For those who haven't heard, there was a crash yesterday at the Reno Air Show. It seems as though a mechanical failure was to blame when a P-51 Mustang Galloping Ghost plummeted out of the sky Friday afternoon and crashed into the viewer grandstands. ABC News
Changing estimates are now that 9 are dead, and over 50 more suffered injuries. Initial estimates did not account for those who were rushed to hospitals in private vehicles.
September 17, 2011
September 15, 2011
Ray Guns, Muskets, and Magic Wands
I'm torn. I want easier attack rolls for special weapons like pistols, laser rifles, and lightning wands but the rules should be dead simple. So, how should I handle an attack roll for firearms? Any 0-level peasant should have a decent chance to hit a close target right? Is armor totally ignored? Do Dexterity modifiers to AC matter when the projectile is too fast to be seen?
In Labyrinth Lord attacking with a ranged weapon is super easy and I think not all that realistic (and I'm not the only one). Use Dex modifiers instead of Str to hit, +1 for short range, -1 for long range. The end. Having ranged rules that are so dead simple is a big plus at the table, but I feel like these provide a rather poor simulation for ranged attacks. It's the range modifiers that rub me wrong. I think those rules make sense if you are shooting into a column of troops, but shooting a single man-sized target at long range isn't that easy.
So, what is best? Leave well enough alone and use the same rules for firearms? Use different rules for firearms only? If I change ranged combat for everyone, do I change one thing, or everything, or some combination? Maybe it would help to just list out all of the different options that I'm considering.
Pro: Boom, done.
Con: A goblin with a shotgun has a crappy attack roll.
Short Range: d20
Medium Range: d12
Long Range: d8
Sights
Fixed: Improves range one step (One round to aim, lasts until you move)
Optical: Improves range two steps (One round to aim, lasts until you move)
Laser: +2 (can be combined with another sight)
Pro: It feels less crappy than massive negative modifiers
Con: I'd miss the loss of the natural 20 automatic hit.
Attack as a fighter whose level is equal to half your Dexterity (if your level of experience is higher, use that instead). Amateurs may need to use the M-U or Cleric attack table until they get enough practice.
Stationary target (or whatever else deserves a bonus): +2
Multiple shots (or whatever else deserves a penalty): -2
Pro: That goblin with a shotgun looks more dangerous now.
Con: Elvish archers are less dangerous than human crossbowmen. Do I just assume that longer lifespan means higher level?
Target Size Modifier: +/-2 per size category different from human standard
(Yeah I know, LL doesn't have size categories. Maybe I'll use these.)
-10 Bug (<2") Fly, Flea
-8 Tiny (2"-6") Butterfly, Frog
-6 Wee (6"-1') Smurf, Rat
-4 Small (1'- 2') Cat, Imp
-2 Short (2' - 4') Halfling, Goblin
0 Average (4' - 8') Human, Elf, Dwarf
+2 Large (8' - 12') Ogre, Troll
+4 Giant (12' - 21') Most Giants, Wyvern
+6 Huge (21' - 32') Adult Dragon, Tyrannosaurus
+8 Gargantuan (32' - 64') Old Dragon, Kraken
+10Colossal (>64') Ancient Dragon, Roc
Pro: I like the idea of AC for firearms based on the size of the target profile.
Con: I don't want to deal with an extra chart in combat. Also, do dragon scales deflect bullets?
I guess that's about it. I'm leaning toward option #3 and nothing else, but I keep changing my mind. Anyone have suggestions?
Pew! pew! pew! |
In Labyrinth Lord attacking with a ranged weapon is super easy and I think not all that realistic (and I'm not the only one). Use Dex modifiers instead of Str to hit, +1 for short range, -1 for long range. The end. Having ranged rules that are so dead simple is a big plus at the table, but I feel like these provide a rather poor simulation for ranged attacks. It's the range modifiers that rub me wrong. I think those rules make sense if you are shooting into a column of troops, but shooting a single man-sized target at long range isn't that easy.
