or be forever after sterile. Further, future children of non-sterile persons within the area will have a 25% chance of physical deformity and will all suffer sufficient nerve damage as to be as if under an Ancestral Curse spell. Also, all targets will become very sick within 2d12 hours ands suffer 1d4 STM damage per 10 minutes for 2d6 hours. Following this, the individuals must make a CON AR or lose one random limb due to radiation damage. The individual must also make a CON AR -40% or suffer from the effects of a Cancer spell. Further, note the effects of Gamma Blast are not stopped by any standard defenses. The only currently known defenses are red prismatic walls and Alternating Pentacles set to maximum magical protection.
[/quote]
2020-06-02 at 15:26 #9825Lunarmage
MemberI want this game to exist. I need to play it. I would gladly help finish it.
2020-06-02 at 15:26 #9830The Author Guy
MemberThe only problem with playing a D’Orc is that you would probably need to be a D’Orc, or other immortal in order to live long enough to create the character!
Even for the moment, ignoring magical spells, assume the character is not a shaman.
It is a skill based system with skill points. Do you have any idea how long it would take to calculate 10,000 years of skill points?
Lenamare’s character sheet took me a couple days to do, figuring out his skills and spells that he knew. (Lenamare existed before the game so I was describing him)
A D’Orc would be at least a 25th level barbarian (which is it’s own class, sort of a cross between a fighter and a ranger), and then you have the thousands of years of D’Orc experience???
And btw: I will need to write a D’Orc class, and an Avatar class.
I realize now, at this moment, even though I actually have spells for immortalization/divine ascension etc. I have no idea what that does in game terms to the character. It’s a whole new set of character classes. Eeeesh.
2020-06-02 at 15:26 #9829Lunarmage
MemberI suspect that people who like your books sir, are ones willing to put in the time and effort to play a more complicated game. And really? Who WOULDN’T want to play a D’Orc?
2020-06-02 at 15:26 #9853The Author Guy
MemberYes, as I mentioned before, it is quite complicated to play, or at least to learn. That’s why we call it “The Game you’ve been training your whole life for.”
Once you know what you are doing it’s not that hard. But there is a lot of “book keeping” that you want to do with your character to be prepared for various moves you like to make so you know you’ve got your numbers together.
We tried to embed huge flexibility, but with codified rules. As opposed to the GM-X-Machina sort of thing that Story Teller and some others relied upon for huge flexibility.
A D20 system won’t work as there are too many modifiers, up and down, this allows for a wide variety of things to influence combat.
Modifiers for things like your position relative to the target, your Desterity/Agility bonuses, your Skill Level with the weapon, the magical bonus of your weapon, magical bonus of spells, magical bonuses of other magic items. Right hand vs left hand? That’s your AF
Then you have your targets DF, and that has bonuses for Dex/Agil, surprise, does he/she see it coming?, magical armor, magical devices, skill with shield, etc.
Then, is the target parrying your attack? That’s something that never happens in D&D.
The 100 scale really allows us to have more varying levels of influence.
The combat was most influenced by Steve Jackson games, of which there were several with the same core rules. But yes, we had played and knew Role Master quite well. We really loved Arduin, which spun off and away from Original D&D. Space Opera, Traveler, all the old TSR games, Paranoia etc. We’d read pretty much all of them at the time even if we didn’t play the more esoteric ones. Including the StoryTeller which is still quite popular (Vampire: The Masquerade, etc)
We’d also done Tunnels and Trolls.
T&T was actually sort of fun. It was basically “who has the most D6?” It was quite easy. It was something like: Each side had so many D6 to roll based on the weapon/character and both sides rolled and you took the difference, and the person with the lower total got the difference as damage.
2020-06-02 at 15:26 #9852Korwin
Member[quote=The Author Guy;8059]In Original D&D, Basic D&D and ADD 1/2 and I thought 3, have a maximum ability score of 18 for most normal characters/beings, and a minimum of 3.[/Quote]This got changed in the third Edition (and a cap might have been brought back in the 5th Edition, not shure. Not playing that version)
[Quote][url=https://www.dandwiki.com/wiki/SRD:Pit_Fiend][b]Example: Pit Fiend:[/b][/url]
Abilities:
Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26 [/Quote][quote]
Melee Attack Procedure1) Roll % dice (1-100).
[snip]
9) Any remaining damage is inflicted on the character, which must be subtracted from the character’s remaining DT.
