Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Sunday, August 16, 2020

20 Substitutes for OD&D’s Poison Potion

PDF: https://drive.google.com/file/d/1lniKnK6rZV1qsTfrzNbsebp336wipx3n/view?usp=sharing

The poison potion is presented in the original potion list with the same 4% chance of occurring as most of the other potions (M&T 24). It’s a particularly insidious find in that it’s accompanied by a specific instruction for the referee to trick the player: “Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a singular feature.”

 

In the Greyhawk supplement Gygax turns up the danger, removing the saving grace of “a singular feature” and rewriting the guidance as “Referee will mislead players to the best of his ability in order to either make them believe it is a useful potion or to taste the poison, for even a small sip will suffice to kill” (GH 42). The clarification—that just tasting the poison potion means save vs. Poison or die—is logical on its face, but it specifically undercuts the general rule provided for potions that “a small sample can be taken without affecting the whole” (M&T 31), making the whole setup a bit absurd.

 

While loosely interpreting the by-the-book rules for poison in general and the poison potion specifically is a time-honored tradition, it may be desirable to reduce the chance of a poison potion to 1% and have the other 3% result in a random other “bad” potion.

 

1.     Potion of Babel

2.     Potion of Crushing Depression

3.     Potion of Darkness

4.     Potion of Deafening Tinnitus

5.     Potion of Diplopia

6.     Potion of Envy

7.     Potion of Greed

8.     Potion of Hubris

9.     Potion of Uncontrollable Flatulence

10.  Potion of Lycanthropy

11.  Potion of Obsessive Compulsion

12.  Potion of Olfactory Deprivation

13.  Potion of Quasi-Rabidness

14.  Potion of Sleep

15.  Potion of Slithering

16.  Potion of Sloth

17.  Potion of Stank

18.  Potion of Suicidal Tendencies

19.  Potion of Violent Hallucination

20.  Potion of Wrath

 

If a small sample is tasted, there’s a 2 in 6 chance of a character getting clues about the potion (+1 if Wisdom is 15 or better). If a second sample is tasted it should then account for half the potion and will induce the full effect unless otherwise noted. There are no saving throws unless otherwise noted. Duration is 7–12 turns (M&T 31).

 

POTION DESCRIPTIONS

Potion of Babel: Character cannot communicate in any language: speech (including telepathic) emerges as gibberish, writing comes out as random marks. Even grunts come out as bleats. Gestures may be used.

 

Potion of Crushing Depression: Character sinks to the ground, curls up in the fetal position, and refuses to get up or do anything. Those who have ingested this potion will not even fight for their own life.

 

Potion of Darkness: This potion blinds the imbiber. Attacks and saves are –6; movement with help is at half normal rate.

 

Potion of Deafening Tinnitus: This potion not only deafens the imbiber, but distracts so much that attacks and saves are –2.

 

Potion of Diplopia: This potion causes double vision. Characters who are not aided by another move at one third their usual rate and in combat they will have a 3 in 6 chance of attacking air, reduced to 2 in 6 if Wisdom is 15 or better.

 

Potion of Envy: This potion will make one strongly desire an item of someone else’s in the party (the most powerful or expensive item). Affected characters will try to steal the item the first chance they get. If no chance presents itself, they will either challenge the other character to hand it over or surprise attack.

 

Potion of Greed: The character will attempt to acquire the most valuable items, or else the lion’s share, of any treasure the party comes across, fighting for it if necessary. This potion lasts for double the usual duration.

 

Potion of Hubris: In all ways this potion mimics a potion of heroism or superheroism. Characters who drink it will believe they can rise to any challenge—no foe is too formidable. In actuality, though, this potion does nothing.

 

Potion of Lycanthropy: Character will not exhibit any immediate effect, but in 4–24 days the character will become a chaotic lycanthrope (1–2: wererat; 3–4: werewolf; 5: wereboar; 6: weretiger). The potion’s affect is permanent unless treated before onset. About one quarter of the way before onset, the character may show subtle signs of lycanthropy.

 

Potion of Obsessive Compulsion: Character cannot step on cracks, slowing their movement rate by one third and disallowing them to run under any circumstance. Doors cannot be entered, rooms cannot be left, and combat cannot be started without enacting some ritual: tapping a wall, genuflecting, touching a blade to the lips, etc.