Bang! Bang! |
So, what is best? Leave well enough alone and use the same rules for firearms? Use different rules for firearms only? If I change ranged combat for everyone, do I change one thing, or everything, or some combination? Maybe it would help to just list out all of the different options that I'm considering.
Zap! |
- Option #1 - Change nothing. Treat ray-guns and lightning wands like any any other ranged attack.
Pro: Boom, done.
Con: A goblin with a shotgun has a crappy attack roll.
- Option #2 - Rework the ranged attack modifiers. I think HackMaster has a nice balance of sane but simple ranged rules.
Short Range: d20
Medium Range: d12
Long Range: d8
Sights
Fixed: Improves range one step (One round to aim, lasts until you move)
Optical: Improves range two steps (One round to aim, lasts until you move)
Laser: +2 (can be combined with another sight)
Pro: It feels less crappy than massive negative modifiers
Con: I'd miss the loss of the natural 20 automatic hit.
- Option #3 - Improved hit rolls. Point and shoot weapons don't require a lot of training. Shouldn't the attack roll be a lot easier than a bow or sling, especially at low levels? I feel like a crossbow falls into this category too since the basics can be learned in a day.
Attack as a fighter whose level is equal to half your Dexterity (if your level of experience is higher, use that instead). Amateurs may need to use the M-U or Cleric attack table until they get enough practice.
Stationary target (or whatever else deserves a bonus): +2
Multiple shots (or whatever else deserves a penalty): -2
Pro: That goblin with a shotgun looks more dangerous now.
Con: Elvish archers are less dangerous than human crossbowmen. Do I just assume that longer lifespan means higher level?
- Option #4 - Ranged AC. Use the attack roll from option #3, but the target has its AC modified by size.
Target Size Modifier: +/-2 per size category different from human standard
(Yeah I know, LL doesn't have size categories. Maybe I'll use these.)
-10 Bug (<2") Fly, Flea
-8 Tiny (2"-6") Butterfly, Frog
-6 Wee (6"-1') Smurf, Rat
-4 Small (1'- 2') Cat, Imp
-2 Short (2' - 4') Halfling, Goblin
0 Average (4' - 8') Human, Elf, Dwarf
+2 Large (8' - 12') Ogre, Troll
+4 Giant (12' - 21') Most Giants, Wyvern
+6 Huge (21' - 32') Adult Dragon, Tyrannosaurus
+8 Gargantuan (32' - 64') Old Dragon, Kraken
+10Colossal (>64') Ancient Dragon, Roc
Pro: I like the idea of AC for firearms based on the size of the target profile.
Con: I don't want to deal with an extra chart in combat. Also, do dragon scales deflect bullets?
I guess that's about it. I'm leaning toward option #3 and nothing else, but I keep changing my mind. Anyone have suggestions?
Labels:
Homebrewed Rules
September 11, 2011
Hit Location/Severity Charts for Ranged Attacks
Inspired by the gun-fighting mechanics in Boot Hill, I've been tinkering with rules to use in Labyrinth Lord for death-rays, boomsticks, and magic wands.
I'm still not certain how I want to handle the to-hit rolls for point and shoot weapons that bypass or ignore armor. I don't want to use standard AC because hardened scales and quick reflexes don't really help much against bullets. I'm leaning toward something like a Dex check with modifiers for the target's size and range, but I really don't want to fiddle with a size category chart. I'll try to figure something out soon.
I do have these other two charts finished, and I quite like them. These could be useful for any ranged attack.
Hit Location
Odd = Left [d20] Even = Right
(add half your level)
1-2 : Hand/Wrist
3-6 : Arm
7-10 : Foot/Leg
11-12: Shoulder
13-14: Groin/Abdomen
15-18: Chest
19-20: Head/Neck
or
1-9 Outer Ring
10-17 Inner Ring
18-20 Bulls Eye
Hit Severity
Hit Location roll + 1d20
2-20 : Light Wound
21-26 : Serious Wound
27-40 : Grievous Wound
If the target is using cover don't adjust the to-hit roll, just let the location chart and your common sense tell you if the shot was blocked. A crossbowman behind a parapet would have his legs and abdomen protected. Bullet proof vests only help when you get hit in the chest.
