Post by Malcadon on Jul 12, 2017 3:35:01 GMT -6
I really love the simplicity and utility of the Crimson Blades 2 core rules. Although, I can say that about any OD&D and B/X D&D system, CB2 combat system is everything I desire in an old-school system: The way HD works with attack rolls; how armor absorption helps remove the need for absurdly high HP at higher levers; level-based bonuses to one's (now non-armor-based) defense scores makes armor and magic bonuses less critical, thus allowing for beefcake/cheesecake fighting types; and a largely uniformed roll system for most actions. Such a system allows for the pulp-styled heroics that I really like.
Although, I already find the rules rally good, I have been thinking about ways to improve on it — pulling apart a system and reworking it is how I show my love!
So, here we go . . .
Core Dice Rolls
Although this is a rule I seen in other systems similar to this (Silhouette, et all.), I'll use it anyways: When rolling multiple dice for non-combat rolls, every extra 6 rolled adds a +1 to the chosen 6. This would allow for a high-level character to get super lucky when rolling "boxcars" like someone dropped a banana-peel on the tracks.
This one is based on a rule form WEG's D6 system and Mini-6: When rolling dice — be it an attack roll, save, class ability, etc. — one die must always be an off-color die. This off-color die is a "Wild Die" that triggers an unusual effect if a 1 or 6 is rolled. A 1 results in some minor (or embarrassing) hindrance or setback that might not entirely be related to the task at hand. That is, while picking someone's pocket, you might pull some coins form him, but you also grabbed a mouse or spider that end up biting your hand. Why did he have something in his pocket? Who knows? Some people are ether careless like that or just weird! If a 6 is rolled, that something beneficial happened. It could easily be something that would inflict someone who rolled a wild 1, but thrown at an opponent or situation.
If the GM uses a rule where a character is handicapped by certain situations — like adding Barbarians of Lemuria-styled Flaws — than the character rolls one less die. If the roll is already one die, then roll two dice and discard the highest die.
Removing Attribute Scores
Attribute Scores are... Well..? Mechanically superfluous. Most likely, they originally served as a means to determine who was better at certain tasks by comparing scores and seeing who was higher. For example, two characters could compare Strength when doing anything physical, like running, wrestling, tug-of-war, etc. The character with the better score would win the contest.
While this is a fine system in its own, it is seldom used in CB2, save for Initiative, which opponents compare Dexterity scores to see who reacts first in combat, or the occasional "requires X+ [attribute]" requirement for classes or certain tasks (e.g. two-weapon fighting). Beyond that, much of the rules are about making Attribute checks, which amounts to: Roll 5 or more on any one d6 to succeeded, with the highest roll adjusted by the appropriate Attribute Check Modifier.
Playing CB2 without Attribute scores is not that hard. Attribute Check Modifiers would become the default Attribute scores, turning the game into a "0-Average" rating system, much like Barbarians of Lemuria. You can roll Attributes as usual: 7 or less equals -1; 8-13 is nothing; 14 or higher is +1; and 18 is +2. Or the GM might allow for a point-buy system (this would be great with an Boon/Flaw system).
Initiative would have a simple replacement system: Reaction Speed. Reaction Speed is 2 by default, adjusted by Dexterity. A higher score gives first-strike advantage, otherwise, a tie means that both opponents make a Reflex save to see who can react the quickest — the highest roll wins.
An alternative to a tie would be to make the attacks happen simultaneously, with damage taking effect as soon as both sides are done resolving the attack and damage rolls. (Picture the scenes from old Samurai films and anime where two fighters swing and for a few seconds its hard to figure out who was struck, but in this case, both fighters could easily collapse.) Although, this could happen if both sides fail to save, with two successful saves results in both sides locked in a dramatic parry.
Reworking Class Abilities Rankings
In CB2, Class Abilities are ranked as Primary, Secondary and Tertiary abilities. Normally, players choose which of their 6 skill-like class abilities that would be ranked Primary, Secondary and Tertiary abilities, usually with two abilities for each rank.
Personally, I'll rather have the characters master all of what they know, than to be good in a few things, and so-so on others.