 

Potion of Olfactory Deprivation: This potion eliminates smell and taste for double the usual duration.

 

Potion of Quasi-Rabidness: Character appears to be rabid—aggressive countenance, twitching and spasming, foaming at the mouth, abrupt in movements, growling before any attempt to speak, and highly sensitive to light, noise, and touch. Charisma is reduced to 1 for duration of potion and thereafter permanently by 1.

 

Potion of Sleep: This is a gas which immediately escapes and knocks out the one who opens it. Anyone else in the area has a 2 in 6 chance of being in the path of the gas and if they do must save vs Poison or also sleep. This potion cannot be sampled and there is no potential for a second use.

 

Potion of Slithering: This potion makes characters believe they are snakes. They will drop to the ground, clench their legs together and their arms to their sides. Their only movement will be to wriggle on the ground toward where they wish to go. Unarmored movement is 2" and armored movement is 1". Fighting is virtually impossible.

 

Potion of Sloth: This potion makes characters indifferent to any actions of others in their party. Characters may retain a mild interest in treasure, but they will not go out of their way to do anything short of fight for their own survival.

 

Potion of Stank: Induces a noxious body odor so bad that any humanoid within a 10' radius must save vs. Poison or become violently ill (unable to move or attack) for 1 to 6 turns. Anyone in the 10' radius who is left to attack does so at –2.

 

Potion of Suicidal Tendencies: Affected characters will attempt to burst through any door encountered, will charge immediately into battle against any potential foe, will pause for only a round before dropping themselves off a ledge, and otherwise will take any opportunity to put themselves in danger. In the last turn, unless already engaged in some potentially suicidal behavior, the character will attempt suicide by dagger, sword, etc. (automatic hit, damage the same as strike silently from behind).

 

Potion of Uncontrollable Flatulence: Character is unable to stop farting. Party has only a 1 in 12 chance of surprise during this time. 

 

Potion of Violent Hallucination: Those who drink this will hallucinate the worst foe they have faced (or randomly determined foe using appropriate wandering monster level table). No one else will be able to convince them it is not real. The hallucination functions as a Phantasmal Forces spell.


Potion of Wrath: This potion fills characters with hate and hostility. Even the slightest disagreement with another will lead the character to automatically attack (one free round). Their rage adds +1 to attacks, +2 against opponents under 2 HD, and affected characters will not stop fighting unless restrained or the potion’s duration is reached.

Monday, April 16, 2018

Rules Documents Dump


Supplement K: Swevenwolds: Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures
• Supplemental rules—clarifications and additions—to go with the original three little brown books, printings 1–4)
https://drive.google.com/open?id=1Oyuak56knNnWQbQqxea7cRHVv2ozjlDo

Things Better Left Alone: Basic Rules Based on the Original Game for Fantastic Medieval Adventures
https://drive.google.com/open?id=1PKM96QyC9rVdMApc2p_heHmxRtmlLtQb

BX Infinitum: Fantasy Adventure Game Rules Addenda
• 1. Rules (Character) Addendum; 2. Monster Addendum; 3. Spells Addendum; 4. Treasure Addendum (unfinished).
https://drive.google.com/open?id=1Bw7oDUDjdpWb6NPgdD0h7kKP8vzaXzZU

_________

EDIT: Updated “Things Better Left Alone”, February 2019.
EDIT: Updated “BX Infinitum”, September 2019.

Thursday, September 7, 2017

Things Better Left Alone

Current/latest core rules document. A lot of things reverted to the original little brown books + Great Plains thief. Changes, interpretations, and other later sources now color-coded.

