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Post by robertsconley on Jul 10, 2020 12:05:25 GMT -6
Recently I completed the draft for one of my projects. This is about the set of rules I am working on that I am calling the Majestic Fantasy RPG. The full rules will be found in a series of supplement like the Majestic Wilderlands each focusing on a major element of the system (fighters, magic-users, equipment, monsters, etc) accompanied by setting material and other aides relevant to the element. I am approaching things this way because I have observed that most OSR campaigns are a kitbash. Starting with a given edition or clone of a edition the referee cherry picks different things to use within the campaign. My thought is why not support this directly by presenting the rules as a series of supplement. If you like the Majestic Fantasy RPG enough you can use it as it own RPG. Or you can just use what is most useful for example supplements on magic-users and treasure. However if I am to do this there is needs to be a overview showing how it all hangs together. So I decided to create a basic set of rules with four classes, detailing them up to 5th level, accompanied by enough equipment lists, spells, monsters, and treasure to run a low level campaign. The player side I already released. www.batintheattic.com/downloads/MW%20Majestic%20Fantasy%20Basic%20RPG%20Rev%2010.pdfNow I finished the rest of it and preparing a budget to have it edited and obtain art for it. While I am doing that I want to give folks a copy of the draft and see what folks comments on it were. Whether it is useful as a overview and a basic set of rules. drive.google.com/uc?export=download&id=1geGhBEF4TDgVWRfPGeqDN19h0DSiWDsDNote: I plan to release the rules as open content.
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Post by tdenmark on Jul 14, 2020 14:53:06 GMT -6
It looks very 3rd edition flavored. Is it meant as an OSR game? A d20 game? What edition would you say it is most compatible with?
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Post by tdenmark on Jul 14, 2020 14:55:01 GMT -6
Ok, just looked at the player's version. It says Swords & Wizardry.
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Post by derv on Jul 14, 2020 15:28:20 GMT -6
So Rob, I was looking at the combat stunts. I see there is the disarm, the trip, the shot to the head, the shot to the face. But no kick to the nuts. Where is the kick to the nuts stunt? It's clearly missing from the text. I'm fooling around I'll give them a read through and then give you a genuine opinion.
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Post by derv on Jul 14, 2020 18:41:14 GMT -6
Honest thoughts- It's, for the most part, very well organized. Everything is well defined in the text. I like that you gave brief descriptions for all your item lists and that you stuck to a set structure for your stat blocks.
No intelligent swords?
I think the explanation for "viz" should occur earlier in the text then p113. Also, the rule for dual wielding seems to be in an unusual place. Perhaps it should be in the Combat Section. Maybe not.
Overall, the document is in need of a good editing for sentence structure and grammar. I started to list some of these by page number that were obvious, but it is not my strong suit and there are a number of them. You really need someone who enjoys that sort of fine tooth comb work.
When done it should make a fine introductory ruleset to the Majestic Wilderlands setting.
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Post by robertsconley on Jul 15, 2020 6:41:11 GMT -6
Ok, just looked at the player's version. It says Swords & Wizardry. Yup whenever I can I stick to the Swords & Wizardry Core Rules, 3rd printing. There are some things that are tweaked as a result of what I did in a campaign but the bulk of is straight out of the book. I did add an init mechanic equal 1/2 Hit Dice to reflect that fighters now get their to-hit bonus to their initiative bonus. For example monsters. I created the stat block format because for the more complex monster I found trying to parse the prose description during play just time consuming enough to be annoying. That lead to me making a bullet list of special abilities for my cheat sheet. Finally I did it often enough that I just rewrote everything living only the description as prose.