My idea is as follows:
All class abilities are treated as Primary class abilities with no Secondary or Tertiary abilities (although, they still have use).
As an alternative, the class abilities featured in the book could be just suggestions, and can be made open-ended to cover a wider range of class-related tasks and knowledge, akin Heroic Careers in BoL. Likewise, characters without any special class ability sets would at least have a working knowledge of what their class entitles. For example, Fighters have a "Lore (battle)" ability that is essentially covers tactics and the history of warfaire, while Sorceress and Dendrelyssi have "Lore" related to sorcery and witchcraft. Under this open-ended rule, class-related Lore would count as a Primary class ability.
Characters with 14+ Intelligence get the Wayfarer's Knack ability (the ability to used another class ability), but counts as a Secondary ability. With 18 INT, a character gets two Knack abilities. If the Background rules are used (see below), the player could opt to get an extra background (or two) instead.
The Tertiary Ability array is now the default of what a character can do untrained, or "General Abilities". That is, the normal, unsupported Attribute check is still 1 die at low level, but as a character becomes forth level, the character gets an extra die for doing anything outside their skill-area due to the character becoming a well-traveled, larger-than-life hero. And at ninth level, a character rightfully becomes a "d**n sexual tyrannosaurus" among heroes, in that they gained worldly skills and wisdom to the point of doing and knowing things unrelated to their own expertise that makes low-level characters look like total newb at what they are good at. Basically, its like rolling a "normal save."
Backgrounds
This is to help round-out a character through establishing a character's backstory, by providing mechanical benefits (and penalties) to tasks and situations based on the background, which goes beyond the general archetype (class). Although, backgrounds could related to one's class, or it might be completely unrelated to it. As noted above, if allowed, intelligent characters might have two or even three backgrounds!
Background works like Heroic Careers in BoL, in that it provides open-ended benefits (and possibly handicaps) based on what the background covers. It can cover a wide-range of professions or upbringing. Players can use the Secondary Skills list from AD&D, the Heroic Careers found in Barbarians of Lemuria, the Backgrounds in 5th edition D&D, or come up with your own. For example, the AD&D Secondary Skills cover a number of specific Craftsmen; a player might opt to be an all-around skilled Craftsman who is good at everything, or a more generalized Handyman who is a "Jack of all trades, master of none". The GM might find former being the better option, or he might prefer Craftsmen to be more specialized. Much of what goes on with background is subject to GM approval and arbitration.
Background ability rolls use the Secondary Ability array.
In some cases, a background might hurt or hinder someone. For example, Heretic dealing with a Redeemer Inquisition, or a bossy Nobleman throwing his title around a bunch of annoyed barbarians. In such situations, the roll counts as Tertiary, but with one less die, as noted above in Core Dice Rolls. If classes operate in in an open-ended fashion, than this type of hindrance could easily apply to classes as well.
A GM could also adjust prices based on one's chosen background in order to make certain items more affordable at first level. For example, a Noble starting out would be able to buy luxury goods (fancy clothing, pewter or sliver/pewter mess-kit, silk rope, etc.) at a huge discount to account for the fact that such items would already be provided by his wealthy family, but would still have a normal budget for common starting gear, as noblemen usually lack the skills or desire to scrounge or haggle for common goods. Likewise, an Army/Mercenary Brat might get a discount on two weapons, a shield, a suit of armor and any equipment found in a "solder's kit" to account for the character earning it in the years spent in training and service.
Equipment and Kits
One thing that gets annoying in char-gen is how drown out the "shopping" is when creating a character. Players would spend the most time with this step, and some players (usually the new ones) do not know what they want. Most players I know would rather write "Adventuring Gear" and be done with it.
I remember seeing a set of class-base kits in Dragon Magazine, but I always felt that it could be better...
To deal with this issue, I am working on consolidating equipment into simple "kits" filled with the necessary adventuring gear. Each kit has a price, a weight (in this case, "things"), a simple, abstract "Restock Cost" to replace lost or broken items and replenish consumable goods, and a list of what the kit includes. The core of a kit would be a basic kit, with additional specialized kits to add on to it.
I'm still finalizing the list. I'll post this on its own thread.
