I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts

Monday, July 20, 2020

LOSTLORN - teaser for a dark world

This is what I'm hoping to be the "next big thing" in terms of third-party 5e products.

LOSTLORN™️ is a dark fantasy roleplaying game by Mark Rein-Hagen (creator of the World of Darkness franchise), where you play the monstrous denizens and rulers of a mythical land filled with existential horrors and surrounded by an eternal storm trapping all souls there.

Will you thrive to the Star-Courts or be defiled to the depths of Abysma? Will the Tempest rip your eternal essence apart?

Forge your own destiny in Lostlorn!


In short, a new 5e setting by Mark Rein-Hagen (of "Vampire, The Masquerade" fame, among other games). The setting is being discussed "in the open", on Facebook, somewhat similarly to how 5e was created, but a bit less secretive.

I am participating in the creation of game mechanics: races, maybe classes, and soon monsters and (I hope) weapons.



What is interesting about this setting?

Here are some things I think readers of this blog will appreciate.

First, it is not that similar to your traditional faux-medieval setting. It has a renaissance, even Shakespearean vibe, in a dark, mythical setting. The "reincarnation" aspect is somewhat reminiscent of Ravenloft and Dark Souls but much more complex.

Like Dark sun, it takes common tropes and subverts them; there are no elves, dwarves, or halfling, for example, but there are other people that fill similar niches. There will be entirely new classes, divided in guilds.

What is more, the setting is low in magic, unlike traditional 5e. the action is of the swashbuckling type. The game will focuses on intrigue and social interaction more than combat.

As the setting expand, new characters are creates. In addition to mortals, you'll be able to play vampire knights, demon knights, and so on, each with their own culture, traditions, etc.

The art is looking awesome so far (artists: Derek Stevens, above, and Adam Craft, below‎ - not sure these are the final versions).


Join the group on Facebook, or stay tuned to this blog see how this goes!

If you want to support this blog, check my books on DriveThruRPG! Almost all are included in the site's July sale!

Wednesday, April 18, 2018

More Dark Souls WEAPON MADNESS for 5e D&D

Tonight we are going into mega-crunch levels of madness! Bring out your pocket calculator because this is getting fiddly!

Nah, not really. In fact this is quite easy, but probably too fiddly for D&D 5e.

Take this as a though exercise.

I wouldn't use as a replacement for the actual rules, but maybe as an option for some players. Why not? If you do the math, you'll see they are getting +1, +2 damage at most...

But I digress.

Here is the deal: we are not messing with "to hit" bonus for now. Just weapon damage.


As you know, in modern D&D, your damage bonus is based on your Strength (or Dexterity, but let's start with Strength): subtract ten, divide by two, round down, and add to damage. So a 1d4 weapon in the hands of a Strength 16 or 17 fighter deals 1d4+3 damage.

I suggested some weapons should get twice this bonus in GURPS D&D, but we'll leave that aside for now.

My suggestion is something less extreme, although a bit crunchier: instead of  subtract ten from ability and dividing by two, some weapons will divide your bonus by three or four, or even multiply it by 2/3 or 3/4.

Dark Souls calls this "scaling":

The Parameter Bonus rating, also known as Scaling, is a gameplay mechanic in Dark Souls. It indicates the level of bonus damage one can do with a weapon, based on the associated stats. This rating can be S, A, B, C, D or E (in order from most to least bonus for the associated skill). Strength and Dexterity will increase the physical damage...

So, an "Strength A" weapon will benefit greatly from Strength, while a "Strength E" weapon will barely benefit from it.

In this regard, Dark Souls is more interesting than 5e: depending on your "build", you might favor a greataxe over a greatsword, for example, something that is near impossible for the 5e fighter (although a greataxe might be slightly better for a barbarian).

Let's play with the concept.

