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Post by everyfan on May 23, 2016 12:16:05 GMT -6
I've always liked how freeform the LBBs are. To this end, I've been thinking about a Minecraftian campaign where players are colonists to some new monstrous land, and construction by players is as big a point as adventuring. Any thoughts? Suggestions for construction mechanics?
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Post by talysman on May 23, 2016 14:05:47 GMT -6
I haven't been keeping up with my blog lately, but just before I took my long break, I did a few articles on re-purposing the spell research rules for other things. One specific example I gave was barony development, using the broad categories listed in U&WA as freeform areas that can be invested in to provide income and resources. That's on a somewhat higher, more abstract level than construction mechanics. It just assumes construction involves paying general construction costs for a given resource level. It doesn't break it down by block type (cobblestone, andesite, diorite, granite, wood) as in Minecraft, with specific properties for each material, although you could probably work something out if you wanted to go in that direction. You'd probably want wood to be quicker to acquire than stone (chopping down trees vs. mining in a quarry,) but it would be more vulnerable to fire; cobble would be the easiest stone to get, but wouldn't be as sturdy as larger stone blocks (and not as blast-resistant, assuming you have explody things in your campaign.)
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jun 17, 2016 19:22:09 GMT -6
assuming you have explody things in your campaign.) Creeper - Neutral (Chaotic tendencies), 2HD, MV 90', no attacks, but explode for 4d6 damage (save vs. spell for 1/2 damage), emit a disconcerting HISSS noise one round before exploding
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arkansan
Level 5 Thaumaturgist
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Post by arkansan on Jun 18, 2016 14:03:52 GMT -6
I had a similar idea kicking around for a while, having players be sent to colonize some dangerous border region. I think the structure of OD&D supports this as their seems to be some assumption that the players progress to domain level play at name level. There are some basic guidelines for constructing castles and the like included in LBB's. I'd imagine some of the domain rules from ACKS could be ported over as well, at the very least it's a great resource for idea mining.
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Post by talysman on Jun 18, 2016 15:30:34 GMT -6
assuming you have explody things in your campaign.) Creeper - Neutral (Chaotic tendencies), 2HD, MV 90', no attacks, but explode for 4d6 damage (save vs. spell for 1/2 damage), emit a disconcerting HISSS noise one round before exploding I think a creeper would be slower than that. They are easy to outrun. But on the other side, they should have double the normal chance to surprise.
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jun 19, 2016 10:57:06 GMT -6
I think a creeper would be slower than that. They are easy to outrun. But on the other side, they should have double the normal chance to surprise. Okay, let's try again - for OD&D/Holmes: Creeper Move: 40 feet/turn Hit Dice: 2 Armor Class: 9 Treasure Type: Nil Alignment: Neutral (chaos) Attacks: Special Damage: 0 Creepers are upright, six-legged horrors that roam the wilderness. They are man-sized, a mottled green, and have unchanging dour expressions on their blocky faces. They normally wander in a random distance and direction every round. Should they see a human or demi-human within 300', or if they are struck with missiles, they will take the shortest possible route to intercept their target, and then stand 5' away from the target, emitting a disconcerting hiss. If the creeper is not killed immediately, it will explode as a fireball one round later, doing 4 dice damage to all within 20'. If its target moves further than 10' away from the creeper within that round, it will pursue until it can either explode or until the target is outside its 300' range, when the creeper will continue its random wandering. Creepers may also be encountered underground; in the depths, they have both infravision and an uncanny ability to sense humans nearby and can move absolutely silently to intercept, with a 4 in 6 chance of surprising; often the first sign a creeper is nearby will be its hiss just before exploding. Rumors persist of creepers who have taken electrical damage which enhances their explosive ability.
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Post by Zenopus on Jun 19, 2016 20:19:53 GMT -6
Nice! I've often wondered why there aren't more adaptations of the Minecraft monsters for D&D. Just including the Minecraft variant of a Skeleton - bow & arrow firing - would be enough to shake up the standard D&D setting a bit. Oh and they sometimes ride Spiders - Spider Jockeys. My kids were super-excited on Friday when they found out that the Pocket Edition had been updated to include two of the newer monster variants, Strays (Skeleton variants) and Husks (Zombie Variants). The Strays appear in Ice Biomes & fire arrows that cause Slowness (perhaps because they are so cold?). Husks frequent deserts and are immune to sunlight (which burns up normal zombies) and cause hunger in a character hit by them. The Minecraft Wiki is great for a quick look-up of Minecraft Monsters: minecraft.wikia.com/wiki/Minecraft_Wiki
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Post by Zenopus on Jun 19, 2016 20:22:52 GMT -6
Tog, I think Creepers only have 4 legs? At least, the stuffed ones I saw at Gamestop today only had 4.