Other Ideas
If I could, I'll find a way to add multi-classing to the game, if only to allow combinations like a Thief/Mountebank-type Rogue.
I also have a few new classes in the works.
Post Script
I know its a lot to unpack, and a number of this is not fully play-tested. Would love to get some feedback.
If you have your own houserules for Crimson Blades, than by all means, post them.
Although, I already find the rules rally good, I have been thinking about ways to improve on it — pulling apart a system and reworking it is how I show my love!
So, here we go . . .
Core Dice Rolls
Although this is a rule I seen in other systems similar to this (Silhouette, et all.), I'll use it anyways: When rolling multiple dice for non-combat rolls, every extra 6 rolled adds a +1 to the chosen 6. This would allow for a high-level character to get super lucky when rolling "boxcars" like someone dropped a banana-peel on the tracks.
This one is based on a rule form WEG's D6 system and Mini-6: When rolling dice — be it an attack roll, save, class ability, etc. — one die must always be an off-color die. This off-color die is a "Wild Die" that triggers an unusual effect if a 1 or 6 is rolled. A 1 results in some minor (or embarrassing) hindrance or setback that might not entirely be related to the task at hand. That is, while picking someone's pocket, you might pull some coins form him, but you also grabbed a mouse or spider that end up biting your hand. Why did he have something in his pocket? Who knows? Some people are ether careless like that or just weird! If a 6 is rolled, that something beneficial happened. It could easily be something that would inflict someone who rolled a wild 1, but thrown at an opponent or situation.
If the GM uses a rule where a character is handicapped by certain situations — like adding Barbarians of Lemuria-styled Flaws — than the character rolls one less die. If the roll is already one die, then roll two dice and discard the highest die.
Removing Attribute Scores
Attribute Scores are... Well..? Mechanically superfluous. Most likely, they originally served as a means to determine who was better at certain tasks by comparing scores and seeing who was higher. For example, two characters could compare Strength when doing anything physical, like running, wrestling, tug-of-war, etc. The character with the better score would win the contest.
While this is a fine system in its own, it is seldom used in CB2, save for Initiative, which opponents compare Dexterity scores to see who reacts first in combat, or the occasional "requires X+ [attribute]" requirement for classes or certain tasks (e.g. two-weapon fighting). Beyond that, much of the rules are about making Attribute checks, which amounts to: Roll 5 or more on any one d6 to succeeded, with the highest roll adjusted by the appropriate Attribute Check Modifier.
Playing CB2 without Attribute scores is not that hard. Attribute Check Modifiers would become the default Attribute scores, turning the game into a "0-Average" rating system, much like Barbarians of Lemuria. You can roll Attributes as usual: 7 or less equals -1; 8-13 is nothing; 14 or higher is +1; and 18 is +2. Or the GM might allow for a point-buy system (this would be great with an Boon/Flaw system).
Initiative would have a simple replacement system: Reaction Speed. Reaction Speed is 2 by default, adjusted by Dexterity. A higher score gives first-strike advantage, otherwise, a tie means that both opponents make a Reflex save to see who can react the quickest — the highest roll wins.
An alternative to a tie would be to make the attacks happen simultaneously, with damage taking effect as soon as both sides are done resolving the attack and damage rolls. (Picture the scenes from old Samurai films and anime where two fighters swing and for a few seconds its hard to figure out who was struck, but in this case, both fighters could easily collapse.) Although, this could happen if both sides fail to save, with two successful saves results in both sides locked in a dramatic parry.
Reworking Class Abilities Rankings
In CB2, Class Abilities are ranked as Primary, Secondary and Tertiary abilities. Normally, players choose which of their 6 skill-like class abilities that would be ranked Primary, Secondary and Tertiary abilities, usually with two abilities for each rank.
Personally, I'll rather have the characters master all of what they know, than to be good in a few things, and so-so on others.
My idea is as follows:
All class abilities are treated as Primary class abilities with no Secondary or Tertiary abilities (although, they still have use).
