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    Sunday, October 23, 2011

    Another UAD&D Mechanic Change

    After beta testing the second version of the swordmage, we decided the INSANE exponential XP chart had to change. It's still the worst table in the game, mind you:

    Swordmage Experience Levels

    1 0 1

    2 2,500 2

    3 5,000 3 -Tell quality of Weapons of

    4 10,000 4 Proficiency: Good, poor, magical

    5 18,500 5

    6 40,000 6 -Identify another Swordmage’s presence,

    7 80,000 7 and class, merely by proximity.

    8 160,000 8

    9 325,000 9 -Can craft rune weapons, see note.

    10 650,000 9+3

    11 1,000,000 9+6

    12 1,300,000 9+9

    13 1,750,000 9+12

    14 2,000,000 9+15

    15 2,400,000 9+18 -Tell level of men-at-arms class NPC by

    16 3,000,000 9+21 watching him/her fight

    17 3,300,000 9+24

    18 3,600,000 9+27

    19 3,750,000 9+30

    20 4,000,000 9+33 -Tell magical bonus of proficient

    21 4,250,000 9+36 Weapon by handling it.

    22 4,850,000 9+39

    23 5,100,000 9+42

    24 5,500,000 9+45

    25 6,000,000 9+48



    And for those of you who want to see what the OLD table (which was not written by me!) looked like:

    1 0 1

    2 2,500 2

    3 5,000 3 -Tell quality of Weapons of

    4 10,000 4 Proficiency: Good, poor, magical

    5 18,500 5

    6 45,000 6 -Identify another Swordmage’s presence,

    7 95,000 7 and class, merely by proximity.

    8 175,000 8

    9 350,000 9 -Can craft rune weapons, see note.

    10 700,000 9+3

    11 1,050,000 9+6

    12 1,500,000 9+9

    13 2,000,000 9+12

    14 2,500,000 9+15

    15 3,000,000 9+18 -Tell level of men-at-arms class NPC by

    16 3,500,000 9+21 watching him/her fight

    17 4,100,000 9+24

    18 4,800,000 9+27

    19 5,500,000 9+30

    20 6,200,000 9+33 -Tell magical bonus of proficient

    21 7,000,000 9+36 Weapon by handling it.

    22 7,850,000 9+39

    23 8,900,000 9+42

    24 9,900,000 9+45

    25 11,000,000 9+48

    Banking XP (a revised mechanic for UAD&D)

    Appendix Eleven: Experience Banking and Trading

    At the DM’s discretion, players can invest experience points in things other than leveling. A player can bank some of his experience points, refusing to apply them to leveling up. These banked experience points may be “sold” for specific abilities and benefits. Banked experience points are indicated separately on the character sheet, and this bank can be accessed out of game (generally when leveling up occurs) to buy abilities or just to bridge the distance between leveling. (A player with 5000 banked experience points who found himself 200xp short of leveling could reduce his bank to 4800 and level up,for example.)

    If a character is attacked by a level-draining creature, banked experience is always attacked first, therefore a player may want to bank extra experience before going into a place with known level draining creatures. Banked experience lost in this way can be restored by spells that restore experience, but cannot otherwise be restored. Banked experience may also be added to or taken away during the game by the DM as player rewards/punishments, although these should be rare.

    A list of typical “prices” for things bought with banked experience can be found below. Note that a character’s banked experience cannot be more than ½ of his total cumulative experience points. Anything bought with xp should be noted in the notes, as well as abilities (if applicable) on the character sheet.

