Just about to type up my notes for converting the Shukenja (the healing religious guy) from 1E OA to Labyrinth Lord, via 2E and 3E.
Currently, it's looking like: no armour, restricted weapons, restrictions on equipment carried, code of conduct, turn undead, lift curses, cast spells (mixture of cleric and druid).
The shukenja originally had a set of restrictions on how it could gain XP: you actually gained no XP for killing opponents, but gained a lot of XP for healing random people you met. There were others as well, but I think I won't fiddle with the XP, but instead build into the code that the shukenja shouldn't initiate violence, and try to avoid killing. This is D&D, after all.
Friday, September 30, 2011
Thursday, September 29, 2011
POW vs POW contest
Against a disease spirit. Losing.
OK, I have a stinking cold.
OK, I have a stinking cold.
Wednesday, September 28, 2011
Wu Jen Spell List (Labyrinth Lord)
I've put together the spell list for the wu jen. You can get it HERE . The schools are: Earth, Fire, Metal, Water, and Wood. These are derived from 3E OA's division of spells; the original 1E OA divided them into Air, Earth, Fire, Nature, Water. I might go back and create an Air and Nature school as well at a later date. An asterisk denotes spells from 1E OA, and 3E denotes ones from 3E OA.
Tuesday, September 27, 2011
Asinine Adventure Contest
Kingdom of Maldev. Yesterday. |
Sunday, September 25, 2011
Wu Jen (Labyrinth Lord)
(The following is a conversion of the wu jen from Dragon #229 originally for 2E, and the original wu jen from 1E Oriental Adventures, both by the fantastic David "Zeb" Cook)
Requirements: Int 9,
Con 12
Prime Requisite: Int
Hit Dice: 1d4+1 at 1st
Level; 1d6 thereafter
Wu Jen are spellcasters from a very different tradition to the standard magic-user. Each studies a particular school of elemental spells under a lone master, often in a remote location. Wu
Jen train their bodies and minds to be as one. They are able to
meditate, 1 hour of which is as restful as 2 hours of sleep. They
remain aware of their surroundings and take no surprise penalty for
being asleep. They can react as if awake to any threats. Wu Jen have
frequent dealings with spirit creatures, and can speak the languages
of oni and tengu.
Wu
Jen are unable to use shields or wear any kind of armor. They are
able to use any weapon. They are people who study the changing forces of nature, and cannot be of Lawful alignment
Wu Jen use
the Magic-User experience table. They use the combat progression,
and saving throws of magic-users. Each Wu Jen must choose a school of
spells; once chosen, it cannot be changed, and no spells can be
chosen from other schools. Each time a wu jen gains a new experience
level he can only learn 1 new spell (of any level he can cast), but
they have no need to memorise their spells, nor do they use
spellbooks.
In order to cast a spell, the Wu Jen spends triple the spell's level in HP; thus, casting a magic missile costs 3 HP. A Wu Jen can never cast a spell requiring more HP than he currently has. Because of their reliance on their body's own power, wu jen only receive half the benefit (rounded up) of healing spells; e.g. if a cure light wounds spell would normally heal 4 HP, the wu jen is only healed for 2 HP).
In order to cast a spell, the Wu Jen spends triple the spell's level in HP; thus, casting a magic missile costs 3 HP. A Wu Jen can never cast a spell requiring more HP than he currently has. Because of their reliance on their body's own power, wu jen only receive half the benefit (rounded up) of healing spells; e.g. if a cure light wounds spell would normally heal 4 HP, the wu jen is only healed for 2 HP).
Certain
taboos must be abided by in order for the Wu Jen to sustain his
magic. Examples include:
- Cannot bathe
- Must bathe frequently (at least every other day)
- Cannot sit facing a certain direction
- Cannot touch a dead body
- Cannot wear shoes
- Cannot drink alcohol
The DM and
player should feel free to create their own taboos, as long as
they are as restrictive as the examples above. Taboos should relate
to purity or cleansing of the body. At 1st Level, the Wu
Jen must choose 1 taboo, and then another at every fifth level.
Failure to abide by taboos results in the loss of spell-casting
ability for 2d4 days.