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Post by robertsconley on Jul 15, 2020 6:49:14 GMT -6
So Rob, I was looking at the combat stunts. I see there is the disarm, the trip, the shot to the head, the shot to the face. But no kick to the nuts. Where is the kick to the nuts stunt? It's clearly missing from the text. Well it is intended to be a general purpose framework but if you asking specifically then I would rule. Kick or Knee to the nuts.If the target is male, then you can make a to-hit roll to see if you kick or knee them in the groin. The target needs to make a save or collapse prone to the ground dropping all weapons. At the beginning of the target's next turn they make a another save to see if they recover enough to act. If the target is wearing armor better than leather, (ring, chain, etc) then the save is made at an advantage. I'm fooling around No this is good and reminds me to make sure there is a fuller explanation of the different things one can do with the mechanic when I write the fighter supplement that will have the combat rule incorporated. Granted the basic rules have pretty everything I wrote at this point on combat but something like stunts may better if I added some commentary. I'll give them a read through and then give you a genuine opinion. Thanks and appreciate the comments and post you made so far.
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Post by robertsconley on Jul 15, 2020 7:12:23 GMT -6
Honest thoughts- It's, for the most part, very well organized. Everything is well defined in the text. I like that you gave brief descriptions for all your item lists and that you stuck to a set structure for your stat blocks. Yes I make cheats sheet to use as reference during a session and I found more and more I was formatting them to make referencing the information easier. For OD&D in the form of S&W we don't need to go crazy like they did with D&D 3.X/Pathfinder but some monster and items are just easier to use if you use some type of list of abilities format. They are in the full list. What I did to cull the full list for this document is use Moldavy Basic D&D as an outline. Sword +1 Sword +1, + 2 against lycanthropes Sword +1, + 2 against spell users Sword +1, + 3 against undead Sword +1, + 3 against dragons Sword +l,cast light on command (30' radius) Sword +2 Sword -1, cursed Arrows +1 (10 arrows) Axe +1 Dagger +1 Mace +1 Armor +1 Shield +1 Armor & Shield (each + 1) Armor, cursed as AC 9 (looks like Armor + 1)
Having said that I made a post showing what it looks like in the full rules. I think the explanation for "viz" should occur earlier in the text then p113. Also, the rule for dual wielding seems to be in an unusual place. Perhaps it should be in the Combat Section. Maybe not. I will put it in the combat section as well as keep it in the equipment also add in combat a short paragraph that weapons get special bonus that are detailed in the equipment list. Good idea. As for viz, I will also duplicate it so it appears earlier. Overall, the document is in need of a good editing for sentence structure and grammar. I started to list some of these by page number that were obvious, but it is not my strong suit and there are a number of them. You really need someone who enjoys that sort of fine tooth comb work. Yeah my stuff is always in need of a good editor. My plan is to see if passes the test here as the point is to work along side OD&D in the form of Swords & Wizardry. Incorporate comments like yours, then engage an editor to go through the document, incorporate art, layout, and then release. When done it should make a fine introductory ruleset to the Majestic Wilderlands setting. Appreciate the complement. I found that it was harder to sell anything rulewise in a physical store or convention if you don't have a core rule book to go along with your supplement. It nothing that Frog God Games or Matt Finch did wrong with Swords & Wizardry. It more I need to have something in my inventory to accompany the supplements I write. Since I kept working on the rules since 2009, and it still works alongside Swords & Wizardry, I figure it will be useful for fans of the classic edition. But the secret sauce will be that outside of this one book, I am embracing the kitbash ethos that many have about their campaign by releasing the main rules as a series of supplements. Each focusing on an aspect of the rules. So if you like my stuff on thieves and merchants you can buy the Rouge supplement which will give you that plus some adventure materials. The same for fighters, magic-users, and clerics along with monsters, etc. The format is going to be a bit different but I think it will work well and dovetail better with how hobbyists actually play and run campaigns. But there is needs to something that show how it all works together hence this book.
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Post by robertsconley on Jul 15, 2020 7:34:09 GMT -6
Here are the details on intelligent swords that will appear the supplement for treasures. I opted for a toolkit approach in the descriptions of what swords, weapons, and armor can do.
Intelligent Magic Items Legend and myth have a long tradition of having intelligent magic swords, magic armor, and other magical items with personalities and motivations. In the Majestic Realms, magic items are infused with demons and magical spirits as one way to ensure they are used as their creators intended. The mage will choose a spirit or demon with a personality and motivation that fits the mage’s intentions for the item’s purpose.