We will use the letter "C" for the usual bonus to damage (i.e., Strength-10/2), and add some new possiblites:
Letter Scaling Formula
A 0.75 Ability-10*3/4
B 0.66 Ability-10*2/3
C 0.50 Ability-10*1/2
D 0.33 Ability-10*1/3
E 0.25 Ability-10*1/4
Complicated? Not that much. Most weapons get a C, which means Strength 16 adds a +3 bonus... But if you have a Strength 16 fighter with a B weapon, he gets a +4 bonus instead, while a D weapon will only give him +2.

Here is a nice table showing the exact numbers, up until that Barbarian with Strength 24:

A B C D E
8 -2 -1 -1 -1 -1
9 -1 -1 -1 0 0
10 0 0 0 0 0
11 1 1 0 0 0
12 1 1 1 1 0
13 2 2 1 1 1
14 3 3 2 1 1
15 4 3 2 2 1
16 4 4 3 2 1
17 5 5 3 2 2
18 6 5 4 3 2
19 7 6 4 3 2
20 7 7 5 3 2
21 8 7 5 4 3
22 9 8 6 4 3
23 10 9 6 4 3
24 10 9 7 5 3

Notice that the "C" column is the "ability modifier" you're used to.


So, let's get some of the worst weapons from 5e: the mace, the clubs, flail, morningstar, war pick and trident. Give them a "B" rating and, voilà: now the barbarian will pick the morningstar over the rapier!

Add great to the list... and now a Strength 20 fighter will pick the greataxe over the greatsword!

But wait - you might say - I actually LIKE my barbarians using rapiers, and I WANT the greatsword to be better than the greataxe!

Well, here is the deal: you can add Dexterity scaling to the weapon in addition to Strength scaling!

Say, for example, that you add "Strength C / Dexterity E" for all finesse weapons, all swords, and spears. The "finesse" trait just mean you can switch the two around (Dexterity C / Strength E).

Which means: the Strength 16 warrior will usually prefer a morning-star over a rapier. BUT if his Dexterity is 13, both weapons will have equal damage. If you have BOTH Strength 16 AND Dexterity 16, the rapier (or spear) is definitely better. And so on.

Of course, at this point you might be picking up you calculator...


Some perspective on damage

If you haven't read this, take a look.

In short: the +1 or +2 bonuses to damage these rules will give you are a lot smaller than they look, and only barbarians will get a few +3s.

Also, keep in mind that in most cases 1d6+4 is worse than 1d8+3 because of critical hits, specially for barbarians.

What's the point?

This solves a decent amount of problems:

- Does away with "useless" weapons.
- Creates more interesting, varied weapons,
- Strength is always useful, even with finesse weapons.
- Dexterity is useful for all fighters - even if you have high Strength.
- Odd abilities (11, 13, 15, 17, 19...) gain some utility.
- Encourages stronger characters to pick heavy weapons, and dexterous characters to pick lighter ones.
- More specifically, monks get additional reasons to use lighter weapons, barbarians get additional reasons to use heavier weapons, and fighters will be encouraged to use different weapons in accordance to their specific build,s most of which will be very flavorful.



My head hurts from the math! Let's see some actual examples!

Mace, Greatclub (Strength B)
There is little to no reason to use these weapons in 5e: the quarterstaff is versatile, in addition to being cheaper/lighter. With these rules, anyone with Strength 13+ will pick one of them over the quarterstaff.

Sickle (Strength C / Dexterity E)
You'd usually pick a handaxe over a sickle, but if you're dexterous enough, this weapon might be a better choice.

Greataxe (Strength B) 
Once reserved to barbarians, now the greataxe is useful for anyone with Strength 13+. Because of how critical hits work, the greatsword has an almost identical damage, unless your Strength is REALLY high.

Greatsword (Strength C / Dexterity E)
Now the greatsword requires good Dexterity for maximum effect. Nice!

Variations

As you can see, I used only the letters B, C and E. You can easily add "Strength D/Dexterity D" to some weapons that require an equal amount of Strength and Dexterity, and even "Strength A" for GIANT weapons.

