Post by erroneousgrog on Oct 22, 2011 14:02:40 GMT -6
I thought this thread might be a good place for this post. I've been mucking about with the SRD and have put a draft of my Gungeon 2d6 work-in-progress here under the OGL which is included in the PDF file: www.busygamemaster.com/gungeon2d6.html.
Gungeon 2d6 is my take on a "white-box" if one were to stick with 2d6 and move the game to the 16th century and add matchlock guns. I make no claim that it would be compatible with any other SRD based game since I go my own way so to speak.
Post by erroneousgrog on Oct 29, 2011 6:48:05 GMT -6
I'm not getting any feedback, nevertheless I've been pecking away at this on the keyboard when I have a few moments here and there. I'm re-posting a link to the page where you can find the pdf. I'd recommend going there as I'll be continuing to update the web page and PDF and removing old versions. Draft 01's pdf has been removed and Draft 02 is now in place.
Draft O2 contains more of the Firearm Rules, which you may find in "Ranged Weapon Missile Loosings". This also includes rules for bows and thrown weapons. Importantly, I've re-considered the idea of "Knockdown", and replaced it with "Buckle". Eh? Your thinking what is he going on about.
Basically, missiles outrange any magic spell. To make ranged weapons more interesting I'm including effects at Short Medium and Long ranges, and indicated the ranges at which there is no effect. At certain ranges a missile has an effect, such as causing the defender to pause for one round, causes a psychological effect - a morale check, will penetrate armor thus rendering it useless for protection, and cause damage.
Your attack Check Number is based upon the Defender's size, not their armor class. There is an attack roll modifier for range. Armor class comes in when damage is applied in the form of protection.
I've also included the basis of the idea of tricks that can be performed with daggers and throwing axes.
I've added a spell for creating Automatons, and begun writing the monsters in greater detail. One idea being that the monsters should be at least as wondrous as they were when I first read of them so long ago.
Your gun rules sound interesting so I think I'll take a look. Out of curiosity, do you have any experience with blackpowder weapons Greg?
Yes, I used to be a historical re-enactor. I'm familiar with the 1864 Enfield Artillery Pattern Carbine as used by the British Royal Artillery. It is percussion rather than a flintlock.
While that does provide some practical experience, I chose a matchlock and wheel-lock for the game rules assuming crossbows and other bows would also be in use. Some aspects of the rules still need working on. Obviously I don't want to clutter up the rules too much procedurally. Nor is the intent to be entirely realistic. I've divided using missile weapons into readying and loosing.
The LBBs for example have four tables, men vs. monsters, monsters vs. men, the cleric turning table, and saving throws. That's it. I'm expanding on that a little with this, but I don't want to go too far from that model.
The ranges I researched for a matchlock/musket. Were I making a game like Chainmail, I'd be looking at how many missiles per minute could be loosed from a bow, crossbow, and arquebus. 1 Minute is the length of a melee round I'm using. Since I'm basing multiple melee attacks on the ratio of hit die between the attacker and defender, I think what matters is quantifying the difference between the stronger and weaker opponent. The stronger receiving more attacks. What is not realistic is readying and loosing as two separate melee rounds for more complicated weapons such as the arquebus and crossbow.
Post by erroneousgrog on Nov 11, 2011 9:00:08 GMT -6
Bit of a jump, Draft 06 is now available!
The biggest change is that the Attack Check Number table is now HD vs. HD, and there is a new 2d6 table for Damage which is based on AC. You do get a bonus to the die roll on this table based on your weapon class. Armor is of little value vs certain pole weapons.
I'm still working on the monsters! They will be more compatible with examples found in other SRD based games although I'll be tweaking them. I did write some material not in Draft 02.
Overall, Draft 06 is more "compatible" with the various monster lists and doesn't fry the Magician with the first hit.
Post by erroneousgrog on Dec 3, 2011 5:10:43 GMT -6
I am closing up this project on the web temporarily, pending further refinements and some play testing locally. Many thanks for your input and interest. Feel free to contact me regarding the Gungeon 2d6 project at any time as it is still a work in progress.
I'm assuming the FENRIS 2D6 rpg available on drivethrurpg is the final revision of the GUNGEON 2D6 rules?
Yes, Fenris 2d6 is the end result. Interest seemed to dry up here in a community effort, and elsewhere, and I really didn't get much in the way of feedback but I kept ploughing away at the keyboard and on paper more or less to suit my own interests. So the end result is a set of house rules. The end result is highly textual with an emphasis on rules rather than dressing it up with illustrations.
"Gungeon" turned out to be a problematic term as it is also used in drug slang so I dropped it like a hot potato.
I altered the game to a 10th century fantasy milieu as it fit the viking fighting moves I was interested in and which are part of the combat system, and put the renaissance material in the back as a supplement with a reduced set of fighting moves. I split the table for missiles and the gunpowder rules are there as well in the back. This is a big shift from previous writing.
So, Fenris 2d6, as a variation of the SRD material, and released under the OGL, has it's own 2d6 combat tables, and uses some different ideas. You don't fight against armor, but the difference between your armor and that of your opponent may give you an advantage in the form of a die roll modifier. It suits me terribly well but again, it is my set of house rules and may not suit everyone. It certainly isn't the old white box but my idea of what a white box could have been.
I can't wait to get a opportunity to read it! Does the system include rapiers, by chance?
Yes, please keep in mind that all weapons cause 1d6 damage. This may seem odd at first but the reason for it is due to the multiple attacks due to Hit Die. The innovation is in the warrior as the only character capable of making fighting moves which are permitted by various combinations of your main weapon and off hand weapon. Thus the rapier allows you to do disarm a man-like foe (if using a weapon), and your off hand weapon might be a cloak, lantern etc, which you can use to bind an opponents weapon in the former, or blind an opponent in the latter. The idea is to make the Warrior character a lot more interesting to play, and add some heroic moves to the role play. There's more to this, die roll mods and so on, but I won't go into details as the rules set out the details better than I can do here in a paragraph or two.
I've restricted the game to three character types, Warrior, Magician, and Mystic. The names indicate the focus. Magicians and Mystics do not get the warrior fighting moves.