Showing posts with label OSRIC. Show all posts
Showing posts with label OSRIC. Show all posts

Saturday, May 8, 2010

(Homebrew) OSRIC pregens

Made some homebrew tweaked OSRIC pregens that Fit CCG Sleeves. I plan to cut the printoutsand place them with my old L5R serving as stiff backing. I'm not going to destroy the cards.

Pregen Equipment (Card Back).

Shields. One can argue by OSRIC rules: it is Mobile Cover. Its better than normal cover because its reacts to attacks AND the wielder can shift his footing with greater flexibility. 1 bonus to AC can be "at rest" bonus. I'm keeping note that Shields are still vulnerable to being broken, they follow the Item save table in p. 375 crushing Blow and Normal blow modified (worsened) by damage. So a sword hitting a shield for 11pts of damage causes it to save at 14 (or DC31 with a +17 bonus).

Armor is not AC, instead it grants Dmg Resistance equal to its Armor Class Bonus. As mentioned in the previous post leather armor is Boot Leather Stiff and thick lames, scales, shaped "Muscled" cuirass or breastplate. 10lbs is good for torso. Targeted attacks are -4 to hit. Heads are armored with steel helmets for the warriors and hardened leather for non-warriors.
Because some weapons Can't penetrate armor, PCs have to make called shots for necessarily unarmored or lightly armored joints and limbs.

Rounds. I also tweaked the rounds to be 6 seconds while maintaining the rate of attacks. Darts at 3 attacks per round (surikens!) Darts are there to keep a targets shields facing the Dart Thrower. If it does not draw enough attention, +2 to hit because it typically means there is a worse threat to deal with!

Movement. movement in yards per second.
Money. is in bronze Farthings/Folles following Prices in Grain to Gold and Fief. Warriors 1200f, Clerics 100f, Rogues 700f, and Wizards 500f.
Pregen notes. I WAS going to convert the Pregen PCs at the back of the adventure, but the damn stats are TOO HIGH! I went back to 3e's NPC array 13, 12, 11, 10, 9, 8. F*Ck stat envy, the cognitive bias Players have when they encounter "ordinary" NPCs with a couple of 17s and a couple of 16s. It is like the people rolling the stats though just because its not an 18 it is more likely. I think two 17s are more unlikely than one 18s, and 2 x 16s, 2 x 15s, 2x 14s, and 2x12-14 are even less likely.

Realization. Flanking is easy with teamwork and a lot bonuses "stack". When i was a kid, I was always having a hard time with the combat rules because I don't know what really goes on. I failed to see the options and improvisations i could have done. Now, after all that experience (fight club, larping, Arnis/Kali, combat sim etc.) and history research it is not so confusing and I feel freer to improvise.

6 seconds per "round" has a lot of context and knowing that goes a long way in helping combat narration and adjudication of actions. I'm pretty confident we will have a fun game, regardless of tweaks. The Assumptions of the Rules are meant to be broken by experimentation and solid analysis. Historical Accuracy, some basic knowledge of statistic and details really give that internal legitimacy to go with my gut more and where my intuition leads me.

I also realized one can survive without Cure-light wounds and there are really more options than the rules allude too if you add physics and geometry to the mix. I may not know be able to defeat a dragon at level 1, but i know how to used diplomacy, tactics and logistics to make the most out of my stats.

Monday, March 29, 2010

My Osric Character: Dwarven Fighter Thief

Rolled using http://www.pbegames.com/roller/ sending my GM the results simultaneously as I get them.

As a one shot, a lot of things are simplified. Long term character design build is out of the window. Keeping to my magical bias (and wanting to simplify my life) I am playing a naturally magically resistant race.

Playing this system is really weird for me if you noticed any pattern in what I like to tinker about.

My minimax concept is a classic dwarven pragmatist. I plan to play neutral, although since I'm uncomfortable with the alignment system since it assaults what I have learned about history, ethics, morality and psychology so I'm playing neutral. You can say, I'm that old 19Century concept of the Economic Man. Particularly when very long term and great fore-sighted self interest is almost indistinguishable from rational altruism.

The way the setting is made up, you can't exactly apply pre-modern/enlightenment morality without some disturbingly Bizarre consequences.

Normal Built, but a rather lean waist because of the very good dexterity. Charisma 13, in dwarven demographics I would assume it is the upper 16%. Intelligence and Constitution is also rather high given the range.

As for name, maybe Hammer-cart Borga. Blehhh... oh well. Having finally taken the time to read Osric, the equipment and weapons are heavy! I mean 8lb bow, 7lbs swords, 15lbs of leather armor... which is possible if it was something like very heavy hardened leather, which was common in ancient armies as non-metal elite professional soldier armor. Where are the clothes?

The tables are dizzying, i wonder why they didn't take the 3e formula system. particularly the one about Fighters having a +1 to hit a first level?

Anyway, its interesting that being a Tactician or Strategist may be difficult since there are no information gathering skills to set limits what the character may know. I know your supposed to "role-play" within character, I'm aware of information asymmetry. Still what stops me from applying a bunch of critical thinking skills in a constructive way I can feel or understand the limits of what I am able to do thus make the most optimal strategy?

... what the heck.

4d6 keep 3.
Abilities (Racial Modifiers Applied)
Str 11
Dex 16
Con 14
Int 13
Wis 10
Cha 13

Rolled Normal Build (taking Averages)

Equipment. (Rolled 110gp)

  • Non-Load bearing Items (13lbs, 18.83gp)

    • Bracer 1lb, 0.8gp

    • Gloves 3gp

    • Cloak 2lbs 0.03gp

    • Leather Armor 10lbs 15gp

  • Slung Items (25lbs, 6gp)

    • Shield (slung) 5lbs, 3lbs

    • 50ft Rope (slung) 10lbs. 1gp

    • 2 Waterskins (full of water; slung) 10lbs 2gp

  • Belt (occupied) 0.5gp (24lbs, 52.42gp)

    • Small Belt Pouch (Occupied) 1lb, 0.2gp

      • Thief's tools 1lb, 30gp

      • Flint and Steel 1gp

      • Whet stone 1lb 0.02

    • Small Belt Pouch (Occupied) 1lb, 0.2gp

      • *Money*

    • Dagger (Sheathed) 1lb, 1gp

    • Hand Axe (Slung) 1lb, 1gp

    • Small Quiver (occupied) 1lb, 1gp

      • Unstrung Short bow 8lbs, 15gp

    • Large Quiver (occupied) 2lbs, 2.5gp

      • 24 arrows 8lbs, 4gp

  • Backpack (occupied) 10lbs, 2gp (40lbs, 16.55gp)

    • Bedroll 5lbs, 0.2gp

    • Blanket 2lbs, 0.05gp

    • Crowbar 5lbs, 2gp

    • Grappling Hook 4lbs, 1gp

    • 5 days Rations 10lbs 2gp

    • 2 sacks 2lbs 0.3gp

  • Money Left 16.2gp, 1.8lbs

  • Total 102lbs