[/quote][quote]
Critical Results Tables[snip][/quote][Quote]Our slogan was:
[b]Animus, the RPG you’ve been training your whole life for![/b][/quote]Hmm, I get an Rolemaster vibe from this…?
It reads complicated to play?That said, the only reason I see for an d100 are the crit rules, right? A d20 would have an higher base crit chance (5%).
In D&D 3.X (there where the 3.0 and the 3.5 Edition, which where functional the same), you add
your base attack Bonus (BAB) + your Strenght Bonus + equipment and feat boni +/- size boni/mali + 1d20 dice and compare it to the targed number (AC: Armor Class) of the target.
If you hit the AC of the opponent you have hit.There are some additional rules for critical hit’s, miss chance for invisible opponents, etc.
2020-06-02 at 15:26 #9851Tizzy
MemberSure, he can do that, but at this point, wouldn’t it be a little “me too” (and not the Weinstein kind)
In what I call the Warnerverse corner of the multiverse, on Earth-ZS (Zach Snyder) Superman uses laser eyes quite a bit, and in the planes of the Arrowverse, Supergirl and Superman both do laser eyes a lot.
And then those supes from the Vought Corporation, good grief! Homelander uses his laser eyes for pretty much everything! I’m betting he slices cheese as often as he slices humans who get in his way.
And heck, how can Tom compete with this from the Voughtverse?
[YOUTUBE]https://www.youtube.com/watch?v=BkkErVR5xaM[/YOUTUBE]
2020-06-02 at 15:26 #9843The Author Guy
Member[quote=Lunarmage;8051]Author Guy, now you are just teasing us. [/quote]
That would be Tizzy teasing….
However, this really exists.
Somewhere, I have Lenamare as well. Just not sure where. I think it’s on paper rather than computer, in which case it’s buried in a closet.
The Tom character was done for an example of extreme demon creation/possibilities, there are several smaller demons I’ve done as well.
Lenamare would have been done as practice in how to create a high level wizard, and I’d have done it for myself as a beta test exercise for the game.
It was very tedious to figure out all of his skills and spells etc.
2020-06-02 at 15:26 #9849The Author Guy
MemberIn Original D&D, Basic D&D and ADD 1/2 and I thought 3, have a maximum ability score of 18 for most normal characters/beings, and a minimum of 3.
However, when talking about immortals (and demons) that scale is raised to a 25 max in ADD v1 (Actually, I think it was also 25 in Gods, Demigods & Heroes the 4th digest of the Original D&D, but I’d have to look, it’s only minorly buried)
This means that things start to get rather skewed for high abilities as there really isn’t much range, presumably if you can lift a boulder the size of a small mountain, you can also lift an entire planet….point being it wasn’t very exact. (Hercules tosses giant boulders and Atlas lifts a planet on his back).
Caveat, I haven’t actually played using 3. I hated 2 so much, I stuck with 1.
Here is a quick excerpt on the Melee Attack Procedure (this is just one small part of combat, a single action–how actions line up is another section and depends on the COORD of the involved parties (COORD is average DEX & AGIL)
[quote]
Melee Attack Procedure1) Roll % dice (1-100).
a) If a result of 98-00 (modified by certain skills) occurs, roll the damage for your weapon and go to the weapon’s critical table. Roll % dice again for the result of the critical.
b) If a result of 01-03 occurs, to directly to the fumble table and roll % dice again for the result.
2) If there is no critical and no fumble, add the attacker’s AF to the roll. Also add any SLB the attacker is applying to the attack.
3) Subtract the defender’s DF from the roll. Also subtract any SLB the defender is using for his or her defense.
4) If the target of the attack is using an action to parry, subtract the defender’s AF (and, naturally, SLB) from the roll. Using a staff or nunchaku to parry subtracts another 20%. The target will naturally use all of his or her SLB for defense.
5) Look up the result on the Attack Result Table. If a clean miss occurs, you are done. Otherwise, continue.
6) The attacker rolls the damage inflicted by his or her weapon.
7) If a shield-side hit resulted and the character hit has a shield, he or she subtracts the shield’s AP from the damage inflicted.
8) If the shield does not stop all the damage, or if the character has no shield, then the character hit subtracts the AP his or her armor stops.
9) Any remaining damage is inflicted on the character, which must be subtracted from the character’s remaining DT.
