Showing posts with label house rule. Show all posts
Showing posts with label house rule. Show all posts

Sunday, June 8, 2025

Rules for pulpy barbaric solo/CYOA games

Quick resolution rules for solo games. With a pulpy sword&sorcery feel. Quite likely this is all based on a misremembered version of a choose-your-own-adventure gamebook I'd read as a kid.

You are a barbarian warrior

Your name, gender and appearance are all up to you.

You start with 3 Might and 3 Luck Tokens. Keep a record of your maximum and current Might and Luck Tokens. You maximum Might raises as you level up. You can never have more than 3 Luck Tokens.

You start with 0 Experience. You level up at 12, 36 and 92.

You can carry one Weapon. You start with a Spear (Weapon Rating 5). If you haven’t got a weapon, you fights with your Fists (Weapon Rating 6).

You can have one Mount, which is usually a tamed beast or a vehicle. You start without a Mount.

You can carry up to three Items, five if you have a Mount. Your Weapon doesn’t count towards this tally. You start with no items.

 

Facing Danger & Combat

Life-threatening situations and enemies have a Danger Rating.

Roll a number of dice equal to your current Might. Optionally, you can burn a Luck Token to add an extra die.

In combat, any die that scores equal or over your Weapon Rating counts as a success.

In non-combat situations, a 5 or a 6 is a success.

Compare the number of successes to the Danger Rating:

Over

Triumph! Choose one Reward, or two Rewards and take a Wound.

Progress to favourable outcome.

Equal

Hard-earned victory. No Reward, or choose one Reward and take a Wound.

Progress to favourable outcome.

Less

Defeat! Take a number of Wounds equal to the enemy’s Danger Rating.

If you are still alive, progress to unfavorable outcome.

 

After resolving the situation

Lower your current Might rating by one for each Wound. A Wound can be negated by burning a Luck Token or losing your Weapon or an Item.

Add the Danger Rating to your Experience tally. If you reach a level-up threshold, raise your maximum Might and choose a Reward.

 

Rewards

Regain one Luck Token.

Regain one Might.

Gain Item or Weapon (if available).

 

Weapon Ratings

Unarmed combat

6

Common weapons

5

Rare and powerful weapons

4

There is no difference between ranged and melee weapons.

 

Items

Valuables. Catch-all category for all kinds of treasure & fancy objects. Each such Item can be used to barter for something else, bribe, reward or hire somebody, and so on.

Explosives/Magical Artifacts. Burn to achieve an automatic Triumph in a combat or use contextually.

Armor. Negate a single Wound after every combat. Only rolls of 6 count as success when resolving non-combat situations.

Shield. Burn to negate a single Wound after combat.

 

Foes & Danger Ratings

Regular foe, small group

1

Trained foe, medium group

2

Deadly foe, large group

3

Unusual power

+1

 

Approximate chance to achieve at least a Hard-earned victory:

Danger Rating

3 Might, WR 5

3 Might, WR 4

4 Might, WR 5

1

70%

87,5%

80%

2

26%

50%

70%

3

3,7%

12,5%

11%

4

-

-

1,2%

 

From "American Barbarian" by Tom Scioli


Saturday, September 21, 2024

A variant for Magic Word spellcasting

For Magic Word spellcasting, see, e.g., Papers & Pencils or d4 caltrops! The gist is that instead of a fixed spell list, the Magic-Users are given a list of words which they can combine on the fly into spells. So it leads to more free-form and varied magic.

Here’s a simple variant on using such a system.

  • Magic Words are recorded in the M-U’s spellbook.
  • Every day, a set number (depending on level) of Words can be memorized.
  • The M-U can opt to cast one-, two- or even three-Word spells. The more Words, the more powerful the spell can be.
  • After casting, all but one Words are crossed off the memorized list. If a one-Word spell was cast, that Word is crossed off.

There is a tactical element: if you want to keep a particular Word, keep casting it with other components, so that you can keep your lil’ favorite. But, of course, don’t be afraid to kill your idols either.

As for the number of Words available for daily memorization, 2 + caster level feels alright. So that’s three Words for a starting M-U.


Example

Gambozo, Magic-User 2, memorizes these Words from their spellbook: Darkness, Mind, Water, Free (rolled from the d4 caltrops list)

During their next adventure:

  1. They cast Water of Darkness, a sort of flowing/mobile darkness that engulfs creatures (Darkness, Mind, Water, Free)
  2. Then they cast Free Mind to break out a comrade from under vampiric influence (Darkness, Mind, Water, Free)
  3. Then they cast Mind Darkness to wipe the memories of a guard (Darkness, Mind, Water, Free)
  4. And they have a weak single-component Darkness to cast if they need to cover their escape.

 

Quick recommendations for interpreting new spells:

Caster level

Range

Area of effect

No of targets

Damage

1

10’

1’

1

d6

2

20’

5’

2

d6

3

30’

10’

3

2d6

4

40’

15’

4

2d6

5

50’

20’

5

3d6

6

60’

25’

6

3d6

etc.

Putting more component Words in a spell can bump it up a bit.