    Typical Experience Expenditures:

    Normal Cost:

    Additional Non-Weapon Proficiency

    3000xp/Proficiency slot

    Additional Weapon Proficiency*

    5000xp/Proficiency slot

    Adding a point to a stat under 10

    2000xp/point

    Adding a point to a stat over 10, but less than 18

    10000xp/point

    Extra thieving skill points or bonus to LUCK

    500xp/percentage point

    Extra mage spell castable/level

    5000xp/spell level

    Adding a point to a Non-Weapon Proficiency score below 18

    1000xp/point

    Non-default racial ability (Drow Faerie Fire, for example)**

    1000-10000xp (DM’s choice)

    Dual classing

    Entire bank into new class

    Switching Alignment without penalty (per distance from current)

    1000/step

    Switching or increasing Magical Handedness

    4000/step

    +1 or +10% to druidic, bardic or cleric abilities

    5000xp

    Ignore/reduce a racial class or level limit

    3000xp/level

    Going from specialty priest to cleric, paladin to fighter, general mage to specialist, etc., or vice versa without penalty

    5000xp, must qualify by stat for new class

    Raise social class one category (Chivalric or Lower only)

    3000xp

    *One per weapon, max. Cannot be used to go from normal to specialized or added to weapon with specialization.

    **For example, Drow PCs are treated as elves, but can spend xp to gain the abilities of normal NPC drow.

    This list is by no means comprehensive. Other abilities are allowed and should be encouraged.

    Friday, October 21, 2011

    What a component list looks like

    Clicky to embiggenate. That's what your list should look like. Only it should say where carried.

    Wednesday, October 19, 2011

    Princess sleeping with her tongue out LOLling. Also Puck.

    video
    Princess fell asleep mid-lick and I woke her up. Her sister, Puck, is disturbed by my hand shaking her.

    Sunday, October 16, 2011

    Handedness Rules from Grand Grimoire Volume I

    Determining Magical Handedness

    Certain schools, alignments and abilities affect magical handedness, essentially the root source of your power and, in some settings, which mage protectorate you owe your powers (but not necessarily your allegiance) to. Before rolling the d20, modify your score cumulatively (add them up) as follows:

    Handedness Modifiers:

    Status: Effect on Roll: Note:

    Alignment: Chaotic Subtract 2 from your roll CE,CG,CN, Anarchist

    Alignment: Lawful Add 2 to your roll LG,LE,LN, Unprincipled

    Alignment: Good Add 1 to your roll CG,LG,NG

    Alignment: Evil Subtract 1 from your roll CE,LE,NE

    Specialist: Conj/Summon Subtract 2 from your roll

    Specialist: Divination Add 2 to your roll

    Specialist: Illusion/Phantasm Add 1 to your roll

    Specialist: Necromancy Subtract 1 from your roll

    Specialist: Elementalist Add 3 to your roll

    Specialist: Wild Magic Subtract 3 from your roll

    Specialist: Meta Mage Roll is 5+1d10 Must be partially balanced

    Character is Psionic Add 1 to your roll

    Character is Elven Add 1 to your roll

    Character is Human Subtract 1 from your roll

    WIS stat 18 or higher Add 1 to your roll

    CHR stat 18 or higher Subtract 1 from your roll

    Handedness Rolls:

    Modified Roll: (d20) “Handedness” Default MP: Modifiers:

    1 or lower Strong Left (Black or Sinister) Evil +2B, -1G, -2W

    2-5 Left (Black or Sinister) Evil +2B, -2W

    6 Balanced Left and Pure Magic N or E +2B, +1G, -2W

    7-9 Normal Pure Magic Neutral -1B, -1W, +2G

    10-11 Exceptional Balancer Neutral +1G

    12-14 Normal Pure Magic Neutral -1B, -1W, +2G

    15 Balanced Right and Pure Magic N or G +2W, +1G, -2B

    16-19 Right (White or Dexter) Good +2W, -2B

    20 or Higher Strong Right (White or Dexter) Good +2W, -1G, -2B

    Affects of Modifiers:

    +2: An additional 20% chance to learn spell of same handedness; an additional 2 spell slots of same handedness per magical level (2 extra level one spells, 2 extra level 2 spells.)

    +1: An additional 10% chance to learn spell of same handedness; an additional 1 spell slots of same handedness per magical level (1 extra level one spells, 1 extra level 2 spells.)

    -1: A 10% penalty to learn spell of opposite handedness

    -2: A 20% penalty to learn spell of opposite handedness