Wednesday, January 29, 2014

1st Age: Magic-User Pregen for Playtest

Here is the Magic-User that was built for my playtest.  Magic is very much driven by the player's creativity.  This is a snapshot at level 3 what the magic-user looks like, not an overview.

Class: Magi-User
Level: 3
Hit Points: 24
Recoveries: 3 for 1d4 each

Attribute Mod + Level = Total
Strength +1 +3 = +4 
Dexterity +1 +3 = +4
Constitution +3 +3 = +6 
Intelligence +3 +3 = +6
Wisdom +4 +3 = +7 
Charisma +1 +3 = +4

Ability Mod + Level = Total
Initiative: +1 +3 = +4
Armor Class: 10 +6 = 16
Physical Defense: 10 +6 = 16
Mental Defense: 12 +6 = 18

Backgrounds (Spend 8 points with no more than 5 points in any background, e.g. Hunter, Scout):



Melee weapon +4; 1d4+1 damage

Ranged weapon +4; 1d4+1 damage

Wand +6; 2d4 damage
Natural Even Roll: Knock your target back 5 feet
Natural Roll of 16+: +1d4 damage

Stunt +4; Something cool

Magic (Choose 3 schools of magic to cast spells from)

Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.


Conjuration: Conjurations bring manifestations of objects, creatures, or some form of energy to you. Conjurations can also transport creatures from another plane of existence, heal, transport creatures or objects over great distances or create objects or effects on the spot.


Divination: Divination spells enable you to learn secrets, to predict the future, and to find hidden things.


Enchantment:Enchantment spells affect the minds of others, influencing or controlling their behavior.


Evocation:Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.


Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.


Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force.



Transmutation: Transmutation spells change the properties of some creature, thing, or condition. 

To cast a spell, describe what you want to attempt.  If the GM allows, she sets the DC at 6, 11, or 16.  Any targets will make a DC 6, 11, or 16 depending on the GM.

Closing Out January

It's been a good month.  The whole family is well and adjusting to their new sister who is 6 weeks old now.

The cold has been trying, but I think most of the US has been wrestling with it and we've been fortunate, so far.

My work with 1st Age has gone over well and I had the opportunity to have one of classes appear in Pelgrane Press' Page XX webzine.  I plan to continue it and ideas from it might be migrating over to my Secret Project which had been using the 4/C OGL system (FASERIP).

I hope 2014 continues like this.

I exceeded my goal of 15 posts and with the DnD Blog Hop next month should easily meet that goal.

Thanks for following.

Favorite TV Show: The Following

Listening to: The Rolling Stones

Mood: Content

1st Age: Cleric second draft

While I'm glad to get the additional exposure that Pelgrane Press' Page XX gives me (thank you again Wade, Cat, and Simon), I decided to post a revision to the Cleric here.


I'm balance time between working up the foundation of the Druid, Monk, Dark Elf, Orc, Bard, Paladin, Illusionist and Ranger and adjusting the existing classes.



In play, most things work as they do in 13th Age: saves, the escalation die, backrounds, one unique things, and for simplicity weapon and armor selection are purely for cosmetic details, your class or race dictates your defenses and damage output, unless you get a cool magic item. Most classes go to 10th level with some only going to 9th.

Spells, magic items and foes are used as they appear in Labyrinth Lord.


Cleric

Requirements: None

Hit Points per Level: 6 + Con mod per Level

Maximum Level: 10

Initiative: Dex mod + Level 

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level

Armor Class (armor): 14 + middle mod of Con/Dex/Wis + Level

Armor Class (shield and armor): 15 + middle mod of Con/Dex/Wis + Level

Physical Defense: 11 + middle mod of Str/Con/Dex + Level

Mental Defense: 11 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background 

Devotion:  If a cleric ever falls from favor, due to violating the beliefs of his god or breaking the rules of his clergy, his god may impose penalties upon the cleric by removing the benefit of the escalation die in combat.