Attack Results Table
Roll Result
195-199 Attack does +20 DT, bypasses 6 AP
190-194 +19 DT, bypasses 6 AP
185-189 +18 DT, bypasses 6 AP
180-184 +17 DT, bypasses 6 AP
175-179 +16 DT, bypasses 6 AP
170-174 +15 DT, bypasses 6 AP
165-169 +14 DT, bypasses 6 AP
160-164 +13 DT, bypasses 6 AP
155-159 +12 DT, bypasses 6 AP
150-154 +11 DT, bypasses 6 AP
145-149 +10 DT, bypasses 6 AP
140-144 +9 DT, bypasses 6 AP
135-139 +8 DT, bypasses 6 AP
130-134 +7 DT, bypasses 6 AP
125-129 +6 DT, bypasses 6 AP
120-124 +5 DT, bypasses 6 AP
115-119 +4 DT, bypasses 6 AP
110-114 +3 DT, bypasses 6 AP
105-109 +2 DT, bypasses 6 AP
100-104 +1 DT, bypasses 6 AP
95-99 Attack bypasses 6 AP, shield ineffective
90-94 Attack bypasses 5 AP, shield ineffective
85-89 Attack bypasses 4 AP, shield ineffective
80-84 Attack bypasses 3 AP, shield ineffective
75-79 Attack bypasses 2 AP, shield ineffective
70-74 Attack bypasses 1 AP, shield ineffective
60-69 Weapon-side hit, shield ineffective
40-59 Shield-side hit, shield stops rated AP
-39 Clean miss[/quote]
As stated there are then Critical Hit and Critical fumble tables that depend on the weapon type. Crush, Slice, Impale, Chop and of course FUMBLE!
And depending on what you are doing there are other tables, say for martial arts: Disarm, Grappling, Pins, Locks, Throws, Chokes.
There also Call Shots (e.g. I am calling a shot to the head) which are much more difficult depending on the body part, but which have more specific results….
Here is an example of the Crush Critical Hit.
[quote]
Critical Results TablesModifications: -3 per AP of armor protection
Crush Critical
Roll Critical Result
96+ Skull smashed: + 4d10 DT damage
86-95 Ribcage crushed: +3d10 DT damage
71-85 Hip shattered: +2d10 DT damage, -10 MV
56-70 Knee destroyed: +d12 DT damage, -6 MV
41-55 Face shot, nose broken: +d8 DT damage
21-40 Shoulder bruise: +d6 DT damage, -20 AF for 2 rounds
up to 20 Elbow stung: +d4 DT damage, -20 AF for 2 rounds[/quote]
I should note
DT are Hit Points
AP are Armor Points (the amount of damage your armor, or hide, or magic dohicky subtracts)
MV is Movement (speed)
AF is Attack Factor
DF is Defense Factor
SLB is Skill Level BonusAs a rule, for your normal weapons/attacks, you will have all of the numbers crunched before combat starts, so it’s a total add and subtract sort of thing based on the the opponents.
As I’ve noted, it’s a rather complex game.
Our slogan was:
[b]Animus, the RPG you’ve been training your whole life for![/b]
2020-06-02 at 15:26 #9848Korwin
Member[quote=The Author Guy;8055]It’s actually above.[/Quote]I think I missed the second page, yesterday [rolleyes]
[quote=The Author Guy;8055]It’s an Animus character so that stats are different than D&D, etc.As an FYI, stats start at D&D levels and can just keep going up, there isn’t the sort of exponential curve that happens in D&D once you get past 18, where suddenly you can’t compare the strength of Hercules to the strength of Atlas because the scale 19->25 is too small.[/Quote]Not shure I get, what you are talking about here. Are you talking about AD&D?
Only started with D&D 3.0.
My currently played Gnome Shadowcraft Mage has an Str. of 48 when he Shapechanges into an Pit Fiend (with Equipment).[quote=The Author Guy;8055]Combat is all D100, and there are modifiers for attacker AF, defender DF and magic weapons, and spells. [/Quote] Roll over, roll under or what?Thanks for the sheet, I will take it as Basis for converting Lord Tommus.
Now what to do, with his Rod… [cool]2020-06-02 at 15:26 #9847The Author Guy
MemberYou know Tizzy would never allow ANY wizard or group of wizards to buy anything he’s associated with?
Pretty sure all the other demons would object as well.
Even Lenamare and the CoW might object, since WotC is clearly a rival group of wizards.
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