Reaching 6th
Level: Wu
Jen gain the ability to enhance any one of Strength, Dexterity or
Constitution by 1d4 points for 2d4 rounds. The effort required costs
the wu jen 1d6+2 hitpoints. Ability scores cannot be increased beyond
racial maximums, and any adjustments are applied immediately. They
are not retroactive (e.g. increasing Constitution does not increase
hitpoints). This ability can be used multiple times, but only once
per round.
Reaching 10h
Level: The
Wu Jen gains 1d4 pupils, all 1st
Level Wu Jen. When each pupil gains a level, there is a cumulative 5%
chance that he or she will leave to pursue their own study. Each that
leaves is replaced by a new 1st
Level pupil (unless the pupil leaving was mistreated).
Reaching 12th
Level: By
spending 1 HP, the Wu Jen can leap up to 30' in any direction. The Wu
Jen can perform a series of leaps in a round, up to his normal
movement rate.
Friday, September 23, 2011
LS1 In Search of the Fane of the Forgotten Mage
The first draft of this quite daft 1 page adventure has been scribbled down. Nearly got it all by hand! Now to type up. EDIT: in the end, I submitted my first stream if consciousness draft. I was in the headspace of 12 year old me, so it seemed fitting.
Monday, September 19, 2011
Wu Jen 2
In the course of my ruminations regarding the conversion of the OA classes, I remembered David Cook's re-imagined version of the Wu Jen in Dragon 229. It's this version I'm going to be working on. It was originally for AD&D 2e but it is totally workable in LL.
Saturday, September 17, 2011
Dragon Fist reborn?
Just seen this Dragonsfoot thread about a possible simulacrum of Dragon Fist, Chris Pramas' martial arts rpg based on AD&D 2E. Exciting news - I loved this game when it was released on the WotC website years ago. I never got to play it, mind you, but it had some nifty ideas and a fun kung-fu setting. Pramas has been saying that Dragon Fist will be revived but, to my knowledge, it hasn't seen the light of day yet. I've only just joined Dragonsfoot (after lurking for years), but good luck to Lord Gywdion on his conversion work!
Wu Jen 1
Whilst feeding my son his breakfast milk, I was thinking about wu jen. Not that I'm obsessed or anything. So, the idea behind them is of a dynamic, slightly tougher, wizard. They have better weapons and more hp than a magic-user, but still cast spells. Who does that sound like? Elves!
I'm going to work from what we have in 1e and format it as per LL and AEC; then I'll see how it stacks up against the elf.
I'm going to work from what we have in 1e and format it as per LL and AEC; then I'll see how it stacks up against the elf.
Friday, September 16, 2011
Wu Who?
For a lark, I asked Rev Rosey (of Drama, Dice and Damsons) to roll up (3d6 in order, of course) a PC for Lords of the South by way of a playtest of qualifying for the races and classes. I hadn't really noticed before that entrance to nearly every class is like trying to be a paladin. The result was that the only thing she was really qualified to be was a human wu jen, as her PC's Str score is... 7.
So, looking over my copy of OA 1E, we can see that a wu jen has a magic-user's spell progression, a faster experience rate (until hitting Level 11), a larger weapon selection, 1d4+1 hp per level, and the following powers: +1 to hit with 1 weapon, +3 to init once per day, enhanced effects of elemental spells (if the wu jen knows all the spells of an element), meditation (doesn't need to sleep, doesn't take surprise penalties for being asleep), and at 4th Level, they can (once per day again) make a spell 3 levels below their level take maximum effect. Even if I gave the wu jen an increased xp cost per level, that's still a heck of a lot. Why play a magic-user? Apart from the magic-user just needs Int 9 and the wu jen Int 13.
Yeah... Here's my quandary: My goal is to make the old OA classes a seamless fit into LL. They all need their powers trimmed if that's to happen. Otherwise, I keep all the powers, and it becomes its own thing, a separate game if you will; one that uses the LL rules, but is not easily mixed with LL. The other option is to use the classes as inspiration, and just use the basic ideas behind them. Then it becomes less of a conversion, and more of a re-imagining.
Rambling now. Keep your blade sharp!
So, looking over my copy of OA 1E, we can see that a wu jen has a magic-user's spell progression, a faster experience rate (until hitting Level 11), a larger weapon selection, 1d4+1 hp per level, and the following powers: +1 to hit with 1 weapon, +3 to init once per day, enhanced effects of elemental spells (if the wu jen knows all the spells of an element), meditation (doesn't need to sleep, doesn't take surprise penalties for being asleep), and at 4th Level, they can (once per day again) make a spell 3 levels below their level take maximum effect. Even if I gave the wu jen an increased xp cost per level, that's still a heck of a lot. Why play a magic-user? Apart from the magic-user just needs Int 9 and the wu jen Int 13.