Melee Attack
Attack: Strength + Level vs. AC
Hit: 1D6 + Str Mod
Natural Hit of 16+: +2 to your next melee attack

Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D4 + Dex Mod

Destroy Undead
Target: 1d4 nearby undead creatures
Attack: Wisdom + Level vs. MD
Hit: 2D4
Natural Even Hit:  Target is dazed (-4 penalty to attacks) until the end of your next turn

Devotion (Optional)
Uses: 2 times per day
Target: All nearby allies
Effect: Heal 1d6+2 hit points

Divine Inspiration:  Worshiping their god allows a cleric to cast spells in their god's name.  A cleric my cast any spell on the cleric spell list as long as it is not higher than their current level.

Miracle Working
At 1st Level a cleric may cast level 1 spells
At 2nd Level a cleric may cast level 2 spells
At 3rd Level a cleric may cast level 3 spells
At 4th Level a cleric may cast level 4 spells
At 5th Level a cleric may cast level 5 spells
At 6th Level a cleric may cast level 6 spells
At 7th Level a cleric may cast level 7 spells

Thaumaturgy: A cleric's spells are granted by their god and there for do not need to learn them.  If their god wishes them to have access to a spell, they simply do.  A cleric cannot cast a spell that is higher than their cleric level.  

Gods are fickle and will not always allow a cleric to continue to benefit from a particular spell.  If a cleric's zeal is found to be complete by her god, she may continue to recast the same spell over and over.  However, if her passion is found lacking by her god, the spell is cast but is not available to her for the rest of the day.  Additionally she is required to spend six hours in prayer and meditation to her god to give her full access to all of her spells.

When a cleric casts a spell, they make a hard (DC 16) save.  Note this DC can be adjust to 11 or even 6 if the GM feels that circumstances are particularly important to a cleric's god. 

If the cleric succeeds on their save, the spell is cast and he may recast that same spell again that day.  When recasting a spell, he repeats the process above with the same two possible results.  

If the cleric fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Sasha Bluth, a vicar of the Priestess, casts Light and rolls an 18 on his save, he may recast it as soon as the next round.  If the roll of his second save is a 20 when recasting Light he can recast it a third time that day.  However, if the roll of his third save to recast Light is a 14, the spell is cast but cannot is no longer available to the cleric that day and requires Sasha to devote six hours of uninterrupted prayer to the Priestess before he may cast it, or any other spell he failed to save against while casting, again.


Citadel: At 6th level a cleric may establish or build a citadel. So long as the cleric is currently in favor with his god, he may buy or build a keep at half the normal price due to divine intervention. Once a citadel is established, the cleric's reputation will spread and he will attract 1st and 2nd level followers of the fighter class (numbering 5d6 x10) that are completely loyal.  The GM chooses which proportions of followers are bowman, infantry, etc.

Healing Magic: The default goal of this project treats the cleric's healing abilities as they appear in Labyrinth Lord, Cure spells are merely another resource open to the class which has no special tools for healing beyond them. This assumption does not give characters 13th Age's recoveries, however. The Devotion ability is a way to boost healing for groups that find that desirable.

Since both games are central to this project's inspiration and if a group wants to include recoveries, I would suggest giving each character 1 recovery per Level each day. See the chart below detailing how much each class heals when a recovery is used. A recovery may be used once per combat or freely while out of combat, but if a cleric is in the party, their god's presence allows each character a second use of a recovery per battle, regardless of the number of cleric's in the party (two clerics do not give you two extra uses of recoveries per battle).

Class                                   Recovery Die
Dwarf                                       D10
Fighter                                       D8
Cleric, Elf, Halfling                  D6
Thief, Magic-User                    D4


A final optional rule if your not using recoveries would simply allow the cleric to grant “fast healing” to her allies. While present in the party, any member who is below half their hit point maximum heals 2 hit points per round until they return to half their maximum hit points. Outside of combat a cleric's presence in the party allows each member to heal 1d6+1 hit points per day of rest, instead of 1d3.