As an alternative, the class abilities featured in the book could be just suggestions, and can be made open-ended to cover a wider range of class-related tasks and knowledge, akin Heroic Careers in BoL. Likewise, characters without any special class ability sets would at least have a working knowledge of what their class entitles. For example, Fighters have a "Lore (battle)" ability that is essentially covers tactics and the history of warfaire, while Sorceress and Dendrelyssi have "Lore" related to sorcery and witchcraft. Under this open-ended rule, class-related Lore would count as a Primary class ability.
Characters with 14+ Intelligence get the Wayfarer's Knack ability (the ability to used another class ability), but counts as a Secondary ability. With 18 INT, a character gets two Knack abilities. If the Background rules are used (see below), the player could opt to get an extra background (or two) instead.
The Tertiary Ability array is now the default of what a character can do untrained, or "General Abilities". That is, the normal, unsupported Attribute check is still 1 die at low level, but as a character becomes forth level, the character gets an extra die for doing anything outside their skill-area due to the character becoming a well-traveled, larger-than-life hero. And at ninth level, a character rightfully becomes a "d**n sexual tyrannosaurus" among heroes, in that they gained worldly skills and wisdom to the point of doing and knowing things unrelated to their own expertise that makes low-level characters look like total newb at what they are good at. Basically, its like rolling a "normal save."
Backgrounds
This is to help round-out a character through establishing a character's backstory, by providing mechanical benefits (and penalties) to tasks and situations based on the background, which goes beyond the general archetype (class). Although, backgrounds could related to one's class, or it might be completely unrelated to it. As noted above, if allowed, intelligent characters might have two or even three backgrounds!
Background works like Heroic Careers in BoL, in that it provides open-ended benefits (and possibly handicaps) based on what the background covers. It can cover a wide-range of professions or upbringing. Players can use the Secondary Skills list from AD&D, the Heroic Careers found in Barbarians of Lemuria, the Backgrounds in 5th edition D&D, or come up with your own. For example, the AD&D Secondary Skills cover a number of specific Craftsmen; a player might opt to be an all-around skilled Craftsman who is good at everything, or a more generalized Handyman who is a "Jack of all trades, master of none". The GM might find former being the better option, or he might prefer Craftsmen to be more specialized. Much of what goes on with background is subject to GM approval and arbitration.
Background ability rolls use the Secondary Ability array.
In some cases, a background might hurt or hinder someone. For example, Heretic dealing with a Redeemer Inquisition, or a bossy Nobleman throwing his title around a bunch of annoyed barbarians. In such situations, the roll counts as Tertiary, but with one less die, as noted above in Core Dice Rolls. If classes operate in in an open-ended fashion, than this type of hindrance could easily apply to classes as well.
A GM could also adjust prices based on one's chosen background in order to make certain items more affordable at first level. For example, a Noble starting out would be able to buy luxury goods (fancy clothing, pewter or sliver/pewter mess-kit, silk rope, etc.) at a huge discount to account for the fact that such items would already be provided by his wealthy family, but would still have a normal budget for common starting gear, as noblemen usually lack the skills or desire to scrounge or haggle for common goods. Likewise, an Army/Mercenary Brat might get a discount on two weapons, a shield, a suit of armor and any equipment found in a "solder's kit" to account for the character earning it in the years spent in training and service.
Equipment and Kits
One thing that gets annoying in char-gen is how drown out the "shopping" is when creating a character. Players would spend the most time with this step, and some players (usually the new ones) do not know what they want. Most players I know would rather write "Adventuring Gear" and be done with it.
I remember seeing a set of class-base kits in Dragon Magazine, but I always felt that it could be better...
To deal with this issue, I am working on consolidating equipment into simple "kits" filled with the necessary adventuring gear. Each kit has a price, a weight (in this case, "things"), a simple, abstract "Restock Cost" to replace lost or broken items and replenish consumable goods, and a list of what the kit includes. The core of a kit would be a basic kit, with additional specialized kits to add on to it.
I'm still finalizing the list. I'll post this on its own thread.
Other Ideas
If I could, I'll find a way to add multi-classing to the game, if only to allow combinations like a Thief/Mountebank-type Rogue.
I also have a few new classes in the works.
Post Script
I know its a lot to unpack, and a number of this is not fully play-tested. Would love to get some feedback.
If you have your own houserules for Crimson Blades, than by all means, post them.