Yeah... Here's my quandary: My goal is to make the old OA classes a seamless fit into LL. They all need their powers trimmed if that's to happen. Otherwise, I keep all the powers, and it becomes its own thing, a separate game if you will; one that uses the LL rules, but is not easily mixed with LL. The other option is to use the classes as inspiration, and just use the basic ideas behind them. Then it becomes less of a conversion, and more of a re-imagining.
Rambling now. Keep your blade sharp!
Staying faithful
No, not like that... I'm looking at the frankly bonkers classes in Oriental Adventures (1E), and examining them compared to the classes adapted to Labyrinth Lord in Advanced Edition Companion. The requirements for the OA classes are steep, but the powers they get for the amount of xp they need to earn are really quite powerful. They fall into two broad groups: "Go batshit crazy once per day to wipe out everyone around you" or "dodge attacks like you're made of greased mercury". I'm falling down on the side of toning down their power level, even though that takes away from their baroque wonderfulness. It'll be worth it in the end.
And what is that end? Mike D has already released the awesome Ruins and Ronin; the more I read it, the more I appreciate its elegance and imagination. What I want to do is use my old OA material in Labyrinth Lord seamlessly. Whether I release it as a pdf eventually, I don't know. I'd need to bone up on the OGL and wotnot.
Would I adapt Kara-Tur or have any setting at all? I think I'd leave it setting-less, bar some broad strokes, such as the Spirit World, and the Celestial Bureaucracy.
Thursday, September 15, 2011
Bonus features
Just because, you know what players are like (and as I haven't converted any classes yet...), here are some suggestions for allowed classes from AEC for the Lords of the South races.
Korobokuru
Class..................Level Limit
Fighter...............Unlimited
Ranger...............10
Thief..................10
Hengeyokai
Class..................Level Limit
Druid.................8
Fighter...............Unlimited
Magic-user........9
Ranger..............8
Spirit Folk
Class..................Level Limit
Druid.................10
Fighter...............Unlimited
Ranger...............12
Spirit Folk - Lords of the South
Spirit folk, the 'elves' of Oriental Adventures are an interesting bunch; they embody the idea of a non-human character who is connected to the natural world better than most in D&D.
Spirit
Folk
Requirements: DEX 9,
INT 9
Ability Modifiers: None
Ability Min/Max: STR
6/18 (17), DEX 12/18, CON 6/14, INT 12/18, WIS 9/18, CHA 14/18
Spirit folk are the
offspring of matings between humans and various nature spirits. There
are three separate races of spirit folk: bamboo, river, and sea
spirit folk. They have ties to the societies of both sides of their
heritage. Spirit folk approach the ideal of human beauty in the
surrounding society. Their skin is very pale or golden and they
cannot grow facial hair. Spirit folk have slender eyes and small
mouths, and all radiate a love of life and nature.
Spirit
folk can see in the dark with infravision up to 60 feet.
Bamboo
spirit folk
Bamboo
Spirit folk normally live near forests or jungles as their life force
is tied to a specific bamboo grove deep within the forest. If the
grove is damaged, so too is the spirit folk; if it is destroyed, the
spirit folk dies. Bamboo spirit folk have a 75% chance to identify
normal plants, and a 50% chance to identify normal animals. When in
woods or forests, a bamboo spirit folk can Hide in Shadows (as per
the Thief skill) with a 75% chance.
When
a bamboo spirit folk enters his or her grove, he or she is cured of
all wounds and diseases. The grove cannot be transplanted to another
location, nor do any shoots taken away have any special effect.
Bamboo spirit folk gain a +1 bonus to all saving throws versus wands,
and spells or spell-like devices involving the elements of wood or
earth. Bamboo spirit folk speak the
court language, and the trade language, Each time a
bamboo spirit folk gains a level, he or she can learn the language of
a particular forest animal of the his or her choice.
River
spirit folk
The life force of a river spirit folk is tied to a
particular river or stream and they often live somewhere near this.
