Showing posts with label Ultra-Bastard. Show all posts
Showing posts with label Ultra-Bastard. Show all posts

Friday, January 12, 2024

True Darkness



True Darkness is more than the mere absence of light. It actively opposes light rather than just removing it.

True Darkness can also be a source of revelation. Ancient texts describe Darkness emanating from sources deep with the earth and radiating from distant black stars. The chroniclers tell of powerful civilizations and vast cities, deep in the twisting caves below the roots of the mountains, that are “lit” entirely with cold fires that dim and overpower the lights of explorers.

Even in our times, mages ply the the Darkness spell and alchemists have devised Dark Candles and Dark Lanterns that project pools of this anti-light.


Light and True Darkness obscure each other. Mechanically, this means weak Darkness will obscure dim light and reduce a brightly lit area to dimness.


A simple concept, but it has big implications for the world, and opens up a lot of fun possibilities for magic, traps & tricks.


Thursday, January 4, 2024

Ultra-Bastard D&D: Illumination

Over the Garden Wall

In Ultra-Bastard, tracking illumination is optional. Much of the time, decrementing torches and revealing the map a few squares at a time will be too administratively taxing, but often, particularly in classic dungeon-crawling, light is a major source of tension, constraint and fun. 

When tracking illumination matters:

Saturday, November 19, 2022

Burn Baby Burn: Simplified Immolation Rule



"Fire is a burning thing..."

A simple and consistent rule for adjudicating when something is set on fire:

If a creature or flammable object takes fire damage ≥4 it is set on fire. 
  • While on fire, it takes d4 fire damage at the end of each of its turns (or the round if it doesn't have a turn), if the damage is ≥4 it continues to burn.
  • If a creature is doused with oil or some other accelerant, they'll take d6 instead of d4 and are consequently much more likely to keep burning for multiple rounds.
  • Taking a turn to stop, drop and roll will put out the fire on humanoids but may not work on especially flammable creatures (e.g. a scarecrow).
Some implications: 

Torches: Usually, the torch is passed off to a hireling or underpowered PC so that they can stand near the back in safety. No more! 
  • Torches deal 1d4 fire damage. If they roll a 1 for damage they go out, if they roll a 4 for damage, they set the target on fire (assuming it is flammable to begin with). 
  • Torches are great vs. a range of threats: Scarecrows, mummies, paper-golems and twig blights. Things with fire vulnerabilities are almost certain to be ignited and will burn up quickly. Furthermore, in my game Shadows, Specters, Phantoms and other incorporeal monsters made of darkness take damage from fire but not from most mundane weapons.

Molotov Cocktails: Throwing flasks of burning oil is a D&D classic. 
  • A burning oil flask deals 1d6 damage to creatures in a ~5' radius. Usually, 2-3 creatures if closely grouped. 


Thursday, June 4, 2020

Ultra-Bastard D&D: Wounds and Infection

Pseudo-Galen (15th Century)

For several weeks, I have wrestled my wound and infection rules for Ultra-Bastard. Seeing Josh's recent post on MERP-like wound tables last week and Alex's a couple weeks before that, it seems that this is a topic that's in the air. 

This is the Wounds & Infection option I promised in my hit points post back in March. 

  • When an attack deals more damage than you have hit points left, your hit points are reduced to zero and you must roll on the wounds table. Hit points do not go below zero
  • When a wound receives care (bandages, a sling etc.) you no longer suffer from the temporary effect, but must apply the permanent effect. 
  • For the purposes of rolls on the wounds table, count every wound that has not been treated. Wounds that have been treated are not added.
  • Some enemy attacks may make you roll with an additional plus on the wounds table. 
  • Some attacks are gross and cause infections. While infected you cannot regain hit points from rest. Some infections grant saves and some get worse over time.
  • Optional: Limbs shall be splintered. Once per character (for their whole life) when a blow would kill you, you can instead permanently lose a limb (of course you have the options of a hook, peg-leg, mechanical claw etc.)
  • Optional: If an attack reduces you to exactly zero hit points, when you are healed, your hit point maximum is increased by 1 (subject to the hit point cap).

Tuesday, May 19, 2020

Ultra-Bastard D&D: Leveling Up

Toshiaki Kato
When a character levels up in Ultra-Bastard, they gain 1d6 + constitution modifier hit points and gain options from the advancement table for their class. Pick two or roll three. An option may only be picked once per level-up.

As an example, this is the advancement table for the Bastard class which combines the traditional fighter, specialist and mage roles.


Saturday, May 2, 2020

Ultra-Bastard D&D: Spells & Magic


In Ultra-Bastard, there is not a limit on how many spells a magic user can cast in a day and there are no spell levels. There are other restrictions on spells and many spells come with a cost.