1st Age Cleric, all text open.







OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Creature Collection Volume 1 Copyright 2000, Clark Peterson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
The Hypertext d20 SRD Copyright 2004, Jans W Carton.
13th Age Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
1st Age Fighter version 1.0, copyright 2014, Mark Craddock.
1st Age Thief version 1.0, copyright 2014, Mark Craddock.
1st Age Dwarf version 1.0, copyright 2014, Mark Craddock.
1st Age Magic-User version 1.0, copyright 2014, Mark Craddock.
1st Age Magic-User version 2.0, copyright 2014, Mark Craddock.
1st Age Elf version 1.0, copyright 2014, Mark Craddock                                                                                                                                         1st Age Cleric version 1.0, copyright 2014, Mark Craddock.
1st Age Cleric version 2.0, copyright 2014, Mark Craddock.
  1. END OF LICENSE





Monday, January 27, 2014

1st Age: Playing and Testing

So, I finally got to run 1st Age through it's paces and it went well.  However, as we made characters and played, where I had been leaning closer to Labyrinth Lord while translating it, I found myself leaning closer to 13th Age in actual play.

I'm probably going to be roughing out some additional classes in the next few weeks and hope to put together a PDF with 2nd and 3rd drafts of the original classes.

I realize what I really want is a game as streamlined as LL, but as interesting as 13th Age.  I think I'm getting closer.  I may post some of the characters we worked up, and you'll be able to see how the game is evolving.

Sunday, January 26, 2014

Happy Birthday D&D!

So roughly 40 years ago today, DnD entered the world, and it's a much better place for it!

I began playing ADnD 2E back in 1991, I was in college...yeah, a late bloomer.

My first character was a fighter (I couldn't qualify for any other class) named Garamond (I majored in Graphic Design and the font was his name sake).

I had played Champions before ADnD and I was...disappointed that so many rules weren't covered and our DM choose to say "no", instead of letting you try something.  So, ADnD and I had a rocky relationship.

Then came player's options, which was cool, but after starting a game of it, I quickly regretted not simply using Palladium Fantasy Revised Edition.  You see, I didn't have the knowledge of DnD's history of "it's ok to make a rule up" yet and wasn't experienced enough a DM to make things work.

By the time DnD 3.0 was announced I was working at my current job at Comic Book World, but wasn't gaming manager yet.  I followed Eric Noah's site religiously and loved that Jonathan Tweet was on the design team.

While I liked 3rd edition, I was still at a point where Vancian magic plagued me and I played very little of it.

By the time 3.5 came out, I was gaming manager ran demoes to reassure fans of the transition.  But again, it wasn't for me.

4th Edition was like a breath of fresh air to me.  I raved about slaughtering the "sacred cows".  We played it straight until the weekend that Player's Handbook 2 came out.  And then, as a group, we all were burned out.  The fights were taking too long (something a DM can fix), I was tired of the grid and we just walked away.

Essentials looked intriguing, but I just wasn't ready to go back to the grid, plus I'd found the OSR by then and was reading Basic Fantasy, Labyrinth Lord and Swords and Wizardry.  SnW, in particular really grabbed me, but I was taking a break from gaming at the time and didn't run it.  I even purchased 3 of the first printing of the hardcovers from Frog God Games.

I was lucky enough to get in on the friends and family playtest of DnD Next.  So I've been playing it since January of 2012.  I've like what I've seen, but the latest rules update left me kind of cold, at first.

Plus, I preordered 13th Age during it's second escalation edition.  The first time I read the press release I was excited to see the names of two of my favorite game designers, Jonathan Tweet (Over the Edge, Talislanta 3E) and Rob Heinsoo (Feng Shui, 4E).  But I held off because I had Next and I really liked it.

See, Next was a nice mix of the OSR and unified mechanics.  And I had reached a point, after over 20 years of gaming where mechanics were secondary and I didn't want to rock the boat.

But, 13th Age kept pulling me in and over time replaced most game systems for me.

