Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

August 26, 2012

Hack Goblish

Here's a chart for my version of Goblish.  This is what I use to make names for goblin NPCs, goblin villages, or any goblin words.

Feel free to make your own, better version.  Hack Goblish is for hacks, like me.  In either case, once a few words are rolled up randomly you might find certain rules for grammar start to take shape.  Whenever one occurs to you, just write it on the sheet.  It could be anything.  A particular combination of sounds might act as a root word, so it shows up in many related words.  Maybe most plurals end with the same sound.  Maybe some languages use howls, hisses, or clicks so you put those in the chart as predominate and frequent results.  It's the language for your goblins in your game, just write down whatever grammar and sentence structure rules you like and roll up the rest randomly.  Or let the players do it.  They love that shit.  Rolling up something that then becomes canon, like the name of a village?  Hell yeah.  That's almost as good as getting to name it yourself.



You roll percentage dice to determine each phoneme (distinct sound) used to say the word aloud.  A few rolls for short words, more for longer words.  The results here will form a pronunciation key, you can spell the word however you like.  By keeping certain sounds common to certain languages, I'm hoping that the randomly created words for each language will sound as if they belong together.  It seems a lot easier than inventing whole languages like Tolkien did.  As always, you may need to mix up the order a bit or add some vowel sounds to pronounce the result.

Maybe some examples?


First, let's roll up a name for a goblin shaman.  I don't want it to be very short or very long, so I'll use 6 phonemes.

*Rolls*  92 - 83 - 74 - 36 - 2 - 18
Result = O - N - I - OR - E - L
How I decided to spell it = Auneorrel


Second example.  Some PCs decipher some goblin runes about "blood".  Now they want to know how that is pronounced in the Goblish language, because, you know.... players.  So let's roll it up.  The word "blood" has 4 phonemes in English (B-L-U-D), but I'll say that it has 5 phonemes when spoken in Goblish.  Because, why not?

*Rolls*  8 - 49 - 28 - 56 - 79
Result =  F - Z - S - V - N
I just let my brain fill in the vowels sometimes = Fezsvin

Base 44


Blank Language Template

August 24, 2012

Hack Languages

Random name/word generator for any language.

Roll percentage dice a few times for short words, roll more for longer words.  Each roll is a distinct sound.  Just roll until the DM says to stop.  These results form a pronunciation key for the word, it can be spelled however you wish.  You may need to mix up the results a bit or add some vowel sounds to render a word pronounceable.

[1- 44] - Use the Base 44 Chart

[45 - 100] - Make a unique chart for each language using the Blank Language Template.  Just put the name of the language at the top, and pick the ten most frequently used sounds for each language.


Blank Language Template
Base 44




Below is the language chart I use to make names for human commoners, bandits, barbarians, tribesmen, pirates and more.  The percentages used here are similar to those heard in American English, but far less precise.  It's handy to roll up some names and words before the game, just in case you need the name of someone's nephew or whatever.  Rolling up words like this can be time consuming, but in moderation it can be fun let the players roll one up at the table.


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

August 12, 2011

The Boot Hill Sessions


For those who don't know, Boot Hill is an older RPG with strong focus on the "Old West".  Gunfights, Gambling, Brawling, and all that jazz.  Wikipedia says "Boot Hill is a western role-playing game designed by Brian Blume and Gary Gygax. First published in 1975, Boot Hill was TSR's third role-playing game, not long after Dungeons and Dragons and Empire of the Petal Throne."
 
Honestly, I never cared much for westerns, but that didn't stop me from playing Boot Hill.  I like to try out new game systems and see how all the fiddly bits work together.  I've never even had a chance to peek at these rule books before, and you never know when you'll find some rule or table that you'll want to carry over into other games.  Also, when you have a chance to play at Jeff Rients' table, you take it.  I'm not too proud to admit that he's a better GM than I am.  His games are always a blast.

    I've been a player for four sessions of Boot Hill.  I think that my character (Wild James Riley) has been involved in five or six gunfights now, and has managed to survive all of them.  PC death is a constant threat.  Experienced characters are somewhat faster and more accurate then inexperienced ones, but they are all equally fragile.  A character's max Strength (hit points) is determined at creation and doesn't ever increase, most characters seem to have between 10 and 20.  Every single gunshot has a decent chance to kill.  Most guns can shoot up to 3 times per round.  Most characters have between a 60% to 80% chance to hit, -10% for each shot after the first.  If you hit you make another percentage roll to determine the hit location.  Cover helps, always use cover.  A third percentage roll determines severity (each location has a different severity table).  Gunshot damage is either 3, 7, or Dead.  Oh, and if you win the fight but take wounds in the head or chest there is a chance that you'll die anyway from infection/organ failure some days later.  It's pretty hard core.  I'm rather enjoying it.