Maybe SIMPLE weapons would have Strength D as an option, to allow Strength 9 wizards to cause damage without a penalty.

Two weapon fighting? Maybe Strength letters get degraded by one level in the main hand, two levels in the off hand... Or something. The ideal is that Dexterity scaling allows dexterous characters to gain more benefits form dual wielding.

Ranged Weapons? Let us give them some Strength scaling, shall we? Or try this.

In Dark Souls, some weapons scale with "mental" abilities. A nice addition to spellcasters! Or check this out.

The 3/4, 2/3, 1/2, 1/3, 1/4 progression is arbitrary: you could easily use something less extreme (for example, 0.7, 0.6, 05., 0.4, 0.3).

Here is a smoother table if you want it. I think I actually prefer this one:

A B C D E
8 -1 -1 -1 -1 -1
9 -1 -1 -1 0 0
10 0 0 0 0 0
11 1 1 0 0 0
12 1 1 1 1 1
13 2 2 1 1 1
14 3 2 2 2 1
15 3 3 2 2 1
16 4 4 3 2 2
17 5 4 3 3 2
18 6 5 4 3 2
19 6 5 4 4 3
20 7 6 5 4 3
21 8 7 5 4 3
22 8 7 6 5 4
23 9 8 6 5 4
24 10 8 7 6 4

Tuesday, January 23, 2018

The ILLUSTRATED War of Earth and Sky

I've written a few ideas about "The War of Earth and Sky", a setting a came up with recently. I'm not 100% satisfied with the results. It seems a lot cooler inside my head! So let me try to illustrate the concepts in order to (hopefully) make it more interesting. Not my illustrations, of course - I wish!

The text may sounds repetitive if you've read that post.

Anyway.

These are the Storm Giants:

Source.
They like to mess with lighting:

Source.
Have you ever noticed how D&D giants culture and religion  ("The ordning") is basically a caste system based on ideas of racial superiority?

Giants are obsessed with this stuff.

And giants hate dragons. Giants may live in mountain and throw lighting, but they can never reach the sky.

Dragons are also individualistic, brutal, chaotic, with no respect for caste or hierarchy - the opposite of giants.

In fact, giants hate magic, and elves, and fey, and anything that flies (unless they created it themselves).

But they love science. And golems, and machines, an constructs.

Giants also believe they can mess with DNA to create superior life-forms. All other creatures - and other giants - are inferior and made to serve.

They created behirs, BTW.

Here is how:

Source.
Just get a blue dragon, cut its wings, alter its DNA, torture it into it goes crazy, and you have the perfect anti-dragon pet for storm giants: lighting-breathing lizards that cannot fly and remind the dragons of what will happen if they get caught.

But the giants are not opposed to experimenting on themselves...

When they waged war against the fey, some giants failed. The other giants didn't kill the loser... they only warped them a little bit.

Source.
Messing with DNA and creating new creatures is a noble vocation among storm giants.

But hey, they aren't the only ones that do that, right?

Source.
In fact, all these creatures - the underground-dwellers, cultists - psionics, warped abominations, dragons without wings - worship the same power, albeit under different names.

Their ultimate god is the everlasting Worm that dwells in the center of the Earth.

The one who gave birth to slugs, vermin, purple worms... And most things that live underground, hate magic, or turn people to stone.

The one who fed all before there was a sky - before there were magic, and birds, and dragons. Before those traitorous flying lizards left the Abyss and traded the endless fog for night and day. Before they chose red, blue, and green over the ubiquitous grey. Before they choose fire and air over water and stone.

The one who can protect you from these flying predators and shield you from the scorching sun.

The one that can make you better.

The one you should never have left.

Source.
Surface-dwellers?

I guess they are caught in the middle of a war between Earth and Sky.

Good luck!


---
UPDATE (2020): this is now an entire chapter in TERATOGENICON!



Teratogenicon is my monster generator - for ANY system! If you like this post, you'll probably like it. You can find more stuff like this on my Dark Fantasy line.