It's funny, for years I wanted the economy of bonuses in DnD to match up and unify and they did that in DnD Next and that it what initially turned me off.  But it's a good game and I need to start prepping my customers again.

Happy Birthday DnD.  I owe you more than either of us realize.

Friday, January 24, 2014

1st Age: Cleric

Thanks to Wade Rockett, the Cleric is in this month's Page XX from the fabulous Pelgrane Press!

For the time being, please check it out there.

Let me add a big thanks to Cat and Simon from Pelgrane, the FireOpal crew for making such a great game, Dan Proctor for Labyrinth Lord and you for taking time to look at my blog!

Wednesday, January 22, 2014

1st Age: Halfling second draft

I had some good feedback that Small & Fast was too powerful.  I had a great suggestion about using it to disengage, but that type of rule doesn't exist if you hue closer to Labyrinth Lord, so I'm avoiding it at the moment.



Halfling


Requirements: Dex 9, Con 9

Hit Points per Level: 6 + Con mod per Level


Maximum Level: 8


Initiative: 4 Dex mod + Level

Armor Class (armor): 12 + middle mod of Con/Dex/Wis + Level

Armor Class (shield + armor): 13 + middle mod of Con/Dex/Wis + Level

Physical Defense: 12 + middle mod of Str/Con/Dex + Level

Mental Defense: 9 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background

Hide In Shadows: Gain the Stay Out of Sight +5 background which covers hiding and moving silently among other things.


Melee Attack
Attack: Dexterity + Level vs. AC
Hit: 1D6 + Dex Mod


Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D6 + Dex Mod

Natural Even Hit: +2 damage

Safe Haven: When a halfling reaches 6th level, he can build a stronghold. These strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the bailiff of the people (their leader) and must rule them wisely and well.


1st Age Halfling, all text open.





OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions:
    1. "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
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    3. "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
    4. "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
    1. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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    8. COPYRIGHT NOTICE

      Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
      Creature Collection Volume 1 Copyright 2000, Clark Peterson.
      Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
      Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
      Swords of Our Fathers Copyright 2003, The Game Mechanics.
      Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
      Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
      The Hypertext d20 SRD Copyright 2004, Jans W Carton.
      13th Age Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
      Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
      1st Age Fighter version 1.0, copyright 2014, Mark Craddock.
      1st Age Thief version 1.0, copyright 2014, Mark Craddock.
      1st Age Halfling version 2.0, copyright 2014, Mark Craddock.

    END OF LICENSE





Tuesday, January 21, 2014

Down Time

I was elated to see how much extra traffic my blog got last week.  I appreciate all the shares and +1's immensely.

I'm working on the Cleric and Halfling right now and contemplating some feedback on the Dwarf and Elf.

This weekend I took some time to read some RPG's I haven't done much with in quite some time: HackMaster, TORG/MasterBook, DC Heroes, Underground, and Marvel FASERIP.

Each has something I appreciate and it was nice to bask in some nostalgia.

I wish I could say I got to test 1st Age this past weekend, but it just didn't happen.  I have some unexpected free time tonight, so we'll see.


Friday, January 17, 2014

1st Age: Elf 1st draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic.  Max of 10 levels.



Elf


Requirements: None
Hit Points per Level: 6 + Con mod per Level
Maximum Level: 9



Initiative: Dex mod + Level

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level


Armor Class (armor): 12 + middle mod of Con/Dex/Wis + Level

Armor Class (shield and armor): 13 + middle mod of Con/Dex/Wis + Level

Physical Defense: 11 + middle mod of Str/Con/Dex + Level

Mental Defense: 12 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background
 


Infravision: See in the dark out to 60 feet.

Detect Secret Doors:  An elf has Search for Hidden Doors +5 as a background.