They can breathe normally in fresh water, and can swim in any type of
water at their normal movement rate. Any items carried whilst
swimming remain completely dry.
River spirit folk can lower water
(p36 AEC) once per day in rivers and streams by a depth of 10 feet.
They gain a +1 bonus to all saving throws versus wands, and spells or
spell-like devices involving the element of water. They suffer a -1
penalty to saving throws versus fire-based attacks.
A river spirit folk who bathes in his or her river is
cured of all wounds and diseases, but likewise any drought or damming
will weaken, and perhaps eventually kill him or her. River
spirit folk speak the court language, the trade language, and the
language of fishes.
Sea
spirit folk
Perhaps the most common
of the spirit folk, sea spirit folk can breathe normally in salt
water, and can swim in any type of water at their normal movement
rate. Any items carried whilst swimming remain completely dry. They
have a 75% chance (once per day) of being able to predict the weather
for the next 24 hours. Sea spirit folk gain a +1 bonus to all saves
versus fire-based attacks.
Once per year, a sea
spirit folk can receive one favour from the ocean – rain, recovery
of a lost item from the sea bed, fair winds, a tempest etc. The
request made must be specific. Should another sea spirit folk request
a conflicting favour, neither request is granted, and the favours for
the year are spent.
Sea spirit folk speak
speak the court language, the trade language, and the language of
fishes.
SPIRIT
FOLK CLASSES AVAILABLE
Class...........Level Limit
Bushi..........Unlimited
Kensai.........9
Samurai......12
Monk..........Unlimited
(17)
Tuesday, September 13, 2011
Hengeyokai - Lords of the South
One of my favourite races in any edition of D&D, hengeyokai are, to my mind, the best incarnation of the strange, magical non-human in the game. Moreso than elves or dwarves, they exemplify the spirit of creatures who exist outside human civilisation. The above image (by Storn Cook) is how I see the drake hengeyokai; I was torn between whether they were drakes (male ducks), or drakes (small dragons). I went with the latter (We'll save ducks for a Runequest post.) :D
The list below includes all the original types from 1E as well as the badger and weasel from 3E. Overkill?
Hengeyokai
Requirements: STR9, CON
9
Ability Modifiers: (see
below), -1 WIS
Ability Min/Max: STR
12/18 (17), DEX 9/18, CON 12/18, INT 12/18. WIS 12/18, CHA 12/17
Hengeyokai are
intelligent animals who can change shape into a human form. There are
many different types, but all regard themselves as one people. They
are as varied in their appearance as humans, but all hengeyokai
display some indication of their animal type when in human form e.g.
a sparrow hengeyokai may have a very pointed nose, a hare hengeyokai
large ears etc. They are a secretive race who shun the civilisation
of mankind. Benign hengeyokai sometimes take on the role of protector
for a human village.
Hengeyokai are much
more fixed in their alignment than humans, and the alignment of each
type is well known in human folklore. Thus a carp hengeyokai's
presence would be construed as a sign of good fortune, whereas a fox
hengeyokai would be regarded with suspicion.
Each hengeyokai has 3
forms it can turn into: human form, animal form, and a hybrid form of
human stature but with animal features. When in animal form, a
hengeyokai's hitpoints are halved, and any damage taken is carried
over into the other forms. If a hengeyokai has 0 hp or fewer in human
or hybrid form, it cannot change shape to animal form.
Hengeyokai
can see in the dark with infravision up to 60 feet in animal form and
hybrid form. In all three forms, hengeyokai speak hengeyokai (all
types share the same tongue); in human and hybrid form, they can
speak the trade language; in hybrid and animal form, they gain the
language of normal animals of their type.
Abilities.