Things Better Left Alone 
Basic Rules Based on the Original Game for Fantastic Medieval Adventures

Tuesday, July 7, 2015

URFAD: The Barbarian

This is the bonus class I would be most likely to introduce into my campaign, because it proceeds from a grounding in its history and geography (though with the exact details still to be worked out). Unfortunately it’s also the most complicated bonus class (the only one extending over a single page) and it still needs work as far as the special weapons/attacks go. A lot of streamlining has taken place—the first version of this from a few years ago relied on introducing mana points, from there the special attacks were relegated by Wisdom + level, then later Constitution + level—and this also has been walked back from being mistaken as a berserker class thanks to wisdom gained from reading a couple of threads over at odd74.proboards.com/. From that forum, also, I procured the idea of a penalty to reactions. As always, I’m open to suggestions (except, perhaps, as concerns the level titles, I had a lot of fun with those and the only pause I have right now is whether to replace “Hellbreaker” with “Destroyer”).
______________________________________

Barbarian Level Progression
Level
Title
XP
HD
Atk
1
Roughneck
0
1+1
+1
2
Warrior
2,000
2+1
+2
3
Hetman
4,000
3+1
+3
4
Hero
8,000
4+2
+4
5
Hellbreaker
16,000
5+2
+5
6
Oathtaker
32,000
6+2
+6
7
Lawgiver
64,000
7+3
+7
8
Superhero
120,000
8+3
+8
9
Conqueror
240,000
9+3
+9
10
Lord
360,000
10+4
+10

Barbarian in this case refers to any member of the various nomadic clans, remnants of the lost civilization of Barbairos, who share the same mysterious heritage. Outsiders among the kingdoms, the barbarians mostly keep to themselves and their own ancient customs and rites. And though definitely a minority, barbarian clans may be found in any sparsely populated region. Barbarian warriors believe that the power of their gods and the spirit of their ancestors are manifest in their weapons as achieved through ritual incantations and engravings. Each warrior’s “spirit weapon” has a magical property, allowing special attacks.

Barbarians have the level progression, hit dice, and attack bonus of fighters. They may use any weapon without penalty, including slings. Barbarians do not wear armor (at least not unless they find themselves settling down as the head of a castle or stronghold), but they do use shields and helms. Barbarians with 13 Strength and 13 Dexterity can dual wield as per fighters.

The prime requisites for barbarians are Strength and Constitution. A barbarian with a score of 13 or greater in both Strength and Constitution receives a 5% earned experience bonus. Barbarians with a score of 16 or greater in both receive an earned experience bonus of 10%. Barbarians must have a minimum score of 13 in Strength and 9 in Wisdom and Constitution.

Barbarians with Intelligence 9 or higher will be familiar enough with Common to speak it, but only those with Intelligence 13 or higher will read and write it. Barbarians will not rely on hirelings or retainers (unless, again, they have built, or are in the process of building, a castle or stronghold at level 9 or 10), but they have been known to reluctantly accept followers.

Barbarians have a +2 bonus for disease- and poison-based saves. They have a –3 for all reaction rolls with other humans (may be partially offset by high Charisma), but any human who does follow a barbarian need not check loyalty (assuming no blatant maltreatment).

Each barbarian’s spirit weapon has a special attack that may be used once per day per every third level (round up), but no one special attack may be used more than once in a single battle. Barbarians may wield their spirit weapons one-handed or two-handed. Their battle axes and great swords are treated as per the weapons table. Their clubs and hammers deal 1–6 damage (one-handed) or 1–8 damage (two-handed).

Determine starting weapon as follows:

1
Barrel Hammer
2
Walloping Club
3
Thunder Axe
4
God Sword

SPIRIT WEAPON SPECIAL ATTACKS TABLE

Effect
Weapon
Range
Damage
Shock
axe
2–7 + stun 1 round

Storm
axe
10'/level
1–4 (from fall)  + stun 2 rounds

Quake
club
10'/level
Level/2 (round up) in 6 chance of cracking open ground—foe must save or fall d6 × 10' into opening; if saves, then 1–4 (from fall) + stun (rounds = to dam)

Mysterious Wallop
club
2–12 (one-handed) / 3–18 (two-handed)

Boomerang
hammer
10'/level
1–6 (+ str) + stun 1 round (hammer returns)

Tremor
hammer
10'/level
1–3 damage (from fall) + stun 2 rounds

Lightning
sword
10'/level
1–6 + level + stun (rounds equal to the d6 dam roll)

Whirlwind
sword
30'–90'
1–6 + thrown d6 × 10' + stun (rounds per tens of feet)