Sun Ra, because why not


Tuesday, January 9, 2024

Lycanthropy rules, based on the Turn Undead table

A simple system for player characters infected with lycanthropy!

 

There are two types of transformation: voluntary or forced.

Forced transformation happens under setting-specific circumstances: full moon, passing of a comet, meteor shower, drugs, anger or stress, trigger word for hypnotic suggestion, etc.

The player must roll on the following chart, 2d6 for voluntary transformation, 3d6 with “disadvantage” (roll 3 dice, keep the 2 worst).

 

Lycanthrope type (HD) **

Level *

Wererat (3)

Werewolf (4)

Wereboar (4+1)

Weretiger (5)

Werebear (6)

Devil Swine (9)

1

-

-

-

-

-

-

2

11

-

-

-

-

-

3

9

11

-

-

-

-

4

7

9

11

-

-

-

5

T

7

9

11

-

-

6

T

T

7

9

11

-

7

D

T

T

7

9

11

8

D

D

T

T

7

9

9

D

D

D

T

T

7

10

D

D

D

D

T

T

11

D

D

D

D

D

T

12+

D

D

D

D

D

D

 

- = transformation and uncontrolled rage for a number of rounds equal to double the Lycanthrope HD, then transform back and crash (unconsciousness for 1 hour)

11, 9, 7 = roll equal or higher to retain control for a number of rounds equal to character level, then rage for a number of rounds equal to Lycanthrope HD, transform back and check for crashing (save vs Petrification or lose consciousness for 1 hour)

T = transform and retain control for a number of rounds equal to character level, then transform back; unable to transform again until after a night’s rest

D = transform, retain control and transform back at-will, no crashing



* Reddit user Maz437 proposed an addition to the system

This is based not on absolute character level, but on "levels spent with the curse".

However, that also means that mightier high-level characters (who level slowly), will spend a LOT of time trying to learn to control the disease, which is also a bit strange (logically, a high-level character would have an easier time retainig control).


** HD values based on OSE. Modify as needed...




Monday, May 8, 2023

My phased combat sequence house rule

I LOVE PHASED COMBAT! Yes! Behold, my phased combat sequenced that I use in certain games. It's based on OD&D/Chainmail/Delving Deeper, but modified according to my experience of running phased combat in Mazes & Minotaurs.


COMBAT PROCEDURE

Each side rolls d6 for initiative, higher is better.

Each round, we go through the following steps:

1. Morale checks (for monsters & NPCs).

2. Declaration of intent, in reverse initiative order (so the faster side can react to the actions of the slower).

3. Action phases; all sides complete each phase in initiative order, Referee adjudicates sequence of actions as needed:

A) Missiles, Movement & Miscellaneous actions

  • Stationary characters with ranged weapons at-the-ready can fire twice (or fire once and reload crossbow)
  • Non-stationary characters with ranged weapons at-the-ready can fire once, with a -2 (elves ignore this penalty)
  • Ducking in-and-out of cover counts as movement
  • Firing into melee is allowed, attack rolls that miss their mark are checked against the nearest friendly participant of the melee
  • Spell-casting starts in this phase; caster must remain stationary

B) Melee

  • All in melee range (10’) can attack or be attacked; performance is determined with a single attack roll (against 1 (or less) HD enemies, fighters and monsters can opt to do multiple attacks [a number, equal to their HD])
  • Sequence of attacks is determined by logic (e.g. longer weapons strike first on the first round, but last on subsequent rounds) or initiative
  • Grappling/overbearing: each participant rolls their HD, higher wins; grappled character is immobile until held, or even knocked/choked unconscious (save against Paralysis applies)

C) Magic

  • Spells begun in phase (A) go off
  • If the caster took damage in the previous phases, they must save against Spells/Magic or the spell is interrupted and lost

 

Referee trying to adjudicate phased combat, by Francisco Goya

I'm too lazy to write up an example of play, but maaaybe in the future.

Friday, April 7, 2023

Wizard duel/Counterspell house rule

A quick house rule for magical duels!

A Magic-User character can try and counter an opposing caster’s spell by entering into a duel. Depending on the combat/initiative system in use, this must either be declared first or the declared action must be cancelled in favor of counterspelling. The countercaster has to be aware of, or at least anticipate that the enemy is about to cast a spell.

Resolution

Both duellants roll d6 and add their character level.

Caster’s roll > Countercaster’s roll

Caster’s initial spell works as intended, Countercaster must roll on the Effects chart

Caster’s roll = Countercaster’s roll

The two wizards are locked in duel! Repeat the procedure next time, unless one participant decides to withdraw or is distracted or takes damage (in which case this duellant must roll of the Effects chart)

Caster’s roll < Countercaster’s roll

Caster’s initial spell is cancelled (and the spell (slot) is lost)

 

Effects chart (d6)

  1. Suffers the effect of Feeblemind for a full day
  2. Falls unconscious for 2d4 hours
  3. Loses spellcasting ability for a full day
  4. Causes an eruption of uncontrolled arcane energy, everybody in a 20’ radius must save against Breath weapons or fall to the ground
  5. Suffers d6 damage
  6. Is thrown back 10’ and must spend the next round getting up