Magical Spirits Intelligent magic items have a bound spirit that inhabits the items. There is no separate ritual to summon the spirit other than the base enchantment. During the enchantment ritual the magic-user will call out for the magical spirit with the desired personality and intelligence. Spirit will arrive at the climax of the ritual and be bounded into the item.
Able to Speak Duration: Permanent Effect The item can speak normally. The item must have an Intelligence of at least 3 in order to speak. Costs Creation: 2,500d; Sale: 5,000d;
Intelligence Duration: Permanent Effect A magical spirit of the desired intelligence is infused into the item. Spirits of intelligence 1 or 2 can only communicate via emotions. Spirits with higher intelligence can speak normally or through telepathic communication. The higher the intelligence the more meaningful the conversations can be. However magical spirits with higher intelligences develop distinct personalities and motivations of their own. Costs Creation: 200d per point of Intelligence; Sale: 2x the creation cost;
Telepathy Duration: Permanent Effect The item is able to communicate telepathically to everybody within a 10 feet radius. Costs Creation: 5,000d; Sale: 10,000d.
Telepathy, Wielder Duration: Permanent Effect Every item with an intelligent magical spirit infused score can communicate emotions or thoughts with the wielder through telepathy. Weapons with an intelligence of a 1 or 2 can only convey emotions. Intelligence 1 weapons react as a less intelligent pet like a snake, or turtle. While Intelligence 2 swords act more like dogs and cats.
Costs Creation: 0d;
Demonic Items Demonic items have a bound demon. The item gains the intelligence and knowledge of the demon. The wielder gains the demon’s special abilities. Unlike using magical spirits, the magic-user has to have a demon already under his control and present for the entire ritual. Demons are rarely willing to be bound into a magic item. At the climax of the ritual, the demon dissipates into a cloud of oily smoke which then merges into the item.
The wielder gets a bonus to his base armor class so that it equal that of the bound demon. If armor is worn then only use the higher bonus. For example a character has a demonic sword with a bound scourge demon which gives him +7 to his base armor class. If the character dons a chain mail suit he still uses the bonus from the demon. However if he dons plate armor with a +8 bonus then he uses that instead. If the armor is magical, the character always adds in the magical bonus to his base armor class.
The wielder gains any special movement of the demon like flying.
The wielders gains any special abilities of the demon like magic resistance. However if the ability relates to a weapon or item that the demons carries the wielder only gets it if the item is that type of weapon or item.
Bound Demon Duration: Permanent Effect A demon is bound to the item Costs Creation: 500d per HD; Sale: 1,000d per HD.
Example
Demonic Sword Duration: Permanent Item Effect +2 Long Sword Bound Scourge Demon (HD 9)
Armored Hide: When wielded, the wielder’s skin tough so that he gets +7 to his base armor class. However if armor worn, the wielder only gets the higher armor bonus. If the worn armor is magical the wielder always gets the magical armor class bonus.
Flight: The wielder can fly 150’ feet per round.
Aura of Fire: When wielded within melee range (5 feet) will take 3d6 fire damage.
Magic Resistance: The wielder is immune to spell 5th level or below. Spells that are 6th level or higher will only effect the wielder if the caster roll a 16 or higher on a d20.
Costs Creation: 5,500d; Sale: 11,000d.
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Post by robertsconley on Jul 15, 2020 8:06:26 GMT -6
Overall, the document is in need of a good editing for sentence structure and grammar. I started to list some of these by page number that were obvious, but it is not my strong suit and there are a number of them. You really need someone who enjoys that sort of fine tooth comb work. If you find something particularly bad I would like to know, otherwise I plan on hiring a editor for the detailed check. Thanks
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Post by derv on Jul 16, 2020 17:11:36 GMT -6
Overall, the document is in need of a good editing for sentence structure and grammar. I started to list some of these by page number that were obvious, but it is not my strong suit and there are a number of them. You really need someone who enjoys that sort of fine tooth comb work. If you find something particularly bad I would like to know, otherwise I plan on hiring a editor for the detailed check. Thanks You know Rob, there's nothing horrendous. It's mostly dropped pronouns and sentences that include redundancy. A couple run-ons too. They're all easy fixes for an editor/proofreader.
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