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.

Saturday, March 7, 2020

A Few Favorites

Definitely watch this.
Cross-linking has always been how I've found D&D stuff, so I wanted to pause for a moment to highlight some rad things made by other people.

  • Frothsof is doing a more thorough blog roundup weekly.
  • Anne over at DIY & Dragons has also done a great best-of post recently.  

I'll continue posting my Ultra-Bastard house-rules soon.

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.