This is a replacement for my previous unsuccessful spell system and is so-far untested. I am still wrestling with the balance and so this is all subject to revision as play-testing occurs. Feedback and suggestions are welcomed.

Spells Known: Every mage has a spell book (or perhaps a bag of scrolls or something similar) and they can cast any spell that they have recorded in their book. 

Memorizing Spells: Mages can memorize a number of spells equal to their intelligence modifier.  Mages can spend a rest attempting to memorize one spell (an intelligence check).

Casting Spells: Spellcasting is draining. Every time a character starts casting a spell, they lose one hit point.
  • Off the tome: When casting a spell from your spell book, make a saving throw (DC is typically 10 + Intelligence Modifier) on a failure, the spell fails, potentially with additional negative consequences. In combat, it takes d4 rounds to lookup a spell, focus concentration and begin casting. If attacked or otherwise distracted, the caster must start over.
  • Off the dome: Memorized spells can be cast in combat without having to look them up. Once cast, the spell is no longer memorized. Taking the time to memorize a spell avoids the danger of spell failure for most spells.
  • Some spells allow their target to make a saving throw. 
  • Certain spells require a successful intelligence check to cast.
Material Components: Spells require material components which are consumed during casting. Unless specified in the spell description, the components required are basic, interchangeable and easily purchased in a normal town. If playing with encumbrance rules, one inventory slot can hold sufficient components for three spells. 

Thursday, April 30, 2020

Ultra-Bastard D&D: Skills


Skills in Ultra-Bastard are open-ended. This whole sub-system is optional.
  • There is not a pre-defined skill list.
  • Skills range between +1 and +10.
  • When you make an ability check and have a relevant skill you can add that skill value to your roll. 
  • The more specific a skill, the easier associated checks. 
  • If you have more than one skill that could apply, use the one with the better bonus (bonuses do not stack).
  • Some actions cannot be attempted unless you have a relevant skill.
  • If an action would be routine for someone with a skill, the DM can judge it to be automatically successful.
  • When a player asks for information about a topic, the DM might ask if they have a relevant skill and tailor the response accordingly.
  • Starting skills are determined by your class. 
  • New skills can be learned and existing skills can be improved during character advancement. 
  • The DM will need to make a lot of ad-hoc rulings. This is fine. 

The DM should offer players guidance on whether skills are likely to be useful in the campaign. I.e. if the game will focus primarily on dungeon exploration, woodsmanship might not be helpful.

Thursday, March 19, 2020

Ultra-Bastard D&D: Combat and Initiative

Michael Foreman
When combat begins, roll initiative to determine the order in which combatants act. Ultra-Bastard supports two options for resolving turn-order in combat.

On their turn, each combatant can cast a spell or attack, and move. Other significant actions like climbing a ladder or lighting a lamp could replace the attack. Minor actions like dropping an item do not prevent the combatant from attacking.

Attacks: When a player attacks, they make an ability check, rolling a d20 and adding any applicable modifiers. If the result is equal to or higher than their opponents armor class they hit and roll for damage as indicated by their weapon type, adding any applicable damage modifiers.

Some optional rules like bows and thrown weapons may allow an extra attack.

Casting Spells: Each spell description will detail how to cast it and the resulting effects. For detailed rules on casting spells consult the spell casting rules (in a future post).

Blogger scrambled my formatting. My apologies for the rough reading.

Wednesday, March 11, 2020

Ultra-Bastard D&D: Social Moves



The DM will use moves like the ones below to determine the outcome of important interactions. To use a move, describe what you do. Don't just say "I want to Bargain or Manipulate this Margrave."
The moves happen when certain conditions are met and it should be easy for the DM to see what you are trying to do.

These are not the only moves that exist. Some will be revealed in play. Some are only available in particular environments. Some might only happen once.

Bargain or Manipulate: When you have leverage over someone tell them what you want and roll +Charisma.
 On a 10+
They'll do it for a fair price or reasonable promise, it's up to you whether you pay up.
On a 7 - 9
They'll do it but demand a high price and some concrete assurance right now.
-or-
The DM will tell you what it will take to make them do what you want. Do it and they will.

The existence of this move should NOT be interpreted as an invitation to try talking your way into discount supplies or gear. Your DM did not create a fantasy world for you so they could haggle over the price of torches. Don't be a bad person.

Monday, March 9, 2020

Ultra-Bastard D&D: Basic Mechanics

Santiago Caruso

When you attempt a challenging action the DM might require a roll to determine if you succeed. There are two main types of rolls: Ability Checks and Moves.

