Showing posts with label Crypt Crawler. Show all posts
Showing posts with label Crypt Crawler. Show all posts

Thursday, November 5, 2015

Crypt Crawler - Scum of the Land


No dignity in adventuring - here is a list of classes for the Crypt Crawler system. PCs are more or less outcasts. Noble ones does not crawl in the ancient mud. Fuck the broken and the poor.

Assassin
Bandit
Brigand
Burglar
Executioner
Flagellant
Grave Robber
Mercenary
Plague Doctor
Sharper
Sorcerer
Thug
Witch

Monday, November 2, 2015

Stat-based dungeoncrawl (Part Two)


This night I managed to write down some basic ideas for the Crypt Crawler ruleset (mentioned for the first time here). I'll post it here as ordinary (for me) assorted list. Thanks for Claw Carver for the idea of levelling the stats!
  • Only five basic character levels: Initiate (starting level), Adept (250xp), Specialist (1000xp), Expert (5000xp), Master (20000xp);
  • Two "epic" character levels are Hero and Legend. Experience points needed to reach these levels are up to the GM. Heroes are able to defy death once (without divine intervention), Legends are able to defy death three times. Remember Fate Points from Warhammer? It's something like it;
  • Base stats: STR DEX CON PER INT WIL LEA. It's highly possible that I'll add some extra statistics. During character creation, 2d6 roll (plus class bonuses) is used to determine starting level of each stat;
  • All stat checks are performed by d20 roll. If a natural "1" is rolled, character has a chance to improve his (or her!) stat:
  • Roll d20 again: 1-gain 100xp, 2-gain one point of the tested stat, 3-18-score more than your current stat level by using 3d6 and gain one point of the tested stat if you succeed, 19-20-nothing happens;
  • IMPORTANT NOTE: even if game relies on stat checks, this is not a roll-playing game! If any action can be completed if only time is required, no checks should be performed;
  • PCs are not gaining levels automatically after accumulating certain number of xp points. Experience points must be spent to gain a level! In addition, xp can be spent for spellcraft (see below) and to identify the ancient artifacts, magic items and so on;
  • Spells must be contained in some kind of magical veseel - it may be magical dust, potion or even amulet or wand. In most cases, spell container is destroyed / must be destroyed to cast a spell;
  • If all checks are stat-based and xp points can be used for other activities, why bother to level up? It's simple - better use of artifacts and - which is much more important - better resistances;
  • List of all resistances: fire, cold, electrical, damage, poison, mind, death, magic, chaos;
  • About character classes - must think about them. Most likely there will be more classes than in DnD.
Probably I'll release the ruleset along with the Darkest Hour setting, in form of small PDF booklet. Probably bigger than Towers of Krshal but still not particularily huge ;)

Wednesday, October 14, 2015

Stat-based dungeoncrawl (Part One)

Pic slightly unrelated but I just love this game!

As you probably noticed, I have tendencies to create lots of strange and twisted rulesets. Not particularily useful but still - I just love to do it! And maybe they are not as useless as I think ;) This time I think about yet another set of rules:
  • Stat checks as the most important aspect of the game. Stats used as base to hit, to defend (I still think about active defense during the combat - not very old school but reason is simple - my players want it so why not?), maybe even stats used as saving throws - or rather as a base for saving throws;
  • I'm not sure if the D&D-derived stats will be used. Maybe I will need more attributes to properly describe characters' abilities (or lack of). Remember lots of strange stats from Encounter Critical? Maybe it was a good idea, especially if stats will remain devoid any description (more ways to interprete things is always good);
  • This means that stat levels need to be increased during the character's level progression. Most likely initial stat levels will be determined randomly and their progression will be determined by character's class;
  • I don't know what about Hit Dice, Hit Points etc. Maybe this system will require total rework of the damage system. Just Save vs. Death sounds really nasty but may actually work... Must check it once I create some basic sketch of the rules;
  • What about the basic dice used for tests? I think I'll stick with d20. It's good, big and round :D
Will it work? I'm not sure. It will require lots of brainstorming but I just love to create such things. And even if not very useful, I will use it. Or die trying :D

Tell me what do you think about it. Maybe you have some ideas / advice?