    The rules and systems seem to have a lot of moving parts, but they all fit together rather neatly.  Play is a lot smoother than I had imagined.  At first I thought that all those percentage rolls would make combat drag out too much, but I find that I'm rather fond of it all.  Most gunfights are over in only a few rounds, so the extra rolls don't seem like a hassle.  Besides, knowing exactly where I hit the poor bastard makes my mental picture of the gunfight a lot more vivid.  The brawling chart is pretty cool.  I still need to try some gambling to see how that works.  I was hoping to see how mounted combat worked, but Jeff says we are ignoring those rules.  I trust his judgement, the overall FPM (Fun Per Minute) is probably higher without using them but I'm still curious how it works.

    The one set of rules that I know I would tweak are the intoxication rules.  I like the end results, but getting there is a pain.  Basically, taking shots of whiskey will lower some basic attributes (speed and... accuracy?) while raising others (bravery and strength), this changes the associated rows of bonuses, then you have to tally the columns again see what your new weapon modifiers are.  That's a lot of scribbling and looking at charts for a temporary effect.

    Grod knows, Jeff doesn't need my help... but this is how I'd house rule intoxication for Boot Hill.

    GM determines level of intoxication, or a d10 is rolled.

    (1) - Bent an Elbow, Had a Snort of Liquid Courage
    +5% Accuracy thanks to calm nerves and a steady hand

    (2,3,4) - Tonsils Varnished, Loaded
    -1 Weapon Speed, +1 Strength, -5% Accuracy

    (5,6,7) - Soaked, Drunk
    -2 Weapon Speed, +2 Strength, -10% Accuracy

    (8,9) - Full as a Tick
    -3 Weapon Speed, Normal Strength, Variable Accuracy (GM rolls percentage each round to determine your new base accuracy)

    (10) - Drunk as a Boiled Owl
    -5 Weapon Speed, -3 Strength (easier to incapacitate/knockout), -50% Accuracy ("Whoa there, fella!  Just put the gun down.")



    So, there you have it.  I did a little research to come up with 1800s slang for drunkenness.  Did you know that "Drunk as a skunk" didn't get popular until the 20th century?  I was surprised, I thought it was older.  Luckily the "boiled owl" version was in use, and is hilarious.

    I'm mainly just sharing this in case anyone else wants to run Boot Hill with alternate rules for drunkenness.  I'm still debating whether I should show this to Jeff or not.  The next session of Boot Hill is our last.  We're moving on to a different game after that, so it's unlikely that we'll use the intoxication rules again anyhow.  Besides, there are more important things to focus on.  I still have three personal goals that I want my character to accomplish.

    1. Get into a fist fight over a card game (or a lady).
    2. Negotiate a pause in the middle of a shootout so that women and children can run to safety.
    3. Use the phrase "Hotter than a whorehouse on nickel night".

    Wish me luck.

    June 30, 2011

    Treasure Type: Plants

    This began as a simple list of spices to use as treasure.  Then I thought I should add plants used as alchemical ingredients.  Then I added medicinal herbs and poisons.  Then I thought it might be fun make it a random chart instead.  And on, and on, and on.

    Now I have this... thing.

    It can generate valuable plants for any type of setting.  It was originally intended to be used as a treasure table, but it seems far too unwieldy to use during play.  I feel like this table is a rough draft, but I'm setting it aside for now.  I'm posting it here until I decide exactly what I want to do with it. 

    To use the table in it's current form, just roll a d20 for each column (except "Special").


    "Function" shows the basic reason why people are willing to buy the plant. It's up to the GM to come up with specifics.  Crafting might mean that it is a component for alchemy, or something more mundane.  It could be that the wood is prized for making musical instruments, or the resin might be used for making a strong glue, or the powder might be useful to blacksmiths for strengthening steel, or whatever.  A result of Special means that the plant has some quality that appears magical and might be useful to anyone, roll on the "Special" column to see the type of effect.  Special plants are highly prized, especially by alchemists, so any gp amount from the "Price/Unit" column can be multiplied by 100.

    "Form" shows the part of the plant that is valued. It might also have been processed into a powder, oil, or whatever.  This combined with the results from "Color", "Taste", and "Scent" help in describing to the PCs what exactly they have found.

    "Region" shows where someone is likely to find these plants growing wild.  It's up to the GM to determine if the plant is common or rare; found in many regions or only this one type.  This column only shows the terrain type where the plants are most likely to thrive.

    "Price/Unit" and "# of Units" are the treasure table columns.  These determine the size and number of containers that the PCs have found, as well as the standard price for a full container.  Notes about container sizes and equivalencies can be found back here.

    The "Demand" column is used when the PCs try to buy or sell the plant.  It shows whether the locals feel strongly enough about the plant to have a special reaction, or if the standard sale price should be adjusted. Litigious means that the plant is illegal for some reason.  Taboo means that anyone carrying the plant is frowned upon, and may be asked to leave.  Usually this is because of some crazy custom or superstition, but maybe some local monster really is drawn to the smell.  Extreme demand means that the PCs could sell the plant for up to 3X its normal value, garner favors, and become very popular with the locals.  Fanatical demand means that the locals are zealous about getting the plant, they may even be highly addicted to it.  The locals will refuse to take no for an answer, and might even try to kill the PCs just to get as much of the plant as possible.