Ability Checks: Roll d20 + relevant ability modifier vs. a target number set by the DM. If your roll is equal to or higher than the number you succeed.
  • If you are playing with the optional Skills rule, you might add a modifier for a relevant skill.
  • An attack roll is an ability check made to hit an enemy in combat. These are often made with additional modifiers. Typically, the target number is your opponents armor class.
Moves Roll 2d6 + relevant modifier (specified in the Move's description). On a roll of 10+ you succeed fully, on 7-9 you succeed but incur a complication, and on a 6 or less you fail and the situation gets worse.
  • These are especially common in social situations and when gathering information.

Wednesday, March 4, 2020

Ultra-Bastard D&D: Hit Points

Mike Mignola, of course.
In Ultra-Bastard, character hit-points are an abstract measure of one's ability to absorb damage before taking a serious injury.

Characters have a d6 + constitution mod hit points per level. This is often modified by class options, character advancements and adventuring consequences.

Wednesday, February 26, 2020

Ultra-Bastard D&D: Ranged Weapons


Ultra-Bastard has no restrictions on weapon type by character class and there is no "proficiency" in this system. Class options and character advancement might grant bonuses to a particular weapon.
 
Ranged weapons typically add dexterity mod to their to-hit roll. Thrown weapons add the better of strength mod or dexterity mod. 


Type
Damage
Description
Light crossbow
1d6
Cannot load if you move on your turn
Heavy crossbow
d12
Takes a full turn to load.
Shortbow
1d6
Optional: Minimum strength 13. Fires twice per round.
Longbow
1d8
Optional: Minimum strength 15. Fires twice per round.

You cannot load or fire a ranged weapon while engaged in melee. 

Thrown weapons roll the same die for damage as if they were used in melee (but without adding an ability modifier to damage). I.e. a knife does d4, a tomahawk does d6 and a spear does d8.

I don't use strictly defined range limits/modifiers because in practice they almost never come up. 

Saturday, February 22, 2020

Ultra-Bastard D&D: Armor


Armor Class (AC) is the number that must be hit to successfully land a weapon attack on an enemy. Monster armor class is a target number for ability checks and player AC is a saving throw. When attacking a monster, a player must roll above the enemies AC to hit. When being attacked, a player must roll under their own AC to avoid being hit.

The unarmored default is AC 8.

I do not associate a particular armor class with a particular type of armor. You can have leather or chain armor from +1 though +6.

Wednesday, February 19, 2020

Ultra-Bastard D&D: Melee Weapons

Micah Ulrich
Ultra-Bastard has no restrictions on weapon type by character class and there is no "proficiency" in this system. Class options and character advancement might grant bonuses to a particular weapon.

Usually, melee weapons add strength mod to their to-hit roll and damage. Certain light weapon add a dexterity mod to their to-hit roll but don't add an ability mod to damage. Which is which should be obvious. If in doubt ask the DM.

Type
Damage
Examples
Minor
d4
Scalpels,  blackjacks,  daggers
Light
d6
Crowbars,  rapiers, machetes, hatchets
Heavy
d8/d10
Battleaxes, bastard swords , spears
Great
d12
Zweihanders, halberds, mauls etc.

"Heavy" weapons can be wielded one-handed for d8 damage or two-handed for d10.



Special Rules. These are optional but I like them.

Knives are scary: Knives roll 1d4 for damage. If the die comes up as an even number, it is re-rolled and the result added to the total. Stabbity-stabbity-stab.

Reach advantage: When two creatures first enter into melee, if either has a significantly longer weapon than the other, she attacks first, regardless of initiative.

Empty hands: It's hard to parry a sword with a knife and even harder with your bare hands. If you are armed with only a small weapon, take a -2 penalty to melee defense rolls. Disadvantage for empty hands.  Using a ranged weapon to parry, usually ruins it. Pick up a stick or a chair. Something! Anything!

Monday, February 17, 2020

Ultra-Bastard D&D: Ability Scores

Oscar Chichoni
Ultra-Bastard uses the classic six attributes except Wisdom is substituted by Alertness.
The line between the Intelligence and Wisdom stats has always felt contrived to me. Alertness feels concretely separate and useful.

I intend for every stat to be relevant (albeit not equally) for every character. Low intelligence should be a source of difficulty for fighters and low strength should pose problems for wizards.

My rules still need refinement so what I've laid out below might change.

Saturday, February 15, 2020

Ultra-Bastard D&D: Introduction

Erik Desmazières
Like many DM's, I have a half-baked version of D&D with rules and mechanics picked from all the editions I've played with sub-systems and house-rules borrowed from any number of other sources. It's not elegant but I like it.

I haven't played it in awhile. My current game is by-the-book 5e (which I mostly like) and that's fine. However, I do have a hankering to drag my stitched-together monster back out, and run it for a few friends this spring.

To that end, I am consolidating the rules (such as they are) into a series of posts here. I'll eventually dump them into a reference doc for my players. I'll include some notes on why I've made the choices I have as I go.