Melee Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Melee Attack

Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Ranged Attack


Book of Shadows
The elves recognized the arcane energy that is connected to their world and from an early age are taught to harness it's power.  Elven instructors give every young elf a book of shadows that contains three 1st level spells and at least one spell of of every other level they may cast.  If an elf finds or purchases a new spell they may copy it into their book.  However, they may only cast a spell if it is a level they may cast.
     It is from their book of shadows that an elf learns their spells and commits them, permanently, to their memory.

Spellcasting
1st Level an elf may learn and cast level 1 spells
3rd Level an elf may learn and cast level 2 spells
5th Level an elf may learn and cast level 3 spells
7th Level an elf may learn and cast level 4 spells
9th Level an elf may learn and cast level 5 spells

High Magic
Once an elf memorizes a spell they may cast it or any other spell they know whenever necessary.  An elf cannot learn or cast a spell that is higher than their magic-user level.  

The process of casting spells is mentally taxing as the arcane forces within an elf mind is wild and otherworldly.  If an elf's recollection of a spell is perfect, she may continue to recast the same spell over and over.  However, if the recollection of the arcane symbols is imperfect, the spell fades from her memory until receiving six uninterrupted hours of mediation.

When an elf casts a spell, they make an average (DC 11) save.

If the elf succeeds on their save, the spell is cast and he may cast that same spell again that day.  When recasting a spell, he  repeats the process above with the same two possible results.  

If the elf fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Luvelda Mor rolls a 19 on her save to cast Detect Magic, she may recast it as soon as the next round.  If the roll of her second save when recasting Detect Magic is a 4, the spell is cast but strain has prevented her from casting it again that day and Luvelda will need six uninterrupted hours of rest before she may cast Detect Magic, or any other spell she failed to make a save against.


Bastion: At 6th level elves can establish a stronghold in a natural setting, such as a forest or glenl. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the bastion, all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

1st Age Elf, all text open.





OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions:
    1. "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
    1. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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    8. COPYRIGHT NOTICE

      Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
      Creature Collection Volume 1 Copyright 2000, Clark Peterson.
      Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
      Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
      Swords of Our Fathers Copyright 2003, The Game Mechanics.
      Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
      Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
      The Hypertext d20 SRD Copyright 2004, Jans W Carton.
      13th Age Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
      Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
      1st Age Fighter version 1.0, copyright 2014, Mark Craddock.
      1st Age Thief version 1.0, copyright 2014, Mark Craddock.
      1st Age Dwarf version 1.0, copyright 2014, Mark Craddock.
      1st Age Magic-User version 1.0, copyright 2014, Mark Craddock.
      1st Age Magic-User version 2.0, copyright 2014, Mark Craddock.
      1st Age Elf version 1.0, copyright 2014, Mark Craddock.

    END OF LICENSE




Wednesday, January 15, 2014

1st Age: Magic-User 2nd Draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic.  Max of 10 levels.

This version uses a save based magic system that I feel could be easier for new players to understand and perhaps be more fun to play.  When I was introduced to the wizard, the idea of being able to cast any spell I know, at any time would have been closer to what I imagined from the character type.



Magic-User


Requirements: None

Hit Points per Level: 4 + Con mod per Level


Maximum Level: 10



Initiative: Dex mod + Level 

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level


Physical Defense: 10 + middle mod of Str/Con/Dex + Level

Mental Defense: 12 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background
 



Melee Attack
Attack: Strength + Level vs. AC
Hit: 1D4 + Str Mod


Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D4 + Dex Mod



Wand Attack (Optional)
Attack: Intelligence + Level vs. AC
Hit: 1D6

Natural Even Hit:  Add the escalation die to damage


Grimoire:  Every magic-user has a book of spells, usually given them to by an instructor, that contains four 1st level spells and at least one spell of of every other level.  If a magic-user finds or purchases a new spell they may copy it into their grimoire.  However, they may only cast a spell if it is the equal to less than their current level.
     It is from their grimoire that a magic-user learns their spells and commits them, permanently, to their memory.