It is also a great way to support this blog!

Hope you enjoy it! Thanks!

Wednesday, December 13, 2017

Giants vs. Dragons vs. Worm

Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind. A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.
- D&D 5e Monsters Manual

Well, there is another story.

As the behir's color, shape and lighting breath can surely prove, the first behirs were not "created" by storm giants, but shaped by them from defeated blue dragons.

Most dragons were simply slain for daring to resist the (superior) giant race, but blue dragons wielded lighting, and the storm giants could not forgive such a sin against their elements.

First, their wings, arms and legs were ripped off, and then they were thrown, like agonizing worms, into claustrophobic tunnel-prisons, never to see the sun again, never to taste the freedom of the endless skies.

Eventually, the dragons used their magic to grow small legs that would allow them to move and escape, but the predicament drove them mad.

Turned into multi-legged abominations, behirs hide their shame deep into the earth, hating everyone and everything, especially well-formed dragons and the light of the sun.

If you see a behir, it is unlikely to let you live.



On the other hand...

Some people do not believe that behirs are created by accident. These scholars say that, as fire giants shape metal, storm giants shape flesh.

They believe themselves to have in their blood a genetic power that makes them perfect. Every other creature is subject to experimentation... and improvement.

They hate dragons, of course. And they hate magic. And fey. But they love science, their "blood-shaping" art more than anything.

Some say all giants are the result of their experimentation - maybe even themselves. Other think the lower giant to be primitive, or decadent forms of storm giants. The stupid hill giants certainly look like a debased version of their nobler cousins.

But it could be worse.


Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures' magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse. One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them.

Or so the elves say.

But the "curse" was something different entirely.

See, "the most handsome of races, possessed of brilliant minds" were certainly storm giants.

But they messed with something storm giants were not supposed to - maybe magic, yes, but more likely defeat. Storm giants despise the weak. After being beaten by the fey, these vile cowards were reshaped into something hideous by their giant kin, and forced to fight the fey until the end of time.

Like behirs, they hide in deep caves and avoid being seem by others - specially giants.

Magic can do nothing for them. Only the storm giants can reshape them back - if they ever fulfill their duty of slaying all the fey.

Golems are obviously the giants' creation too - artificial beings made of earth, metal or flesh, resistant to magic, immune to shape-changing, and made to the (twisted) image of their progenitors.

The dragons and the fey are beings of magic, air, beauty, and freedom. They do not always get along, of course - but they rely on each other to survive and thrive. Sometimes, they are like like lions and gazelles.

Giants - who cannot understand magic or reach to the skies, no matter how tall the mountains their climb - hate the fey and want to destroy them.

Humans? Eh. They will often fight for one side or the other, but are not essential in the grand scheme of things. Both giants and dragons seem to think they are clearly inferior and are not ashamed of using them as plaything, slaves or food.



The Worm

The Abyss is a grey, rocky, and dead place, full of wide spaces, where almost nothing seems to move.

It might be older than time.

Some say that is why the dead - and undead - turn to grey, and why the graves are marked with stones.

And probably why giants give so much importance to their boulders, and why the dragons and the fey - in defiance of death and decay - are so colorful.

In the middle of the Abyss, lies the Worm.

The Worm's colors are grey, yellow and purple.

You will hardly find dragons of these colors. Instead, dragons are the colors of the sky, the clouds, the trees, or living blood - things the Worm usually misses or despises.

As fire giants shape metal and storm giants shape flesh, the Worm shapes time.

Deep in the Abyss, it sends forth their sons and minions to conquer the earth, or manipulates people to worship it.

The purple worm that inhabits the ground, the salamanders that live into fire, the aboleths that rule the waters.

The Petrifying Serpents such as the medusa, cocaktrices and basilisks, that want to turn the world into a stony wasteland to please their master.

And the wingless grey angels that travel through time and space and seem to come from nowhere.

The nagas and yuan-ti, obviously - and who knows what else?