The meaning of Light/Serious/Grievous is open to interpretation. They could represent different save bonuses, damage modifiers, or different effects altogether. Maybe something like this...
Thrown Melee Weapons
Light: use smaller die for damage
Serious: normal damage
Grievous: use larger die for damage
Arrows, Bolts, Sling Stones
Light: half damage
Serious: normal damage
Grievous: double damage
Firearms
Light: 1 damage per HD of target
Serious: 2 damage per HD of target
Grievous: d4+2 damage per HD of target
(Exceptionally large creatures: 0/1perHD/2perHD)
(Godzilla: 0/0/Annoyed)
Phaser (set to stun)
Light: Hit location is numbed/paralyzed for d4 rounds
Serious: target is stunned for d4 rounds
Grievous: target is knocked unconscious for one turn
Phaser (set to kill)
Light: d6 damage + Save vs. Death +5
Serious: d6 damage + Save vs. Death
Grievous: d6 damage + Save vs. Death -5
Phaser (highest setting/disintegration ray)
Light: Save vs Death or Hit location disintegrates
Serious: Save vs Death or Target and all possessions disintegrate
Grievous: Target and all possessions disintegrate
I'm still not certain how I want to handle the to-hit rolls for point and shoot weapons that bypass or ignore armor. I don't want to use standard AC because hardened scales and quick reflexes don't really help much against bullets. I'm leaning toward something like a Dex check with modifiers for the target's size and range, but I really don't want to fiddle with a size category chart. I'll try to figure something out soon.
I do have these other two charts finished, and I quite like them. These could be useful for any ranged attack.
Hit Location
Odd = Left [d20] Even = Right
(add half your level)
1-2 : Hand/Wrist
3-6 : Arm
7-10 : Foot/Leg
11-12: Shoulder
13-14: Groin/Abdomen
15-18: Chest
19-20: Head/Neck
or
1-9 Outer Ring
10-17 Inner Ring
18-20 Bulls Eye
Hit Severity
Hit Location roll + 1d20
2-20 : Light Wound
21-26 : Serious Wound
27-40 : Grievous Wound
If the target is using cover don't adjust the to-hit roll, just let the location chart and your common sense tell you if the shot was blocked. A crossbowman behind a parapet would have his legs and abdomen protected. Bullet proof vests only help when you get hit in the chest.
The meaning of Light/Serious/Grievous is open to interpretation. They could represent different save bonuses, damage modifiers, or different effects altogether. Maybe something like this...
Thrown Melee Weapons
Light: use smaller die for damage
Serious: normal damage
Grievous: use larger die for damage
Arrows, Bolts, Sling Stones
Light: half damage
Serious: normal damage
Grievous: double damage
Firearms
Light: 1 damage per HD of target
Serious: 2 damage per HD of target
Grievous: d4+2 damage per HD of target
(Exceptionally large creatures: 0/1perHD/2perHD)
(Godzilla: 0/0/Annoyed)
Phaser (set to stun)
Light: Hit location is numbed/paralyzed for d4 rounds
Serious: target is stunned for d4 rounds
Grievous: target is knocked unconscious for one turn
Phaser (set to kill)
Light: d6 damage + Save vs. Death +5
Serious: d6 damage + Save vs. Death
Grievous: d6 damage + Save vs. Death -5
Phaser (highest setting/disintegration ray)
Light: Save vs Death or Hit location disintegrates
Serious: Save vs Death or Target and all possessions disintegrate
Grievous: Target and all possessions disintegrate
Labels:
Homebrewed Rules,
Random Tables
September 1, 2011
SATURMORN: World of Nostalgia
Saturmorn Playable Races
(assuming the planet is mostly a low-tech/fantasy world)
(Everything) - Humans
(LITTLE SHOP) - Venusian Flytraps
(MONCHHICHIS) - Monchhichis
(ALF) - Melmacians
(DUCKTALES) - Ducks (Mallardians?)