Animal..............Alignment..AC........Move...............Fly..................Swim
Carp...................Lawful........6..........--......................--....................120
Cat.....................Neutral........8..........120...................--....................--
Crab...................Any.............7..........30.....................--....................60
Crane.................Lawful........8..........60.....................120....................--
Dog....................Lawful........8..........120....................--....................--
Drake.................Lawful........6..........60.....................120................. 90
Fox.....................Chaotic.......5..........150....................--....................--
Hare...................Lawful........4..........180....................--....................--
Monkey..............Neutral........5..........120...................--....................--
Racoon
dog........Chaotic.......8..........90......................--....................--
/Badger
/Badger
Rat......................Chaotic......4...........90......................--....................--
Sparrow..............Lawful.......2...........30....................150...................--
Weasel................Neutral.......3...........90....................--....................--
HENGEYOKAI
CLASSES AVAILABLE
Class............Level Limit
Bushi...........Unlimited
Kensai..........6
Shukenja......8
Wu
Jen.........9
Sunday, September 11, 2011
Korobokuru - Lords of the South
For an alternative take on this lively race of oriental dwarves, please see: http://osrlibrary.blogspot.com/2011/07/ruins-and-ronin-korobokuru-wildman-race.html
Korobokuru
Requirements: CON 9
Ability Modifiers: STR
+1, CON +1, INT -2
Ability Min/Max: STR
8/19 (18), DEX 6/18, CON 12/19, INT 3/15, WIS 3/17, CHA 3/16
Korobokuru are most
often compared to dwarves thanks to their short height and pugnacious
attitude. They are about 4 feet tall, but their limbs are slightly
longer in proportion to their bodies than a human's would be. On
average, they weigh about 130 pounds. Most are bow-legged, with
thick hair of a blond or light brown colour. The men have short,
sparse beards. Their large bright eyes are usually blue, green, or
brown. Due to their height, korobokuru cannot use two-handed weapons,
longbows or greatbows. They can use any other weapons or armour
allowed by their class.
Korobokuru
can see in the dark with infravision up to 60 feet. They have a 66%
chance to identify natural plants and animals. A tough race of
wilderness dwellers, korobokuru have a reputation for being
primitive, boastful and rude. They speak their tribal tongue, the
trade language, spirit-folk, and hengeyokai. They never learn
alignment languages.
Korobokuru receive the
following saving throw bonuses:
+2 save vs breath
attacks
+3 save versus poison
+3 save versus wands
+3 save versus spells
or spell-like devices
Korobokuru are
hardy beings, resistant to magic and poison, and as such they receive
bonuses to defend against these effects. In addition, their small
size grants them a bonus to finding cover and avoiding breath
attacks.
Korobokuru
may select from the following classes, with the indicated level
limits.
KOROBOKURU
CLASSES AVAILABLE
Class
Level.....Limit
Barbarian........10
Bushi..............Unlimited
Samurai..........6
Wu
Jen...........7
Yakuza..........10
Please let me know what you think!
Saturday, September 10, 2011
Dragonlance + Runequest = Runelance?
Spurred on by discussions on the Mongoose forum, I'm brainstorming a conversion of Dragonlance to MRQ2 or Openquest. Yeah, as well as the Oriental Adventures thing... I should really not have such Gamer ADD.
Kamas and Katanas
Weapons list slowly coming together. Managed to slim it down and will have a second pass to slim it down further (collapsing all polearms back into AEC's generic entry). Damage ratings should be easy, as should weight. Costs will be fiddled with a bit, basing them on looking at the equipment lists in 2e and 3e, as OA
doesn't use the gp monetary system. Slow progress due to health issues.
Katanas? They're just swords, people.
Tuesday, September 06, 2011
Drama, Dice and Damsons: I've spent a large amount of time lately trying to...
A post from my friend and colleague:
Update
Started work on weapons table for LotS. It's long... and I've started a new job. Slow progress...
Saturday, September 03, 2011
4E Kara Tur!
On the WotC website: Have a look at "Upcoming Themes"
Can't wait. :)
No, honestly.
I love 4E.
Seriously.
Friday, September 02, 2011
Oriental Adventures for Labyrinth Lord
I have been reading a lot of my supplements for previous editions of D&D, and my collection of Asian setting RPG supplements. Provisionally titled as a project "Lords of the South", I'm wondering where I'll ultimately go with this. My initial goal is to re-present the classes and races in a streamlined manner in order to use old supplements like "Kara-Tur" and "The Horde" in Labyrinth Lord. So, an NPC, such as Chan-li "spirit folk bushi 12" can be used directly without having to be translated into some other race or class..
At the moment, I'm toying with converting over the weapons and armour to the much more straightforward LL presentation. This will then carry over into the classes and their weapons/armour restrictions.
The races seem fairly straightforward, though there will be several judgement calls e.g. Hengeyokai - one set of stat adjustments or different ones for each animal type (as per the original book).
Subscribe to:
Posts (Atom)