Tuesday, January 14, 2014

1st Age: Invocation Spellcasting System

Part of this was originally in the write-up for the Magic-User, but I still believe the central goal is to merge LL and the Archmage Engine, so these ideas are not central to the project.

Here is the first option:

Invocation Spellcasting System
Instead of scibbling spells down in a book, the magic-user memorizes them permanently.  Allowing them to cast whatever spell they know at the whatever moment they choose.  Magic-Users cannot learn a spell of a higher level than they can cast.

When a magic-user casts a spell, they must make an invocation roll, an average (DC 11) save.  

On a natural 1 the psychic interference inflicts a cumulative -1 to all invocation rolls for the rest of the day.

With a failure the spell is cast, but the trauma of casting it blocks that particular spell from being further cast until you get 8 hours of uninterrupted sleep.  

With a success, the spell is cast and you may attempt to cast it again that day with the same possible results.

On a natural 20 the the magical theorem's become clearer to the magic-user's mind's eye granting a cumulative +1 to all invocation rolls for the rest of the day.

A magic-user also has the following ability:
Invoker
Twice per day a magic-user may add the escalation die to their save to cast a spell.


1st Invocation Spellcasting System, 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
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    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.
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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.
  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.
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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 Invocation Spellcasting System version 1.0, copyright 2014, Mark Craddock.


    END OF LICENSE





Friday, January 10, 2014

Kickstarter featuring 14 dice sets compatible with Dungeon Crawl Classics

Impact! Miniatures is running a Kickstarter offering 14 dice sets that work with Goodman Games' Dungeon Crawl Classics RPG.  In addition, they ware work on a d9 and a d11.

Check it out.

1st Age: Working on Magic the User

I'm beginning to work on the Magic User today.  My current plan is to use the spells as they appear in Labyrinth Lord, but I'm still trying to decide to present them in the vancian form they appear in there or something closer to 13th Age (for instance instead of slots from all 9 levels of spells, perhaps at 5th level a magic user has access to 5 spells up to 3rd level and 4 spells up to 5th level).

Which brings me to remind everyone that a 5th level caster in 1st age is equal to a 10th level caster in LL, since the max level is 10 in 1st Age.

Right now I'm leaning once again toward LL, but any thoughts would be appreciated.

Thursday, January 9, 2014

1st Age: Dwarf first 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.




Dwarf


Requirements: Con 9

Hit Points per Level: 10 + 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): 15 + middle mod of Con/Dex/Wis + Level


Armor Class (shield and armor): 17 + 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


Infravision: See in the dark out to 60 feet.

Stonecunning: Dwarves gain Dungeoneering +5 as a background, which may be used to detect traps, false walls, hidden construction, and noticing if passages are sloped among other things.

Magic Resistance: Dwarves only need an easy (DC 6) save vs. spells and magical effects.

Melee Attack
Attack: Strength + Level vs. AC
Hit: D10 + Str Mod


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

Fortress: At 6th level a dwarf has the option of starting an underground stronghold that will attract dwarves from far and wide.  Dwarves usually live in clans, so his kin will be attracted to live in the fortress, but dwarves of other clans will also come and live nearby to be ruled by the character.  A dwarf ruler is able to hire dwarves soldiers and mercenaries, but may only hire members of other races for other task, such as alchemy or using magic.






1st Age Dwarf, 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 Copyright 2014, Mark Craddock.
      1st Age Thief Copyright 2014, Mark Craddock.
      1st Age Dwarf Copyright 2014, Mark Craddock.

    END OF LICENSE







Wednesday, January 8, 2014

Why 1st Age?

I was led to the OSR through a winding course that started with Castles and Crusades, then Basic Fantasy, next Swords and Wizardry and finally to Labyrinth Lord and Delving Deeper.

However, 13th Age over the last 18 months has become what I most want in a RPG with DnD as it's pedigree.

That being said, many of the games I run include new players ranging in age and while there is nothing too complex about 13th Age, sometimes I just want to speed them through character generation and not overwhelm them with choices.

That's why I began working on 1st Age, to take the core of the Archmage Engine that powers 13th Age and apply it to a leaner set of rules, like Labyrinth Lord.  No feats, no talents, less fiddly bits overall.  Bits that aren't bad or poorly designed, but that sometimes are just in the way.


So if 13th Age is a "love letter to DnD", 1st Age is my fan mail to Gygax, Arneson, Moldvay, Cook, Tweet, Heinsoo, and Proctor.

A leaner version of the Archmage Engine, for those times when you want (or need) to be faster and looser.

1st Age: Thief 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.


I'm unsure of my Backstab solution, any and all feedback is appreciated!




Thief

Requirements: None

Hit Points per Level: 4 + Con mod per Level


Maximum Level: 10



Initiative: Dex mod + Level

Armor Class (no armor): 11 + middle mod of Con/Dex/Wis + Level


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


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


Mental Defense: 10 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background

Thief Abilities: Gain the Thief +5 background which covers attempts to pick locks, find and remove traps, pick pockets, move silently, climb walls, hide in shadows, and hear noises.
 

Melee Attack
Attack: Dexterity + Level vs. AC
Hit: 1D6 + Dex Mod
Natural Hit of 16+: Backstab for an additional 1D8 damage


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


Decipher Scripts: At 2nd level a thief may attempt to read languages, but not magical writings, by making an easy (DC 6) save.   If the attempt fails, the thief may not try to read that particular piece of writing until they reach a higher level of experience.

Guildmaster: At 6th level a thief may establish a thief den, and 2d6 thief apprentices of 1st level are recruited. These thieves will serve the character with some reliability; however, should any become arrested or killed the character will not be able to attract more followers of this type to replace them. A successful character can use these followers to start a Thieve's Guild.

Read Scrolls: At 8th level a thief can read and cast magic from magic-user and elven scrolls by making an easy (DC 6) save. A failed roll means the spell does not function as expected, and can create a horrible effect at the GM's discretion.

1st Age Thief, 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.


    END OF LICENSE







Tuesday, January 7, 2014

1st Age: The Fighter's 1st Draft or a Vigorous mixing of 13th Age and the OSR

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.




Fighter

Requirements: None

Hit Points per Level: 8 + Con mod per Level


Maximum Level: 10



Initiative: Dex mod + Level

Armor Class (no armor): 13 + middle mod of Con/Dex/Wis + Level


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


Armor Class (shield and armor): 16 + middle mod of Con/Dex/Wis + Level


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


Mental Defense: 10 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background

Tough as Nails: Add the escalation die to all saves.

Melee Attack
Attack: Strength + Level vs. AC
Hit: 1D8 + Str Mod
Natural Even Hit: +2 to your AC

Miss: 2 damage

Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D8 + Dex Mod
Natural Even Hit: +2 damage

Weapon specialization: Choose 1 specific type of weapon and use the following:
     Specialized Weapon Attack     

    Attack: Strength (Melee) or Dexterity (Ranged) + Level vs. AC
     Hit: 1D8 + Str (Melee) or Dex (Ranged) Mod + escalation die
     Natural Even Roll: +2 to your next Attack and AC
     Miss: 4 Damage


Stronghold: At 6th level, a fighter may become a great leader of warriors, taking control of a parcel of land and a leadership rank in his society. A fighter will, assuming money is at hand, build a castle. He may ultimately control several villages and towns, but must be a good, strong leader and provide protection.










Invincible RPG: I want to succeed more often and not break the Stunt rules

I really like the Invincible RPG and therefore the Dice Pool version of the Year Zero Engine . However, only succeeding on 6s and Pushing a...