(GARGOYLES) - Gargoyles
(LITTLE MUPPET MONSTERS) - Muppets
(GUMMI BEARS) - Gummi Bears
(PAC MAN) - Pac-Men
(BARBAPAPA) - Barbas
(EWOKS) - Ewoks
(MY LITTLE PONY) - Unicorns (Bronies)
(CADILLACS AND DINOSAURS) - Grith (Dino sapiens)
(PINK PANTHER AND SONS) - Panthers (Meowmen)
(THE LITTLE MERMAID) - Merpeople
(MARSUPILAMI) - Marsupilamis
(THE AMAZING LIVE SEA MONKEYS) - Sea Monkeys
(MASKED RIDER) - Edenoites: Human look-alikes. Descended from insects, they possess a crystal on their foreheads. Sustained concentration keeps the crystal hidden by illusion. The crystal is capable of focusing psychic ability, and sharing mental imagery with others.
(THE SMURFS) - Smurfs
Smurf Ranger |
Monsters of Saturmorn
(POPPLES) - Popples
(TROLLKINS) - Trollkins
(BISKITTS) - Biskitts
(FRAGGLE ROCK) - Fraggles
(THE LITTLES) - Littles
(TEENAGE MUTANT NINJA TURTLES) - Martial Artist Mutants
(ATTACK OF THE KILLER TOMATOES) - Killer Tomatoes
(HERSELF THE ELF) - Tiny Elves
(DRAK PACK) - Corporeal Undead and Werewolves
(THE REAL GHOSTBUSTERS) - Slimer (Incorporeal, telekinetic undead)
(SNORKS) - Snorks
Snork Legionnaire |
High-Level NPCs
(DRAGON’S LAIR) - Dirk the Daring
(DUNGEONS AND DRAGONS) - Venger
(TARZAN: LORD OF THE JUNGLE) - Tarzan
(ALADDIN) - Mozenrath
(GALTAR AND THE GOLDEN LANCE) - Galtar
(CONAN THE ADVENTURER) - Conan
(TALES FROM THE CRYPTKEEPER) - Cryptkeeper
(CAPTIAN CAVEMAN AND THE TEEN ANGELS) - Captain Cave-Man
(COUNT DUCKULA) - Count Duckula
(THE GARY COLEMAN SHOW) - Gary Coleman, Angel
(HULK HOGAN’S ROCK N’ WRESTLING) - Hulk Hogan, Gladiator
(BEAKMAN'S WORLD) - Beakman, Alchemist
(MR.T) - Mr. T, Trainer
(THE WEIRD AL SHOW) - Weird Al Yankovic, Eccentric
(PEE WEE'S PLAYHOUSE) - Pee Wee Herman, Schizophrenic
(GUMBY ADVENTURES) - Gumby
(POPEYE AND SON) - Popeye
(LITTLE WIZARDS) - Prince Dexter
(RUBIK, THE AMAZING CUBE) - Rubik the Cube
(HERCULES: THE ANIMATED SERIES) - Hercules
(BILL AND TED'S EXCELLENT ADVENTURES) - Rufus (Temporal Fixer)
(MYTHIC WARRIORS: GUARDIANS OF THE LEGEND) - Greek Heroes
(THE LEGEND OF CALAMITY JANE) - Calamity Jane
(MEN IN BLACK THE SERIES) - Alpha (Agent A)
(READING RAINBOW) - LeVar Burton, Sage
Troy's psyche is shattered by LeVar |
Artifacts of the Ancients
(THE MASK) - Mask
(POWER STONE) - Power Stones
(PROJECT GeeKeR) - GeeKeR (Idiotic Shapeshifter)
(POKEMON) - Poké Ball
(HAMMERMAN) - Talking Dancing Shoes
(MONSTER RANCHER) - Mystery Discs (they unlock new monster breeds)
Mystery Disk |
The Dreamland Dimensions
(DINO RIDERS) - The Prehistoric Past
(THUNDARR THE BARBARIAN) - The Far Future
(BEETLEJUICE) - The Neitherworld
(LAND OF THE LOST) - Land of the Lost
(THE NEW ADVENYURES OF WINNIE THE POOH) - 100 Aker Wood
(NOOZLES) - Koalawallaland <--- try 8:20
(WILDFIRE) - Dar-shan
(KIDD VIDEO) - The Flipside
(PUNKY BREWSTER) - Chaundoon
(MOONDREAMERS) - Starry Up
(MY PET MONSTER) - Monsterland
(RAINBOW BRITE) - Rainbow Land
(THE WORLD OF STRAWBERRY SHORTCAKE) - Strawberryland
(THE CARE BEARS FAMILY) - Care-a-lot
(THE INHUMANOIDS) - Infernac/core, ?/mantle, Skellweb/crust
(ROMPER ROOM) - Broadcast each day into all the mirrors on Saturmorn. The children named at the end of each show are soon gathered up by Do Bee and participate in the next show... then disappear forever.