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Post by talysman on Jun 19, 2016 22:56:31 GMT -6
Tog, I think Creepers only have 4 legs? At least, the stuffed ones I saw at Gamestop today only had 4. I think so. Well, actually, I was going to say three, but four might be correct.
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jun 21, 2016 18:19:01 GMT -6
THESE HAVE SIX LEGS SHUT UP Now. Causing at least 10 points of damage, armed or unarmed, to a tree will separate its trunk into one 3'x3'x3' cube of wood, as appropriate to the tree type (birch, oak, teak, cherry, etc.) YES PUNCHING COUNTS Trees are considered to be 1d8+1 blocks tall; there is a 20% chance of finding a fallen trunk on the ground which will be 1d6 blocks long. EDIT: Changed dimensions of blocks; 3' per block fits the Minecraft scale better than 1' blocks; Steve is 2 blocks tall therefore ~6' tall. 1 block also may be considered to be 1 meter for people with reasonable measurement systems.
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jun 23, 2016 9:00:42 GMT -6
Items may be crafted out of blocks, just as in Minceraft - a block of tree trunk may be crafted into four blocks of wood, a block of wood gives four sticks, etc.
Items such as axes, swords, picks, etc. degrade with use. Wooden items start with 1d6, stone with 1d8, iron with 1d10, and diamond with 1d20; roll one die of the given type for each use of the item; on a "1" the item degrades to the next lower die - d20 -> d10 -> d8 -> d6 -> d4. If a "1" is rolled with the d4 the item breaks and is useless. Items may be enchanted with "Unbreaking", which moves them up to the next die type (diamond items with Unbreaking use 1d30).
Items all do 1d6 damage, either to blocks or to monsters. The enchantment "Efficiency" doubles damage done to blocks.
Doing 10 points of damage to a block of stone creates 1 block of cobble, used for either building or crafting stone items.
Monsters are as per OD&D stats, but Skeletons are always equipped with a bow (and take full damage from arrows), and Zombies have a 5% chance of carrying a random item, armor, or weapon; if armor or weapon, the Zombie will be using it. Skeletons and Zombies both take 2 points of damage per round from full sunlight.
(EDIT: I know I stole the item degrading mechanic from somewhere; can't remember where, though.)
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jun 23, 2016 9:15:15 GMT -6
Construction may be done by using either graph paper or orthagonal graph paper, with 1 square = 3'/1 block. Remember to leave 2 blocks space for places that need to be accessed; though PCs may crouch, unlike in Minceraft, and therefore cross 1 block-size spaces. Monsters as a rule are incapable of crossing 1 block spaces; Skeletons and Zombies cannot (or will not) crouch, and Spiders are 3 blocks wide.
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Deleted
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Post by Deleted on Jul 5, 2016 12:33:38 GMT -6
I've always liked how freeform the LBBs are. To this end, I've been thinking about a Minecraftian campaign where players are colonists to some new monstrous land, and construction by players is as big a point as adventuring. Any thoughts? Suggestions for construction mechanics? One basic way would be to have the player's "home" be a leveled object that time and resources can level up. Start with a Lvl 1 "Shelter" that simply protects the character from the elements and weak monsters, then progressing it to House -> Keep -> Castle etc. Another idea is to use a system like Fallout 4. The player establishes a settlement and then builds up individual stats: Food, Water, Beds (shelters), and Defense. Additional Settlers can be recruited through some sort of advertising device. Compare the settlements resources (Food+Water) versus it's Defense to check on the likelyhood that it will be attacked. In a similar vein, one thing I do in overland travel is to give each hex an "dungeon level" number to determine how likely a monster is to be found and how powerful it is (just like the dungeon level chart). Destroying a monster lair will result in the hex's level dropping by one (possibly dropping neighboring hexes down as well) whereas each game month (or whatever) will check to see if high level hexes bleed over into lower level hexes. This way, an area can be systematically and organically pacified through adventuring. A well defended settlement in a pacified hex will be more prosperous.
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