Spellcasting
1st Level a magic-user may learn and cast level 1 spells
2nd Level a magic-user may learn and cast level 2 spells
3rd Level a magic-user may learn and cast level 3 spells
4th Level a magic-user may learn and cast level 4 spells
5th Level a magic-user may learn and cast level 5 spells
6th Level a magic-user may learn and cast level 6 spells
7th Level a magic-user may learn and cast level 7 spells
8th Level a magic-user may learn and cast level 8 spells
9th Level a magic-user may learn and cast level 9 spells

Invocation: At 10th level a magic-user may add the escalation die to a save to cast a spell twice per day.

Spellcraft: Once a magic-user learns a spell they may cast it or any other spell they know whenever necessary.  A magic-user cannot learn or cast a spell that is higher than their magic-user level.  

The process of casting spells is mentally taxing as the arcane formulae within the wizard's mind is complex and otherworldly.  If a magic-user's recollection is perfect, he may continue to recast the same spell over and over.  However, if the recollection of the arcane formula is imperfect, the spell fades from his memory until receiving eight uninterrupted hours of mediation and rest.

When a magic-user casts a spell, they make an average (DC 11) save.  Note this DC can be adjust to 6 or 16 if the GM feels that mana level of the area warrants it.

If the magic-user succeeds on their save, the spell is cast and she may recast that same spell again that day.  When recasting a spell, she repeats the process above with the same two possible results.  

If the magic-user fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Sargoo the Sapient casts Magic Missle and rolls a 13 on his save, he may recast it as soon as the next round.  If the roll of his second save is a 19 when recasting Magic Missle he can recast it a third time.  If the roll of his third save to recast Magic Missle is a 6, the spell is cast but cannot be cast again that day and requires Sargoo to get eight uninterrupted hours of rest before he may cast it again.


Arcanist: At 5th level a magic-user is able to create spells and magic times.  The spell they are creating may not be of a higher level than the magic-user can cast.  It takes a minimum of  two weeks of game time and 1,000 gp per spell level.   
     If they are crafting a magic item and it mimics the effect of a spell, it will cost 1 week of game time and 500 gold pieces for each spell level of the mimicked spell.  
     More powerful and innovative magic items may require entire adventures to be undertaken to find the ingredients. As a general rule, items should cost from 10,000 to 100,000 gold pieces and from 1 month to 1 year of game time to complete.  
     Creating magic traps or other magical constructs, magical portals, or other exotic effects will need to be given a gold piece and time cost based solely on the GM's discretion. 
     All such endeavors to craft spells or magic items requires an easy (DC 6, the GM can decide to increase this) save after the character has spent the money and time on the project.  If the save fails so does the project, either way, the money and time are lost.

Sanctum Sanctorum: At 6th level a magic-user may build a stronghold, often a great tower.  He will then attract 1d6 magic-user apprentices, who will range from levels 1 to 3.


1st Age Magic-User, all text open.





OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions:
    1. "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
    2. "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
    3. "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
    4. "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
    5. "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
    6. "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
    7. "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
    8. "You" or "Your" means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
    1. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
    2. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
    3. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
    4. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
    5. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
    6. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
    7. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
    8. COPYRIGHT NOTICE

      Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
      Creature Collection Volume 1 Copyright 2000, Clark Peterson.
      Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
      Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
      Swords of Our Fathers Copyright 2003, The Game Mechanics.
      Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
      Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
      The Hypertext d20 SRD Copyright 2004, Jans W Carton.
      13th Age Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
      Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
      1st Age Fighter version 1.0, copyright 2014, Mark Craddock.
      1st Age Thief version 1.0, copyright 2014, Mark Craddock.
      1st Age Dwarf version 1.0, copyright 2014, Mark Craddock.
      1st Age Magic-User version 1.0, copyright 2014, Mark Craddock.


      1st Age Magic-User version 2.0, copyright 2014, Mark Craddock.


    END OF LICENSE





Oakhurst: Rangers of Roan

The Rangers of Roan were founded 587 years ago in the Monarchy of Sumter when Princess Roan was visited by the goddess Melora who wante...