Romper Room Host (not Miss Ann) & Do Bee |
The Many Moons of the Old Ones
(for a more Gamma World feel, you only need to step onto a new planet)
(THUNDERCATS) - New Thundera
(BLACKSTARR) - Sagar
(THE HERCULOIDS) - Amzot
(HE-MAN AND THE MASTERS OF THE UNIVERSE) - Eternia
(SHE-RA: PRINCESS OF POWER) - Etheria
(ROBOTIX) - Skalorr
(VISIONARIES: KNIGHTS OF THE MAGICAL LIGHT) - Prysmos
(SKELETON WARRIORS) - Lumimaire
(VYTOR) - ?world name?
(BRAVESTARR) - New Texas
(GALAXY HIGH) - Flutor
(SECTAURS) - Symbion
(TIGERSHARKS) - Water-O
(TAZ-MANIA) - Tazmania "Where the sky's always yellow, rain or shine"
(THE WILD WEST COWBOYS OF MOO MESA) - Moo Mesa
(TOXIC CRUSADERS) - Smogula (The Smogulans)
(THE FLINTSTONES) - Bedrock
(THE JETSONS) - Orbit City
(SONIC THE HEDGEHOG) - Mobius
(THE PIRATES OF DARK WATER) - Mer
Map of Mer |
Map of Mobius |
Emissaries from Beyond the Void
(here are some aliens who might take the PCs off-world)
(SUPERTED) - SuperTed & the Spotty Man
(THE NEW ADVENTURES OF FLASH GORDON)- Flash Gordon
(GILLIGAN'S PLANET) - Gilligan
(FANTASTIC MAX) - Fantastic Max
(STARCOM THE U.S. SPACEFORCE) - Col. James Dash Derringer
(SPACEGHOST) - Space Ghost
(SABRE RIDERS AND THE STAR SHERIFFS) - Saber Rider and the Star Sheriffs
(SILVERHAWKS) - Quicksilver & friends
(ULYSSES 31) - Ulysses
(VOLTRON SEASON1) - Lion Force Voltron (Voltron of the Far Universe) Crew=5
(VOLTRON SEASON2) - Vehicle Voltron (Voltron of the Near Universe) Crew=15
(what might have been) - Gladiator Voltron (Voltron of the Middle Universe) Crew=3
(PANDAMONIUM) - Mondraggor & Poppapanda
(EARTHWORM JIM) - Earthworm Jim
(HYPERNAUTS) - Hypernauts
(BENJI ZAX AND THE ALIEN PRINCE) - Alien Prince Yubi
(DINOSAUCERS) - Dinosaucers
(ADVENTURES OF THE GALAXY RANGERS) - Galaxy Rangers
(JAYCE AND THE WHEELED WARRIORS) - Jayce
(BATTLE OF THE PLANETS) - G-Force <--- because none of the other versions involve space travel
(POWER RANGERS IN SPACE) - Power Rangers
(SILVER SURFER) - Silver Surfer
Yumi, Ulysses, Telemachus, and Nono |
Feel free to tell me about an interesting show or element that I may have overlooked.
Labels:
Campaign Settings
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