Maybe the undead that pull the living to the underworld, or the aberrations that mock nature.

If it looks like a snake, or reptile, or a dragon - without wings - it was probably created by the Worm.

Likewise, if it looks like something that was never meant to exist, is is probably Worm-spawn. Not hybrid animals, such as the beautiful Pegasus, a colorful pixie or couatl, or the giant dragon turtle that fights the worms of the sea - but something with tentacles, uncountable legs, twisted limbs, numerous eyes... or no no eyes at all.

Some say the Worm avoids fire, and its minions fear it, preferring to use poison and decay as their weapons. But some servants of the Worm can relish in fire too - is is just less common.

In spite of all that, the main power of the Worm is not creating monsters, but seducing the innocent.

Storm giants, serpent cultists, drowmind-flayers and sahuagin - they might all be worshiping the Worm, wittingly or not, since so few people understand what the Worm is.

As they stare into the Abyss... the Worm will happily stare back at them, and show them they are special, perfect, superior to all others, no matter what they say.

The Worm will promise them a perfect world.

But, in reality, the Worm hates the world. And nature. And most colors. And the sky, above all else.

Because, as powerful as the Worm is, it can never leave the Abyss, like the dragons did in ancient times.

But - given enough time - it might make the Abyss swallow everything.

Further readings (some of my inspirations for this post):

* http://udan-adan.blogspot.com.br/2016/04/give-me-snake-man-and-i-will-explain.html
* Dark Souls lore.
* Obscene Serpent Religion.

Moral of the story (if there is one): sometimes, a single origin for many monsters might be more interesting than monsters coming randomly from everywhere. Also, Evil versus Chaos might be more interesting than Good versus Evil.

All images copyright of Wizards of the coast.

---

UPDATE (2020): this is now an entire chapter in TERATOGENICON!



Teratogenicon is my monster generator - for ANY system! If you like this post, you'll probably like it. You can find more stuff like this on my Dark Fantasy line.

It is also a great way to support this blog!

Hope you enjoy it! Thanks!

Friday, October 20, 2017

Dark Souls Weapons in D&D 5e (and some random thoughts)

Dark Souls has some amazing, flavorful weapons, but it is hard to choose the right one, since it depends so much of your "build".

D&D 5e is way simpler in that aspect: if you're a halfling, you wouldn't want to use heavy weapons in most circumstances, which is pretty intuitive. Of course, 5e is far from balanced: for example, there is no reason to use a trident over a spear, RAW. Unless you find a magic trident, of course.

Dark Souls also has one interesting aspect that is lacking in D&D: although some weapons are better for high Strength characters while other favor high Dexterity characters, there is little reason to have both high Strength AND high Dexterity... Which makes little sense in the real world, as most martial arts obviously use both. Not that Dark Souls is particularly "realistic" in that regard, mind you.

Another cool thing that 5e is missing is scaling weapons. Sure, they aren't as necessary as in 4e, but it can be fun to see a PC carry a sword for several levels and discover new aspects from time to time. On the other hand, merely going from +2 to +3 is a bit bland and feels a bit unearned. 

Combine these two problems creates an interesting solution: weapons that scale with abilities.


I can see at least a few advantages to such idea:

- Make abilities more useful, less "dump stats".
- As a consequence, it presentes an alternative to feats if you aren't using them (a fighter with GWF gains a significant boost, for example). 
- Warriors gain benefits form being both strong AND dexterous, like in real life.
- "Unlocking" new aspects of the weapon is cool and feels earned.
- The PCs gain a deeper bond with weapons that they have for a long time, and feel more special for using them ("most fighters cannot wield the power of the demon-sword"!).
- It also allows PCs to find weapons they cannot wield, giving them a sense of progression when they do.
- It makes spellcasters using weapons a bit more viable in some cases (sorceres and warlocks come to mind).
- You can use interesting "combos", boosting one ability with potions or spells to make better use of your weapons.
- You can use it to create some types of weapons 5e is missing (the main gauche, oversized weapons, the str-based longbow, the finesse great-sword or spear, etc.). Although this is probably left to a different post...

Let us try some examples.

BTW, most of these weapons should be at least very rare and require attunement.



Arstor's Spear

This spear has the finesse trait. If both your Strength and your Dexterity are 13 or greater, you gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is raised to +2 of both are 15 or greater, and +3 if both are 17 or greater. Whenever you slay a creature with this weapon, you gain temporary hit points equal to the damage you dealt to it.

Notes: if you think the requirements are too high, try some variant such as the sum of Strength and Dexterity, or the sum of one of those ability scores with the modifier of the second ability. In fact, I'm somewhat tempted to remake the whole combat system based on this idea.



Black Knight Greatsword

This massive greatsword weights 18 pounds and requires Strength 15 to use effectively. It's base damage is 2d8. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus is raised to +2 if your your Strength is 17 or greater, and +3 if  are 19 or greater.

When you hit a demon with this weapon, it takes an additional 1d6 damage of the weapon’s type. This additional damage is 2d6 if your your Strength is 17 or greater, and 3d6 if  are 19 or greater.

Notes: "double dipping" on Strength might look overpowered, but remember, this is a magic weapon, and if you're enforcing encumbrance it has at least one balancing factor. Besides, huge weapons are cool.


Channeler's Trident

This trident has the finesse trait. While attuned, you can use your Intelligence ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8 (d10 if used with two hands). You gain a +1 bonus to attack and damage rolls made with this magic weapon if your Dexterity is 13 or greater.

Notes: yeah, it's basically Shillelagh with a twist. For the Dark Souls fans: yes, I would DEFINITELY add a "little dance" special power to boost your allies.


Okay, now let us see one example I got from Braggadouchio, on Reddit  (source):

Lifehunt Scythe
Weapon (Scythe), rare (requires
attunement)

You gain a +2 bonus to attack and damage rolls
made with this magic weapon. In addition, while you
are attuned to this weapon, when you hit a target, you
can force the target to make a Constitution saving 
throw equal to 8 + your Proficiency bonus + your 
Charisma modifier. On a failed save, the target's 
maximum hit points are reduced by the amount of 
damage you dealt with your attack.
Once you use this feature 3 times, you cannot use it
again until you finish a short or long rest.


Notes: I'm not the author, follow the link above for more cool stuff. One interesting aspect here is that you can use you Charisma not to attack or damage, but to make the saving throws harder. Anyone can use this, but a Charisma character does it better.

Other ideas and variations:

In  Dark Souls, you can use special materials and monster parts to upgrade your weapons. It is a good alternative to weapons that scale with level.

Likewise, saying "you cannot use the troll's cool hammer because it requires Strength 17" is way better than saying "you cannot use the troll's cool hammer because it can only be used by trolls".

Dexterity, Constitution and Wisdom have enough uses already; you don't need too many weapons that scale with them.

Magic weapons can give you proficiency even if you're not proficient, provided you have "Intelligence 15", for example. It's cool to have a wizard that can use no swords other than his special sword.

It might be a good idea to add a new weapon trait such as "Secondary ability: Intelligence", meaning you could add half your Intelligence to damage. Probably too fiddly...

Dark Souls weapons may break or lose some power if you use them for too long; breakage in D&D might make things too fiddly, but some "short rest" or "long rest" powers might do the trick.

Encumbrance is an important aspect of Dark Souls; huge, heavy weapons would be a cool addition to D&D, SPECIALLY if you give a little boost to unencumbered characters. SAy, +1 AC if you're carrying less than half your encumbrance.

In conclusion...

"Dark Souls style" weapons can add some variety and complexity to your D&D games. This stuff is really easy to do; you can just pick the weapons you like in some Dark Souls wiki and adapt it to D&D.

UPDATE: I released a book (5e Manual of Arms: Weapons) that deals with similar issues. See below!

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